Development Cycle Archive
Thread: Crafting Critical Failure Rates
Last night I was trying to assemble a Strength enhance pack (I'm a Master Doc, top of the line crafting tool and crafting station, good quality ingredients) and I was on my 4th or 5th attempt at getting all the way through the experimentation with nothing less than a great result.
Point number one here: Assemble plus 3 or 4 experimentation attempts = 4 or 5 chances per item to screw it up. More chances for people who experiment one or two points at a time. I go for broke, 'cause it saves me time and anguish. If any of those 4 or 5 die rolls is less than great, its garbage. I can't sell the buffs (people have expectations of master doc buffs), so the resources and advanced subcomponents are essentially wasted.
Point number two: Each assemble attempt, I'm using the same Avian and Gas resources and subs from the same crates. Most of the assemblies are great starting me off with a base of 376 prior to experimentation. Lo and behold I roll up an amazing success, only to see a base that was significantly less then all of my earlier great successes, somewhere in the 250 range (I was so shocked I forgot to write it down. D'oh!) What the heck is up with that?
Overall, I'd have to say that my crit fails on assembly aren't unreasonable (the amazing botch above excluded). The problem, or the percieved problem comes from experimentation. Does it fail at a higher percentage or is it just that we have to make so many more experimentation attempts that we see those failures more often?
For those of us whose crafting success hinges on high experimentation values, it certainly seems like one out of every 4 or 5 maybe doesn't make the final cut because of one bad roll through the process. Perhaps I'll buckle down with my CM med crafting grinding and track my results.
Whoo boy, I need to get out more.
WarlordRhawn wrote:
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
17 critical failures is insanely high. Something sounds suspect there. If you get a chance, it would be helpful if you could post the details of your experiences in the In Test Crafting Thread. Thanks.
Thunderheart wrote:
WarlordRhawn wrote:
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
17 critical failures is insanely high. Something sounds suspect there. If you get a chance, it would be helpful if you could post the details of your experiences in the In Test Crafting Thread. Thanks.
Actually, anytime you experiment on a 0% value, you will get an "amazing success". The game gets confused by having to take a percentage of 0, I believe.
MonroeThanes wrote:
anyone but me notice that when you critical fail on the first experimentation attempt you always get an amazing right after that? but the critical fail takes the value to 0% so the amazing doesnt do anything after that. hardly random
Interesting thing about a flat roll though is that there is a chance that you will roll crit 17 times in a row. Does it seem random? No. Is it? Yes.
True, too true.
The above is definatly my experience on live.
What about in products where anything less than a great result might as well be thrown out? Buffs for instance? I'm not a rich doctor, so when I make buffs I only have a limited supply of avian meat. Last time I tried to make ONE set of buffs (just 5 of them, action doesn't use avian)I went through 502 of my 736 units of meat on 22 failures. This was with using both of the new crafting foods, for the beginning anyways. My drink stomach filled up on bespin port. This time around I got about 2 or 3 "good" successes, but the rest of the 22were honest and true failures. The new system? I don't even want to begin to think about it.
I think the biggest problem with this new system is you haven't given us ANY feedback saying that our products should turn out witha similar end value to what they do now. You haven't explained to us at all what is going on. I'm more confused than anything becauseyou say resource qualityis going to begin counting as if it DIDN'T already. Try making a 900 level buff without anything but 950OQ/950PE avian meat...and 950OQ+ reactive gaswhile you're at it. Try making a good T21 withreally high damage and low speed. Maybe its just me, but I seem to remember most smiths wanting to get certain material qualities as high as they can. In fact, most are willing to pay VERYhigh amounts of money for VERY high quality materials. Why are they doing this if resources don't matter right now?
The only difference I see in this new system is that it really doesn't matter toooo much how high up in the smith skills you are, it matters more what resources you have. Is THIS the intention? I'm just having such a hard time seeing what is even remotely good coming with this change. I'm sorry, but nothing you've said so far has made me feel any better about it. I think this thread will change 180 degrees in tone if you would just try and see this from our point of view. You are trying to push a GAME WIDE nerf on us. This effects every aspect of the game. EVERY SINGLE product will be reduced in quality. This is completely unacceptable. Please, just say something to us that doesn't sound like "we don't care what you ACTUALLY want changed, this is whats happening and its for the good of the game". Have you already forgotten how much it sucks to have people not in the know (NO to tell you what is good for you or not?