Artisan Archive
Thread: Topic for the day 8-5-03 BUGS read if you are having a problem or to add a bug report
Good Morning,
First off excuse my absence over the weekend I work the majority of my hours on fri sat and sun hehehe. I'll check in when I can this week but Iam on vacation after today for a week so will be busy with my kids and we going away the end of the week. If I miss soemthing that you feel is important please email me at jasarina@adelphia with either a link to the post or a recap so I can make sure I have it in my notes.
Now for todays topic I want to do a recap on bug issues to see if we have any new ones and to just have a post people can post new bugs to. So please note bugs in this topic.Please confine this post to actual bugs and not things you wish to see changed ![]()
Thanks
Issues Iam aware of include.
- Harvesters eating maintance and power overnight
- getting the failed to start crafting session message
- items becoming stuck on vendors and bazarr that can not be retrieved
- the system not returning lots when a structure is dystroyed
- waypoints going screwy after so many surverys
- humanoid vendors not chargeing the correct amount of maintance
- schematics that only allow 1 experimentation point regardlss of the level of the crafter.
Iam sure Ive missed something so post away
The manufacture of weapon power ups. Two issues. One they are bugged (have no properties), two, which may be related, that the schematic shows resources needed, but not what the schematic will yield when manufactured. I think, just in case, my secondary point is not a bug, that perhaps a special point of highliting this issue as a shortfalling, be made. I also agree that the 20k+ XP needed to get a novice smith title, is too much.
Sorry about the second post, I hit TAb and it posted prematurely.
Schematics should be fairly detailed, it is in essence like a patent, something which should be of value, concidered an investment, and ultimately something you won't buy unless you are sure you are getting the right design. Hence, Schematics should be able to be listed on the bazaar for upto 1.5 million credits, perhaps more.
I rationalise this figure with the cost of a single coupler, surely one of the cheaper items in the game. A schematic which will make 100, is worth over 100k credits, sold as single units, which eventually they will be. So a top whack of 10k, will allow a schematic of say 10 max, which is hardly worth manufacturing. When we are talking about single items worth 20k or more, if you were to make a schematic for 100, you can see the figures popping exponentially, I have no idea if spacecraft will be manufacturable as whole units, but, Obviously 10k per schematic, is ridiculously low.
Thanks, and congrats at landing the correspondent post.
Bazaar Bug:
Because the bazaar has a price limit currently, If you try to post an item priced too high, the bazaar will eat the posting fee but refuse to take and post your item.
For example, try to post something as a premium auction at 20000 credits. The bazaar will eat your 100 credits for the premium sale, but the item does not get posted on the bazaar.
allstar wrote:
The manufacture of weapon power ups. Two issues. One they are bugged (have no properties), two, which may be related, that the schematic shows resources needed, but not what the schematic will yield when manufactured. I think, just in case, my secondary point is not a bug, that perhaps a special point of highliting this issue as a shortfalling, be made. I also agree that the 20k+ XP needed to get a novice smith title, is too much.
The factory bug is in the "In Dev" patch on TC now.
Relating to factories the issue of 100 or 1000 being a schematic limit should be addressed. I can see both sides of the issue but it would be nice to have the devs clear it up. I'm not innocent of 1K schematics but its more from laziness of just wanting my MA components when ever I'll need them.
As for the XP requirements we're reporting bugs not issues we'd like to change. I'm not trying to be an ass but let's keep this organized so as to better aid the submission of "weekly" reports and discuss these other issues in another thread.
Hydrargyrum
Intrepid
Master Artisan
Weaponsmith
Well wasnt the XP a bug...or exploit??? In the strategy guide Xp required to make weaponsmith is 6k not 21K Now Im not sure when it was changed. But I am aware there was a bug/exploit in factory XP to make fast XP.. Since that BUG was corrected. Something needs to adjusted.
Thanks
Ok, my only issue with crafting at this point is whenever I make someone some clothes and they try them on after the trade, they disappear! I can't see their avatar until I go like 200m away and come back! I thought at first it was a fluke, so I got a bunch of folks around and gave them all an item, they all disappeared! I had a whole group of invisible people standing around me and I couldn't see any of them or even target them until I ran away and came back. Don't know if this is a true bug or something screwy with my machine, but thought I'd mention it.
Sili Lleana, Sunrunner, Tyrena
JediTony wrote:
Well wasnt the XP a bug...or exploit??? In the strategy guide Xp required to make weaponsmith is 6k not 21K Now Im not sure when it was changed. But I am aware there was a bug/exploit in factory XP to make fast XP.. Since that BUG was corrected. Something needs to adjusted.
Thanks
The factory giving 100% experience was the bug, not the required XP to hit ELITE professions. If you think 21K is too much experience to get to an elite profession look at the fighter types requirements. Or look at the XP requirements of Weaponsmithing- 35K, 49K, 63K, 77K XP required for each box.
XP is not bugged, the ways to get it may be bugged, but XP isn't bugged- well the numbers for it may not be.
I've said it some where before I'll say it again, using a hard copyreleased at release of an online game will only confuse you. That 'strategy' guide was written using Beta information, and during the last week of beta we had a patch every day.
Hydragyrum
Intrepid
Master Artisan
Weaponsmith
Cephalo wrote:
Everytime I use my clothing crafter tool, I go into perma-walk mode, where the controls get all whacked. It took me a long time to eventually learn that you have to press right shift + right ctrl to get out of that mode. It is still very annoying though, and it's forcing alot of people to constantly log in and out who don't know the solution.
This sounds like the sticking shift key problem to me. Your results will vary based on your keyboard layout. For example if I hit Ctrl-S to get the skill window, but the Shift key is stuck, I get the rotating camera instead. The devs are aware of the problem, but haven't fixed it yet.