Development Cycle Archive
Thread: Crafting Critical Failure Rates
Barryster
Wed Jul 28, 2004 2:27 pm
#612
The survey mised one important aspect, what was being crafted! Its one thing to attempt to craft a trap and lose some hide and bone, another entirely to attempt to craft a DE-10 pistol and lose the barrel and power handlers.
ZabrackDimo
Mon Aug 02, 2004 12:35 am
#613
In my experience, critical failures seem to strike at the same rate at novice or master so that should be different. Eliminating critical failures completely wouldn't be very realistic since nobody can make everything perfect all the time. Crafting something with only 2 or 3 components should have a much smaller chance of failing than when using 10-15 components since the difficulty of putting together 15 items perfectly is a lot harder than 2 items. Anybody who thinks anything less than an amazing success is a failure just needs to deal with it and wake up to reality where nothing is made perfectly.
As to people who complain at the loss of a large amount of components when failing at a large object, that's the risk you should take in making a large object. That object shouldn't be safer just because it takes more ore than something else.
If you paid 5 million for a loot part, that should not give you immunity to failing any more than using a cheap component. You work with high cost parts, you make higher profits when you succeed. If you fail, too bad.
Timkatt
Mon Aug 02, 2004 6:59 am
#614
well, those are nice numbers but they don't mean anything. There's not data to say, the quality of resources used, the level of the player attempting them. Missing is also the percent chance of failure each experiment has. For all I know of those 65 attempt failures were all by the same person. Please back up your "data" to make it meaningful. Where is the rest of the documentation on this experiment, you've no hypothosis.
Chrysalide wrote:
Hello everyone,
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%
Jeff "Chrysalide" Carpenter
Developer
Message Edited by Chrysalide on 01-26-200412:13 PM
Jediforcefighter
Mon Aug 02, 2004 9:06 am
#615
FOr some strange reason, I'm a master doc and i've been getting failures alot when crafting med supplies on all the crafting tools i use and the personal crafting station is +43.978......
Slochini
Tue Aug 03, 2004 10:52 am
#616
It definately goes in cycles. Some days everything I make is crap, other days everything kicks butt. It does seem that rare stuff goes poof more often. In the past 3 days Ive lost 3 +47 tissues on a crit fail durring the assembly of a laser carbine and 1 +59 (God have mercy) on the assembly of the power handler. Thats several milion $$ with the click of a mouse button. Lag is also an issue. I knew the carbine was gonna break because when I hit create the load screen was up for about 4 seconds. Thats a sucky feeling and it seemed alot longer then 4 seconds.I couldn't imagine that feeling with a RIS item, DE-10 or NS Energy Lance.
Shyrie
Fri Aug 06, 2004 1:19 pm
#617
I'm more worried about Critical fails on rare looted items. IE: RIS Armor, AV-21's. As a Master Artisan/Master Armorsmith (With +20 Experimentation/+20 Assembly)..I should literally NEVER fail. Much less 2 fails in a row on an AV-21 (Using 990+ resources. This is unacceptable.
Furthermore. Master Dancers should never fall. I see the Master Dancer fall EVERY time a certain flourish is used. When was the last time you saw someone fall at the nutcracker?
shadowdefender
Fri Aug 06, 2004 1:33 pm
#618
No they are up.... and I agree if your Master they shouldn't be. I was crafting the other day buff packs using janta and low and behold 2 critcal failures in a row - this is with med clothing on - high quality tools and stations and being in a city where we have a crafting bonus.
As far as Master Dancers falling - yeah its goofy - the key to not falling is hold a weapon in your hand while dancing no more falling - not even for low level dancers.
As far as Master Dancers falling - yeah its goofy - the key to not falling is hold a weapon in your hand while dancing no more falling - not even for low level dancers.
wokdam
Sat Aug 07, 2004 9:40 am
#619
Critical failures have never been a huge problem for me... the biggest problem is moderate/good success on experimentation. The items become useless with those results... its a tough market and you must have great success to sell... cause half the weapons I craft...even if I get a batch of great successes...once they get sliced...most of those can't be used.
