Crafting that sometimes fails: what does one success really cost?
When a craft can fail and eats materials, the price on the recipe is not the price players pay, and a partial refund makes the real number harder to guess. This shows how to work out the true cost and why a rounding detail in the refund changes it.
Why this works
A failed attempt is not wasted effort you can ignore: its price is paid again for every success. So the real price is what one attempt costs, minus what comes back, spread over the attempts it takes to get one success.
When not to use it
Do not rely on it when players can sell, trade or reuse failed leftovers at other prices, or when they craft only a few times. Then one average hides the actual spread and a guaranteed craft or pity counter is kinder.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 25 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Crafting that sometimes fails: what does one success really cost?" (read_entry craft-failure-true-material-cost) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP