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Ranzo Zorba
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Posted - 2007.05.08 14:23:00 -
[1]
Anyone else has more failed jobs after last patch?? For instance i use a covetro BPC 10 run second best decryptor and once in a while i use a covetor as base item depending iff my wallet allows it. But still i feel like i have more failed attempts then before last patch on invention jobs. Anyone else got the same or is it just me and iff i am doing something wrong can you tell me what ??
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.05.08 14:34:00 -
[2]
It's called "luck."
Invention's fine. I did 16 module invention jobs a couple days ago, best named base item, second best decryptor, Encryption Methods V and both R&D skills at IV. All 16 succeeded. It's just a sophisticated game of dice. -----
Tech 2 Tier 2 Battlecruisers |

Unfamed II
FinFleet
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Posted - 2007.05.08 14:34:00 -
[3]
Seems like you failed, not invention. There's the element of luck you know? - - Seriously, it's not that great being an amarr, is it?
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Ranzo Zorba
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Posted - 2007.05.08 14:52:00 -
[4]
Well my skills are all on LVL 5 maybe i should get into Mod invention more instead of trying to invent ships. Looks like Mods have a greater % of succes. And yes i know luck is part of the job so dont tell me i have failed it was just a qeustion didnt ask for flames.
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Grash Freedom
Gallente MAZA Solutions
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Posted - 2007.05.08 15:17:00 -
[5]
Originally by: Haffrage It's called "luck."
Invention's fine. I did 16 module invention jobs a couple days ago, best named base item, second best decryptor, Encryption Methods V and both R&D skills at IV. All 16 succeeded. It's just a sophisticated game of dice.
I did 20 module with 100% success, its seems that is not luck
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MasterEnt
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Posted - 2007.05.08 15:29:00 -
[6]
Invention doing fine for me
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Mini Monk
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Posted - 2007.05.08 15:45:00 -
[7]
i remember somebody posting some math on the forums that showed with max skills best items and best decryptor about an 80% chance of sucess on modules doing the same with ships iirc only gives a 55% chance.
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Ker Ching
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Posted - 2007.05.08 16:20:00 -
[8]
I think there should be a 'Quality Assurance Skill' that allows ongoing monitoring of invention jobs and catches them as soon as they fail. Like real life, if somethings gonna fail, it's gonna do it during the process, not at the very end when it's delivered.
The skill could check the job every hour, and each level gives a 20% chance of noticing the failure. At lvl 5, if the job is going to fail, the QA skill will tell you without having to wait the full invention duration.
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Venkul Mul
Gallente
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Posted - 2007.05.08 16:30:00 -
[9]
I remember reading in other threads that there is a modifier of success based on the number of attepted invention of a specific item. I don't know if the person spaking had some reliable source for the hypothesis or was something he dreamed.
Per se the idea has some merit. If all the player are attempting to invent hulks and none is attempting to invent covops, the chance of a successful invention of a hulk will decrease, whiule the chance of inventing a covop will increase. That will keep a bit more balance in the inventions attempted, and reward a bit the people inventing the "marginal" items.
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.05.08 20:15:00 -
[10]
Edited by: Haffrage on 08/05/2007 20:12:34
Originally by: Mini Monk i remember somebody posting some math on the forums that showed with max skills best items and best decryptor about an 80% chance of sucess on modules doing the same with ships iirc only gives a 55% chance.
Their math was wrong, with 4 across the board I had about 86% efficiency with around 200-250 jobs done, using best named base item and second best (1.1x) decryptor. That's PLENTY to start showing the pattern. Probability or not, luck or not, it'll be showing +/- 5% by then. And besides, now I seem to have 95+% with encryption methods V.
Oh, and Tech 1 items have a meta level of 0. They shouldn't be improving anything at all. -----
Tech 2 Tier 2 Battlecruisers |
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