Development Cycle Archive
Thread: Crafting Critical Failure Rates
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superBOY5
Fri Aug 20, 2004 10:34 am
#625
Wow, looks like this idea is quite old, but yet still needs lots of work.
ChairSSO
Sat Aug 21, 2004 4:10 pm
#626
I think that 4% is unacceptable as a master crafter. Considering that we have +100 to Assmebly and Expirementation before tapes, the critical failure rate should be 1%. The other thing you need to look at is getting a moderate or good success is about the same as getting a critical fail. In the competitive crafting world today, you have to have something made with at least all great successes to be worth selling. I would be interested to see what the rates are on moderate and good successes.
I would also like to see what the rate is on amazing successes. I think that a master crafter should have at least a 5% chance of an amazing success, maybe even 10% would be fair. With the foods and player city specializations that can be added in, a master crafter should be able to get their chances up to maybe30% or 40%for an amazing success.
I am also under the belief that the system is setup to give higher rates of critical failures when a crafter is using loot components or enhancers. As a masterarmorsmith, my rate of failure seems to be much higher when I'm making armor with NS layers or shards, or when I'm using Janta hide. You've taken the time to test the normal critical failure rate. I would like you to give your correspondants bags of loot components and enhancers and see if the critical failure rates are higher or not.
DajonJamore
Sun Aug 22, 2004 8:39 am
#627
I have been m weaponsmith for a month and have got the best resources on my server with a 15 crafting tool 44.96 crafting station plus 11points to exp with 8 assembly, I get 5 times as many c failures as i do amazing success including 2 in a row.This is unacceptable . A master using the very best tools should get less than 1/2% critical failure on exerimentation or assembly. Think about this, in our real life enconomy when they make any product do they have this high failure rate on items...NO they don't.
If an assembly line of cars , does 4 to 5 out of a hundredbecomec failures..I don't think so
Keltorr
Tue Aug 24, 2004 3:42 pm
#628
I don't think master smiths should have critical failures at all. Or if they must, they should have the option of getting the components back...just like Jedi already do. It is disheartening to use really good tools, stations, andresources to make an item which takes multiple components including some rare looted ones...and lose everything just like that. Not only disheartening, but unnecessary. Someone who makes his/her way to master should be able to enjoy immunity to total failures, and without having to loot/buy expensive +Assembly SEAs.
Galahax
Sat Sep 04, 2004 1:12 am
#629
I too agree with the statement posted on this board that those who are of Master level in whatever proffession and have a high quality tool should not have any critical fails at all. If youabsoluetly HAVE to give it a number, make it 1%.
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