Development Cycle Archive
Thread: Crafting Critical Failure Rates
This really irritates me as well. I was working on reinforcement cores the other night. I got a success and the max damage of the thing dropped to 1!! I think the problem is that they base the mod for a success on 0% instead of the percentage you get from the build. For example, you get a 47% on a final build then go to experiment, then you do a 5 point experiment and get a success worth a 20% increase. I think it just adds this 20% to 0% instead of the 47% you had from the build. Hence a drop with a 'success'. Something's screwy with the math somewhere.
Kaiva wrote:
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
Critial failure hurts classes that dont see much degredation on the items that they sell, which also hurts them.
*raises flag*
Both or neither.
Out of three suits made I had 17 critical failures and i believe its an error in the city specialization Research center. I say this because i moved mybase of operations out of this area and since then I have made 5 suits with 4 critical errors which in my opinion is much more reasonable. Again this isn't firm data but I am staying out of towns now to make armor.
Natanial Storm
To add to previous comments...
It would be nice to see stat comparison using 3 types of tools: -12% tool, 0% tool and +15% tool and compare results.
I would also like to see results in PC city where it has crafting bonus. Currently the city bonuses don't seem to add any bonus to anything in the crafting stages.
Thanks,
T.
Last night I constructed about 10 -15 enhance paks by hand. I have +100 assembly and +100 med experimentation in doctor. I have a +13.86 crafting kit and a +22 private crafting station. I used resources ranging from medium quality to very high quality (in other words no junk).
Out of the 10 -15 enhance paks I crafted by hand I had 2 that had no failures or crit failures during construction and experimentation.
All the others were either crit failures on construction or had failures and critical failures during experimentation.
All the while this thread and the "acceptable level of failure" was going through my mind. The game has evolved to the state that if you get a single failure or anything less than a great success during construction and experimentation the item is junk and won't sell or will sell at Big Lots prices.
Thunerheart,
I've been playing this game since BETA3, first shuttle. I have never, ever seen the words 'critical success' on any part of an assembly.
Never.
I've mastered Artisan 4 times, Architect twice, Armorsmith once, evenmusician and smuggler. And I have never seen anything but 'amazing success'. And I've logged at least 30 hours a week playing since release. Most of it's been spent crafting. I really don't take what you say as true in any way, and please don't take a bad look at what I say. I swear there is no critical success, or if there is one, it's 10,000x more rare than an amazing success
Now you can say it happens with the same frequency all you want. But I wonder if you have ever seen it? And what tools are you using in the first place? 15.00 rated hand tools? and what 45.00 stations? I have 14.95 and 43.22. How come I have never gotten one critical success in almost a year, nor has any of my friends, one of which is a weaponsmith/artisan
Besides, none of the data of the first post means anything to the real number-crunchers because you give no information as to how you came up with these rates. What was used to produce the results is kind of important to base something off, isn't it?
For all we know, your using FR100 stations and TE50 tools with resources that are 1000 in everything.
Trystan1969 wrote:
4% critical failures sounds a bit high for someone who is a master. I think that is the biggest problem people see.
I completely agree with this. I'm a master combat madic, and it's hard enough to make good stuff as it is. i would argue however that because masters often get more schematics at master level, maybe there needs to be an assembly (and experimentation?) tree beyond master that reward someone who is commited to a profession. this would allow the master weaponsmith to create good weapons and have the 95% rate of success, however an additional crafting line could be provided for all of the elite crafting professions to allow a 99% rate of amazing successes and maybe even something like 2 extra experimentation pts. this would, however, have to be something that is gained from having master a long time and could not be grinded through easily-high xp reqs (2-3x the top of the crafting tree), but very rewarding for the vetran crafter with great assembly rewards and the chance to get a couple extra experimentation pts.
Grozzer
DSB
Master Combat Medic
Chrysalide wrote:
I really wanted to find out what the crafting community thought about these numbers.
I thinkthe Thunderheart/Chrysalidetest proves the futility ofthe resource malleability attribute and how good these two are at wasting our time.
So instead of a comment, I think I'll just goread something else. Maybe I'll go experimentthe durability on my weapon subcomponents. Yeah, and see where that gets me. NOWHERE!
Chrysalide wrote:
I just wanted to thank everyone for their responses and feedback.
As you can plainly see, I didn't providefeedback, because YOUR game doesn't provideenough detailed content to hypothesise accurately. The character mod list doesn'tchange in realtime. We have no way of knowing our base mods and buff mods actual results, its all handwaving our side.
Like most people who find comfort in the numbers, I find your current system uncomfortable. Itshighly guesstimateable.
Oar
Lostthree friends thusfar since release, andmore quiting everyday. "Why do they quit SWG?" Poor Dev. I'd like to be able to say something to them, to get them to return, butSWG keeps introducing new bugs to hidetheir old ones.