Development Cycle Archive

Thread: Crafting Critical Failure Rates

Deidre_DE
Wed Apr 07, 2004 3:38 pm
#586

BRING BACK THE CRAFTING CHANGES!!!!!!!


Don't let the small number of people who post on the boards, and never tried the system you built, dictate your every action. Because the fact is that system was great.

Scoooter
Fri Apr 09, 2004 11:26 am
#587

YES


the crafting system changes were great.


It meant something to be someone that mastered your craft and kept with it gathering the best resource






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
AltharXXX
Fri Apr 16, 2004 8:21 pm
#588

Hi - I agree with the folks who said not to bring in the change as it was slated. Here is why :


Given a set of resources which was not changed there was a "5%" reduction in the kenetic defence rating of Ubese Armor as crafted by my master armorsmith. (With amazing results.)


Given a set of resource which obtain "base" 867 buffs, my doctor lost about 50 points on the same buffs.


It was however very nice to craft tools 100% with my artisan skills.



It would be nice to change the system so that masters can produce better works than non-masters given resources which are less than ideal. It would also be nice if all experimentation points can be used. ie, if I hit 100% and I have 2 experiments left - let me use them! (I don't have +20 experimantion for naught do I?) The problem is a complexe one to solve for the developers - I'd suggest that what ever method is used to solve it - current resources at less than ideal should yield better results for all crafters - not just weaponsmiths. (balance this with ideal resources should produce identicial results for masters - or only slightly better.)






Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Beladona
Mon Apr 19, 2004 6:30 am
#589

I have also noticed the "cyclic nature" of crafting failures. I will be doing fine for a while, then get multiple crit fails in a row. Whether this is part of the "random number" programing, or just an associative superstition i'm not sure.

I agree with the concept that master crafters should rarely or never get "true" criticals. At least the subcombines and rare dropped parts should not disappear for a master, loosing the additional raw materials would be fine.

In RL if your robot doesn't work after you've put it together, you can still use the same (working) parts and try again, if your dress comes out uneven you can remove your mistake and resew.

I've had fails on final combines of 20k+ items, with multiple parts that took me 15-20 minutes to make, sometimes longer... those hurt!
This is what the crafting community is begging to be fixed.
Halapino
Tue Apr 20, 2004 2:38 pm
#590



Cartersr wrote:

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????






I've noticed this too. If I get 2 amazing successes of 3 experimentation points each, leaving 4 points, I can experiment 2 more 'boxes'. So if I use 2 points, it leaves one box, if I use 1 it still leaves one box, if I use the last point, it maxes out my buff effectiveness. This happens like clockwork and is guaranteed to happen each time I craft. My problem is this is wrong! I can get from say 30% to 70% with 6 points, but takes 4 more points to get to like 80%. No matter how I use my points it always takes all 10 points to max my effectivness, always!

Side note: I have noticed that some 'successes', regular successes, will actually decrease the stat I'm experimenting on!! Happens every so often, not regularily.



Master Doctor / Master Carbineer
daltonj001
Wed Apr 21, 2004 12:55 am
#591

My biggest problem with the crafting is the fact that on the experimentation screen when I allocate a set number of experimentation points, it SAYS risk is 0%. I would take that to mean none, but I could see it being between 0.0% and 0.49%. I'd even been cool if it was from 0.0% to 0.99%, i.e. less than 1 in 100 experiments. But it seems that when they say ZERO, what they actually mean is "somewhere around FOUR". That's not cool.


Please please fix this. It's a terrible pain when I'm trying to craft buff packs forimmediate use and then have a failure which costs me crated components that I don't carry lots extra of in my back pack.





ZARX - TKM and Master Doctor

Now a Master BuffBot
Talus Port - Arador


Vendor: Coronet 157 -5700
Ex-Hologrinder - Merchant, Scout, Dancer, Doctor, Artisan, Brawler, Entertainer, Marksman, Medic, Combat Medic, Image Designer, Musician, Weaponsmith, TKM
dtkubina
Wed Apr 21, 2004 3:52 pm
#592

ive been making weap, armor repair packs. i use 998 cd copper. 4 out of 5 times during experimentation i get a critical fail. Sounds like a lot more than 4% and does it matter? Once you fail, you can never get close to 99.80repair packs.
Azrael101
Sat May 01, 2004 12:59 pm
#593

/agree



sometimes system seems to go nuts and result in 4-5 crit failures in a row





A'zrael
Starsider
Visit us at
Exoduscentral.net
Bughunt
Mon May 10, 2004 9:07 pm
#594



Critical Experimentation Failures. Happen way to often.


