Artisan Archive

Thread: Focus Thread: Current Bugs (as of Publish 7)

Guruweaver
Wed Apr 07, 2004 1:44 pm
#1

Hello all,

I would like to use this thread as a focus point regarding any current bugs in the Artisan profession. We will have a new focus thread for each publish, as it goes live, to keep the bug list fresh and current.

Please list your bug in a format similar to this:

Bug: One sentence description
Impact: How bad is it?
How to recreate: Step-by-step process to recreate the bug, if possible
Comments: Any additional information you think is relevant

For example:

Bug: Crafting session ends with resource loss if another tool completes its crafting
Impact: Causes loss of resources without warning, impacts high-volume crafting
How to recreate:
  • With two tools, craft an item in tool 1 in practice mode
  • While that counts down, open tool 2, select schematic, load resources, but do nothing else
  • When tool 1 completes, tool2 will close, losing resources

Comments: Please fix it.

I'll flag this thread with the devs and give them a summary when it is done.

Thank you for your help!

Message Edited by Guruweaver on 04-07-2004 04:52 PM



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Mightion
Wed Apr 07, 2004 3:13 pm
#2

I do have to say this bug has never happened to me. Granted, I've never sat there with tool 2 open waiting to see what happens, but there have been times I got a lousy result on tool 1, used practice mode, and then used tool 2 to try again on droid repair kits. I've never had a crafting session fail on my... my tools are all 14.94 rating that I made several months ago, though.




Mightion Defensor
Flashlight-wielding Padawan Learner
Banshee XVI, Avatars, Tarquinas Server

"...if one guy calls you a Hutt, ignore it. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice." - Corran Horn
LostGod
Wed Apr 07, 2004 4:20 pm
#3

I am still having abnormally high amounts of critical failure when making vehichels. 1 or 2 out of every 5 trys. Not sure if this is a bug, but I sure hope it is.
Mosdl
Fri Apr 09, 2004 1:02 pm
#4

Not a Artisan issue per se, but the unmounting from vehicules throwing you off to a different place is bad for me as an Artisan when I am out scouting good locations for my harvs. Getting kicked off a few 100 meters into a krayt dragon isn't fun



---
Mosdl
Master Shipwright, Master Artisan on Ahazi

Tatooine: Mos Oasis, Tatooine (4810 4062)
Bestine: -5233 3256 (900 meters outside of Theed)
Danemb
Mon Apr 12, 2004 7:52 am
#5

This is not a artisan bug, but a really bad one tho...


Over time credits disappear from my bank acount, it spends from 2-20k...


Cant anyone do anything about that?





Dane Khuur
- - - - -
Joint Owner of DaonTek Droids
Master DE, Artisan & Merchant.
Ahazi
"Dont miss my shop, if you miss a droid"
Guruweaver
Mon Apr 12, 2004 7:55 am
#6


Danemb wrote:

This is not a artisan bug, but a really bad one tho...

Over time credits disappear from my bank acount, it spends from 2-20k...

Cant anyone do anything about that?




Have you reported it to a CSR? Hit CRTL-H and select Customer Service.

Good luck with that!



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
taloncard
Wed Apr 14, 2004 1:42 pm
#7

well not sure if this goes under artisan archetect or what

BUG: factory shuts down without finishing schmatic run
Note; plenty of resources left to complete run, restarting factory will produce 0-1 more items before shutdown.

Occurance: Random
Factory types: Equipment, Food, Clotheing (haven't used others)

Fix: redeed (however it costs 3000 credits to redeed plus you have to empty the factory, makeing 1000 items that use 3 types of resources and 4 subcomponents is not an easy task)
Switching schmatics doesn't work.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


anja
Thu Apr 15, 2004 10:00 am
#8

Did you have existing crates/items in your output hopper? I've had spontaneous shutdowns when my hopper reached about 70 or 80% capacity. Apparently, the factory is seeing itself as full. You should be able to get around it without the expense and hassle of redeeding by making sure the hopper is empty or close to empty before firing off a large run.





(//)® R3VOLUTIONTECHNICA ®
sales/dropoff:
greybarr's island.coronet.ahazi [ 1075 -4215 ]
est 2003

Profession under construction.

anja
Thu Apr 15, 2004 10:54 am
#9

Bug: Efficacy of weapon repair tools has been drastically reduced
Impact: Substantial loss in max condition of repaired item
How to create: Repair weapons
Comments: Since the patch, the frequency of "minor blemish" (about a 5% loss of condition) repairs has decreased greatly, while moderate and marginal repairs, resulting in a substantial 20% loss of condition, has become the norm. This is true even when using weapon repair mods and theoretically "perfect" repair tools with a 100 functionality rating; they have no discernible positive influence on the repair chance.

Personal take: As a weaponsmith, I suppose I should welcome more decay as a chance for more frequent repeat business. So what should I tell my customer, when I, as a master of my profession, using perfect tools, just lopped off 200 points of condition from his multi-million credit krayt gun? The devs haven't acknowledged the broken tools. Please tell us that they're bugged and will be fixed or admit that they've been nerfed.





(//)® R3VOLUTIONTECHNICA ®
sales/dropoff:
greybarr's island.coronet.ahazi [ 1075 -4215 ]
est 2003

Profession under construction.

illovich
Mon Apr 19, 2004 6:05 am
#10

Bug: No crafting XP is received for crafting a Creature Habitat.

Impact: Minor, but annoying.

How to recreate: Check XP level, create creature habitat, check XP level.


I just found this right now. I tried it a few times to be sure.




illovich
aka Opo'lo Lux & Anjada Lux
==Former Master TKA, some CH, plus some points & Former Master Artisan/Armorsmith, now A Structures Trader (why not?) ==
Now I guess I'll be a jedi that's unable to call his beloved pets from his datapad.
Make it so we can trade our pets in for callable ones, or at least deeds so we can put them in our houses and /cry! (lol)
RealDarius
Mon Apr 19, 2004 2:20 pm
#11

Hi illovich,


Just to be sure...did you try crafting another item and see if your XP level went up?


There is an intermittent problem where the General Crafting XP just stops tracking until you do a log-on/log-off or take a shuttle to another destination. I've actually been surprised to sometimes find that I'm suddenly ready for a new skill (in my relative lowbie days of course). The other threads have confirmed this as a problem as well.


-D


Yvile
Tue Apr 20, 2004 10:27 am
#12

I'm seriously behind a fix for the Crafting Session has Ended bug. I'm just a novice without any tier IV skills yet, so I'm grinding a few things trying to get an idea of this profession. However, if something just comes out horribly and I set it to practice, I can lose a lot of prime resources trying to decide what to put into my second tool if the practice finishes before I do.


Color me Grr!
FlonGerg
Sun Apr 25, 2004 8:21 am
#13


I'm new, so forgive me if you've heard this before. If you have, and it hasn't been fixed, then something needs to change.


Artisan terminal missions do not scale to your crafting ability. WHY?


Why make a profession to only discourage people from playing it?



You can make nothing of use at low levels, and the way the system is set up, even if it was useful, no one will buy it from low level people. So our only real option to make money other than resource selling (which is counter productive when you are trying to level) is to turn to the artisan mission terminals, which will give you LEVEL 1 missions if you do not have combat skills.


Correct me if I'm wrong, but they DID plan to let people have non-combat characters, right?


Maybe someone, hopefully our wonderful correspondent who is already on top of this issue, can shed some light on this atrocious error.




Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
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