Development Cycle Archive

Thread: Crafting Critical Failure Rates

cwhooks
Fri Feb 13, 2004 1:50 am
#521






Lowenblade wrote:

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.





Another MMORPG to come out soon is running with a crafting economy as well... I found it interesting that the list of features was very similar to my list of complaints with this system... They specifically state that there are no critcal failures with crafting as one of their major features... That simple statement was SOOO attractive, that it really brought into focus how much I *hate* the failure/success nature of crafting here! I like having the experimentation, in that you have a choice in how to customize the weapon. However, I dislike that failure essentially jsut force you to try again and again until you get it right, even when you are a master of your craft! It is also bothersome that the choice provided for experimentation aren't very balanced. When makign weapons, is there any choice in what you will spend the most points on? Damage/speed! Your second choice will be HAM. Durability and range modifiers (the other choices) pale in comparison... Perhaps damage should beone choice and speed, range modifierand durability combined into another choice, leaving HAM as a the third and final choice... In the case of several rifles, I can see some players wanting a point or two taken from damage and put into speed!




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sgtbass2
Fri Feb 13, 2004 6:21 am
#522



I do not know what is happening but my critical failure rates are now closer to 15% not 4%. I am a master armorsmithusing crafting equipment that is 43.05 and/14.85 and great resources. I am getting to the point of dropping the profession. I read somewhere else thatdevelopers expect us to usefactories to craft armor but our customers want different colors. If we need to use factories to make armor then we need to have the option of coloring them when they are done. However, having high very random failure rates take a lot of fun out off the crafting profession.
Cafa
Fri Feb 13, 2004 11:58 am
#523


I am livid about the stealth nerf of Droid Compartments to 50/50 OQ/COND vice OQ.


This stealth change in droid compartments has nothing to do with DE's, per se. Name one single item that DE's make where experimentation on this single component has either A) any effect, or B) any effect nearly are dramatic as that of stations.


This is, yet again, a stealth nerf that has literally wiped out just short of 5 RL months of planning on my part since the only spawn of highOQ metal on Tempest was early September 4 days before I started playing the game. Literally 36 million game credits have been put aside by me to build stations as soon as a single high OQ metal spawn occurs on Tempest. FIVE MONTHS OF PLANNING GONE DOWN THE DRAIN INSTANTLY BY A STEALTH NERF.


Hey, Thunderheart, since you've touted that you're playing an architect lately tell me about fairness in this gem. With an otherwise good publish that comes out without the previous earth-shattering problems you have to grieve architects that have spent FIVE MONTHS OF OUR LIVES in anticipation of overcoming a nigh difficult formula to achieve in the first place with this STEALTH NERF.


Lots of communication going on here, devs. Not.


I think I'm gonna post this in a few places. I was just stunned lastnight.


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Kaiva
Fri Feb 13, 2004 8:08 pm
#524

I think the Moderate and good success should be fixed, I'm a master weaponsmith and i've tried to get perfect (near perfect)items for schematics. The only problem is, the moderate success seems to make everything worse.. ie: I make a vibro blade, get to experimantation and i put 5 experiment points on damage, i get a moderate success, the whole thing just.. dies, it's completely useless and the damage is worse than it started with... that cant be right if its a success. Then i make another and i put 5 point on damage, then failure, nothing happened, the stats are the same and i have 5 less points to work with... and one more annoying thing, when the % of an itme in experimentation reaches 0% from a crit failure, you get nothing but amazing successes on it, but nothing goes up, you're just putting points into a nothing and getting amazing results.... it's just odd =/



Master Weaponsmith


Armorsmith


Tailor


Martbar
Sat Feb 14, 2004 1:58 am
#525

Okay here you go:


If critical failures happen only 4% of the time, then the chances of getting two critical failures in a row should be only 0.16% right? But I get them all the time! I'd say it happens at least once if not several times a day for me that I get two or even three failures in a row. Does that make since.There is a problem somewhere!


One thing you might want to check in the codeis that you are using a 'random enough' random number generator. Make sure you seed random numbers off a CPU clock or something...


OnlyMaestro
Sat Feb 14, 2004 12:55 pm
#526

It's stupid when a Master Doctor critically fails on a BEC.