The other ridiculous thing...and this is absurd.... why does a master weaponsmith have the same success rate at repairing a weapon as would an entertainer?
Maybe i'm just totally wrong...but I have 0 on repair in my skill mods.... you'd think after making a thousand of the gun I'd be able to repair it?
wokdam
Sat Aug 07, 2004 9:42 am
#620
forgot to mention... had 10 acklay bone.... and you know how much a pain it is to get acklay... its camped 24/7 like most other worth while things in the game.
Well the first 3 power hammers I tried to make with it all were moderate success. I sold 3 hammers from 10 acklay bones because of the experimentation results....that is ridiculous numbers for a master weaponsmith/master artisan.
Plathrax-Radiant
Sun Aug 15, 2004 2:35 pm
#621
First Off from personal Experience one SHOULD NOT test out Failure rates on a test server. For the Following Reasons
1) it is a Proven Fact that with lag failure rates go up, and the test server has ALOT less lag then almost any part of the NORMAL SWG universe
2) The programming code is most likely different.. That will Skew failure rate
Second why are you ONLY counting Critical Failures, when a Good (???) success or Less will drop the Effectiveness of your item???
Third If there is a 4.49% failure in assembly, and a 4.21% in experimention that is a combined Failure rate of 8.7%, which From Personal Experience is WAY low.
Fourth When Experimenting if i put ALL my Exp points in at one time my chances for anything other then a BASIC success is Less then Failure rate?? See below for my Numbers.. This is in a Town that offers No Bonus... With a +14.93 Crafting Tool, and a +43 Crafting station.. Making Crafting tools (Armor) 100 Experiments..
Attempts: 100
Successes
Amazing 1
Great1
Plathrax-Radiant
Sun Aug 15, 2004 2:44 pm
#622
First Off from personal Experience one SHOULD NOT test out Failure rates on a test server. For the Following Reasons
1) it is a Proven Fact that with lag failure rates go up, and the test server has ALOT less lag then almost any part of the NORMAL SWG universe
2) The programming code is most likely different.. That will Skew failure rate
Second why are you ONLY counting Critical Failures, when a Good (???) success or Less will drop the Effectiveness of your item???
Third If there is a 4.49% failure in assembly, and a 4.21% in experimention that is a combined Failure rate of 8.7%, which From Personal Experience is WAY low.
Fourth When Experimenting if i put ALL my Exp points in at one time my chances for anything other then a BASIC success is Less then Failure rate?? See below for my Numbers.. This is in a Town that offers No Bonus... With a +14.93 Crafting Tool, and a +43 Crafting station.. Making Crafting tools (Armor) 100 crafting attempts (With Experimentation)
Attempts: 100
Successes
Amazing 1
Great8
Good 12
Success 58
Failure (Any) 18
Crit Fail 3
Does this look like a Sub 5% failure rate??? Not countingHUGE difference Between Success and Failure rates... by YOUR numbers a 3% Failure rate is Acceptable.. But if I have a Crit fail rate 3 TIMES higher then my Amazing Success rate. that is Bogus...
Plathrax Authrox -Radiant Server
Nuttynoah
Thu Aug 19, 2004 4:12 pm
#623
Hi
The bottom line is the amount of failures and critical failures is to high, no matter how you look at it 
NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS
CriticalMassr
Thu Aug 19, 2004 9:29 pm
#624
These may be the nubers that you saw when you did your test, but I can assure you, is not the number I see when I craft on my crafter. I see a critical fail nearly every time i make something, either on the assembly, or the experimenting, one or the other, nearly every make. For instance, the last 2 days i made 2 av -21. The first one passed assembly, but crit failed 2 times during experimentation. The second one crit failed 3 times during assembly, and did not crit fail during experiment, but it did not reach its maximum potiental either. Whether i craft with a +45 ish station, or my droid, in a research center or in the middle of no where, with aprons or tool belts, or attachments, it makes no difference, it is 50 50 90 evertime i make an item. The crafter is master artisan/master wepsmith/master architech. ALL masters, yet has critical fails of 50 % every crafting session, or at best, reaches only 75% of the potential in experimentation. The rates you give in your example are bogus. They are not what I see in game.