Development Cycle Archive
Thread: Crafting Critical Failure Rates
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!
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.
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.
Fivo Asia
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
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...
It would be awesome if an option to remove items from a critical failure was instituted.
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?
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?