Commando Archive
Thread: Bugs from A to W
-Cannot experiment on solar and fusion generators
-Various factory bugs
-Stat shifting bug
-Armor hole
-Various experimentation bugs on armor pieces
-Repairing items not affected by artisan skill (common crafting problem)
-Unable to assess creature level during creation
-Marks are not attackable
-Seeker and Probe droids do not act at appropriate speeds
-No bugs currently listed
-chargeshot2 not working
-aoe damage does not work properly (common combat problem)
-redundant specials
-Stomach timer at 45 min instead of 30 min
-Barrels not working
-Cask gives artisan exp instead of chef exp
-stomach timer does not reset to 0 on death
-smugglers delight does not work
-citrus snowcake lowers accuaracy
-Vercupti of Agazza Boleruuee does not work
-Exo Protein lasts too long (not affected by taking damage)
-AoE stims are not healing faction pets, such as Storm Troopers and Rebel Commando types. Reports include loss of a charge on the pack and visual effects going off, but no healing.
-AoE stims give a 'you cannot perform this action on that target' when trying to heal valid in-range targets. This seems to happen most often in city PvP fights under laggy conditions.
-Poisoned NCPs will cause PCs sharing the same first name to become poisoned, even if they are on other planets.
-Droid medical modules have a negative effect on /healdamage
-Reports of moderate successes in poison experimentation in one catagory will lower stats in another catagory. We are trying to reproduce this at the moment.
-Line of Sight limitations are preventing CMs from using meds when small (knee-high rocks and logs) are present in fromt of the CM. CMs consider it unreasonable to not be able to heal targets when you can see the body from the knee up.
-Stim charges being used up healing a target that has no damage to heal.
-CMs not getting a mind heal off in time end up targeting a corpse but still recieve mind wounds.
-Experimentation failures in catagories that affect 2 stats will raise one stat and lower another stat.
-Experimentation failures will lower stats that should not be affected by that experimentation catagory
-AoE DoTs are drawing agro only from the targeted mob when thrown at a group of non-agressive mobs.
-AoE stims that target yourself only heal yourself, and not others nearby
-Heavy Acid Rifle modifiers (speed and accuarcy) gained in that tree do not stack with mods gained at novice, resulting in no increased skill
-Acidcone1 and acidcone2 animations are broken (no animation occurs when this special is used)
-Grenades have ideal range inside blast radius and very high HAM costs
-Commando titles have not changed since Beta and do not reflect the existing profession
-Commando currently has no non-conusamble AP weapons
-Commando currently has the lowest DPS of all combat classes
-All commando specials except consumable heavy weapons are restricted to melee range, but the class has little melee defense
-Area of effect damage does not work properly for weapons
-The new Ranged and Special Attack commands do not appear to work (or are so unreliable as to give the impression of not working at all)
-Ongoing pathing problems (pets start moving very slowly or stop following altogether)
-Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constant try to move to.
-Pets 'poof' back into datapad occasionally. Seems more common in crowded regions and in battle
-The /tellpet commands sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands.
-Some pets changed to CL 1 (-1) during the December patching process, and have not grown since. This seems particularly common with motley kaadu. Pets that are bugged in this manner cannot be called out of the Datapad.
-Pets at or just below CL 70 often cannot be called by their owners. This may be due to the "cannot call unless you have a 15% chance of taming" restriction being bypassed in the case of bio-engineered clones
-Mind buffing issues
-No up to date bug list available
-Droids are not giving any UXP.
-Droid names use the standard name filter. Droids should use a modified name filter that allows for numbers in the name.
-Droids often stop following without reason. This is a generic pet problem as it happens to all pets, not just droids. Pets seem to get stuck on invisible zone boundries. Walking up to about 10-20m from the pet and re-issuing a 'follow' command fixes it (most of the time).
-Droid Customization skill only goes to +64 at Master.
-Repair modules do not function at all when placed in the Power droid or any of the humanoid droids.
-Medical modules affect the effectiveness of stimpacks. Reports say that a stimpack is more effective when a medical module-equipped droid is nowhere to be seen (unless it contains a level 6 module).
-Some experimental values for droids and droid components are always 0% regardless of the resources used. If they're going to be always 0%, don't show them.
-Droid deeds need to show ALL the modules installed and any important properties associated with those modules.
-EXPLOIT: By telling a droid to stay, running 800m (need to cross a server zone?) or so away and calling another droid, you can effectively call all your droids at once.
-Item storage modules do not work with Surgical Droids (basic and advanced). The option to use item storage is not available in the radial menu.
-Droid customization is borked. No xp is gained from colouring droids, the colours don't always hold (use the first white box to reproduce). R# units have random colours when they are first tamed and randomly change until the droid is customized. The number of colours available with the customization tool are different than the colours available during crafting. New droids are reported to not be customizable (certain frames perhaps?)
-After calling or storing a droid, the datapad radial menu doesn't immediately update to reflect the status of the droid, causing the store item to appear after storing the droid. This seems to be a general radial menu problem with 'optional' items in the menu.
