Development Cycle Archive
Thread: Crafting Critical Failure Rates
Yec, you hit the nail on the head when you said people will not excpet anything but the best. This holds true in any profession, and I believe is one of the problems with the game. It is so easy for everyone to grind to master, that master items have flooded the game. Nobody wants any armor below Composite, even the noobs. I've noticed guys who have only played for a few weeks wearing composite and sporting high damage weapons. It's gotten to the point now that you can't sell anything unless its a top tier item with maxed stats. Now this problem is forcing all crafters to make perfect items in order to compete and stay in business. Due to this pressure to make the perfect item to sell, the failures hurt more. Even tho in my opinion the failure rate has not changed since day one. I think it should be left alone. Only thing I would suggest is maybe on the rare items(i.e. RIS Armor segments)that the failure rate be removed or reduced to like 1% to help compesate for how hard they are to get.
One thing the development group did right was make the new schematics from the theme parks require rare and hard to find loot. This forces us crafters who are usally fairly wealthy to pay warriors to get us these items. I feel this should of been the case with most of the Master Items to begin with. By doing this it keeps the market from being flooded with the items and making thelower tier items or items with lower quality absoulete.
Chrys and TH im burried back on page 25,26 but here goes
Assembly attempts: 1448
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Experimentation attempts: 1284
Experimentation critical failures: 54
Experimentation critical failure rate: 4.21%
Ok I noticed something that I really haven't seen addressed. I get more failures than what most people are experiencing. There are times I will get 3 crit fails out of 4 tries. That's really really bad. I figured there was something different I was doing. Well I'm on a 26.4 dialup connection so I get high ping times and high packet loss when there are more people around. My crit fails happen most and back to back in larger populated areas, so I craft out in the middle of nowhere, and not on a zone line. When I do this, my odds are more even to the rest of the faster connection people.
These are things I've noticed:
1) if I do the combine during packet loss, it will most likely crit fail.
2) if I am quick to hit the combine *right* after loading the resources, it will most likely crit fail.
3) my odds of crafting as well as everyone else, depends on me waiting after loading the resources (about 10 secs) and crafting in a secluded area where my ping times are 500 or below.
While the individual chance for a crafting failure may not be any higher for BE than other professions (I do have doubts about that actually), consider the process a BE goes through.
1) Find a suitable creature (time consuming especially for a creature for which you can't get destroy missions)
2) Approach said creature, and risk aggro.
3) Sample the creature, and risk aggro.
4) Often fail and get aggro. If you succeed, you often kill the creature after getting 1/5 of the DNA you need (assuming 1st generation creature)
5) Once you have your 5 DNA, craft a template. First risk of crafting critical failure. If you fail, go back to 1. If stats are not what you need, or the specials don't carry through, go back to 1.
6) Once you have your DNA template, craft a creature. Second risk of crafting critical failure. If you fail, go back to 1. If the HAMs, damage, attack speed are not what you need, go back to 1.
This is just for a first generation creature. Many more of our crafting products involve sampling the creature that was created by the time step 6 is created. These second generation creatures require creating up to five iterations of 1-6 to create the creatures for raw materials. Then we have to go sample each of these creatures, likely destroying them in the process.
If you make it up to your 5 2nd generation samples, then repeat steps 5 and 6. (Then hope the pet doesn't get declared invalid and useless after all that effort). So you can see that even if the chance of a critical fail is the same for any individual craft, we go through so many of them that the 4.49% is additive to a very high chance of failing.
Check my math, but I think this is right...
Excluding experimental failures and poor combines, 1st generation pets have a 4.49% chance of failure on step 5, and a 4.49% chance on 6. So there is approximatelya 9% chance of failing on a first generation pet.
Now go to second generation pets, where there is a 9% chance of failing on each subcomponent, a 4.5% chance on the first combine, and a 4.5% chance on the second combine.
Given 25 DNA samples, there is about a (5*9%) + 4.5% + 4.5% = 54% chance of getting a total failure.
If an artisan based crafter fails, they just grab more units of automated harvested resources and try again. They can also get one good combine and produce a factory spec with 0% rate of failure. OurDNA samplesare all gathered by hand and cannot be used in a factory, as they are all slightly different.
What we really need is access to some sort of factory or harvester that could clone our samples. Put in a DNA sample and maybe some meat or other nutrient source, add power, and create crates of identical DNA samples. Maybe it would work for dnasamples or dna templates? Call it a "Genetic Sequencer" or "Automated Tissue Growth Laboratory"...
Perhaps there should be two different structures?
I'd like to /second on the fact that failures come in waves. It is not 'gambler's fallacy' either. If the odds of failure are 1 in 20, then the odds of back to back failure are 1 in 400. Sure it happens, but I'm seeing it in every crafting session.
As a BE, I don't often see two crit failures in a row on the crafting. But it takes a minute or two to review the DNA you're putting in each slot. But I'd say I'm seeing closer to a 10% failure rate as a whole.
However, on experimentation done a few seconds apart, it is almost routine to see back to back failures. It seems cyclical as if the random generator seed is using something that is ranging through rather than random.
I'm a Master Doctor. Lately I haven't been able to craft an enhancement to it's full potential. The last bubble is impossible to get. My problem is not with falures themselves, but the inability to craft an enhancement, utilizing my full potential of experimentation points in power.
Let's say I have 8 bubbles in power to experiment on. I can get 7, but never the 8th. This been going on for about 2 weeks now.
Any one else????
At master Critical Failure should be rare,1 in 100 crafted items anything beyond this is far to high for a master if your using materials with stats that meet specification.
at most at master it should be 1% and only higher if the resouce do not me the min. resouce stat. so if a stat calls out toughness of 50% and your resouce is 505 then the chance of falure is low.
anything above the min shold have very little effect or could offset a stat that is below min.
But if you use a resouces that is below the min.,then you should have a higher chance of failure based, so if you have 3 stats that require 500 or 50% and you have 2 above 500 and one is like 450 then your risk is raise to say 3.4 % at master and much higher if not master, but I do agree that there should be at least a 1% to 2 % chance of failure no matter what you do per finished crafted item.
What ever system that is used should be simple,beciys if you do to much fuzzy logic, then there is a higher chance the that will end up with programming bugs and exploits that take away from the fun of the game and we go back to checkers.