Development Cycle Archive
Thread: Crafting Critical Failure Rates
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.
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
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.)
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.
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.
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.
/agree
sometimes system seems to go nuts and result in 4-5 crit failures in a row
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Experimentation critical failures: 54
Experimentation critical failure rate: 4.21%
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.
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
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