Alos we should be able to recover most of the components, if it is an assembly fail.

Also at master it should be lowerd to no more then 1% not the current system that forces me to scrap alot of crafted goods. It would not be so bad if I only had to scrap 5 item in 100 but that is not the case. At least for me.


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%


I do not believe these number mean anything, as if you get an Experimentation Failure you have to scrap the item.


The otehr day I was seeing a failure every 3 to 4 items, thats 25-33% failures, and at Master that is Very Bad.



I feel the Crafting system as of 5-10-2004 is broken, and as fare Armor an weapon go it is very unfair being a 10 point crafter, that need looking at as well.


Master has very little meaning if you can not create quality goods at 10 points.


Master Artisan should also carry forward additional crafting points.





Vendor Tent located on Rori in Galatorbria 380 -1836

Otio Eta - Elder Jedi
Otio-Eta - Munitions Master, RIS
Scoooter
Fri May 14, 2004 1:30 pm
#595

THe simple answer is to have the devs bring back the crafting system that was placed in for one day which was completely realistic and very good.


But the whiners won and can build better stuff from garbage resource.


SOE spent a lot of money developing it just to have it whined away.


Making the main basis quality of resource like they did was the right thing to do. It makes sense.


Masters and people who have stuck with their professions a long time to gatther uber resource should get big percs. Sure many will not do as good as they used to, but should they have in the first place. Personally I say no because quality of resouces should drive all experimentation success and failure rates.


In that crafting system they also drastically reduced the failure rates for masters.






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Nuttynoah
Mon May 17, 2004 12:24 am
#596

Hi


Critical Failures are to high, if your the hightest level you can be for making that item and you use the correct materials, which meet the specifications then far as i am concerned you should not get critical falures, when it comes to getting the correct matirial believe me i had to go to enought planets to get them, but still i get as many critical failures as making the same item with any matirial....


NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS





NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS.R.I.P SWG 26/04/2005

ghosts dont die thay just fade away like star war veterans are doing every day

Nuttynoah Elder Jedi


Scoooter
Thu May 27, 2004 2:11 pm
#597






AltharXXX wrote:

Hi - I agree with the folks who said not to bring in the change as it was slated. Here is why :


Given a set of resources which was not changed there was a "5%" reduction in the kenetic defence rating of Ubese Armor as crafted by my master armorsmith. (With amazing results.)


Given a set of resource which obtain "base" 867 buffs, my doctor lost about 50 points on the same buffs.


It was however very nice to craft tools 100% with my artisan skills.



It would be nice to change the system so that masters can produce better works than non-masters given resources which are less than ideal. It would also be nice if all experimentation points can be used. ie, if I hit 100% and I have 2 experiments left - let me use them! (I don't have +20 experimantion for naught do I?) The problem is a complexe one to solve for the developers - I'd suggest that what ever method is used to solve it - current resources at less than ideal should yield better results for all crafters - not just weaponsmiths. (balance this with ideal resources should produce identicial results for masters - or only slightly better.)








Well that would again depend on the quality of your resource.


I have spent a lot of time gathering the best. My experimentation in all areas improved







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
AltharXXX
Sun May 30, 2004 9:28 pm
#598

Um - Scoooter - you are a master doc, so you must have some idea what it takes to get an 867 buff pack. Let me put it this way. I've never bothered to improve the quality of my dolivte iron since it's the best to have spawned on my server. domestic oats I'm sure then can improve - but they matter little since all my advanced components were 'static' for this experiment. My Reactive Gas was OQ 867 at that time and my Avian is OQ+PE> 1987. (The Gas and the Avian is all that counts for the experiementation on a buff pack - and a loss of 50 points is significant.)


This thread has really died - it would be nice if it was revisited. I think the problem doctors see is that the improvement % tapers off as you raise it.


I'm all for reducing the critical failures we all see - it's not so bad that at novice medic I see about 75% failures in experiementation. But the rate is still too high for all the professions at master. For example;


I mastered weaponsmith. Went to a town with research bonus. Put on my +7weapon assemblyand +6 experimentation outfit. All of these results were done with 1 step at a time. ie 10 single experiements. (I didn't keep track of failures, there were quiet a few.)


Icrafted 10 flame throwers. I did not see a single amazing success. (0 in 100)

I crafted 6 advanced reinforcement cores (to make a schematic) 1 saw 1 amazing success. (1 in 60) (3 of the 6 had crit failures)

I crafted 8 power hammers. I saw 0 amazing successes.

...


What SoE did wrong here - was they had ajustified issue. They decided to address it. (that was a good thing.) But they amended it will a nerf.






Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
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