Artisan Archive

Thread: Top 3 Artisan Bugs/Issues as of 6/1/05

Guruweaver
Wed Jun 01, 2005 11:49 am
#1

Hey all,

Please share in this thread your top three bugs/issues with the Artisan profession/crafting/etc. If it is a bug, please include steps to recreate the bug, if possible.


Bugs: Something that doesn't work right
Issues: Something that works right, but should work differently

Thanks,
Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Shamonue
Wed Jun 01, 2005 2:34 pm
#2

I dont know of any bugs, but i wouldnt mind the Heavy Mineral Harvester being smaller, or being able to flatten the ground so that its easier to find a place to plant one with all the Player cities, hills, water, POIs, other harvs from 30 different people etc, in the way of planting all you need.



--------------------------------------------------------------------
Branas Halcyon
Pre-CU Master Squad Leader
Pre-CU Master Rifleman
BH2130

"At Rex Kwan Do, we use the buddy system. No more flying solo. You need somebody watching your back at all times. Second off, you're gonna learn to discipline your image. You think I got where I am today because I dressed like Peter Pan over here?"
DeviEver
Wed Jun 01, 2005 3:02 pm
#3

I would like to see the following three things... just off the top of my head :

1. When placing a building/harvester in an off limits area, have a designated colour on the ground... i.e. green for city limits, red for permanent non-building areas, blue for temporary off-limit areas (animal spawn points, etc), yellow for everything else. Possibly even slightly different shades to see what area is associated with what surrounding structures so if you needed to speak with someone about moving something over, you could know which structure was causing which blockage, etc.

2. PLEASE create some kind of marking system for structures of which area is the "front" when placing. This actually applies more towards helping people place bases and such, but sometimes I like to line up my solar generator or such... and have to place then remove till I get it right, or move the camera to eye ball it a bit better... once again, just a little simple something to make placing things aesthecially (or practically in terms of bases and such) a quick and easy experience.

3. I have enough characters and structures to where having to go pay maintance is a hassle, so I just let it withdraw from my bank... but it's a real hassle to constantly get emails saying that my structure is going to start withdrawing. It would be nice to be able to turn off this email notification.

That's the only three that have definitely been on my mind lately.

devi-
DeviEver
Wed Jun 01, 2005 5:36 pm
#4

Oh... and is it possible to add ratings to the Vehicle deeds like there are on Haresters, weapons, armour, etc. ?

I'd love to be able to buy a 98% Swoop and know it's actually at 98%.

devi-
Pourya
Wed Jun 01, 2005 9:22 pm
#5



  1. The V-35 is too slow.

  2. The new vehicles need performance differences to make them more appealing. Looks alone are not what makes then desireable.

  3. Vehicle Deeds should have something in the discription that tells the buyer what kind of durability the deed was crafted to, or maybe that AND the hit points (which is what is increased durring experamintation). It is shown on crafted ship blueprints, why not vehicles?

On the loading screen that talks about the new multi-passenger vehicles is says that the motor in V-35 is so powerful that if the drivers area was inclosed it could probably take you into orbit. That kind of statement should reflect the performance of the vehicle and it does NOT.


The new vehicles should have some performance related diferences that make them more usefull in different situations. Such as the AB-1 being less affected buy going up hill since it is smaller. The V-35 should be very fast on flat ground but greatly affected bu uneven terrain. The different looks will wear off just like fasions of clothing do and soon everyone will be back riding swoops because they are as fast as a AV-21 and a lot easier to get. Another Idea may be to make one or 2 of the vehicles like the AB-1 and V-35 have an ammor rating, making them better suited for areas with aggro MOBs so that you don't loose your vehicle every time you go to Dathomir.


Pourya - Intrepid



  • Master Artisan

  • Master Merchant

  • Master Doctor


Message Edited by Pourya on 06-01-2005 09:27 PM

MeciniaLua
Thu Jun 02, 2005 12:38 am
#6


1. Issue: We need some Signs

2. Issue: We really could use a kit to refurbish AV-21s, I think they would sell good...I would not suggest them for the other vehicles though.

3. Bug: V-35 does not have proper engine exhaust coming from port and center engines.

Message Edited by MeciniaLua on 06-01-2005 07:04 PM



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Mogdath
Thu Jun 02, 2005 8:38 am
#7


Hello Guruweaver, good thing you created a thread like this!


I have returned to crafting professions now, had had a break for over a year, I hope I can contribute with something.This is what I have seen so far:


Issue 1: Powerup with damage modification does not work as intended.



Here are some numbers and a comparison on 2 different ways to calculate damage added from powerups.
I believe that they are not working as intended today, I provided some formulas for the devs to incorporate if they read this.


