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Masterwork Crafting Critical Success Chance Fixed Across Saves


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#1
lSeraphiml

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I am unsure whether this post belongs in "Technical Support" or "Feedback & Suggestions".

 

However, this is an issue, not game breaking but frustrating nonetheless, that needs to reach the developers. 

 

Which-ever forum works as long as this post is read by the community managers and reach the dev team.

 

The issue is this: 

 

 

 

Upon 50 or so of so-called "save-spamming", I am very suspicious that Masterwork Crafting Critical Success Chance is actually FIXED across save files.

 

So, no-matter how many times I save before a Masterwork Crafting attempt using a Dragon's tooth, fail it, reload the save before the crafting attempt and re-attempt to craft the same item with same materials, I WILL ALWAYS FAIL. EVERY SINGLE RE-TRY.

 

This issue has been confirmed by some Reddit users as well. DISCLAIMER: I do not know whether this issue is entirely global for every client.

 

Now, one may argue that such an implementation was intended by the dev team to stop a "save-spamming noob" like myself.

 

I am going to make two points to argue that whatever the intention of the dev team was does not justify such an implementation.

 

 

 

1. No one, and I mean NO ONE, has the right to tell me how to play my "offline single-player game". Dragon Age has always been a game of choices and consequences. So, if the dev team truly wanted to stop me from save-spamming, the dev team does not have the right to tell me what choices are allowed and prohibited in game. I can aid the mages since they deserve their freedom or I can aid the templars to restore pre-rebellion order. Whatever choices I make, no-one can tell me "you made a wrong choice" in a game of choices and consequences. How does in-game role-playing choice relate to save-spamming? Since Dragon Age: Inquisition is mainly a single player game, nothing I do in the game hurts or benefits anyone but myself, the player. Whether mages start another rebellion due to my choice, or the final boss feels too weak to my tastes due to my save-spammed, overpowered masterwork daggers, no consequence affects other players. One cannot call my save-spamming "unfair" or "wrong" since there is no competition between players to begin with. I can handle the consequences of cheap actions that I made in my game. SO allow me to have such choices, dev team!

 

2. Critical success chance being fixed across save files is providing an incorrect information to the players. Whenever I reload a previous save, the success chance should not tell me I have 40% of success chance. That's a lie! If it was dev team's intention to lock the crafting results across save files, then the game should tell me that it is locked instead of wasting the player's time by tempting the player to keep trying on a 0% chance of success. Transparency is not a virtue in a video game: it is a requirement unless the design of the game itself is to provide as little information as possible. Still, such games, usually rogue-like, provide "less information" not "incorrect information."

 

 

In conclusion, if dev team intended a locked crafting failure result across multiple saves, it is not entitled to do so. Yes, it is BioWare's game and developers may do whatever their creative vision takes them in their video game. However, they cannot force the players of what choices they should make in-game or provide an incorrect information to the players. 

 

If this issue was a pure accident and an unnoticed bug, then I ask the dev team to simply fix it. If developers did put crafting failure result lock across saves on purpose, I hope this post changes your mind. Thank you and I LOVE your game. Soooooo much.

 

 

Side Note: I did contact EA using the live chat system and the adviser confirmed that dev team never encountered this issue before, and they will fix it. However, I cannot trust live chat adviser's words, entirely, on development team's policies. What consequences do they face by giving their customers the information they want to hear? 



#2
Zorpen

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The chance is probably fixed on aquire that particular item. So when you pick it up it is set. Like you said. save spamming won't help.



#3
Zhen Dil Oloth

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It is pretty easy to figure out when you will get the Masterwork bonus.

 

So just create items until you know that the next one will be a Masterwork.... ans then create your Masterwork item that you want.



#4
lSeraphiml

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It is pretty easy to figure out when you will get the Masterwork bonus.

 

So just create items until you know that the next one will be a Masterwork.... ans then create your Masterwork item that you want.

 

If there is some algorithm behind the crafting system, then the critical success chance is not purely 40%. Therefore, the game is providing misleading information (maybe not necessarily wrong in this case)



#5
shubnabub

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It is a curious gamble. Like knowing you've won or lost before drawing your cards. Having a time machine won't save you because the deck will always bear those cards. But of course, when you save spam you imagine that you'll get a fresh shuffle of the deck but instead it's like the time machine. You just get the same draw again.


I don't blame them for implementing such a system. I would just rather not gamble at the crafting table at all. I wonder if selling the tooth and buying it back would reroll it.

#6
crusader_bin

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1) Yes, they can tell you how to play the game. Indeed, there is no other way. Crappy controlls for example :P It's their game, their product, everything it is - they made. Accept it or leave it.

2) Upon pickup you have 40% it will be what you are looking for. If you draw a card from a pool, look at it, go back in time and look at it againt - same card.

3) Yes, that is yet another stupid thing that belongs more into MMO world, than single player. You are alone in the world. Either enemies drop the item for what it is, or not. Making it's stat hidden is in no way exciting. More like irritating. 

 

extra 4) There is no turly random number generator. They are all just scripts/code designed to seem random. Can't even be sure if true "randomness" exist at all. :P