Development Cycle Archive

Thread: Crafting Critical Failure Rates

Thunderheart
Tue Jan 27, 2004 1:33 am
#105






Trystan1969 wrote:

4% critical failures sounds a bit high for someone who is a master. I think that is the biggest problem people see.


I'm a master doctor that crafts each enhancement pack each time I need one. The biggest problem I have with critical failures in both the combine phase and the experimental phase is the fact that I need 2 different components from factory crates. Also, at master level, there should be very little, if any, critical failures. Someone at the top of the profession should know what they're doing to avoid any failures.





Our thoughts exactly. (please see the bottom of Chrysalide's post)


Thanks for keeping this a positive thread folks. This is a big issue for all correspondents and we're making some real headway.







Kurt "Thunderheart" Stangl
Community Relations Manager
Twigboy2000
Tue Jan 27, 2004 1:34 am
#106

One of the armorsmiths on Gorath had a crit fail on a RIS segment the othe night. With more special schematics up and coming and with these schematics requiring rare loots, wouldn't it be feasible that special schematics should be immune from crit fails? Giant Dune Kimo scales aren't exactly easy to come by...



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Sien_Chotor
Tue Jan 27, 2004 1:35 am
#107

Perhaps decrease critical failures on big stuff like lightsabers(make this 100% even), structures, final assembly of high end weapons armor etc.



Horox Airago
Jedi Master
Louie5581
Tue Jan 27, 2004 1:35 am
#108

the massive increases in critical failures occur during period of high lag on the server. On scylla crafting during the morning during the week will produce very few critical failures, but crafting during the afternoon on a weekend will produce critical failures 50%+ of the time.



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Norrel Del'lar
Sexy Bothan
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AldrakSWG
Tue Jan 27, 2004 1:36 am
#109

Jeff,


Not sure what your test cases were butmy Master Tailor has had an abnormally high rate of crit fails of late. Although I haven't kept tally, I would guesstimate that the increase began roughly middle of last week and began with the loss of a +13 Bioengineered component. Responses to the thread I began in the Tailor forum also seem to support that link.


Could you perhaps run some test cases on the Tailor schematics, specifically with high + BE components?


Thanks much!


Aldrak + Issogi'Ka (Aldrak's Better Half)





Issogi'ka Itydo

~Original Attention W**** Extraordinaire~
Jimbo and Asa's Egotistical Snobby Bish

...and occassionally Asaekai

Renairdor
Tue Jan 27, 2004 1:40 am
#110

Personally, I'd just like to see 'rare loot' not consumed on a critical failure. I'm fairly sure such a change would not imbalance the game, and only 'cheers' from the crafters. People work REALLY hard for their rare loot.


Lightsabers are the extreme end of the scale- in the canon, the sabers would not even form unless connection to the force was achieved, and that resulted in a crafter saber. A 'failure' did not destroy anything.


RIS is another extreme example. A crit failure on a RIS armor part is just devastating.


Kill 8 krayts to get some tissues, and lose them all on one crit failure... is very very sad and frustrating.


Architects , rightfully so, do not lot everything on a critical failure. Partial loss might be a good balance. It's a bit 'insane' to see literally hundreds of tons of materials 'poof' without re-use.


On the topic of Crit failures: Try with a perfect crafting kit,perfect crafting station on buff packs. I had far more crit failures (1 in 4, it seemed) then using a non perfect crafting kit. There seems to be some flaw with the 'high end' code where if you pass an amazing success, it would result in a crit failure. I could be wrong, but it just felt this way.


Ren
Korbus
Tue Jan 27, 2004 1:41 am
#111


Glad you guys are looking into this.


To drive the point home - when I'm making weapons I generally make4 or5 OVER the amount I plan on putting on my vendors just because it usually takes me4 or5 tries to get a good experimentation result. As a Master Weaponsmith, that's very frustrating.


Especially when you're working with limited supply of rare resources.





Arkane
Master Weaponsmith / Droid Engineer
Vector Industries CEO
Hrafnstadt, Naboo (2166, 3807)
Sketh
Tue Jan 27, 2004 1:41 am
#112

OK, now that I have posted all the variables that I have wondered (and seem to have seem affect) crafting, I'll list my own experiences.


