my skill level is still at 41...... I've moved to electrum some
time ago....as Jade became trivial and the gems are hard to find (or far to
travel to) in the Rare category....ie. Jade, Pearl and above
with about 20 to 25 attempts with Electrum and malachite, I suceeded
about 3 or 4 times....and not ONCE have I gotten a skill increase....
I'm going back to Pearl and Topaz with SILVER, I suppose....
Fistlebane
From: Shawn Alley <
ShawnA@...> on 08/02/99 01:06 PM PDT
To:
eq@...@SMTP@Exchange
cc:
eqenchanters@onelist.com@SMTP@Exchange
Subject: [eqenchanters] failures with trivial attempts
From: Shawn Alley <
ShawnA@...>
I've mentioned this in my editorial and I posted as a bug the high
failure
rates when working with combinations that are trivial. I have a
respectable
wisdom of 90 something and a skill level of 40 something (been
playing other
characters so haven't leveled beyond 8 for a long... time) but I
fail SO
OFTEN with onyx and lower.
Is there a relationship with difficulty of attempt (even when
trivial) and
the rate of failure? In other words, will I continue to fail the
same rate
on average with a particular trivial combination even after raising
my skill
level by working on harder combinations first? I think there's no
improvement to the failure rate on combinations that are pretty easy
like
silver/onyx even as I improved my skill in the recent past. With
that in
mind, I don't know if I should work with unenchanted electrum and
malachite
to improve my skill level if the rate of trivial failures remains
constant.
Thanks for any info or advice you might have. If this is something
you
could ask someone or even better if there's a petition or list of
suggestions I would request one of the following:
Subject: Rate of failure on trivial metal/gem combinations too high
What: With a respectable wisdom of 90ish there are far too many
failures
with trivial metal/gem combinations. Failure rates are running 30%
to 50%
working with trivial items.
Proposal: Drastically lower the rate of failure for trivial items
(something less than 10%) or eliminate failures for trivial items
completely. OR Leave fail rates where they are but if you fail
making
a trivial combination you either get a non-magical item or you don't
lose
anything and have to reenchant the metal or you just don't lose
anything.
Again, these are only for when an item is trivial.
Why: It makes sense to expect a skill gain with the known chance of
failure. It makes no sense to fail often when there is zero chance
of skill
gain because the item is trivial. If it IS trivial to make, why
would a
craftsman fail so often? Trivial = easy = no learning = no skill
gain = low
failures
What would happen: Not really changing much except making the game
more
fun. There will still be the current rate of failure for
non-trivial skill
gaining - so we won't be getting something for nothing. This will
make
business more fun and less frustrating. If there are certain items
that for
some reason should never be trivial then you could still fail at
them and
still gain experience.
thanks,
Shawn
Azara, Povar
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