Ranger Archive
Thread: Can't make better than 0% camps...
Rek17 you obviously don't understand that I FRIGGIN UNDESTAND WHAT YOU WERE SAYING. Your post was a repeat of what Ihad already said. SHeesh. I KNOW that what you use determines what the % will be. And I know that no matter what you use you will always get 0%... So I've said it again... and again... and I said it once the first time too.
I simply added thefact that at a 0% you had no chance of trying to expirament. There is no point.... I also tried to point out that when I make my camo-pacs thatI craft them at a POTENTIAL 33% but that without expiramenting they do not come out at 33%... you HAVE to expirament to get the 33% or else you get much lower %'s.
So... the issue is, as I said before: Why is it that no matter what resource I use do I always get a 0% on traps and camps?
"The initial value has NOTHING TO DO WITH EXPERIMENTATION."
- Was this directed at my post? If it wasn't please ignore the following. ![]()
- The Initial Value has everything to do with experimentation. If the initial value is 0%, then you can not experiment on it, plain and simple. ![]()
- There is an issue experimentation run when you create an item. You will notice the results on screen following the slot window.
- It will say "Great success" and "Amazing success", and partially determines the initial base value. The crafter has no control over this initial exerimentation, and it is run whether you are near a public station or not.
- I am merely suggesting that the developers may have removed the initial base values for these items to stop people from experimenting on them (as the experimentation does nothing anyways).
- I could be completely wrong... But I'm sure they will fix the problem when they implement experimentation on camps and traps in a future patch. ![]()
Malchemetic wrote:So... the issue is, as I said before: Why is it that no matter what resource I use do I always get a 0% on traps and camps?
It's a FRIGGIN bug
NRaas, I suppose it's a matter of semantics. I am thinking that you are not actively experimenting on something until you try to use experimentation points. That is why I was saying that the initial quality was determined by the resources and not the experimentation points. But you are correct, I suppose that you can craft something using the same exact resources and not necessarily end up with the same results. I forgot about that - most of the time I'm using a bunch of miscellaneous stuff to craft with anyway, not consistently high quality.