Artisan Archive

Thread: Artisan Bug list 10/5/03

BiancaMinola
Sun Oct 05, 2003 2:05 pm
#1


  1. Harvestorswill often incorrectly report that you need to empty the hopper before redeeding.*this is fixed on test with a new empty hopper buttonon the harvester interface.

  2. Unabe to sample resource for a period of time after it's appearance in a resource shift. Resource density reported as too low to sample regardless of the percentage.

  3. Waypoints 'stick' while surveying,requiring a relog. Additional information available in Artisan #1 Issue report.

  4. While not specifically an artisan issue, I experience this mostly when checking my harvestors. Mobs tend to not appear in the game until you are within 40 m or less. This isn't so bad with the non-aggressives and the creatures we can hide from, but when you're running along and suddenly 10 aggressive swoopers jump you, it pretty much ruins my fun, enjoyment and suspension of disbelief - this is especially dangerous to the artisan with little combat effectiveness.

  5. Crafting tool experimentation appears to have zeroto little effect in the quality of the tool produced. There is much debate as to whether a +10 tool is actually any better than a-10 tool.

  6. Artisan missions are paying based on skill with equipped weapon, instead of relevant survey/artisan skills.

  7. Pressing enter during a crafting session progress meter may cause your next crafting stage to behave nondeterministically. You may lose all of your items if you press the enter key one time too many too quickly.

  8. I have a annoying bug that appears when I use the surveyor or crafting tools.
    When I'm done using the tool and want to use my map (ctrl+M) or inventory (ctrl+I) or any other control-command it wont work. To get by this I have to open any of the tool-windows again and close it. THEN it work to use the control-stuff. Not sure if this bug is just for surveying and crafting tools or if it has something to do with the task-bar since it may be combined with the shift-pressing issue. I haven't changed any keys in my settings. They're all set to standard. *we need to get this one nailed down.

  9. There was an interesting bug with factories... I'm not sure if it's fixed or not. (It wasn't last week). This is what happened: I have my shop and factory on Rori... a place not very travelled. Sometimes my house would disappear... it'd take anywhere from 1-5 minutes for it to load up again. This happened for all structures around my house. When my factory disappeared, I'd have to make it reload again before it would complete the items. *we need to get this one nailed down

  10. Some how, some way, my resources are evaporating out of my hopper if I leave it sit for a length of time after a resource shift. *we need to get this one nailed down

  11. Time remaining on harvester energy isvery non-intuitive - it needs to be in days and hours like the maintence is.

  12. Experimentation feels very buggy. Successes that lower attributes, is the most visible of the bugs. This is difficult to pin down - it just 'feels' wrong.

  13. Creature Habitats are not paying XP when crafted.

  14. Optional components in tools appear to have no effect in the final product.

Please feel free to add additional bugs/comments to this thread. It will be updated on Sundays. Posted to the Correspondent forum 10/5/03 - with a link to this thread.


Bianca Minola

Vaedross
Mon Oct 06, 2003 7:54 am
#2

4. I'm hoping this was addressed when putting mounts in the game.

5. I should note... this is probably not be a problem with experimentation on crafting tools & stations, but a systemic problem with crafting using those tools & stations. Well experimented tools *look* like they are of higher quality, but the quality numbers that are exposed to the user (+15 max for tool and +45 max for station) don't have the intended effect on the game system.

8. I regularly experience this bug when surveying and possibly at other times. I correct it by pressing ctrl, alt, and shift a couple times. After that ctrl-commands work again. This feels like a "keystuck" (when not really stuck) issue.

9. Viewing distance and high detail terrain distance have no effect on structures appearing/dissappearing. If I were to make a guess it sounds like player model positioning and player structure model positioning is in the same code path. The problem with the reporting party may be that they built their structures on or near an invisible server boundary. For two players that can't see each other the solution would be for both to enter then exit houses... but for structures?

12. CDEF ranged weapons' minimum damage is one attribute I've noticed that will go down every time unless you get a "great success".



