Doctor Archive

Thread: Experimentation sometimes doesn't make sense

ThanosBlade
Sun Aug 17, 2003 10:05 pm
#1

Ok maybe i'm just missing somthing but shouldn't my risk when experimenting on medicines be lower when i'm using resources with better factors that apply to the stat i'm experimenting on.


Example:


I'm making wound pack Bs (something happens for them all) and i'm using 2 different types of fiberplast. One type has a higher unit toughness and quality that the other. However when i use the better rated of the 2 my risk starts at 10% and goes up 5% for each experi pt i plan to use. If i use the one with lower quality and unit toughness i can spend 2 pts at a time for 0% risk. **edit**?? and ideas? is there another factor that is not explained anywhere?

Archon_Eclipse
Sun Aug 17, 2003 11:47 pm
#2

High malleability score will make it a lot easier to experiment.


Look at your two fiberplasts. You will probably notice that the 0% risk fiberplast has a much higher malleability than the other.




Archon M.D.
Eclipse Server
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ThanosBlade
Mon Aug 18, 2003 7:48 am
#3

Yes, that's what I was thinking. The lesser of the 2 has higher mallebility. So if this is the deciding factor why doesn't anything make note of it?
Lucreel
Mon Aug 18, 2003 7:55 am
#4

On the same track:


Has anyone noticed that 0% risk is really like 5-10% risk? I've found that even when the risk factor for experimentation is displayed as 0%, I still fail about 5%-10% of the time. . .


I just don't understand. . .

Archon_Eclipse
Mon Aug 18, 2003 8:00 am
#5

--


Has anyone noticed that 0% risk is really like 5-10% risk?


--


I think it has something to do with the 'there's always a chance to fail' idea. We've seen it in Everquest too, and SoE don't like the idea of getting rid of it. It's there to add excitement to crafting.


I think it's common for roleplaying games tho. Rolling 1 on the 20-sided die (5%) is usually always a failure, regardless of modifiers.




Archon M.D.
Eclipse Server
_____________________________________________
Retired
Lucreel
Mon Aug 18, 2003 8:14 am
#6






Archon_Eclipse wrote:

--


Has anyone noticed that 0% risk is really like 5-10% risk?


--


I think it has something to do with the 'there's always a chance to fail' idea. We've seen it in Everquest too, and SoE don't like the idea of getting rid of it. It's there to add excitement to crafting.


I think it's common for roleplaying games tho. Rolling 1 on the 20-sided die (5%) is usually always a failure, regardless of modifiers.







Well, I don't have any problem with their always being a chance to fail. All I'm saying is, if there is a 5% minimum chance to fail, the displayed risk should be 5%, not 0%. A failure with a 0% chance of risk defies logic.

ThanosBlade
Mon Aug 18, 2003 10:17 am
#7

I agree. If there is risk is should be displayed as such. Also i've notice that the mallebility thing from before didn't hold true with something else i was crafting, but i'll have to experiment again tonight to get the details.
ogreb42
Mon Aug 18, 2003 10:36 am
#8

fiberplast has mallebility?
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