Droid Engineer Archive

Thread: Experimentation failure rate

Khromic
Sat May 08, 2004 7:55 am
#1


I am new to the DE profession but have done most of the other crafting proffs. I was wondering if the insanely high level of experimentation failures was normal to this trade? I have been trying to make some top of the line medical droids with level 6 modules with huge failure rates. Last night, I built 25 individual modules to get 6 total great success final results. Then each of the clustersblew up two. One critical failure and the other only a moderate success. In frustration after 30 minutes of totallly wasted time and the loss of the most uber resources, Omniowi copper, Akasa Polymer, Ibarian inert gas, 999 OQ ore I logged for the evening.


I returned this morning to try again. FIrst four modules failed. The fifth I resorted to a schematic even though I did not feel like waiting an hour for the results. I did some resource shopping and pulled 24 from the factory with another 26 still to be made. I lost the first three cluster attempts but did get another schematic on the 4th attempt and started another factory run. Again I logged as I dont feel like watching the factory for another hour.


At this incredible rate of failure, I will be very lucky indeed to even get one single advanced medical droid from a factory run of 50 crates. Is this normal for this trade? With the sheer number of modules and different droids, it makes this profession a waste of time and resources.


Facts: I have Master DE. Work in a research town which is supposed to give 15% experimentation bonus. I use a 43.8 crafting station with a perfect 15 functionality crafting tool. I was also consuming +16 Experimentation food for each first experimentation.


Whatever our failure rate is programed to be, surely it cannot be this high. Is anyone else getting these kinds of results?
psikobunny
Sat May 08, 2004 9:11 am
#2

Your high rate of failure seems unusual to me. I can't reason out why it would be so. I still get the occasional explosion, but the number of failure dropped markedly when I achieved master DE. Just to minimize my failures, whenever I can I set up factory runs, especially when I'm working with my high end resource. Losing resrouce for one item tomake the schematic is balanced out by not fiddling with each part, getting annoyed by any failures, and above all, generating a consistent product.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Rippen208
Sat May 08, 2004 9:21 am
#3

Not too long ago, someone started a thread asking about high failure rates, and at the time I hadn't noticed anything. But now I'm getting failures like crazy (especially yesterday), as well as "good" and "moderate" successes, which sometimes downgrade the quality of the product and thus are just as bad as critical failures. I have high-rated tools and crafting stations too. This is making me extremely angry at times, considering I'm a master at my profession and can't seem to get through one assembly process without screwing it up. What is going on with this!

Sigh....


Rippen Tuck
RippenCo Droids
Starsider, Naboo
Khromic
Sat May 08, 2004 10:37 pm
#4

I am On the Gorath server. Perhaps the issue is limited to Gorath as the Shuttle death for buffed Jedis seem to be limited to Gorath as well. Any other observations from anyone else?


Echylod/Khromic


Gorath Server
SkyeDarkangel
Sat May 08, 2004 11:18 pm
#5

I've noticed a significant increase in bad crafting the last few days, perhaps even a few days before that. I had very awful luck with some Spider Fang FWG5's last night, blew up 2 of them and didn't max out one gun (4 moderate failures in a row! I stopped and waited 2 minutes in between each!) then I blew up 4 attempts at making Stimpack Dispensor Modules tonight. These seem to be limited to the Stimpack ones, as I didn't have much trouble with anything else.



.-----------------------------------------------------.
| Skye Blueriver: |
| Master Droid Engineer & Master Weaponsmith |
| Lost City on Naboo, Lowca : Vendors at 3660 5667 |
'-----------------------------------------------------'

munhihausen
Sat May 08, 2004 11:26 pm
#6

i'll tell u this, im a master and i think i have a 50% fail rate on manipulator arm packages.



AudioOrgana
Sun May 09, 2004 1:05 am
#7






Khromic wrote:


I am new to the DE profession but have done most of the other crafting proffs. I was wondering if the insanely high level of experimentation failures was normal to this trade? I have been trying to make some top of the line medical droids with level 6 modules with huge failure rates. Last night, I built 25 individual modules to get 6 total great success final results. Then each of the clustersblew up two. One critical failure and the other only a moderate success. In frustration after 30 minutes of totallly wasted time and the loss of the most uber resources, Omniowi copper, Akasa Polymer, Ibarian inert gas, 999 OQ ore I logged for the evening.






Maybe this would be a good time to tell you - you are wasting your time.


Since you have done other crafting professions, you are used to experimentation mattering.


Our Level 6 modules (item, data, med) can be made with the crappiest quality materials you can find, it doesn't matter - no matter how high a percentage you get it will never be better than a base Level 6 because of the cap. I've seen some poor uninformed DE's selling "14 item storage droids!" when it's impossible - the hard cap is 10, no matter what the rating says.


Same goes for medical modules. A level 6 gives a 110 medical rating, which is the absolute maximum - you cannot make this any higher.


We used to have a rather short list of items that benefit from experimentation : HAM on droid deeds, combat modules, and repair kits. Publish 8 added a bunch more to this list (though at least in the case of structure maint - when they fix it - level 3 is capped like a level 6 module, 9 is the max benefit no matter how high you get the rating). I'd make a definitive list but it's late and I know I'd screw up.


So don't waste your good stuff on "stock" parts. It doesn't matter on any internal components (brains, frames, etc.), level 6 modules (including armor), module clusters, etc.


As to the high rate of failure - we all get "blips" sometimes. Next time, when you are in the middle of one, stop what you are doing and take a break for five minutes. I swear, it helps- and not to be nosy, buthow much of that Bespin Port are you using? Whenever I have used it I get lower results when averaged together. It gives you a couple of more "amazings" sometimes, but I get weird "somewhat moderate" or other odd messages that I never see in normal play. I don't trust it - to be honest. Something just isn't right about it.


