Development Cycle Archive
Thread: Crafting Critical Failure Rates
Alright this isn't a double post, I just finished reading TH's response to the guy that asked if it was possible to do this with all other rare components. Now for my .02.
There is no way the devs should ever give us components like these back to make a new weapon or armor piece. Although I haven't recently crit failed on a Krayt tissue I would be very pissed if it did happen, but tough luck, it comes with the terrirtory of crafting. As for why architects get resources back, I only half understand that. Most architects use a vast amount of lots that aren't their own, and they are very wealthy. There is simply no reason to give them back some resources beyond their whining. Architects were prosperous before this was implemented so I saw no need for this. So, in the end I see no reason to implement an idea like getting all the rare components back on crit fails for every profession, I even object to the jedi getting them back because it will slowly deflate prices of the rare items they use(make a note I said slowly). Lastly, if you can't deal with crit fails, whether it be on a normal item or an enhanced or special item then don't craft.
Been a Jedi for over a month and so far, only 2 critical failures. One on a Training Saber and the other on a 4th Gen saber. But I have also had 2 5th Gen Sabers. I lost the first due to permadeath and my second saber I have now is a 4 pearl blade. I do not mind critical fails. That is the game. But I agree that you should not get ANY critical fails as a master of anything. While that does not include the Jedi since we have total of 3 trees to get through in order to get to master. If you take pearls and crystals out of the economy, then you solve so many problems we are having. Keep the decay, keep the critical failures. Only make those items available TO jedi. If it is easy for Jedi to find and very hard for non-jedi to find then there is no issue here. I amnot saying that Pearls should grow on trees, but they should be easy for Jedi's to obtain. The HUGE Krayt in KOTOR was easu to kill. Just a few mines and it was down. Just make them lootable only for Jedi. Then you might bring up the issue that Sand People are not Jedi and they can loot them. But that should not be an issue since noone in the game can play as a sand person. Maybe make them lootable off sand people. I already heard that you can loot crystals off of Jawas and Sand People. Not sure what they would be doing with crystals anyway. Crystals are found on Dantooine as in with KOTOR, but there are no crystal caves on Tattooine.
So this is my 2 cents. Keep the decay, keep the crystals. Make them lootable only for jedi. Make them hard to get for non-jedi. I do not like having to rely on my main wookie character to get my Jedi character a pearl. He should not have to do that at all.
As far as regular professions. ONLY MASTER should never get critical fails. This way, you do not have novices out there making krayt weapons and armor and such. Make them save it until master. Novice should get many critical fails as they are new to it and you only learn from failing. Have the number of critical fails happen less as they progress through the trees.
Whats the risk again to keep Jedi rare? Permadeath...rare pearl loss...no, um...you lose some XP if you die...
That'll keep 'em rare!!!!
Geeze whats next...you take away all the scary parts of death (corpse runs, decay for pvp, xp loss)...in 6 months can we expect to get a "We're sorry you died, here is 100k credits and a holocron. Thanks for playing SWG giftbasket"?
You got to wonder ifthe wonder kids on the Dev Teamlack common sense. The game is suppose to be fun, and they are simply clueless to the notion that sustained frustrationis notfun. Most players see theoccational failure and critical failures (proportional to your skill level) as *challenging*, but theRube Goldberg contraption these peoplehave come up withis just outrageous.
One simple thing the Devscould do is greatly reduce failures and critical failures, and balance that byincreasing required resources to makethings. In the end, the sameamount of raw material get used,but player frustrations will decrease.
It'sdoubtful something like this willbe implamented, becasue past issues and incidents have shownthe playersthat the Dev Teamlackcommon sense and are also steep in the*not invented here* mentality.![]()
Thunderheart wrote:
Update for Publish 7 (thats the next publish after the crackdown)
For Jedi Lightsaber Crafting, if a Jedi suffers a critical fail, the player will keep all the rare items (pearls, crystals, etc).
The only thing they will have to replace are the "regular" resources.
thats great... do armorsmiths get to keep their rare items on a failure?
hmm...
Yesterday morning I hand-crafted a dozen vehicle customization kits for immediate consumption on my vendor, while adding a schematic for another hundred to my factory.
I started by crafting Control Units. The first three I made, I had two critical assembly failures and one experimental failure.
A friend brought me a dozen Droid Storage Modules. Assembling the final product, I ended up with nine as three suffered failures -- two experimental failures and one assembly failure.