Armorsmith Archive
Thread: Outstanding AS Top 10 Bugs
Page 1 of 5
CaileSathinor
Mon May 09, 2005 8:53 pm
#1
This is the outstanding bug list I submitted to the Devs today:
1) Layer experimentation is borked
-This is being reported as a possible display issue. When you experiment on layers, the bar and percentages go up, but the stats on the display of the layer do not. I've had reports however that the layer actually does work correctly in segments, hence guessing a display error.
2) Armor pulled from crates is still showing half the stats the crate says. I haven't tried this one myself, but apparently that's exactly what happens.
3) Old NS Layers and Peko Feathers still showing +0 or no stats. Everything in our stockpiles except these are correctly converted.
4) Crated layers still showing 0 stats across the board. Is this an intentional conversion issue or broken?
5) Old Armor padding converted to battle segments: Not sure what you guys can do here, but a lot of people have reported this as a problem.
6) PSG's are permanantly losing resists. I cite an example from my bug thread:
ya, the psg bug was rather amusing :S
took on a fed-dub -patrolman)
the mark3 psg was at energy protection 1995,
it's now at energy protection 452
this doesn't look right to me;
"Cawhoc attacks wallid with ranged shot using DH-17 short carbine for 102 dmg (102engy dmg) Wallids armor absorbs 24 points out of 127 points of possible damage. "
23 points out of 127 points of possible damage. "
22 points out of 127 points of possible damage. "
21 points out of 127 points of possible damage. "
24 points out of 127 points of possible damage. "
18 points out of 127 points of possible damage. "
15 points out of 127 points of possible damage. "
12 points out of 127 points of possible damage. "
10 points out of 127 points of possible damage. "
7 points out of 127 points of possible damage. "
(incapp)
at end of combat my psg was 6206/6288 for condition with 452 energy protection.
7) The last item of a stack of looted components won't be used up in a factory run.
"There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece).
A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest."
8) If a player dies with an RIS Segment in their inventory, it becomes unusable and there's no way to fix replace it. Crated armor is also losing condition when people die. You would think stuff like this wouldn't happen, especially to crated stuff.
9) Non-human armorsmiths are getting the shaft on faction points for buying Imperial Armor schems. One smith, a wookiee or ithorian I believe, reported that a set cost him 50k fp. That's rediculous. The faction penalty needs to be lessened or removed at least for this. 50k fp is the equivalent of base level faction purchases.
10) Mandalorian armor crafting:
The big issue here is you guys have somehow split the skills on the final combine. Example taken as a helmet, a M.DE can only get a partial bit of the palette a MAS can, so in order to craft a helm with full exp points and palette, you have to be a MAS/MDE.
Honestly, a good analogy was brought up. The Architect doesn't lay the bricks and mortar in real life, he just draws the schematic and leaves that to the builders. So why not require the other professions when you go and make the armor schem, and have the final schem MAS certification, regardless of piece? Heck, even add into the schem requiring components from the other 2 professions if you want to keep them involved. But splitting the skill modifiers needed on final combine is ridiculous.
I'll leave it at 10 for now, then add more as these things get fixed.
1) Layer experimentation is borked
-This is being reported as a possible display issue. When you experiment on layers, the bar and percentages go up, but the stats on the display of the layer do not. I've had reports however that the layer actually does work correctly in segments, hence guessing a display error.
2) Armor pulled from crates is still showing half the stats the crate says. I haven't tried this one myself, but apparently that's exactly what happens.
3) Old NS Layers and Peko Feathers still showing +0 or no stats. Everything in our stockpiles except these are correctly converted.
4) Crated layers still showing 0 stats across the board. Is this an intentional conversion issue or broken?
5) Old Armor padding converted to battle segments: Not sure what you guys can do here, but a lot of people have reported this as a problem.
6) PSG's are permanantly losing resists. I cite an example from my bug thread:
ya, the psg bug was rather amusing :S
took on a fed-dub -patrolman)
the mark3 psg was at energy protection 1995,
it's now at energy protection 452
this doesn't look right to me;
"Cawhoc attacks wallid with ranged shot using DH-17 short carbine for 102 dmg (102engy dmg) Wallids armor absorbs 24 points out of 127 points of possible damage. "
23 points out of 127 points of possible damage. "
22 points out of 127 points of possible damage. "
21 points out of 127 points of possible damage. "
24 points out of 127 points of possible damage. "
18 points out of 127 points of possible damage. "
15 points out of 127 points of possible damage. "
12 points out of 127 points of possible damage. "
10 points out of 127 points of possible damage. "
7 points out of 127 points of possible damage. "
(incapp)
at end of combat my psg was 6206/6288 for condition with 452 energy protection.
7) The last item of a stack of looted components won't be used up in a factory run.
"There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece).
A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest."
8) If a player dies with an RIS Segment in their inventory, it becomes unusable and there's no way to fix replace it. Crated armor is also losing condition when people die. You would think stuff like this wouldn't happen, especially to crated stuff.
9) Non-human armorsmiths are getting the shaft on faction points for buying Imperial Armor schems. One smith, a wookiee or ithorian I believe, reported that a set cost him 50k fp. That's rediculous. The faction penalty needs to be lessened or removed at least for this. 50k fp is the equivalent of base level faction purchases.
10) Mandalorian armor crafting:
The big issue here is you guys have somehow split the skills on the final combine. Example taken as a helmet, a M.DE can only get a partial bit of the palette a MAS can, so in order to craft a helm with full exp points and palette, you have to be a MAS/MDE.
