Artisan Archive

Thread: Patch day Issues.

Leandrae
Fri Oct 10, 2003 9:07 am
#14

The issue of the crafting parts not being removed from the crafting tool after a critical failure, requiring one to back out of the crafting altogether wasnt new with this patch...it was doing that to me weeks before the patch.


Its still a bug and very annoying though, needs looking into, but it wasnt a byproduct of this last patch I dont believe.






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Goff_McMerrii
Fri Oct 10, 2003 12:04 pm
#15






BiancaMinola wrote:

There was no intentional nerfing of harvesters yesterday. Any changes in either hopper sizes, or power/energy/rate changes are unintentional and will be fixed ASAP, when confirmed.






The Harvester Issue can be divided in4 parts:


1. Standing Harvesters (Harvesters that were "not deeded" during the patch)


- Power consumption doubled. Heavy Harvesters now display 1 day and 10+ hours operation time with 5000 power in them, not sure if this is a display errant or if this is actually right. Will know for sure in a few hours.
-For the rest they seem to work as before.
- This applies to ALL harvesters


2. Deeded Harvesters (Harvesters that were deeds in inventory during the patch)


- Lower extraction rates (Medium Mineral Harvesters for example range from 2 to 5 in extraction rate)
- Lower hopper sizes (on mediums ranging from 1k to 5k)
- This applies to ALL harvester deeds that were in inventory during the patch, I haven't found any deed that didn't have this consideratble decrease in stats.
- Unknown if this also applies to Deeds that were on vendors during the patch


3. Newly placed Harvesters (above harvesters from point 2 that get placed after the patch):


- Displayed numbers on deeds are correct. This means thatdeeds with the lower extraction rates and hopper sizes realyHAVE lower extraction rates and hopper sizes. These new harvesters also have a greater power consumption (as mentioned in 1.)


4. Newly Crafted Harvesters


- dunno Would think a real architect would've said something about that.



Goff McMerrii
Miner

jasper327
Fri Oct 10, 2003 4:24 pm
#16

On Q3PO's Update issues Status post in announcements:


Issue:


Harvesters also report power usage doubling.


Verified by our QA: no


Expected resolution date: Not a bug


Notes:


The issue with power consumption on harvesters may be because of potential energy, a previously unused stat on the resources. The result is that 500 quality energy resources actualy at 100%. This is why power appears to be being consumed too fast. By the way, the quality of the resource now allows for power usage to be reduced by half - if the quality of the resource is 1000, power should last twice as long.



It doesn't look like they intend to fix this since they don't think it is a bug.



Bianca can you check on this?

Keatsnam
Sat Oct 11, 2003 8:32 am
#17

I have the "Weapon/Droid Tool Becomes Generic Crafting Tool" problem as well. I also found that I am unable to experiment when crafting with it. My Food/Chem tool is OK and experimentation still works.
Gravitas
Mon Oct 13, 2003 5:00 am
#18

I still have my solar harvester with a hopper size of 1622 units. It was in deed form during the patch and is now useless. It is my only source of power. I'm not very happy.



Urruuk
Mon Oct 13, 2003 8:37 pm
#19

Don't know if this is relevant (as this is my first visit to this forum), but regarding the shrinking hopper sizes on harvs:


Has anyone noticed (I didn't see mention) that experimentation on hopper size now works? My Artisan alt got a personal to about 45503 hopper size using good resources. Perhaps the low numbers are a product of resource stats that nevermattered before suddenly mattering (or failures on craftings that didn't matter suddenly mattering).




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Vaedross
Mon Oct 13, 2003 8:50 pm
#20

That is consistent with the change that was implemented on crafting stations and tools. All of a sudden experimentation mattered and the internal numbers were exposed on all the tools we paid for.



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NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
janardan
Tue Oct 14, 2003 12:18 am
#21

ok i have tried this 3 times now same relsut everytime firework packages i have filled if i log off and back on are empty
netguro2001
Wed Oct 15, 2003 4:26 am
#22

While crafting this morning, the first two attempts were always critical failures with no exceptions. Tried crafting ten different items to verify the pattern. While experimenting on the successful items, I only got good successes on them, also without exception.
Tass7508
Wed Oct 15, 2003 9:45 am
#23

hmm. Somone else just opened a thread regarding an inordinate amount of crits... Wonder if there is something to this. I havent had this problem personally and I do quite a bit of crafting but I also havent played since yesterday. Was there a hotfix or a patch today(10/15)?.
Kristania
Thu Oct 16, 2003 3:07 am
#24

I too have had a large number ofcrit failures on first 3 craft attempts on each schem tried...grrr gets costly for me as just entered armoursmith. Have noticed my waypoints not sticking now Yahhhhhhhhhhh.



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Eshren_Jandl
Fri Oct 17, 2003 11:26 am
#25

I tested out a 98.5% armor repair tool last night and can verify that there is definitely a problem with not being able to add the optional components. All three tests were sucessful in repairing the item, but the maximum durabily dropped by 550pts each time, in one case below the current condition. I'm not sure if character skills come in to play, but this was with a human master artisan with themaximum possible+115 general crafting bonus.


I hope this is a bug rather than an intended way of increasing item decay.





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