Development Cycle Archive
Thread: Crafting Critical Failure Rates
I agree with the idea of saving the components, if you fail on a RIS segment, the loot drops don't get destroyed, but you lose the materials that went into them. If you're making a krayt gun, you don't lose the tissue, but the resources.
For most crafters putting their supplies of best resources into these items is punishment enough, losing rare loot drops like krayt pearls is way too much imo. Crit failing on a 5th generation lightsaber is 12 million credits gone on some servers, not very pretty.
Renairdor wrote:
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
Buff packs are a bit buggy to begin with.
If you fill up the effectiveness bar with all the experiementation points, then all the points are worth half of what they're suppose to be. Using good materials, I can get a buff pack up to 80%. At start, there's 6 empty experimentation slots in the effectiveness category. If I fill up all 6 slots, a great success will only result in a 21% increase instead of a 42%. In order to fill up all the slots, I have to fill up all but the last 2 slots. I keep doing this until there's only 2 slots left. Then I spend the rest of my points to get it to max.
Have there been any experiments with different grade crafting stations and tools? Do the ratings actually mean anything? I have 14.71 effectiveness tools and a 42.005 rated crafting station. My failure rates have not decreased since I stopped using lesser tools and crafting stations. If anything they have increased! Also, using bioenhenaced tissues seems to greatly increase the chance if a failure for me. Anyway, I am curious about whether this has been looked into. I want to buy another nice crafting station to replace a 32 rated one in my second shop, but I am not sure it makes any difference.
BlueMorgoth wrote:
One particular issue that I have with it is the cyclic nature of the failures. It appears to have something to do with the way the initial random seed is set up when you log in. Some nights I will start crafting and have no failures for a very long time (ie 4-5 hours of constant crafting) and then suddenly 6 or 7 crit failures on the combine (and most typically on the final combine too, which is the most expensive). I have found that if I continue to craft I will continue to get a horridly high number of crit fails and thus it is not worth my time crafting any more, as I am throwing away more resources than are making it to a final product. Logging out, going away for an hour or so and coming back in will usually alter this behaviour, but if I just log out (all the way, not just disconnect) and the log back in straight away, I continue to have really high failure rates.
Gamblers Fallacy.
You are assuming that because you have failures that occur right after each other that is somehow violating random probability. This is almost certainly not that case. You are simply suffering from the same misconception of probability that almost everyone does. You are assuming a connection between independent events that is not there or that somehow streaks of one outcome or another "mean" something or are breaking the rules.
http://www.nizkor.org/features/fallacies/gamblers-fallacy.html
http://seercom.com/bcs/resources/criticalthinking/hcf.gamblers.html
http://www.fallacyfiles.org/gamblers.html#Reverse
So while it is possible that the PRNG in SWG is somehow out of whack it is far more likely that you are simpling making a very common but incorrect intuitive assumption. How common? There is an entire multi-billion dollar industry and city based around Gamblers Fallacy, its called Las Vegas.
Glad this is being looked into.
4% seems a little too high, especially for some REALLY expensive items.
On a CDEF pistol, it's not that big a deal.
On a 4 pearl, 5th generation Lightsaber, that you spent 2 weeks earning 16 million credits to afford, it is unbearable. It makes you want to quit.