-Armor resists sometimes degrade.The armor resist changes to a vulnerability and it isn't just visual.
-Crates of droid batteries don't tell us how many charges the batteries in the crates have until you remove them from the crate. Buyer beware until this is fixed.
-Converse style droids cannot be named.
-Binary Load Lifters (basic) are useless beyond being walking signs or furniture.
-Enough with the 'tame' thing... let us 'activate' or simply 'use' the deeds to first create our droids.
-Experimentation on subcomponents has no effect on the final droid (see Drashk's experiment). Experimentation on modules also seems erratic at times. Mechanical ratings of modules have an effect on the mechanical rating of a cluster (as do brains with repair modules), but the effect seems unusual.
-EXPLOIT: BH droids can be exploited as to not use their final charge.
-Experimentation values for Effectiveness listed in the schematics for droid chassis' are wrong. They list SR/UT, but should be OQ.
-Complexity tapes no longer have any effect on the droid's complexity.
-Only the most recently deployed set of "crafting stations" works.
-No bugs currently listed
-Redundant specials
-Dodge animation affects character movement
-Hairstyle change
-Hair color change bug
-Outstanding offer bug
-Slider bug
-Shrinking bug
-Missing abilities
-Mind needed bug
-Female frame bug
-Preview hair bug
-Hairstyle interface
-We can't see what we're doing
-Novice Jedi Knight's (Apprentice) only get +3 to two handed saber accuracy, this is obviously an easy fix and should be +30 like all other trees
-Force powers have ridiculously long animations
-Lightsaber repair issues
-No bugs currently listed
-Experimentation Issues
-Room/Dungeon Wound Healing Problems
-Incapacitated Player Location Problems
-Factory XP (or lack thereof)
-Factory Hopper/Inventory Window Refresh
-Battle Fatigue Notification
-Skill Enhancement Concerns &
-Rooms/Dungeons and /DragIncap
-Healing Negative Wounds Bug
-“Medical” Locations That Don’t Allow Healing
-Usage XP Inconsistencies
-Droid Med Module Rating Overrides Location Ratings
-Wrong XP on Some Schematics
-Radial Menu and Heal Options Bug
-Multiple CRDM problem
-Food Factory Deed
-Various vendor bugs
-No bugs currently listed
-Pikeman block lists as counterattack in combat window
-No bugs currently listed
-No bugs currently listed
-Ranger camps not actually repelling aggressive creatures
-Bug list not up to date
-Pet/Non-Scout Group Harvesting
-No xp when using last trap in a stack
-Trap que bug
-Recon missions showing mission incomplete
-Unable to cast lure when fishing
-Camps should no be insured
- +100 to languages has no use in game
-Equipment does not show if it has been sliced
-Master smuggler slicing bonuses are not listed
-The entire profession lacks purpose and definition at the moment
-/formup doesn't work for pets (creatures or factional)
-/rally breaks harvesting, sitting, rezzing, dragging, etc.
-when your group is on a mount or vehicle and /retreat is used they will get the speed bonus
-The +10 Leadership bonuses for the human species has no effect or the effects are undocumented.
-Redundant specials
-There is no graphic for necklaces during crafting or while in inventory. The only way to examine them is to first drop them in a house.
-Bug list not up to date
-Using Practice Mode and multiple Crafting tools may result in a loss of resources/components.
-Mislabeled Object Creators using a shared factory
-Artisan Components grant no bonuses.
-Crafting Interface and the Enter key do not mesh well.
-Chemical and Heavy Warhead schematics are not used in any item.
-Beam Rifle cert still non-existent. (NOTE- This was a beta commando weapon)
-Republic Blaster can be usable by anyone, even without any Marksman skill.
-Experimentation on the [Advanced] Rifle Stock is hosed
Message Edited by Hellshot on 02-19-2004 02:38 PM
Message Edited by Hellshot on 02-19-2004 08:38 PM
BuGs aNd IsSuEs
- Hairstyle change - hair color default bug - If a new hairstyle is accepted, hair defaults to brown (humans), white (bothans), or orange (rodians) for everyone except the client. Horns default to brown for everyone, including the client. A server reset will fix it, but it of course is a huge pain in the butt for people wanting a certain look for an event later that day, or Image Designers and clients working together to get a certain look just right.
- Hair color change bug - If a client's hair color is changed, only they can see the change, the color will keep looking how it did after the last server reset to everyone else...until the next server reset when this rectifies itself. Sometimes a server reset is not necessary, but the variation in how much time must go by logged out for the correct hair color to be visible to all is so great, we cannot pin it down (this is also true of the #1 bug).
- Outstanding offer bug - Sometimes an Image Designer will get a message that their client has an outstanding image design offer. This used to happen VERY frequently in beta, but a time out feature was put into place to override this. Eventually if the client does not hit "accept" or "refuse" when offered something, the offer times out. Well in certain circumstances (some of them with no known cause), the time out never happens and the Image Designer will be unable to ID anyone for random periods of time, though a server reset always fixes it. It is more likely to happen if either the client or ID'er has a lag spike/crash or if a macro is being used with no pauses or pauses too close together. Workaround submitted by JonasBlackmore: “(1) Target yourself and type /imageDesign (2) Target your client and type /imageDesignSetValue eye_color 1 (3) Have the client accept or refuse the change (4) Tada your client is now fixed and working.”
