Architect Archive

Thread: Candles not dying?

novaxalon
Sun Mar 28, 2004 6:56 am
#1

I was just wondering if anyone else saw/could confirm this: At my home one day, I noticed my candle I created a week back was at lifespan 0, but still appeared to give off light. So, to test, I took it off, and lo and behold, I'm pretty sure the lighting went down in the area, indicating it was still "live" up until I grabbed it. Once I dropped it again, though, it truly was dead.


I also see some candles in my city's hall that look like they're giving off light (can't tell too well though), but obviously I can't remove them (and yes, they too are listed at 0). So, I'm wondering, has anyone else seen this, because if so and I'm not crazy, then it appears that candle degredation, unless the person wants to redecorate, doesn't seem to matter. I'll be interested to see if the lamp works similarly.


Plus I'm too lazy to make another lamp and wait a week to test it again lol.



Venessi Arestar - Master Weaponsmith (finally 12 pt.) / Master Pistoleer
Janrus Lorkiya - Master Merchant / too lazy to do more

Weapons shop located south of Coronet at -60 -5803
mikejjswg
Sun Mar 28, 2004 10:42 am
#2

I can confirm this, my first candles finally reached zero and were still giving off light. Once I picked them up and placed them back down they didn't give off any more light. Wish SOE would hire some real programmers.



Sneezy
Sun Mar 28, 2004 12:29 pm
#3

yep, that's the way it was on Test before the patch went live. As long as you don't pick it up, it will light forever.



Lepo Otrooc
TC Master Architect
Skystone, Tatooine


GrueLokk
Sun Mar 28, 2004 3:33 pm
#4

This is a good thing considering, my candles count down while they are still in a crate....



Haliburton's Tools Of Mass Destruction
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Master Weaponsmith_______________ Masta Playa
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BoberFett
Sun Mar 28, 2004 10:07 pm
#5

Two weeks ago, candles and lights decaying was the end of the world. Now continuing to work after they've decayed to zero is a problem.


I feel sorry for the developers. I really do.
LadyGrey
Mon Mar 29, 2004 6:12 am
#6

Just repeat this mantra several times a day, you will feel better:


"WoW is in beta testing. WoW is in beta testing. WoW is in beta testing."



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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
BoberFett
Mon Mar 29, 2004 7:26 am
#7

Meh. Blizzard hasn't made an interesting game since WC2, and they're still going to go through months of wringing out bugs like any MMO.


Or perhaps you forget the exploit ridden pile that was Diablo?
LadyGrey
Mon Mar 29, 2004 9:08 am
#8

Good point, BoberFett. However, the fact that the release date for WoW keeps slipping further into the future is certainly more encouraging than the beta version of SWG we are all paying for right now. And Diablo (all versions), despite the faults, was free. I'd bet money (and I never bet), that most of the WoW programmers have been playing SWG and haunting these forums.

Not sure we could say the same about any of the SWG programmers.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
BoberFett
Mon Mar 29, 2004 9:36 am
#9

The slipping date is good for WoW? That didn't seem to help SWG.
LadyGrey
Tue Mar 30, 2004 1:12 am
#10

Reports coming back from the first-wave beta testers of WoW seem to indicate that the extra time has been well spent by Blizzard. A good sign is that the bugs found by testers are actually being fixed as they are found (a novel concept).

As a side note, I would probably remain a loyal fan of SWG, if Sony or any of the devs ever seemed to show any concern at all for the people paying the monthly fees. But I can't find a single instance that they pay any attention to the real concerns of the player population. After I had been playing SWG for a few months, I could see several ways that the game could be improved, sometimes by just slight changes. However, after posting these ideas in the forums, I found that my ideas were not new. Anything I came up with had already been mentioned by someone else, quite often back in beta testing. Many of the bugs that we just simply "live with" were reported back in beta.

From a software management perspective, SWG is a nightmare. I'm having fun right now, but only because I'm not playing according to Sony's rules. I'm creating my own content, using my own criteria for success or failure. That's mostly because Sony has shown no inclination to make any real content for crafters or merchants. The stuff with candles is very indicative of that. It looks like the people that originally programmed some of this stuff are no longer around (probably most of the crafting parts of this game were outsourced), and so nobody really knows how to correct problems. Sony keeps tacking on new stuff in an effort to keep us from complaining about the old stuff that still isn't fixed.

At this point, it's worth the five accounts that my husband and I have, just to try and guess what will go wrong next. If you think of it as a comedy routine, it really is a very entertaining game.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Buugli
Wed Mar 31, 2004 1:43 am
#11

Ah yes, the "Attack of the Killer Tomatoes" route to success and fame. Make something so totally horrid that everyone buys it to see what everyone else is laughing about . . .
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