Development Cycle Archive

Thread: Crafting Critical Failure Rates

Dagrin
Tue Feb 03, 2004 3:26 pm
#443

I might have misunderstood this from the beginning, but I always though that the effects of tools and stantions had nothing to do with rates of success or failure, but rather the quality of each success (likely due to bad math the quality of the failure as well).


There are twomodifiers here: Assembly and Experimental Effectiveness ('Manufacturing Center' and 'Research Center' city types give a bonus to each repectively).


Assembly is a modifier for the player and effects the rate you should get a success, failure, or one of the other options inbetween. I'm not sure if this is the same mod might also determine the rate of success during an experimentation attempt


Experimental Effectiveness is a modifier from your tools and the crafting station. I don't believe it affects the rate of success or failure at all, but I don't think it is supposed to. Instead it affects how significantly the item is improved by a success. For example, a great success with a 0% tool and a 0% station might only give me +10 to value I tried to improve. That same great success should be +17.5 if I use a +15% tool a +45% station and live in a 'Research Center' for it's +15%. The end result is that I can max out that value for the item by using less experimentation points, I therefore have more free points to raise the item's other values.


Can anyone confirm or deny this?
Vinaddar
Tue Feb 03, 2004 3:46 pm
#444

If given a choice, I would like to scrap the current (overly-comlex) system for all crafters.


I would rather seea simple system of Success (giving max positive yield) or a Failure (resulting in a low quality yield). The percentage of Success would go up as your class crafting kill increases. So, a novice makes more poor quality items than good ones, and the master makes 99% (heck 100% would be fine with me) top quality items.


1) This eliminates the loss of resources--like those pealrs the poor Jedi's have lost, man did that suck for them--by eliminating this unneeded Crit Fail nonsense.


2) It gives easily recognizable results showing the benefit of becoming a master of your class.


3) It makes crafting fun.


Think about it TH/Devs--crafters want to have fun. The risk vs reward should be in terms of the quality of the item, not in wether or not you make the item all all.


Vinaddar


Vinaddar
Tue Feb 03, 2004 3:53 pm
#445


If given a choice, I would like to scrap the current (overly-complex) system for all crafters.


I would rather seea simple system of Success (giving max positive yield) or a Failure (resulting in a low quality yield). The percentage of Success would go up as your class crafting kill increases. So, a novice makes more poor quality items than good ones, and the master makes 99% (heck 100% would be fine with me) top quality items.


1) This eliminates the loss of resources--like those pealrs the poor Jedi's have lost, man did that suck for them--by eliminating this unneeded Crit Fail nonsense.


2) It gives easily recognizable results showing the benefit of becoming a master of your class.


3) It makes crafting fun.


Think about it TH/Devs--crafters want to have fun. The risk vs reward should be in terms of the quality of the item, not in wether or not you make the item at all.


Vinaddar


(darn lack of an edit option, sorry for thedouble post)
kaldarin
Tue Feb 03, 2004 4:18 pm
#446

When experimenting success, moderate success, failure and critical failure are all failures since the stats you're experimenting get worse
Plageron
Tue Feb 03, 2004 4:42 pm
#447

Like I said on a previous posts that 4% is the set variable failure rate and not a true failure rate.

It shows what individual objects fail at.

But when you make a combination of objects for one item...
Your failure rate is much higher.

Architects get a nice 50% failure, and Weapons smiths get around 39% and so on.

I really hate how people use larger numbers, with out considering the statistical values to them.

So someone mentioned no failure on the combination portion....I like that Idea.

thats the best Idea I have seen so far.

As for the Jedi Problems.
Well if Luke Skywalker where in this game I guess he must have about a couple thousand lightsabers sitting around becasue he would fail that much using this games percentages just to make one that usable.

Oh thats right...the critical failures just eat the object...ooops I forgot, so then thats why luke only has one...



---"Back off Man!! I'm a Scientist."----
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Vargos
Wed Feb 04, 2004 10:04 am
#448

Shouldn't there be some special consideration for the professions who have an urge to commit suicide if they fail on one of their products??? Like a frikkin' guild hall?? How about me being scared **edit**less that I'm going to get a crit. failure on a lightsaber?? If I'm workin' on a gen4 or gen5 and I fail on a saber. Not only does it cost me the 300k (double that of a guildhall cost) for that crystal (let alone if i used a 5-11 million credit pearl) but I have lost all the other crystals I used to make all the other sabers. Then...I have toactually go buy more crystals and resources to get back to where I was. Isn't Jedi hard enough without having to spend 1-20million for a good saber?? Not only is it a **edit** with failures but on top of that our decay is faster than other weapons as well. I know I'm ranting about Jedi...but the amount of critical failures is ridiculous in these professions that can cost over 15 hours of work if that fails.





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Bluude
Wed Feb 04, 2004 12:25 pm
#449

In tailor we really do not even have an experiment pool and the sockets seams to be random which is a real pain in my butt for customers wanting the best with all sorts of expensive tissues and critical failures as well.


I have %99.9999 tools and crafting stations (found some great copper) I am master tailor and living in a research center metropolis. Yet the 2nd or3rd thing I try to craft almost always fails.


Yet I get more failures in town than I do out of town using my droid as a crafting station.


So is the Research center city perk broken?


Or does that even effect failure?


Does anything effect critical failures?


Does a newb with a crap tool at a city station get the same failures as me? if so that is really screwed up.


Give us some answers on how this all works please.






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Pahbi
Wed Feb 04, 2004 5:10 pm
#450

"Yet I get more failures in town than I do out of town using my droid as a crafting station. "


In or out of town I get FAR FAR FAR fewer failures with a droid than I do with a crafting station, no matter what the quality of the station.


