Artisan Archive

Thread: Artisan Issues/Bug Thread (Current until 12/1/2004)

Cafa
Wed Sep 22, 2004 1:16 pm
#1



Real bug:


Crafting tools stalling/discontinuing we another tool in inventory finished its product cycle.


Bad game design bug IMHO:


For the Artisan I cannot think of anything that would change our profession (for the better) more than providing SOME means of controlling the power up process. Normal people do not enjoy 4 hours of grinding to get 1 good schematic.


Addon idea:


Bird Cages and Creature Habitats should be able to be used by CH's to store datapad pets, retrieveable by any CH with the skill and available datapad space on the structure admin list the item resides within.


just a couple


Fivo Asia

Message Edited by Cafa on 09-22-2004 01:19 PM



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Guruweaver
Thu Sep 23, 2004 12:29 am
#2

Hi all,

I was thinking of taking a new tact on Issues/Bugs with the Artisan Prof. Once a month, I'll post a new Issues/Bugs thread. I'll link the old one(s) from the current one so folks can see the historic issues moving forward. This will hopefully allow us to maintain a current 'hot list' of issues, should they be needed, and serve as a clearing house for bug reports.

Sound good?

Below is a link to our last top 5 issues thread.
Clicky

If so, please proceed below.

Take care,
Guru

Message Edited by Guruweaver on 10-19-2004 10:41 AM



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Soeren
Thu Sep 23, 2004 5:13 am
#3

Not sure if these fall on artisan category but here we go...



After pub 10 all mineral resources seems to stay up fixed 10 days. Not sure if intentional or not.



Iron spawns are coming up at alarming rate. Did check 5 different galaxies with Swgcraft.com and it seems irons are coming up now somewhat 5 : 1 rate against steel, copper or alum. Not exatly a bad thing, but really drops iron value if you get 900 + OQ Dolovite and Kammris up EVERY week.




Soeren Gunnarson



Heebo's Pharmacy and Soeren's resources, CLOSED
Wp -320, -5577 South Coronet, Corellia

Current Resource Inventory
Hohik
Thu Oct 28, 2004 11:53 am
#4


I have submitted in-game bug reports for the past month about a problem I am having with Crafting missions from Artisan Mission Terminals, and I am still having the problem! The problem is that on a majority of the high credit missions 1200 -1300 plus credits missions that start in Mos Eisley and end in Anchorhead either there is no NPC at the start point of the mission or the NPC at the end point of the mission is not at the waypoint.


Many times when I get to either the start or finish waypoint there are players engaged in PvP or hunting NPC spawns very near the waypoint, I have also gotten to the waypoint and just as I am about to select the NPC some players start PvP or blasting another NPC and the one I need to talk to runs off.


An example is I took 2 crafting missions from the Artisan Mission Terminal outside the Commerce Guild Hall in Mos Eisley Bria server and the start waypoint was near the cantina where the NPC mobs spawn (i.e. Jabba thug, cannibals, what have you, and other players are camping the spot killing the NPC's as they spawn) and the NPC for my mission is nowhere to be found. I do not have time to sit around a wait for my missions NPC's to spawn so I end up aborting the missions and have to go back and get 2 more missions and hope that the NPC's for them are at the waypoints provided by the mission.


I need to make credits to maintain my home and my harvestors and having 6 out of 10 missions fail evey houris not doing it. Also the payout for these missions is insultingly low.


I have tried placing 60%+ crafted weapons powerups on the bazzar at low prices and sell maybe 2 out of10, so making credits trying to sell items is not working very well as well. Talk to any player on any server and I will bet you that even thou they have "Master" status for some other profession listed, they are also an artisan and make their own weapons, homes, vehicles, what have you. Leaving new players with little credits trying to sell to even newer players with even less credits.


While I'm here I might as well ask also what the heck is going on with JTL. Ipre-ordered the game and it arrived yesterday 10/27/04, when I logged in I ran into not 1 but 20 or so palyers who are "Master Shipwrights!" How in the heck does that happen? One person told me that they did it in 2 hours, because they had a ton of resources and sat around grinding out part after part, ship chassis blueprint after ship chassis blueprint. And the prices that they are asking for blueprints and components is obscene. 50,000 for a Z-95 blueprint and another 2 million for components how in the hell are new players going to be able to afford anything other than the free trainer ship. Credit drops and XP from killsare so low that after killing over 150 Tie fighters I had a grand total of 352 looted credits, 4 looted ship components that I can not use yet,and 400 XP. The payouts and XP for the trainer missions stink as well. Combat cause damage, repairing damage cost credits, being cheap with mission payouts and XP does not help with this, nor is it going to keep people playing when the rewards do not out weigh the in-game costs.


Well, that's my 2 cents worth for today!




I drank WHAT!!

Harbinger-O
Huesos
Thu Nov 04, 2004 6:22 am
#5

yah I agree? for those of us like me that arent macro smart or not doing macros? how in the heck can you craft/grind to get 22k or more on up to 33k of general crafting its gonna take me months/years? especially no more XP from factories now!?!?
Guruweaver
Thu Nov 11, 2004 7:35 pm
#6



Madry wrote:
This is minor in the grand scheme, but I miss seeing the animations of the harvestors. Do you think this will be fixed at some point? Or am i an idiot and have the animations turned off somehow [entirely possible ]

Message Edited by Madry on 11-11-2004 02:52 PM



It got fixed in publish 11.



Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Madry
Fri Nov 12, 2004 1:51 am
#7


This is minor in the grand scheme, but I miss seeing the animations of the harvestors. Do you think this will be fixed at some point? Or am i an idiot and have the animations turned off somehow [entirely possible ]

Message Edited by Madry on 11-11-2004 02:52 PM



Madry
Guruweaver
Fri Nov 12, 2004 5:35 am
#8

Hehe

On the top five.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Madry
Fri Nov 12, 2004 6:59 am
#9






Guruweaver wrote:





Madry wrote:


This is minor in the grand scheme, but I miss seeing the animations of the harvestors. Do you think this will be fixed at some point? Or am i an idiot and have the animations turned off somehow [entirely possible ]

Message Edited by Madry on 11-11-2004 02:52 PM




It got fixed in publish 11.



Guru





Guess we're back to idiot then. Is there some setting to turn this off? I'm still not seeing the animations.



Madry
Guruweaver
Fri Nov 12, 2004 7:40 am
#10

Not that I'm aware of. If you turn the harvester off then on again, does it animate?

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Fodder650
Fri Nov 12, 2004 9:02 am
#11

There is an annoying harvester bug that reared its head with the animations returning. And Im going to have a hard time both describing it and being able to nail down why it happens.

It seems to only effect medium harvesters. When a material dries up the harvester is stuck running at 0% pulling nothing out of the ground but eating power. You can see the harvester running as well, thanks for that fix. When you go to OPERATE HARVESTER and click TURN OFF nothing happens.You have to close that out and open OPERATE HARVESTER again before it truly turns off or allows you to switch to a different material.

Am i the only one whos had this?



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
Madry
Fri Nov 12, 2004 11:06 am
#12

Whoops, never mind, they are animating. I must have seen one that was out of power or something. Thanks!



Madry
sciguyCO
Fri Nov 12, 2004 1:02 pm
#13

How about the fact that artisan mission terminal determine difficulty/payout based on combat skills, not crafting skills?





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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