Development Cycle Archive
Thread: Crafting Critical Failure Rates
Hey DEV I can save you a lot of math trouble..
Here is Vash math..
CRITS FAILS = NOT FUN..
Wow.. now that's power .. customer service style..
Please fix it so that creating a schematic doesn't destroy the materials. It doesn't make sense, and for architects it really doesn't make sense for a whole house's worth of raw materials to vanish just because you copied down the plans. It's recording data, not an anti-matter disintigration system.
A 4% failure rate seems small, except that to build one thing is 1 assembly and 10-12 experimentations - with a chance of failure on each one - fail on one part of any of that and the item is useless. When you are doing things with sub components, and when those sub components have their own sub components- suddenly you get a situation where it is abnormal not to get a failure
All this despite my tool telling me I am always at zero percent chance of risk.
-Crafting Tools
-Crafting Stations
-City specializations
It would really help the crafting community to have dev numbers on what these actually do for us, and have that visible during the crafting process in some way.
However I seem to have a very high rate of failure with 1 particulart device
the Advanced or basic chemical release duration mechanism. Doesn't matter the quality of the resources I use my failure rate is way to high for this. I have had as many as 10 (yes 10) critical failures in a row with this device. now the complexity of this device is rather high...but a stimpack D is much more complex and I have little to no problem crafting them.
Start polling what the device rating is and what people are specifically crafting I think you will find medicine crafting has a high rate of failure.
I also am a 3/3/4/4 artisan and my artisan crafting goes very well with almost no critical failures even when I use aboslute garbadge resources.
Greets ...
Hope I am not to late to chim in here.
I am NOT concerned with Crits myself.
I AM concerned with MODERATE success's though.
I am a Master Weapons smith ... using just about the best tool and station.
There are certain schems that I get almost 25% mods returned on average.
Now ... if I was working with really poor materials I could see that ... but when you are working on schems that exp up to 95% and it takes you 8 or 9 tries to get through experimenting, 1 point at a time, before you can get one with *great* success's all the way through ... well ... that IS a big problem.
If you experiment 1 point at at time you should get a great success all the time ... when you experiment with more then 1 point at a time there is added risk and and your chance of getting a moderate should increase.
Likewise the chance for a moderate should increase if you are working with junk resources ... junk is harder to work with ... but if your working with near perfect resources, then your experimentation should be a lot less risky.
Hope you read this.
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%
Developer
Message Edited by Chrysalide on 01-26-2004 12:13 PM