Armorsmith Archive

Thread: Regarding Factional Armor Being Bugged

Pappi
Fri Jun 17, 2005 6:30 pm
#27

temporarily restickying this. no need to start new threads




stupid_people_happen . .
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SlaideOne
Fri Jun 17, 2005 9:45 pm
#28

Mine is all still bugged too.






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Slaide = Jedi MLS Mdef/Guild Hammer
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AltharXXX
Fri Jun 17, 2005 11:21 pm
#29

and I'm sure all the MArchies are thrilled about that one.


/bump






Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Rasp3on
Sat Jun 18, 2005 2:56 am
#30


It makes me laugh. Devs know how game breaking this bug is, and instead they spend time fixing lights and candles.....who cares about lights and candles - maybe 1% of the gaming population? This affects far more - everyone who either crafts or wants to buy a set of faction armour.


If I see another patch come out fixing a pathetic bug before this one is resolved, it's the last straw for me gamewise. It's simple - just TURN OFF the non-tradeable flag on faction armour. And what's the point in having it bio-linked anyway?


Sorry it's just you eventually get sick of things like this. Devs need to review their methods to make sure bugs like this don't slip through the net as often as lets face it, almost every release carries one or two major bugs.

Message Edited by Rasp3on on 06-18-2005 11:03 AM



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Cobad
Sat Jun 18, 2005 6:00 am
#31

Katarn armour is definitely bugged in the same way and untradable. I also had a few problems with some Pre CU armour I had stored on a vendor, I took a pack off which contained 2 pieces (A composite helmet and an ubese chest plate I think), and couldn't put the pack back on the vendor until I had removed the armour.


I'm scared to take off my faction armour now, just in case I can't put it back on, and I can tell you, it's starting to smell pretty minty inside now.


And another thing while I'm venting, what is it with making millionaires out of smugglers just so that we can bio link armour? Either lower the FP cost to cert the armour, or lower the price of buying FP's, or better still, scrap bio linking - it sucks - I have sets of armour that I can't use anymore because of the respec (admittedly that is my problem having changed professions, but in order to test them properly, you need to make sure you are kitted out properly), all they do is sit in my house gathering dust, I can't do anything with them (can't even stick them in a pack and whack that on the vendor)


Rant over. Spleen vented.




Vonan Starweaver
Luuuke3
Sat Jun 18, 2005 7:47 am
#32

It's not just armor, it's every single thing that requires a bio-link. Items that are already bio-linked are not supposed to be able to be traded. It seems like the system is reading EVERY item that requires a bio-link, whether bio-linked or not, as an untradeable item. This also means all the new quest armor and weapons are untradeable. Not just factional armor.





Luuuke - Master Creature Handler, Master Bounty Hunter, Combat Medic
Drell - Padawan
ThermopyleForever
Sat Jun 18, 2005 11:15 am
#33

what in the name of christ is going on around here,SHUT THE SERVERS OFF AND FIX THIS
egoe
Sat Jun 18, 2005 2:22 pm
#34

This is nothing new, theis game has a long history of not fixing major problems, while continuing to fix or add new very minor things. Kind of like washing the windows on a condemned building.

Going back through SWG history, we had bases that could be destroyed while you were incapped and walls you could shoot through....SWG let us color our speeders instead, and didnt fix the problem for 6 more months. There are far too many instances like this since launch to type through. So now the candles they broke are fixed and the armorsmiths take another swift kick to the already bruised family jewels from the CU. Surprised no, disappointed yes....but i expect the disappointment at this point.



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Fantomonkey
Sat Jun 18, 2005 3:16 pm
#35

I didn't even notice this until I finished up 30 suits of Imperial armor to find that I couldn't put them on my vendor. My city's mall just opened this weekend too. Mine's the only empty vendor there
Keep up the good work dev's.
Feomatar
Sat Jun 18, 2005 3:35 pm
#36


CaileSathinor wrote:
I'm aware of the problem guys. I made it very clear to the Devs how game breaking this is. It's a horrible, sucky bug, I know, and I wish I could make it fixed instantly. I wish I knew what else to tell you guys. Sorry.


Caile, are there any news about the health enhancement bug?



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
MeciniaLua
Sat Jun 18, 2005 4:08 pm
#37






master_finesse wrote:

This is all part of project management. I see a real lack of planning and testing when it comes to code interaction. This is a simple systematic approach where each section of code should have defined dependencies charted out and when code changes the dependencies should be tested. If they no longer exist as a result of the patch then they need to be tested to prove they no longer exist and the chart updated.


Programmers need to focus on writing code while managers focus on quality control. If you don't meet the dead line you patch what you can without introducing the new bugs. The rest gets updated in the next patch







Nicely put


I am needing new faction armor soon, I hope this bug gets fixed





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Kesslan
Sat Jun 18, 2005 5:37 pm
#38

Indeed. i've got alot of people wanting factional armor. And considering 90 percent of my sales are factional armor these days. it's really hurting buisiness. Of course i'm still making 'standard' armor as well. But i'm left sitting on a bunch of suits I cant do anything with as I have them sitting in a storage house but cant put them up on my vendor.



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Tridus
Sat Jun 18, 2005 8:33 pm
#39

Has there been any offical word on this from the devs?



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