Artisan Archive

Thread: Powerups still bugged, just bugged different?

BomSquad
Wed Aug 13, 2003 6:37 pm
#14

Could that be related to the Factory XP exploit from the launch? They reduced the XP to 10% and that is what the improvement on the powerup seems to be as well....


Just a thought...




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Vermiform
Wed Aug 13, 2003 9:00 pm
#15

Its not 10%


Look at the value before experimenting. Look at the schematic, it has the pre-experimenting value on it.



Some dev made a basic artisan......and created a simple coupler to test it with. He ust didnt experiment with it...



"OK...schematic matches finished product...I fixed it......lets go smoke some more crack now!"

NoSoop4U
Thu Aug 14, 2003 12:16 am
#16

As stated earlier, factories still wont create fully experimented powerups. Yeah... They tested this alright...


"Will it compile?"


"Yup!"


"Must work great then! Ship it to production servers!"


I placed a factory this morning with the sole purpose of crafting powerups... Now I have an expensive novelty item sitting in a field. Will anyone pay me credits to show it to you? Seems thats the only way I'll make money with it.


Also as said earlier... You can make a crate with 1 item in it... but be patient once you pick it up. Can take about 5 minutes before you can actually get anything out of it. Not that the item inside is actually worth anything...






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kasuta
Thu Aug 14, 2003 12:28 am
#17

Hey Soop, if you don't want your factory to sit idle all day, and you're an MA, I'll order some control units off of you to be picked up when I get home this evening, send me a private forum email if you're interested.



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allstar
Thu Aug 14, 2003 3:36 am
#18

I reiterate.


Manf powerup schematcs must say what final attributes the powerups will have.






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Winnowill
Thu Aug 14, 2003 3:52 am
#19

This is one of the changes I had really been looking forward to. At last to be able to make crates of powerups! Only of course I had the same problem as everyone else here. At first I was unable even to remove one from a crate to see it the actual item had the correct stats. Of course it didn't.


Oh, and I can't place anything in my house anymore because they cut back on the number of items in a house... so I can't store the USEFUL items I have made. I can't seem to place anything on my vendor either, everything I try to place on it says 'invalid'. This is so annoying.


================================================
Panatlee Thillik'arzk
Master Droid Engineer/Novice Sharpshooter/Master Artisan
Naboo, Lowca
South of Theed at -4283, 3379
================================================

Vermiform
Thu Aug 14, 2003 5:59 am
#20

Oh wow...they still didnt fix it...........



crackheads............

Hodine
Thu Aug 14, 2003 6:25 am
#21

starting with experimentation at 28% I craft until it's at 96%. After making the powerup I check the stats and primary stat is no 16% and secondary is 8%. Half of what it should be. Anyone else run into this one?



Yha Snogo - Master Artisan
Specialized in Powerups and components
Yha's Hack and Snack
South of Coronet, Corellia -166, 5879 (Ahazi Server)
Chef food coming soon....
Kerico
Thu Aug 14, 2003 7:39 am
#22

yep, factories aren't making them right for me either


The couplerI tried should have been around +32% and it came out at 2.1%



BTW, have you hand crafted any yet? They're coming out with 3-4 modifiers on them now, granted the 3rd and 4th mods are low % (5%?) but something definitely changed.

ajm317
Thu Aug 14, 2003 7:47 am
#23

Yeah, I did eventually pull one out of a crate.



They're still at 3-4%.




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bylogic
Thu Aug 14, 2003 8:45 am
#24

I /bug'd this on the Test Server twice. Obviously the guy who's in charge of power-ups was also in charge of gambling and that must have gotten priority. The'll get it right when they have time I'm sure...I posted on it in the Tech Support thread and I /bug 'd it again. I would suggest everyone else do this also...sqeeky wheel get the grease.
KeldensArms
Thu Aug 14, 2003 2:22 pm
#25

Ok, I know I'm an idiot - and that made partial sense to me. . . .


So, is this as intended? The fact that the "stats" for a powerup dont change during experimentation (unlike, weapons for example which get updated on screen)? Regardless of bugs and such - this makes it quite difficult to justify running off a schematic of 10 crates of 10 Tuned Muzzles only to find out your getting 15% damage increase and a 30% Mind reduction . . .





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kasuta
Thu Aug 14, 2003 2:27 pm
#26

Oh, it's worse than you think. If reports are to be believed, then the muzzles will not even come out at 30/15....they will come out at pre-experimentation values of much MUCH less. This fits in with what the previous poster said about how they set schematics before experimentation.



____________________________
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Arf-Arf, woof yap woof arf growl.
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