Shipwright Archive

Thread: Experimentation @ 0(zero) risk... Critical Failure!?

Brilyn
Mon Nov 29, 2004 8:08 am
#14

< So using a tool with a 0.00 Rating and a Private Crafting Station droid is going to give the exact same results as a 15.00 tool and a 42.00+ station? >


Yes.


I've been a weaponsmith since March. I do the vast majority of my work on my droid.


I have a 42 station.



There is *no* quantifiable difference.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
Jefferys
Mon Nov 29, 2004 9:23 am
#15


Tokklyym wrote:
Are you using the best possible tool and crafting station? I find that critical fails on experimentation happen more often on public stations and poorly made private stations as opposed to good home models.



I use the best quality resources, I'm in a research city and my crafting station is +42 and my crafting tool is +14.89.
I can't get much better than that and I'm a Master Droid Engineer. I shouldn't get more than 1 out of 100 crafts have a critical failure. There is something wrong with there calculations when I can craft 10-15 items and two of them get a critical failure.

But what is the point of critical failures? It doesn't effect the economy, except for architects and shipwrights it doesn't waste much resources. The only thing it does is waste game time and make me upset.

Alen
Radiant
GraySeven
Mon Nov 29, 2004 10:24 am
#16

Crit Fails were supposed to be reduced for Masters....haven't seen it.


Crit Fails happen randomly, and they Trend (that is, if you get one, you will tend to see more). I have always felt this was an issue with the SWG random number generation code. I see the same Trends for Amazing successes....and all others for that matter. They seem to run in packs....


Crit Fails should be removed from the game completely! I don't mind failures that reduce a components stats, but to completely ruin a component, especially on final assembly (for those of us who do lose everything on a Crit Fail) is NOT FUN and as such should not be here.


I don't understand why Crit Fails are even a part of the game...its never been adequetly explained by the Powers that Be.


And, unfortunately, I've seen no difference either in regards to what tools I'm using. I have a 16 Starship station and a 42 Weapon/Droid/General station and the Crit Fail rates are the same....and I'm in a research center and I use food buffs (that also seem to do nothing....)



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Vaylis Arturin - Elder Armorsmith
Starsider
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Tokklyym
Mon Nov 29, 2004 10:25 am
#17

The only hard data I know of is here: http://swg-cantina.com/pages/frating/frsum.html>

That's interesting. Goes against a whole lot of conventional wisdom, however.

I hunted around the Architect forum stickies, and all I found was this:


From "19 answers" posted by Thunderheart on April 22:
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=12250&page=1
"What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended."



_______________________________
Tokklyym | Elder Shipwright | Rebel Ace

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I've been a Talusian, a Tumbler, and a Tailor. I used to camp and I loved to scout.
Now I make ships and fly them.

pervel
Mon Nov 29, 2004 2:33 pm
#18






Tokklyym wrote:

I hunted around the Architect forum stickies, and all I found was this:



From "19 answers" posted by Thunderheart on April 22:
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=12250&page=1
"What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended."






Yea, that's just the usual vague statements from SOE. I wouldn't put too much faith in that.


Everytime I hear that "Working as intended" statement, it makes me shiver.

TurboSith
Mon Nov 29, 2004 7:35 pm
#19

force sensitivity crafting.... i never have anything lower then great experimentations and average amazings...



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Brilyn
Mon Nov 29, 2004 7:51 pm
#20

< Really this has no effect on game play other than making people mad that they lost resources and hard work.>


Their needs to be some sort of counter to Amazing Successes.


Simple 'not having Amazing Successes' isn't a counter balance.



Then there's the fabled Critical Successes.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
1st_Viduus
Mon Nov 29, 2004 11:21 pm
#21

One critical fail today, just one.

Out of 81 experiment points spent.

Much more comfortable with that.

And yes, a counter to an amazing success is a simple failure, you lost the points you put in. Clearing out a bar when an amazing success gives you at best an extra 5% is rediculous. That's not a counterbalance, that's overkill.



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ExcaliburCH
Tue Nov 30, 2004 5:39 am
#22

I also don't have too many critical failures. But if it hits the 0% mark, than I get one amazing after the other.. and nothing happesn.. at 0% it will stay there. In oppinion, this is a bug from the very begining. It makes no sense to experiment on that part anymore, if you got a 0% on a stat which you would have to rais it ubber like.

