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Message ID: 1763
Date: Mon Aug 2 23:32:57 BST 1999
Author: Daniel Devorkin
Subject: Re: failures with trivial attempts


my suggestion to you, stay on silver for a while with pearl and topaz, a bit
expansive, but you will get to sell them back at least instead of having
constant failures. that is what i did, after those were done, i went on to
electrum and that black circle stone (forgot the name)
my skill is now 61 and i am very happy :)
every now and then i try a jade with electrum, i succedded once so it was
worth the attempt.
just remember if your not trivial at it, and you keep making it, it pays you
back, you only lose like 2gp on the sell back, and you can keep on buying
and trying.
another thing, i only buy one stone at a time, because if it becomes trivial
to me on that attempt, why the hell did i buy 5 more of them? now you sell
them back, and lost money.
i buy one, create it, sell it, buy another, create it, sell it...etc....
works for me :)
as soon as its trivial, i dont go to next stone, i skip a stone.

-Aeramus Brainblaster

----- Original Message -----
From: Jason Cent <jcent@...>
To: Shawn Alley <ShawnA@...>
Cc: <eq@...>; <eqenchanters@onelist.com>
Sent: Monday, August 02, 1999 3:29 PM
Subject: Re: [eqenchanters] failures with trivial attempts


> From: Jason Cent <jcent@...>
>
> 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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