How it works today:
Weapon without pup:
min: 100
max: 200
avg: 150 ((100+200)/2)


Weapon with pup +10% dmg applied (min*0,1):
min: 110
max: 210
avg: 160 ((110+210)/2)
This is an 6,67% increase of the average dmg. (160-150)/150 = 0,066


If the pup would increase the avg dmg by 10% it would be like this:
Weapon without pup:
min: 100
max: 200
avg: 150 ((100+200)/2)


extra dmg by pup 15 (150x0,1)

min: 115
max: 215
avg: 165 ((115+215)/2)
This is an 10% increase of the average dmg. (165-150)/150 = 0,1


The conclusion is that damage modifiers on powerups is not working as intended.
All other modifiers just use one stat to calculate the modified value (speed, SAC, wound, accuracy, elemental) but damage has 2 stats, something that has been overlooked.


The formula to calculate the damage should be:
Damage modifier = ((min dmg + max dmg)/2)*powerup damage %

and not

Damage modifier = min damage *powerup damage %


Note: If the powerup damage % is added to both min and max dmg you will see the same result as above, I see now that I did it overly complicated
Atan
Thu Jun 02, 2005 5:47 pm
#8


1. Bug: BE clothing broken (at least i heard nothing saying it is fixed)
2. ?Bug?: BARC repairable from destroyed, even for free
3. Issue: Hybrid with MCombat prof and MArt. & Mcrafting prof only lvl 54... (come on, they dont even have stims for this lvl... ) imho one combat prof should get lvl 80, more just forother specials, mods etc...

(regarding to nr. 3, i think its rather unfair that lvl 80s get about 1.5 times the xp of the same Mob, slows down FS combat grind much for a Hybrid)

Message Edited by Atan on 06-03-2005 02:49 AM




Infinity:
Atan Schmitz (Retired Master Droid Engineer, whatever SOE calls him)
Traal (Bounty Hunter, 13 confirmed Kills)
Currently looking into renewing my Subscription.
It is tentavely scheduled for Publish 29, but it might be pushed back to "soon"©

MeciniaLua
Fri Jun 03, 2005 11:15 am
#9

New List:


1: We need signs( ISSUE)


2: We need to get a Artisan Crafting Apron like the elite professions have (ISSUE)


3: BARC speeder is repairable even without our kit (BUG)





-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
ordio
Fri Jun 03, 2005 11:29 am
#10


1. This information is just from what i've heard about the recyclers (i haven't crafted any myself). Supposedly, the recyclers when crafted work fine, but the sub components do not (Agitator Motor, Tumble Blender, etc).


Other than the other issues listed above, that's all i have for now.



Valcyn: Etevei Iomag (CL 90 Jedi/Master Ace Smuggler Pilot), Ordio (Master Trader-Engineer)
Valcyn #2: Eppav Iomag (CL75 Smuggler), Yve Iomag (Master Entertainer). Living in Galatorbria, Rori.
Vendor located just outside of Restuss at (/wayp 4878 6375) - Spice, Looted Weapons, Armor, Buff Items and other Misc items. This is also the drop off location
Sunrunner: Mumybecca (CL 14 BH).
CorvidianX
Sat Jun 04, 2005 1:22 pm
#11



MeciniaLua wrote:

New List:

1: We need signs ( ISSUE)

2: We need to get a Artisan Crafting Apron like the elite professions have (ISSUE)

3: BARC speeder is repairable even without our kit (BUG)






Regarding your third point - The BARC speeder is repairable at a garage like any other vehicle as intended. Once disabled, you must use a MA kit to repair it from disabled status. I've tested this, and you cannot pull it at a garage and repair from disabled this way. You have to use the kit we make for this.



Staff Sergeant Kyrellic Crestrider - Ahazi
Former Ahazi DEA member
"I will tell you this, Droids (and DE's) are going to be the MAIN feature for the January publish." - JustG - November 25, 2003
Fhtagn
Sat Jun 04, 2005 2:29 pm
#12

not sure if these are Architect or an Artisan "Issues"

-- resource harvesters have 2 buttons which dispose of resources -- shouldn't the "Empty Harvester" button transfer the contents of the hopper to the character's inventory rather than offering to destroy it

-- harvesters are not properly shutting down when a resource 'dries up' -- the animation continues until you open, close then reopen the harvester operations window. supplimentary to this, how about having a harvester that runs out of power, maintenance or resource to collect send an email notice with a waypoint to the owner. (though with the auto-deduction from the bank now in place, maintenance isn't as much of an issue)






- - - - -
in-game name is also Fhtagn.
DeviEver
Sun Jun 05, 2005 1:13 pm
#13



Fhtagn wrote:
not sure if these are Architect or an Artisan "Issues"
-- resource harvesters have 2 buttons which dispose of resources -- shouldn't the "Empty Harvester" button transfer the contents of the hopper to the character's inventory rather than offering to destroy it
-- harvesters are not properly shutting down when a resource 'dries up' -- the animation continues until you open, close then reopen the harvester operations window. supplimentary to this, how about having a harvester that runs out of power, maintenance or resource to collect send an email notice with a waypoint to the owner. (though with the auto-deduction from the bank now in place, maintenance isn't as much of an issue)





In regards to the redundant buttons, and improper shut downs, I have the same issues.

devi-
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