- Pahbi
tom_guyette
Wed Feb 04, 2004 5:10 pm
#451

Yes -- I noticed higher than normal critical fails (somewhere around 20% to 30%) with my Master Architect as soon as my home town specialized as a Manufacturing Center.


I suggest you check the math on how Manufacturing Center specialization affects craft rolls -- it's possible that the additional bonus is "flipping" the rolls back through zero to a smaller number with exceptionally good crafting tools / stations. It's also possible that the bonus for Manufacturing Center isn't adding to the correct base, thereby lowering success numbers by not taking profession / crafting station / crafting tool quality fully into account.


If someone had to modify any of the crafting station / crafting tool object code to create city specializations, it might be worth revisiting those code changes to make sure they were thought out correctly. It may not have been done by someone with full knowledge of the crafting subsystem.


There doesn't seem to be an adverse effect to being in a Research Center, but I recently changed professions and haven't done any architect crafting.


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Slyblaster2
Wed Feb 04, 2004 7:07 pm
#452

I have not read this entire thread, but I too have found myself having VERY excessive critical failures. I have tools that are in the 99% range. That should make critical failures a minimum. I do not have anywhere NEAR the 5% that SOE is saying should be expected. I experince a critical failure when I begin crafting withing the first 3 attempts. If I am crafting say a speeder bike, this is a MAJOR deal. I have now lost a mass of top quality metal. BTW I am a master craftsman.


Now the machine I craft at is only at a whatyamadiggit number of only 14. I know some folks have machines as high as 40. I would REALLY like to be able to know what the er... effectiveness rating or whatever is on a public crafter. I like the idea that buying a top machine almost removes critical failures. Then I have a motivation to buy them.


Instead of so many critical failures, how about "ok" results. The item is now worth HALF as much or even less but I didn't utterly lose my materials.


I would like to see experimental results on everything I build. If there are hidden stats that ARE taken into consideration, I should know a crappy Microsensor suite from a good one. Many items have NO rating like a speeder bike. Most folks I encounter think they have an experimented level of running down. According to what it says I'm experimenting on, it is hit points. This info should be posted with the vehicle so that it is clear you are buying a top quality bike made from my nice metals and not some grinding crud. Don't give me experimentation that does nothing....


I also found that on CERTAIN ITEMS the critical failure rate is affected by how many points you put in at a time. If you put a lot, there are more critical failures. If you only put in two at a time, you can get close to the max the raw material will allow. This happened to me crafting a dozen clothing repair tools. Try for the big one time payoff and you get a critical. It was a crappy station I was using tho.


BTW, is there even a use for the Clothing repair tool? Since the decay was removed (wasnt' it?) why is this tool available to be made.... even fireworks have a use. That repair tool does not.


My last rambling is... I think craftsmen should be able to craft all repair tools (even the new droid repair tools especially) This is because it is a way for the casual player like myself to Eeek out a living off selling repair tools. I can't spend the time to become a master specialist, so I pay for my mines and house by selling top notch repair tools. Please don't put this essential tool into the hands of the already lucrative business of crafting droids. I can craft the repair tools for weapons and armor.. I should be able to craft it for droids. BTW why not make droid weapons a part of the weaponsmith or general crafting window. That makes for more interaction between professions. I'd love to make a living crafting droid weapons along with repair tools.


Just my two cents.

Sly.



Grisbilen
Wed Feb 04, 2004 7:41 pm
#453

A comment on this from little me:


If i get this correctly, there is a 4% failure rate on the stuff you craft (master level, good tools etc.)


So if you are crafting an item with like 10 sub components, doesn't that yield a lot bigger failure rate than 4% (statistically and mathematically)?


Saying the failure rate is 4% would bewrong for anything except items that don't require sub-components.


Thesimplest solution imowould be to keep components on final combine rather than destroying them. (losing 7 walls on a heavy harvester crit failor a krayt tissue for xxx amounts of credits on a rifle crit fail is not my oppinion of fun in a game, just plain frustrating)







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Boodley
Thu Feb 05, 2004 5:35 am
#454

Considering there are so many pages here, to read every post is just not feasible for me right now. I'm a little upset and just wanted to add my 2 cents.


I have been a Master Artisan, Architect, Tailor, and now Droid Engineer. I speak from much experience, as I am most positive that others have also.


I am a crafter. I started playing from the first few days. I absolutely love the crafting system... HOWEVER, I cannot believe the critical failure rates during experimentation for Droid Engineer. In all the hours and hours and days and weeks of grinding and crafting, I have NEVER experienced what I have in DE.


Too be fair, I believe it is a given to fail on the way up any skill tree. I even believe that failures after Master are POSSIBLE. But, after mastering DE too have this many crits on experimentation has me really angry. It's not the resources, it's not the extra time spent clicking.... it's the sheer audacity of this system to imply that ANY master would fail like this. If I were a master at any profession in real life and made as many mistakes as I apparently have in the past few days... I swear to you - I would take up another profession.


As for the 4%+/- failure rate? I would say that holds true in the other professions I have mastered, but, no way could I possibly be this upset over only 4%. My failure rate during experimentation has been unbelievable.


Yes, I have a 14.94 crafting tool and a 42%+ crafting station. But, I also have several skill tapes in my clothing... not sure if they work or not.


You asked for feedback.... I am telling you, something is wrong.


Ezmir


NorbertH
Thu Feb 05, 2004 6:36 am
#455

Get the Best Tools and STations and a Ping of 400+ and your Crits will Rise to OVER 40% !!!!!!!!!!



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