Weaponsmith Archive

Thread: moderate success rates

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.



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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





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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



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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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