Honestly, a good analogy was brought up. The Architect doesn't lay the bricks and mortar in real life, he just draws the schematic and leaves that to the builders. So why not require the other professions when you go and make the armor schem, and have the final schem MAS certification, regardless of piece? Heck, even add into the schem requiring components from the other 2 professions if you want to keep them involved. But splitting the skill modifiers needed on final combine is ridiculous.
I'll leave it at 10 for now, then add more as these things get fixed.
Message Edited by CaileSathinor on 05-13-2005 04:55 PM
Kalandra
Mon May 09, 2005 10:05 pm
#2
Found a bug/exploit in the faction bio linking costs, so I've sent the details to you in a PM.
Kalandra
Mon May 09, 2005 10:35 pm
#4
TigersEyes wrote:
Ok did my piece of Mando today. It was my helmet. Final stats were ~6000 kin ~5800 energy ~5900 elemental
DE expermientation was used, but the colors were determnined by AS experimentation. put a +25 ranged dfense AA in for good measure
Bottom line: mDE can make good mando stats using good cores, but need mAS for the pretty colors
Thought I'd bring this research to your attention Caile. Seems in order to make it the right colour, the DE needs to be Master Armoursmith anyway. Can we get a fix so that the appearance schematics are actually crafted by the master armoursmith, rather than a Droid Engineer who won't know what he's doing, and won't be able to colour it properly anyway. From the first time I heard that the schematics for the ARMOUR APPEARANCES were certified to Droid Engineer, and Tailor, I found it absurd. Yes, its fine that it takes a Droid Engineer or a Tailor to convert it from BH into the schematic. But in Real Life, the Architect doesn't lay the bricks and mortar, he just draws the schematic andleaves that to the builders.
I want to stress my opinion on this, because they're forcing mandalorian crafters to be MAS/MDE, or MAS/Tailor. This is unacceptable, as said crafter will need to have some combat anyway in order to survive the DWB.
I believe the schematic certifications to be a BUG, and will consider them so until this issue is addressed directly by a developer.
CaileSathinor
Mon May 09, 2005 10:43 pm
#5
Yeah I know. That's the most retarded thing ever, in my opinion. I'll bring it up.
Mcgreag
Mon May 09, 2005 11:57 pm
#6
Segments and Cores still don't show condition.
Can't say if it's intended or not but I think coloring of marauder boots is bugged, Color 1 does not decide the color of the armor plating like for all other marauder parts but the hue of the entire boot. This makes it very hard to match them up with the rest of the suit. Can't make dark boots with light plating for example.
No way (at least none I have found) to see how many uses you get left from a faction schem without making an item.
Maybe more of a feature request but I'll word it as a bug, you can't buy a new faction schem before you used up the last one completly. This makes it very unpractical to make anything but full suits.
Can't say if it's intended or not but I think coloring of marauder boots is bugged, Color 1 does not decide the color of the armor plating like for all other marauder parts but the hue of the entire boot. This makes it very hard to match them up with the rest of the suit. Can't make dark boots with light plating for example.
No way (at least none I have found) to see how many uses you get left from a faction schem without making an item.
Maybe more of a feature request but I'll word it as a bug, you can't buy a new faction schem before you used up the last one completly. This makes it very unpractical to make anything but full suits.
-Droideka-
Tue May 10, 2005 4:15 am
#7
Armor in crates still losing condition if you happen to die before you get to your vendor. I know, how could this possibly happen? Well they keep on attacking you after you get inside your shop...
Ox-
Tue May 10, 2005 4:35 am
#8
There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece).
A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest.
A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest.
Grendelwyf
Tue May 10, 2005 4:45 am
#9
Wallid wrote:
what's faction cost right now for schems?
silly question, haven't done those yet, just farming my faction points right now.
depends on how your faction is doing in the gcw on the planet you are buying from. on my server, rebels pretty much dominate, and i buy my stuff on corellia. the score is like 200 to 3 or something like that and it costs me a little under 9k faction for the schems for a set of faction armor. feel sorry for the imps (not really). their smiths are having to charge 2.5 to 3 million a suit, and still aren't making much profit cause the faction costs are so high.
-VtS-Maddix
Tue May 10, 2005 5:35 am
#10
ADKs DO work on Armour, but not in the same way as before.
The armour takes condition loss from damage, but after you log out for a period of time (undetermined, but more than just a quick relogging) the ADK'd Armour returns to maximum health. Maybe this is or isn't intended, but to say that ADKs 'don't work' is wrong.
Personally I wouldn't opt to try and have them try and fix the 'bug' of condition loss tho, as they'll only screw them up completely and cause us to lose their the ADKs or the armour they are on....
The armour takes condition loss from damage, but after you log out for a period of time (undetermined, but more than just a quick relogging) the ADK'd Armour returns to maximum health. Maybe this is or isn't intended, but to say that ADKs 'don't work' is wrong.
Personally I wouldn't opt to try and have them try and fix the 'bug' of condition loss tho, as they'll only screw them up completely and cause us to lose their the ADKs or the armour they are on....
Helter-Skelter
Tue May 10, 2005 6:54 am
#11
Faction costs on Armor schems are way to high. For a Zabrek Imperial the cost is nearly 57,000 faction for a full suit. I've always been a crafter so I would never have the "discount" if I were a colonel. I just dont have that faction.
It would help create a more emmersive GCW if people could actually afford faction armor.
SamRebo
Tue May 10, 2005 7:02 am
#12
Once you break a Pre CURB piece of RIS into a segment to get recrafted, if you happen to die while it is in your inventory, even one time, then the piece cannot be used to craft a new piece of RIS.
Very frustrating issue.
UmmonPrime
Tue May 10, 2005 7:31 am
#13
Ox- wrote:
There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece).
A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest.
This one is real annoying. I have about 10 stacks of looted cores now that all have 1 left but can not be used.....
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