Such things make me angry all the time when they happen

cheers
Exi



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fix those bugs first
Jefferys
Tue Nov 30, 2004 9:43 am
#23


Brilyn wrote:
< Really this has no effect on game play other than making people mad that they lost resources and hard work. >
Their needs to be some sort of counter to Amazing Successes.
Simple 'not having Amazing Successes' isn't a counter balance.
Then there's the fabled Critical Successes.





Personally it should be a series of Successes. From maybe moderate success (maybe only 1 exp box) to amazing success (lots of boxes). I'm not saying the we should get amazing success all the time. I think that for assembly and experimentation that they should get rid of the critical failures, especially if your a master of your profession. At one time I had 4 swoop bikes with 0% experimentation. I still had experimentation points left but it wouldn't bring up the stats so I was stuck with 4 swoop bikes with the lowest hitpoints you can have. Thats 8k of quality resources down the drain. I might have been able to use the points I still had to bring it up a little and maybe get 8-16k out of it, but no body wanted them, a swoop bike that wouldn't last a day of riding.

They finally brought down the shuttle and space port times to 5 minutes. Did it hurt game play? No, but it did reduce the level of frustration that people had waiting 10 min for the shuttle and space port.

Thats what they need to do here. Get rid of a crafters frustration by getting rid of critical failures.

Alen
Radiant

.
thecolonelcardaks
Tue Nov 30, 2004 10:49 am
#24

I live in a research city, use 13+ tools, and 44+ station and I get critical failures much more often on experimentation than on assembly. I just thank the Dev's for not making us lose all our resources on the high resource items for crit assembly failures, otherwise I would be pissed if i LOST 50-60k of resources on a dice roll . I am also an Ithorian, so that extra +10 to chassis (and others) assembly I find has a noticeable difference, especially with port/cake for those special orders.



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Lunariel
Tue Nov 30, 2004 3:22 pm
#25


Here's a model of how it works.


Result = Rating + Roll
Risk = 100 - Rating (Any rating at 100 or higher shows as zero risk)


Rating: Calculated from your experiment skill and modified by average MA on the resources and how many points you spend. 900 MA is a 10 skill bonus, 100 MA is a -10 skill penalty. Each extra point used at the same time is a -5 skill penalty. The formula for the rating is:


50 + (Average_MA - 500)/40 + Experiment_Skill - 5*Points_Used


Average_MA follows the same rules as if it had a hidden 'MA 100%' experiment line. It is weighted by resource quantity and resources without MA are not counted. If none of the resources have MA, the Average_MA is considered zero which is not fair for Chefs and BEs. Points_Used is 1 if you only use one point.


Roll: Random roll. Rolling below a limit will always give a critical failure regardless of your rating and above another limit will always give amazing success. (Think of it as in RPGs where an original 1 or 20 on 20-sided die overrides your base chance.) Research City, Bespin Port and maybe crafting stations and tools modifies your roll before checking the limits and thus lessens your chance of critical failures. As well as improving your chance for amazing success. (The impact of crafting stations and tools seems to be fairly small if any.)


Risk: This is your chance of getting any kind of failure. Note that the lower results like marginally successful are not technically considered failures even though it feels like it. At zero risk you can no longer get any type of failure except critical from the override on the roll.


Great Success gives you 7% and Amazing Success gives 8.05%. Good success and the others gives 3.5% and less. Normal Failure gives -7% and Critical Failure gives -14%. These percentages are multiplied by the number of points you spend. If you drop down to 0% from failures you can no longer increase the percentage.


Some general advice on experimenting. For conservative experimenting you should spend at least 2 points each time. Using 2 points effectively halves your chance of critical failure without reducing you chance of great success noticably. You may even do fine with 3 or 4 points at Master.


If you are experimenting on multiple lines and absolutely need almost only amazing successes for a schematic, you have to do another approach. Then you should spend as many points as possible and hope for the amazing override. The chance of getting many smaller amazing in a row is just too remote.


There are other variants. For example the bikes mentioned above where dropping to 0% really hurts. Don't start out with more than one point. With decent resources you will probably start above 14% and can survive an initial critical failure. Continue by never spending more points than the current percentage divided by 14.Stillif you drop down below 14 and get another critical nothing can save you.


Lunariel

pervel
Tue Nov 30, 2004 6:20 pm
#26


Very interesting, Lunariel. Do you know if the risk meter to the right is of any use at all? I have noticed that it only starts showing something when you spend points in more than one experimentation line at the same time. But your formula does not mention that this should affect anything.

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