since so many hunting issues have been addressed, it's time crafting issues get adressed as well.
Non-SIB BPs: the long term tt-return on those appears to be 90%, change it to be 95% TT-return, just like SIB ones are.
rework the entire crafting chances to make it less volatile and less dependant on multipliers, even in shorter runs:
5% chance for fail (or just remove the no-looters, like you did with hunting)
57% chance for 90% return near success.
37% chance for 100% return success.
1% chance for multiplied success.
This way the chances are very high to get 88+% TT-return even on smaller runs and when multipliers are not happening. This generally increased tt-return will allow crafters to do more crafting, as they have more peds left they can spend on materials.
apart from the volatility & tt-returns crafting is quite fine as it is.
Non-SIB BPs: the long term tt-return on those appears to be 90%, change it to be 95% TT-return, just like SIB ones are.
rework the entire crafting chances to make it less volatile and less dependant on multipliers, even in shorter runs:
5% chance for fail (or just remove the no-looters, like you did with hunting)
57% chance for 90% return near success.
37% chance for 100% return success.
1% chance for multiplied success.
This way the chances are very high to get 88+% TT-return even on smaller runs and when multipliers are not happening. This generally increased tt-return will allow crafters to do more crafting, as they have more peds left they can spend on materials.
apart from the volatility & tt-returns crafting is quite fine as it is.