Droid Engineer Archive
Thread: Fixed a 0% crafting attribute bug. -- Publish 7 Notes
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Jefferys
Thu May 06, 2004 10:16 am
#1
Last night I was crafting and got a critical failure which took it down to 0%. I received two amazing success after that. I had about 7 points left after the critical failure. It still stayed at 0%. I think I was making a droid storage unit.
Has anyone else experienced this. This may have not been totally fixed.
Alen Vondor
Radiant
Master Artisan
Master Droid Engineer
Has anyone else experienced this. This may have not been totally fixed.
Alen Vondor
Radiant
Master Artisan
Master Droid Engineer
TheRealTK421
Thu May 06, 2004 10:19 am
#2
In my experience, once a line/stat hits 0%, it stays that way.
I tend to think they should remove "0" as a possibility and just make "1%" the new crit. fail bottom number.
/bow
Respectfully,
Gorantoth
Thu May 06, 2004 10:40 am
#3
Some time ago, it was stated that this was by design. As soon as you hit 0%, you stay there. What they should do is not allow you to try and experiment on something that is 0%.
Lonkley
Thu May 06, 2004 11:53 am
#4
what they should do is remove the confirmation for continuing with points left or escaping out of the build because it failed.
CapnSteve
Thu May 06, 2004 10:36 pm
#5
Gavvot wrote:
When you hit 0% after a critical fail, it'll always stay at 0%, and if you experiment, it'll always do an amazing success, but won't raise at all.
Someone explained this in mathematical terms a while back although I can't remember the exact formula right now. It made sense though, and it sounded like this is a bug.
Jefferys
Fri May 07, 2004 12:24 am
#6
So what was the "Fixed a 0% crafting attribute bug" for?
I thought that this fix was supposed to stop the problem of 0% critical failures.
What did they actually fix then?
Alen Vondor
Radiant
Master Artisan
Master Droid Engineer
I thought that this fix was supposed to stop the problem of 0% critical failures.
What did they actually fix then?
Alen Vondor
Radiant
Master Artisan
Master Droid Engineer
TheRealTK421
Fri May 07, 2004 12:41 am
#7
If I'm not mistaken, it was to fix some things that were always showing as 0% (and couldn't be experimented).
This is different, however, than what happens if/when you actually hit 0% during experimentation.
This is different, however, than what happens if/when you actually hit 0% during experimentation.
/bow
Respectfully,
Gavvot
Fri May 07, 2004 12:51 am
#8
When you hit 0% after a critical fail, it'll always stay at 0%, and if you experiment, it'll always do an amazing success, but won't raise at all.
However, if, when you start crafting, one of the option is at 0%, you may have 1 point to put in to experiment, and it will raise if it's a success, but don't expect more than 5% after that.
That's what I noticed.
On another side, if the 0% bug fix was to solve the stat that were always at 0% when starting crafting, I would be very interested in what those things influence.
Another think I noticed with experiment : on combat module, and detonation module, Effectiveness alter the mechanism quality and the rating of the module, and sometimes, when you have a success, one of the stat goes up and the other goes down. Same thing can happen with a fail.
However, if, when you start crafting, one of the option is at 0%, you may have 1 point to put in to experiment, and it will raise if it's a success, but don't expect more than 5% after that.
That's what I noticed.
On another side, if the 0% bug fix was to solve the stat that were always at 0% when starting crafting, I would be very interested in what those things influence.
Another think I noticed with experiment : on combat module, and detonation module, Effectiveness alter the mechanism quality and the rating of the module, and sometimes, when you have a success, one of the stat goes up and the other goes down. Same thing can happen with a fail.
Jefferys
Fri May 07, 2004 7:36 am
#9
Gorantoth wrote:
It's because the experimentation is percentage based. And with the math using multiplication to determine the change in value, when you multiply 0 by anything... you still have 0.
I thought that is what was happening. This should be a real easy fix. When they go to calculate, they check to make sure the current % is above 0. If it isn't then multiply by 1% or something above 0.
Personally I think we should consider this a bug and put it on the list if it isn't already.
Thanks,
Alen Vondor
Radiant
Master Artisan
Master Droid Engineer
Gorantoth
Fri May 07, 2004 12:33 pm
#10
It's because the experimentation is percentage based. And with the math using multiplication to determine the change in value, when you multiply 0 by anything... you still have 0.
Malitevv
Fri May 07, 2004 1:37 pm
#11
Gavvot wrote:
On another side, if the 0% bug fix was to solve the stat that were always at 0% when starting crafting, I would be very interested in what those things influence.
probably nothing would be my guess, but lets not go there. 
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