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
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)
Alacrity
Mon Oct 06, 2003 11:34 am
#3

#2 seems to affect Survey Missions as well. A recently-shifted resource will not satisfy the Mission Requirements, even if it is the correct type and concentration.



Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
TK439
Tue Oct 07, 2003 2:00 pm
#4






Alacrity wrote:
#2 seems to affect Survey Missions as well. A recently-shifted resource will not satisfy the Mission Requirements, even if it is the correct type and concentration.





A similar, or possibly the same,issue with survey missions: mission looks for 65% concentration and you find a spot that has 62% 64% 66% 68% etc. Even though logically 65% exists there, it won't satisfy the mission.




_____________________________________________________________
Adai Gosha - Master Weaponsmith, Smuggler, Privateer - Kettemoor
BiancaMinola
Tue Oct 07, 2003 2:16 pm
#5

I have not seen this bug yet. Are you certain that you are actually standing on a percentage that is equal or higher to the amount asked for when you survey the area? The mission will not complete unless you are physically standing on the resource concentration asked for or higher.


Bianca Minola

Alacrity
Tue Oct 07, 2003 6:07 pm
#6

Yes, I confirmed it a few weeks ago. Sunday afternoon I noticed several resource shifts on Corellia (Chilastra). I noticed several with 70%+ in the same spot just over 1km from Coronet (sweet!). All but one of them were brand new - I couldn't sample them. And every one refused to satisfy the mission requirement.

When I tried hit survey on a 70%+ spot, I got no mission-related message on my screen - just the "waypoint has been created..." message. If I were too close to the mission terminal, I'd have got a message to that effect, but I didn't.

I tried this in several other new resource spots, and all did the same thing. I /bugged it and logged for the day. The next day, I was able to use all of those spots for Survey Missions just fine.



Amoon Darkflier, Elder Artisan, Elder Droid Engineer, Elder Merchant

"I find your lack of pants disturbing."
BiancaMinola
Tue Oct 07, 2003 6:19 pm
#7

OK so this sounds like it's related to the can't sample after resource shift bug.


Bianca Minola

Dex1138
Wed Oct 08, 2003 11:20 am
#8

Re: Bug #8
I bought a new system before Galaxies came out. I thought this was a "feature" of my new keyboard. My shift key sticks once in awhile. I just tap it a few times til everything goes back to normal. LOL



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Vaedross
Wed Oct 08, 2003 11:32 am
#9

Factory made items have no item creator listed.

Someone could forge the name of the creator in the tag. That could almost be considered an eploit considering the reputation of some of the crafters on my server. (an "Idunno ICE" branded weapon is garunteed to fetch an inflated price)



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
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)
Brawlmaster
Thu Oct 09, 2003 6:01 am
#10

Regarding bug 8:

I only get this when I use the toolbar to start up a crafting tool that requires the shift key. For example, if my crafting tool is on Shift-F8.

My solution was to move all my crafting tools to the non-shifted toolbar locations, and I haven't run into this bug again.

I just confirmed this morning that it's still there. I moved a crafting tool to Shift-F3 and crafted something. Then when I tried Ctrl-I or Ctrl-E it didn't work until I tapped the shift key again. I've noticed that you need to tap the same shift key that you used when you started the crafting tool.



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
Eightball-
Thu Oct 09, 2003 10:54 am
#11

Unabe to sample resource for a period of time after it's appearance in a resource shift. Resource density reported as too low to sample regardless of the percentage.

yeh im having that problem atm im at a 60% deposite and it says that isnt high enough to extract a sample!@!! when has 60% been to low.... is it supposed to be like this?



Romeoo

Master of Everything!
Jedi in previous life!
Imperial Killing Machine
Sexy Pink Man
Eightball-
Thu Oct 09, 2003 11:09 am
#12

only seems to be happening with the mineral scanner..... anyone else found this?



Romeoo

Master of Everything!
Jedi in previous life!
Imperial Killing Machine
Sexy Pink Man
Myxxen
Fri Oct 10, 2003 12:13 am
#13

Yeah that's a pretty well known bug at this point. Happens to everyone; it's not just you



Myxxen, Corellia on Eclipse

Master Artisan, Master Architect
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