Development Cycle Archive
Thread: Daily Test Center Bug Thread: Friday, March 19th 2004
PreviousBugThread:
Helpful Guidelines:
3. Please post Bugs, Gameplay Problems, Exploits, and stuff that's Broken.
4. Please do not repeat bugs reports that have already been logged here. This thread is checked every day, so if its in this thread, the team has seen it.
SomeTips that are really helpful:
1. If something is gone, please log where the item used to be (Planet, Location X,Y)
2. If you find an NPC that doesn’t work, please provide a Name, Planet, Location X,Y
Using a droid (un-grouped) to help you complete missions is not giving you XP (either Combat or, for a specific and verified example, Carbineer XP).
If you take a mission without being grouped with the droid, NO XP of any kind is granted.
Once you are grouped, you'll start getting it again.
Intended? A /bug?
Let me know...
/bow
Respectfully,
Since I have 100 credits to my name on the test center, I have a question:
Is the bug that allows players to auto-fix their vehicles fixed? This bug has been in the game since vehicle release and no one buys vehicles at all now (since they can auto-heal even disabled vehicles).
PLEASE HOT FIX THIS "HEAL YOURVEHICLE WITH ATRIP" BUG ASAP. ![]()
My business of selling vehicles has gone to ZERO due to this persistent bug.
Karquile wrote:
I notice that yesterday's bug thread (message.id=8677) was completely deleted, evidently because I asked "what happened to the aggressive moderation."There were two or three real bugs in there - did they get pulled and passed to QA or do we need to resubmit them?
I found it here in the development archive - go figure.
You cannot pull items out of crates in your backpack while in combat. While fighting, my brandy buff goes away and i find myself scrambling to take a muon out of my emergency supplies pack, but the dang thing won't come out. Must be scared of all the ewoks i have been killing lately. Anyhow, I have died a ton of times due to mind incap/DB. Is this intended or just abug?
Thanks!
Spices are currently broken. Currently, when you come offa downer the corresponding HAM bar is nowempty, so on top of trying to survive through the downer you also have to regen as well. For example, if you take Muon Gold, you now have to survive the downer THEN survive the regen time of your Mind bar (over ten minutes easy if you are wearing armor... armor which can only be put on while on Muon, ironically enough).
This is the death knell for spices, asthey have become a dangerous dance with suicide. Their upside no longer negates their downside. The downer + the time spent regen'ing makes taking spice something only a fool would do.
I am assuming this is a bug. Please tellus this is a bug.
When brandy became available, the only spice that has ever really beenpopular (Muon) became nothing more than an "in case of emergency break glass" item.Now it is no longer even used for that. If this isn't a bug, then you may as well remove spices from the game entirely and stop chipping away at our profession. Put away the chisel and take out the hammer, and just get it over with.
I hope this is a bug. If so, please fix this as soon as possible. If not, please tell us why.
Us Smugglers are already on the ropes, with all the nerfs and broken promises ofour "coming revamp." We know we are no longer on your radar for a fix, but can't quite figure out why you keep dropping the nerf bat on us. We have no defensive or offensive bonus', panic shot is now useless, feign death rarely works, spices have become a novelty that only the suicidal play would use, and we just had our second correspondent in a month quit. That's right, LodekDall is gone now too, as of today.The frustration is boiling over.
I apologize for high-jacking this thread, as I know the people reporting bugs here are making this a better game for all of us, and I thank you all for that.I actually just came here to report the spice bug myself, but I guess my frustration is boiling over too.
Smugglers need help. All our long-term Master Smugglers and vets are quitting in frustration, and things are looking bleak. If this was a game of Sabaac, we have lost every hand since June. ![]()
- A 'Failure' on a combat module decreased the mechanism quantity while increasing the Combat Rating.
Note (by the DE that reported, not me): Confirmed. Saw this 3 times last night, twice on Failures and once on a Moderate Success (?!). - The 15-second timer ceases to function after the first droid call. This one is already reported but I confirmed it last night in the wilds of Dantooine...First call took 15 seconds. Stored, call that droid back no delay. Stored it and called a different one which arrived with no delay.Ibelieve I recallGenerate Vehicle did not have a delayeither.I cannot confirm that the droid call worked with no delay after being in combat, I did not try that.
Note (by the DE that reported, not me): Confirmed.
/bow
Respectfully,
Spacey wrote:
For Tarial,
We have never been able to pull an item from a crate while in combat.
Ummm, last night I was able to pull out a couple of melee powerups from a crate that was in my backpack. Not sure if this is supposed to happen or not, but I did want to let the first poster know that I was able to do that.