First, my crafting setup. I have level +14.95 weapon/droid/generic tools, a +42.5 crafting station made by an architect, and a droid with a w/d/g crafting station in it that I experimented up as far as I could, and the droid's experimental results are also very high (used some really good materials to make him - not sure if this matters or not, probably not, but that is just how I make my droids).


I do not seem to have more failures with the crafting station in my house than I do with the droid.


The materials used to seem to matter - though, Drashk, the DE corrorspondant, did some large chunks of experimenting, and did not find this to be the case. However, it SEEMS to me - very strongly seems - that the better the materials used, the better the chance of a good experimentation and avoiding a critical failure.


As I noted above in my lists of possible variables, using one of two types of resource seems to matter. Fiberplast vs inert petrochem vs liquid petrochem - all of which can be used in some slots - does seem to play a significant roll. It could be because the liquid petrochem doesn't have any stats like unit toughness and shock resistance - and hence might have a value of zero. This would point back to the previous paragraph.


Also, the quality of the sub components does seem to matter. Once again, Drashk's experiments don't reflect this - but once again, it is just something that I have noticed in the 6 months of making droids. I can't prove it, but it is just the way it seems to me.


I too have noticed the cyclic nature of the critical failures and failed experimentation.





______________________________________

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MashRinx
Tue Jan 27, 2004 1:43 am
#113

I'm glad you guys are looking into this. Thanks for the effort !!. It was Crit-Failing a PA Hall and and a Large Harvester in a row that frustrated me enough to walk away for 6 weeks, before Archs didn't loose resources. I lost 500K in-game in about 15 minutes....


Personally, I think this is the best path to take for all of the professions: "Crit Fails on final combines do not loose the resources used in the combine." That way, you still have to re-experiment, and go through the process of re-combining, but it's not so catastrophic.


The way I see it is like someone already stated.... Even a critical fail should still keep the resources around to try again... I think this one change alone, across all the artisan professions is a good step. Although I've not played seriously as other artisan professions, so I'm sure some of the issues with the success rates on experimentation are valid as well...


MashRinx






Soulkeepers of EvilRage
Ohmega Roden
Jedi Padawn (Waiting for FRS)
Naritus

Waste93
Tue Jan 27, 2004 1:44 am
#114






Thunderheart wrote:





Our thoughts exactly. (please see the bottom of Chrysalide's post)


Thanks for keeping this a positive thread folks. This is a big issue for all correspondents and we're making some real headway.





Please reread Chrusalide's post. The bottom of the post says that this is the normal rate, not that it seems high for a Master.


As others have mentioned lag seems to have a strong effect on failure.


Also what effect does material stats, crafting unit rating, etc have on the rates if any.


Another thing that would be good to know is the breakdown on experimentation. What were the rates for each type? What effect, if any, does using more than one experimentation point at a time have?


Prior to dropping Arch I noticed a sharp increase in non- Great successes. That was in Dec after the patch.





Colonel Waste - The Wookiee Crusader
Tiolel
Tue Jan 27, 2004 1:44 am
#115

Please note that anything less than a Great Success during experiementation is a failure. A moderate success can screw up a Krayt enhanced advanced blaster power handler so badly a customer is livid. Moderate success? How is it a moderate success when 2 experiementation points spent on effectiveness increases the speed by 1.5 seconds and lowers no other stats? Fix that. It would be tollerable if moderate success = a 5% gain instead of the 7% from great successes.






Nnod Ppuh, TKM/Pikeman
Tiolel Awei, Combat Medic/MD

XEN f Citadel f Sunrunner
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MrMud
Tue Jan 27, 2004 1:45 am
#116

The problem isnt the crit fail chance its the fact that critical fail/ amazing sucesses are so badly balanced. An amazing gives a 1% or 2% experimental increase while a critical fail represents a net loss of 12%.



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
Vercin_getorix
Tue Jan 27, 2004 1:46 am
#117

My one suggestion is that there is perhaps some sort of depletion in the random number pool, or something of the sort.

I see frequently streaks of one type of slice (say 20 (yes 20) encumbrance slices in a row). Over time it all balances out and goes 50/50, but frequent occurances of that type of streak represents (to me at least) a statistical aberration. There is much discussion of this on the Smuggler board.

When someone gets 5 crit fails in a row, the tendancy for people to say there is something wrong with the rate, even though over time and many sessions, it is not, its just aberrant.
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