Weaponsmith Archive
Thread: moderate success rates
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OverClock
Tue Feb 17, 2004 5:30 am
#14
Yup. Success in my books doesnt make things worse than they allready were.
Call it a failure or give it a little boost.
Call it a failure or give it a little boost.
waaha
Tue Feb 17, 2004 6:50 pm
#15
Just think of what would have been lost with a crit fail expriment
lol
Gotta love research cities and that new food to improve chances agasint crit fails
waaha
Wed Feb 18, 2004 1:37 am
#16
milltech wrote:
A moderate success rate should make the product slighly better, as of now it makes it slightly worse and always has.
I welcome a Dev or CSR to prove me wrong......
No need for a dev to waste time proving this wrong......
YOU CANNOT COMPAIR A MODERATE WITH GREATS AND AMAZINGS
Moderates are by far better then expriments under them,,,,,,, of course there not going to be better then expriments above them.....
A moderate is better then a fail.
Nuff said
Hinfist
Fri Feb 20, 2004 1:26 am
#17
It'd be a little bit out of context, butI feel like.....
- moderate success happens a lot inside house (inside house cordination mapping might bebugged)
- relog "sometimes" makes moderate success rate lower
- Research Center bonus "sometimes" makes the success rate worse
- /sit makes the result better
- low powered Droid crafting stationdrives moderate success rate higher
- moderate success rate is different betweenitems to craft
Dunno if they are valid as I don't want to waste my time or resourceto verifythese. Just wishing we have accurate realtime monitor forthe rate ofmoderate success.
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