Development Cycle Archive
Thread: Crafting Critical Failure Rates
Don't tell me it doesn't. It does. There are just too many connecting threads to be sure you do not have a cross over. Also, it is just too easy for an error to make it live that does not make itself known on the test server.
Why do I suggest this? Because your 4.21% Critical failure rate does not apply to my charactor. I get a critical failure every four experimentation attempts per item. If I do single experimentation steps, I will get a critical failure between attempt 3 and 5 every item I make. This is in the Architect line. I have tested with Deep Crust, Heavy Natural Gas, and Heavy Mineral. I also decided to try it with items that have no benefit from experimentation and guess what. 25% criticl failure rate.
How have I resolved this and stayed in business? I now add experimentation points until I go above zero chance of failure. I then remove one and experiment. No failure. When I get to BER 13 I quit period. Also, I took off all my skill mod clothing and the numbers were the same. So not sure if they even help. Since I only have +8 to experimentation, I believe I can not make a call there. Was told you need +10 to have any addition to experiment.
Here is result of one run I made. All material, even walls and structure modules were at 96% or better.
1 Deep Crust at BER 13 (first try)
5 Deep Crust at BER 12 (1 critical during experimentation)
4 Deep Crust at BER 11 (2 criticals during experimentation)
After my method above
9 Deep Crust at BER 13
1 Deep Crust at BER 12 (first attempt)
I have three factories all making components at the highest experimentation rate for each.
I will now assemble and experiment until I get a BEr 13 and make a schematic. This assures I will get BER 13s in quantity for sale, but will raise the cost slightly as I must waste the materials for the schematic. This seems to be wrong to me. A master is not supposed to have to rely on a factory in order to produce consistency; he does it by his knowledge and expertice. I should be able to hand make a BER 13 90-95% of the time, not 5-10%
My 2 cents worth.
T'Elder
BTW Kurt, are you the same Kurt from the early AC days? If so, you know how to pull this game into the realm it can be.
hasibert wrote:
can we get this for every item in the game (such as RIS armors, weapons)?
it would be nice for armorsmiths to keep the rare loots and for weaponsmiths to keep the krayt tissues....
Thunderheart wrote:
hasibert wrote:
can we get this for every item in the game (such as RIS armors, weapons)?
it would be nice for armorsmiths to keep the rare loots and for weaponsmiths to keep the krayt tissues....
Thats a good idea and I've been working with Logix and Jaato Walls (Weaponsith and Armorsmith Correspondents) on that. I'll definately see what I can do.
PLEASE TH....have the BE correspondent look into this for BE's too. With the amount of time needed to get DNA samples (especially from Mutant Rancors), having to use 5 samples to make 1 template, and then recraft the template to make a clone. A critical failure anywhere in that crafting process means a loss of 5 DNA samples whichusuallymeans hours worth of work. These DNA samples cannot be gotten with harvesters or AFK sampling. This is actually hours worth of play time that can be wasted on a single crit failure anywhere in the double crafting process.
Please let us know if you think BE's should also recieve the same kind of 'relief' the Jedi are.
PLEASE TH....have the BE correspondent look into this for BE's too. With the amount of time needed to get DNA samples (especially from Mutant Rancors), having to use 5 samples to make 1 template, and then recraft the template to make a clone. A critical failure anywhere in that crafting process means a loss of 5 DNA samples whichusuallymeans hours worth of work. These DNA samples cannot be gotten with harvesters or AFK sampling. This is actually hours worth of play time that can be wasted on a single crit failure anywhere in the double crafting process.
Please let us know if you think BE's should also recieve the same kind of 'relief' the Jedi are.
Please? Pretty please?
I crit failed 15 of my best samples last night.I could have lost 150K harvestable materials and not been as upset or lost as much time and effort.... Sob! My poor DNA.....
Thunderheart wrote:
hasibert wrote:
can we get this for every item in the game (such as RIS armors, weapons)?
it would be nice for armorsmiths to keep the rare loots and for weaponsmiths to keep the krayt tissues....
Thats a good idea and I've been working with Logix and Jaato Walls (Weaponsith and Armorsmith Correspondents) on that. I'll definately see what I can do.
Although i am not a crafter i am well aware of the games economy and what these rare items mean to them. They are hard to obtain i agree however insuring that EVERY single one of them is usefull with either increase their price or drive them down, most likely depending on the server. Instead of saying "okay now all your rare items don't go bye bye when you crit fail" perhaps make a second equasion into cafting (yes i know this would likely take alot of programming) where once a crit fail does occur there is another 'roll' to see if the crit fail damaged the rare item. Thus it would give you a CHANCE to save the item instead of just saying "okay go make tons and tons of RIS armor and other stuff thats supposed to be really rare"
TY very much TH! Appreciate some feedback! Even if it's not about architects!
Fivo Asia
oh and as a weaponsmith i can agree with getting back the tissues, but i do want to point out that a krayt gun or a nyms VK is different from a lightsaber, a lightsaber requires these rare loot components while the tissues and high velocity vibromotors are optional components to a weapons that, debatedly, doesnt need them. id like to see this work with krayt scales, nightsister armor components, and janta hides too.telling customers i critical failed on their krayt weaponputs a sour taste in my mouthso i can agree with getting the enhancers back.
RIS armor should work the same way as lightsabersisince it requires loot, as well as the soon to come Geonosian Reinforcement Core (needs looted power cubes)for the sythe.
great work SOE, this is a change for the better
now all thats left
*waves hand*