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Re: Production: Proposed crafting changes

Posted: Sat Apr 28, 2007 8:28 pm
by jared96
tr808 wrote:Can u explain how i can lose materials if i dont craft anything?
If i am "crafting" a axe and I cut the shaft too short or crroked so that it is now unbalanced, can I use that shaft material in my next axe ?

Re: Production: Proposed crafting changes

Posted: Sat Apr 28, 2007 8:42 pm
by jared96
.I found the description, with a literal read somewhat conflicting, but, as a master crafter, it would appear my success rate with 250 items is going from 0-85%. Now the one thing that keeps perplexing me is it seems if I make someone a 250 grind (choice) HA set, I rarely get a failure....and I get a craplaod of boosts....at least one per set, not unusual to get 2.

OTOH, it was taking me, on average 288 mats per set (216) w/ no failures or roughly 75% w/ supreme....lower than the reported 80% and I have had just 1 supreme boost after making about 16 sets (96 pcs)....seems I shuda had around 5 so far. Others seem to have had similar experiences. So are we just unlucky or are the degrade rates higher and boost rates lower as material grade increases ?

I agree with a few others that success rates for masters should be higher. But not "from the get go". I'd suggest that say for Joolers and HA crafters, they get that 85% with 1st master. Mastering 2nd skill in HA / Jools boosts the maximum obtainable by 2%. Mastering 3rd skill ....another 2%. Mater all 6 skills and you at 95%. WIth LA / MA you have 4 more after the 1st master so use 2.5% for each additional master and so on.

Re: Production: Proposed crafting changes

Posted: Sat Apr 28, 2007 10:43 pm
by varelse
jared96 wrote:. I'd suggest that say for Joolers and HA crafters, they get that 85% with 1st master. Mastering 2nd skill in HA / Jools boosts the maximum obtainable by 2%. Mastering 3rd skill ....another 2%. Mater all 6 skills and you at 95%. WIth LA / MA you have 4 more after the 1st master so use 2.5% for each additional master and so on.
This is a good idea and would give a boost to the dedicated crafters among us. A higher success rate is a much better reward for multiple masters than any title could be :)

Re: Production: Proposed crafting changes

Posted: Mon Apr 30, 2007 7:07 am
by sidusar
Experimented a bit with the crafting on the ATS and it seems to work as intended. When overcrafting more than 50 levels, a little more than 5% of the materials is lost in the long run. But yes, as we'd expect in Ryzom, I often encountered a streak of failures. Crafting at matching level gave me no failures at all and 10%-15% partial successes.

Overall I like the new system. Higher succes rate for master crafters in crafting q250 items, 'failure' actually meaning failure instead of just delay, 'partial succes' actually meaning partial succes rather than total failure, and the succes rate shown in the crafting window really being the chance of getting a complete succes, all of that is nice.

My only objection is the same as Riveit's. This system makes overcrafting far too easy. I agree the minimum quality of degraded items should be 20% below the skill level being used to craft, not 20% below the expected quality.

Ideally, I would like to see a significant increase in the chance of failure. With partial successes only degrading in quality and not in class, there'll be a lot less inhibition against overcrafting q250 supreme items with a level 100 skill. 10% failure (= 5% material loss) is hardly significant.The failure rate would have to go up to about 40% to be a serious inhibition. Ofcourse for that to be feasible, you'd have to get experience out of crafting failures as well, and I assume that'd be too difficult to implement?

Re: Production: Proposed crafting changes

Posted: Mon Apr 30, 2007 6:30 pm
by blaah
sidusar wrote:My only objection is the same as Riveit's. This system makes overcrafting far too easy. I agree the minimum quality of degraded items should be 20% below the skill level being used to craft, not 20% below the expected quality.
yes and no. i agree that overcrafting would be too easy, but they also said that "new system" will give same (better) xp per mats compared to "old system" to justify mat loss.

Re: Production: Proposed crafting changes

Posted: Wed May 02, 2007 9:28 am
by flat75
dnycran wrote: The random number generator that you use is a piece of crap (excuse my language, but that's just what it is).

Personally, I've seen 8 failures in a row followed by 6 degrades at 70% chance of success, using up a whole day worth of digging to produce a handful of junk. On other occasions, I've been producing 6 items with 5% chance of success and not a single failure.
The chance to have 8 failures in a row at 70% chance (not counting the 6 degrades) is about 1:15,000, the chance to produce 6 items at 5% is 1:64 million.
Heck, am I one lucky guy, I should really play lotto!

Fix the random number generator, and you have fixed much more than only the crafting system. A lot of people will be a lot happier, and you get a significantly more enjoyable game experience with less work.
Maybe you also want to consider that idea of a "precision crafting" stanza for master crafters. It sounds like a good idea, as it really gives significance to "master", and it would be a good reward for a new encyclopedia rite, too.

Seconded. My personal record is 43 failures in a row with 50+lvl overcraft. According to your data in that case I have 55% chance to failure. Lets say 50%, and my record has a chance 1:2^43.
2^43 = 8.79609302 × 10^12 =
1 : 8,796,093,020,000
Either I am unlucky or random generator is broken.

Re: Production: Proposed crafting changes

Posted: Fri May 04, 2007 8:40 am
by blaah
sidusar wrote:When overcrafting more than 50 levels, a little more than 5% of the materials is lost in the long run.
now that i have used new craft system myself (~20 lvl's with 50+ overcraft), there was not many failures, but it does not show how much mats are lost ? and it didnt even clear craft window from those lost mats ?

as a crafter i like that "click fest" is gone when overcrafting, but if it really dont show how much mats failure destroyed... is plain stupid.

Re: Production: Proposed crafting changes

Posted: Fri May 04, 2007 10:24 am
by gillest
on a full inventory, crafting 1h HQ swords:
6/6/6/5 mats per swords.
And i put in my inventory exact number of mat i need:
example 15 times 6/6/6/5 so when I am done, i do not have any spare mats usually....

a-1 failure overcrafting by around 30 lvls on the full inventory (+/- 400 mats).

At the end of the craft sequence, i ended up with 6 shells and 5 nodes.
So i lost in fact 6 barks and 6 fibers..
(this happened a few times)

b-2 failures , same scenario. This time i ended up with 5 nodes only so lost 6 of shells, fibers and bark for 2 failures.

Seems that the lost of mats is around 50% of the mats used for the object crafted.

Tho, I agree with you, would be nice to have a small msg: "you lost 12 mats in the process" or something like this.