- Slider bug - Sometimes (and we have never pinned down why this happens but it's frequent enough to affect everyone every so often) when you click on a feature you want to modify that has a slider bar as it's interface, the slider goes straight down to the zero position (all the way to the left) without you even touching it with your mouse. You have no way of knowing what setting the person's feature used to be at because it happens so fast you can't fix it. Even more horribly, the person's feature defaults to the zero setting first despite the fact that you haven't hit "commit" in order for them to receive the offer window. It has in fact been used as a grief by some, and has made many people scared to use our services, and us afraid to offer them. So while just checking things out (say I click on chin to see what chin number value they have) their chin automatically disappears and I have no way of fixing it. We then have to eyeball it and I have one very nervous and flustered client. This bug happens with all things controlled by a numerical slider including face and body mods: nose length, cheeks, height, etc. - VERY awful wicked bug. Workaround submitted by Kanewt: “Log and come right back and everything will be back to normal.”
- Ahhh! We’re shrinking! – Each time height is selected, and before the “commit” button has even been pressed, a person’s height shrinks by one point.
- Missing abilities - These are available in char creation but we can't do them: (1) Baldness (2) Male Zabrak and Male Twi’lek freckles (3) Eye shape (while eye shape is listed it actually does eye angle, we need both an eye angle AND eye shape option).
- Mind needed bug - I hear this is a bug in other professions as well. Some people with lower mind, such as 400 or 500 often complain that they can't do mods they should be able to. For example something might require 375 mind, and with 400 mind they are told they don't have enough. Some ID'ers therefore are unable to do some of the higher up skills.
- Female frame bug – This is a rarely reported bug, but has been noticed by the most hawk eyed Image Designers and customers, and been tested and confirmed within the community. Once a female has received a weight change, she permanently loses some of her roundness. Her frame can never again be as full in the hips and rump as it used to be. It has been suggested that perhaps some of the body settings revert to a male frame. However, while the hips and rump are narrower, so are the shoulders and back, and a male frame would have the opposite effect. This is a bug that needs further investigation, and is a very serious one for those affected.
- Preview hair bug - Before and even after you offer someone a hairstyle, you cannot preview what it would look like on a client, but you can do so with all other ID modifications. Result is that you end up offering things that look awful on the client, but you have no way of knowing.
- Hairstyle interface - Related to #7, the hairstyle icons on the ID UI cannot be resized, they are so tiny that some people with older graphics cards cannot even make out what they're looking at. They are helped some by screenshots (see ID websites sticky), so having numbers in the corner of each hairstyle would make life SO much easier. Even I with my ok graphics card can not tell a lot of hairstyles apart, especially the horns and short male hairstyles, and combined with not being able to preview the styles (see #7) I always embarrass myself offering comb-overs and other icky hairstyles to clients who came looking for something snazzy.
- We can't see what we're doing - A very common request is for a zoom in ability on the /examine window, or our own special ID window to see customer's faces well. We just can't see what we're doing. A related request is for a special ID lighting device.
To whomever posted to the Ranger board for information:
- Read this.
- Why are you doing this?
- and why here?
- Are not the coorspondants supposed to be doing this function?
Message Edited by Fred_Skinner on 02-19-2004 01:17 PM
Dancer/Entertainer bugs:
Lyrical and Formal dancers have missing frames which make them look choppy and like we stopped our dance.
Buffing issues having to do with the inability to re-buff a character that died and cloned.
Registration issues having to do with registration not being canceled upon logout, as well as factional bugs.
Fred_Skinner wrote:
To whomever posted to the Ranger board for information:
- Read this.
- Why are you doing this?
- and why here?
- Are not the coorspondants supposed to be doing this function?
Message Edited by Fred_Skinner on 02-19-2004 01:17 PM
Fair enough
1. Done (see above now)
2. Because I want to know how broken things are.
3. Because I live in the commando forum and there is no "good" place for this with general discussion closed
4. I don't know, but I have never seen a complete, concise list of all the bugs in the game, let alone all the profession bugs.
Shortest Range of any brawler professions(5m), yet longest weapons?!?
The lowest Toughness of any brawler profession (Master Pikeman 26 Toughness, Unarmed IV 20 Toughness)
Elite level weapon (Vibro Lance) worse than Polearms IV weapon (LVA)--problem shared by Carbineer, Pistoleer, Rifleman, others
Polearm defense Block takes half damage from a 'sucess'(same as Rifleman), while Dodge and Counterattack take no damage from a sucess (Pistoleer/Fencer, Swordsman/Carbineer)
In combat window, when we Block it says we 'Counterattack' (actual bug)
Carbineer:
Specials take ridiculous ham costs
Padre