What kind of Master Doctor are you then?



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Serqit
Sat Feb 14, 2004 7:57 pm
#527

From my experience the critical failures usually occer consecutily. I will get 1 critical failure and more often than not get 2 or 3 more failures immediately after that. The worst scenario was 5 in a row.
Rounders33
Sun Feb 15, 2004 1:40 am
#528

I will tell you crit failures are crap at the master lvl. I have a second acct that is a master doc/cm. She was using some stat clothing with + to experimentation and assembly. I got 11 janta bloods (power 125 and 16 charges)and was going to make some nice Action and Health buffs. Using a +43eff crafting station and a +14eff crafting kit in a research facility and resources that all were in the 990ish range from the months of collecting rare anduber resources. I then sit down to craft what I thought would be the best buffs I could possibly do. WELL I GOT 6 CRIT FAILURES!!!!!! This is a bunch of crap. I have never seen an amazing success as a master doc/cm only great but that is what a novice should be shooting for and getting not 2 Master Medic professions. The one buff pack I did get out was only 64 power better than I normally make. To spend time waiting for Janta respawn and then come up with 6 CRIT FAILURES is BS.
Up_and_Comming_Architect
Sun Feb 15, 2004 7:07 am
#529


It would be awesome if an option to remove items from a critical failure was instituted.



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Deathrobe
Sun Feb 15, 2004 9:29 am
#530

Does this help i dont know


I notice high failure rates on final products at time and like someone else stated.. u can do a couple of things that may be like voodoo but it seems to help


If i have 2 critical failures or horrable expermentations like to many moderates in a row which often happens, if i continue to craft i will continue the trend of crappy success rates..Also if i use sub-par resources like rhodium steel or something like that with one or two attributes being horrable, i will get a run of moderate success..


note: if i leave the crafting station run around and come back in my success rates go back up..


but i also feel the risk factors for a master- of any crafting proffession is to high we should be the elite of our class and just from an experiance stand point if anything we should get more amazing success after all we are masters...I mean if you have a master tera kasi master get owned even once inawhile by a novice could u call that person a master...


in my experiance the higher quality crafting station the better the success rates are overall


But there is definately a crafting failure issue based on your test and percentages it should be random when u get a failure but some nights i can craft all night long not have one problem , other nites i can get slammed with moderate success to good success etc...


example when someone brings me there hard earned 11 identicle krayt tissues for a nice t21 and they come to me because im a master and I end up failing or getting horrable results from my experimentaion it kinda puts us in a bad spot..



zindabar
Sun Feb 15, 2004 12:59 pm
#531

I get a horrendous amount of crit fails and moderate success (which as armorsmith might as well be crit fails) in fact it seems worse these past few weeks. I
zindabar
Mon Feb 16, 2004 1:08 am
#532

Sry, hit the wrong key.


I use the highest quality crafting station and tool, the resources are the best I can find, I have an extra 2 points and I am Master. I dont believe that I should be experiencing the high rate that I do, it wouldnt be quite so bad if I thought that I would get a better rate of amazing success but they are very rare, its very frustatrating.


Luckily for me I am also Master DE, so I can go craft some droids and not get the same rate of critical fails or moderate success, even less critical fails on assembly too and the oq of resources used doesnt seem too important either which on the face of it seems wrong, why is one crafting profession so exacting and another not?


NancyJ
Mon Feb 16, 2004 3:32 pm
#533

This thread is now 43 pages long and has been total waste of time, TH isnt listening to us, the devs arent listening to us, the player base is screaming out 'we hate critical fails, they add nothing to our gameplay experience but anger and frustration, please explain to us how quality of crafting tools affects sucess rate' and the devs turn around and say no, critical fails are good - it isnt a game if there are no criticals fails, critical fails make the game better, they must stay. We cannot tell you how these things are supposed to work, you must figure it out for yourself, just because the game has been running a year and no-one knows does not mean you will never discover it, undocumented features and changes are good for the game, it helps you grow as you discover new things.
But pity the poor jedi who crafts a new saber once a week - he must not lose components on a critical fail for the jedi are our salvation and we must not do anything to make their profession even slightly difficult.

Why bother posting this thread if they're not going to listen to anything we've said?




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