AO

Message Edited by AudioOrgana on 05-09-2004 04:07 AM

Rippen208
Sun May 09, 2004 7:59 am
#8


AudioOrgana wrote:


Maybe this would be a good time to tell you - you are wasting your time.
Since you have done other crafting professions, you are used to experimentation mattering.
Our Level 6 modules (item, data, med) can be made with the crappiest quality materials you can find, it doesn't matter - no matter how high a percentage you get it will never be better than a base Level 6 because of the cap. I've seen some poor uninformed DE's selling "14 item storage droids!" when it's impossible - the hard cap is 10, no matter what the rating says.

Same goes for medical modules. A level 6 gives a 110 medical rating, which is the absolute maximum - you cannot make this any higher.
We used to have a rather short list of items that benefit from experimentation : HAM on droid deeds, combat modules, and repair kits. Publish 8 added a bunch more to this list (though at least in the case of structure maint - when they fix it - level 3 is capped like a level 6 module, 9 is the max benefit no matter how high you get the rating). I'd make a definitive list but it's late and I know I'd screw up.
So don't waste your good stuff on "stock" parts. It doesn't matter on any internal components (brains, frames, etc.), level 6 modules (including armor), module clusters, etc.
As to the high rate of failure - we all get "blips" sometimes. Next time, when you are in the middle of one, stop what you are doing and take a break for five minutes. I swear, it helps - and not to be nosy, but how much of that Bespin Port are you using? Whenever I have used it I get lower results when averaged together. It gives you a couple of more "amazings" sometimes, but I get weird "somewhat moderate" or other odd messages that I never see in normal play. I don't trust it - to be honest. Something just isn't right about it.
AO

Message Edited by AudioOrgana on 05-09-2004 04:07 AM






AO, wasn't it you who was telling us about a week ago to experiment on everything and use our best stuff on everything (because of the uncertainty about what needed it and what didn't), just to be sure we were making the best stuff possible? I could have sworn it was you.


Rippen
Deidre_DE
Sun May 09, 2004 11:52 am
#9






Rippen208 wrote:
Not too long ago, someone started a thread asking about high failure rates, and at the time I hadn't noticed anything. But now I'm getting failures like crazy (especially yesterday), as well as "good" and "moderate" successes, which sometimes downgrade the quality of the product and thus are just as bad as critical failures. I have high-rated tools and crafting stations too. This is making me extremely angry at times, considering I'm a master at my profession and can't seem to get through one assembly process without screwing it up. What is going on with this!

Sigh....


Rippen Tuck
RippenCo Droids
Starsider, Naboo






That was me who started that thread. Like AudioOrgana said though, a break (for the night in my case) seemed to clear up the problem.


AND I also agree with AO about the Bespin port. It doesn't seem to help really, it just makes the Random Number Generator behave more erratically.


I live in a Research city nowtoo, and I am not seeing any better results here than when I was living in a tiny town in the middle of nowhere.


Deidre

AudioOrgana
Sun May 09, 2004 6:24 pm
#10






Rippen208 wrote:

AO, wasn't it you who was telling us about a week ago to experiment on everything and use our best stuff on everything (because of the uncertainty about what needed it and what didn't), just to be sure we were making the best stuff possible? I could have sworn it was you.


Rippen





I don't think so. I like to future-proof my droids when it comes to armor - I always load them up with level 6 armor (which I know will always be best, and using one in every droid also helps me track sales), and I've mentioned that lately, but I don't believe I've ever advocated experimenting oneverything across the board. I may have suggested right when the patch hit experimenting on the new modules until we DID know what was experimentable though, and used to experiment on crafting stations "just in case".


It's pretty certain at this point what does and does not benefit; we have known for quite some time that the experimentation on most of the droid components is useless on "mechanism quality" - it either reduces your chances of critical errors, or it does nothing - in either case, when doing most components by factories it's not even a consideration.


So if I was out of sorts and did ever suggest such a thing, please consider my post above my "definitive" opinion, LOL.


AO


AudioOrgana
Sun May 09, 2004 6:36 pm
#11






Deidre_DE wrote:



That was me who started that thread. Like AudioOrgana said though, a break (for the night in my case) seemed to clear up the problem.


Honestly, it sounds hokey, but I really think it when it starts happening you need to "break" your crafting pattern for a sec. I honestly think some table gets out of whack and needs a few minutes to reset. I have no technical basis for this, but it just seems to work. Crit fails always fall together for me - I won't get one for weeks and then four or five in a row.


AND I also agree with AO about the Bespin port. It doesn't seem to help really, it just makes the Random Number Generator behave more erratically.


It's very odd, isn't it? Next time I try it out I'll make a point to remember the odd messages - they just are success reports I've never heard of before. The last time I took some BP was when crafting a couple of AV-21's, and luckily even though I got one of the strange messages on one of them I still got it up to 97% thankfully. I find I get much more consistent results without the BP, and with 11 experimentation points in DE I rarely need them all - in fact, the extra point has proved more of a vanity than anything else at this point. I am happy with experimentation as it is right now, actually - enough to be interesting but not so much that we become WS-style obsessed with it.


I live in a Research city nowtoo, and I am not seeing any better results here than when I was living in a tiny town in the middle of nowhere.


Now, I seem to get slightly less crit fails sometimes, but it could just be a normal good-streak as well. With so many research cities out there, if you are near one, it definately doesn't hurt - with the Bespin Port though, my jury is still out. I don't normally have an issue with experimentation, so I haven't spent an enormous amount of time on it, but certainly saw something different when I was using it - just not sure it was actually benefical.


Deidre

AO





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