Development Cycle Archive

Thread: Vehicle Issues...

DroidMojo
Tue Dec 23, 2003 7:05 pm
#170

Hail,


I just wondering if Dev could consider to makeVehicles repairalbe by droids with repair modules? I don't know when u guys are going to fix the big hole for Droid Engineers (not just talking, u know), but this is really reasonable for a Droid Engineer to be able to fix a simple Vehicle in Star War Galaxy, right? I mean, com'on, we are droid engineers, it should be ez for us!!



Vena'es


Master Droid Engineer


Forsaken City, Dantooine

CushSadoc
Tue Dec 23, 2003 7:42 pm
#171

Wow...tons of responses. I don't have time to read them all, but I and my buddy experienced the same thing on Dantooine. We were doing missions, and atthe desired dismount range (80m or so) we hopped off of our vehicles (one speeder, one swoop). It just happened to be over one of those little rivers.


When swimming back to our bikes, we were able to mount, but the "swimming" icon remained on our chars, and we were stuck while on the mount. We could turn, but we could not go anywhere. We stored, ran back to city limits, regenerated, and all was well.


I also am noticing the X34 disappearing. It did not happen with my swoop.


Zibeon




Eeka Aumeggi, Jedi, Alliance Ace
_____________________________________
Aessena Izi, Bounty Hunter, Privateer Ace
Zibeon Cush, Shipwright, Imperial Ace
Tadionne Epeme, Domestic, Privateer Ace
Yevke Epeme, Medic, Alliance Ace
Aplek Izi, Entertainer, Imperial Ace

Indene
Wed Dec 24, 2003 7:34 am
#172


zstowell wrote:

A problem I haven't seen reported is with the repair function in the garages. I own a swoop speeder bike. I went to the garage in Theed on Naboo ( I play on the Kettemoor server) and repaired my bike. At the time it had about 75% vitality left (It took me about 3 hours of driving to get the vitality to go down that far). After driving for about 5 - 10 minutes when I left the garage, all of a sudden the swoop bike went from full vitality back down to 75% vitality. That really upset me since I spent 2000 credits to repair it. This really needs to be fixed or my bike is gonna end up breaking even though I'be spent money to repair it many times.






Be sure to store and regenerate your vehicle. That will update the internal database and make it much more likely that when the game ghosts your bike that when you recall it you will get the fixed one rather than the broken one.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
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We're the few, the proud, the Creature Handlers.
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SueDenim
Wed Dec 24, 2003 8:07 am
#173

After further experiences, I believe the "vehicle disappears *immediately* after dismount" bug is indeed caused by the system thinking the vehicle's still "in motion." I've started doing a "3-Mississippi" count after *I* think I've stopped, and haven't had the problem occur then. Seems very analogous to the annoying "can't do this while you're running" effect that happens when placing a structure, and once happened during surveying/sampling.

(A tangential question is raised here: why should we be able to dismount before the vehicle comes to a complete stop anyhow?)



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
leeds
Wed Dec 24, 2003 10:48 am
#174



DroidMojo wrote:

Hail,

I just wondering if Dev could consider to make Vehicles repairalbe by droids with repair modules? I don't know when u guys are going to fix the big hole for Droid Engineers (not just talking, u know), but this is really reasonable for a Droid Engineer to be able to fix a simple Vehicle in Star War Galaxy, right? I mean, com'on, we are droid engineers, it should be ez for us!!

Vena'es

Master Droid Engineer

Forsaken City, Dantooine





I've been wondering about this my self. It really should be alowed, espically after we've seen r2-d2 zooming around spaceships reparing things. Now i certanly wouldn't mind that repairing something, like a bike, would require repair supplies (mabye craftable repair module or somethng like that). I'm assuming droids with repair modules would keep a small amount of metal for repairing other droids but that would be beyond repairing something as huge as a vehicle.
leeds
Wed Dec 24, 2003 10:58 am
#175



Dominicus_Saxon wrote:

Now that is just plain mean. There's no reason whatsoever to attack someone's bike or speeder. Just like in real life, it should be against the rules. You don't mess with another man's car, you just don't do it...

We should keep an eye out for those punks and when they attack the speeder or bike, they become overt for a few minutes....we need to jump them for it. They might be rough customers but 3 or 4 of us working together should be able to take them. It will get the word out to knock that crap off, at least, if they don't know who's watching and how strong they are.






This doesn't always work, a bit ago on narculsus (or however it's spelled)on a sun evening a group of about 10-20 imps took over anchorhead. They were able to do this because anchorhead doesn't have npc guards and because the rebel presence was light that day. A whole bunch of people lost their vehicles because they wiped them out after wiping their riders out. Now with me and my friend it wasn't too bad because we're both master artisans, but if we were carying our wares we could have cleaned up. Point being there was no way to reprise against the imps other than shout out warnings.
Dominicus_Saxon
Wed Dec 24, 2003 11:27 am
#176

That's true, but AH has always been prone to IMP take-overs, at least for a few minutes. That's why they did it at that time and day, they know there's certain times when AH is ripe for the picking....oh well.



Listen . . . there's a Hell of a good universe next door - Let's go !
CyberData4
Thu Dec 25, 2003 12:41 am
#177

This doesn't always work, a bit ago on narculsus (or however it's spelled)on a sun evening a group of about 10-20 imps took over anchorhead. They were able to do this because anchorhead doesn't have npc guards and because the rebel presence was light that day. A whole bunch of people lost their vehicles because they wiped them out after wiping their riders out. Now with me and my friend it wasn't too bad because we're both master artisans, but if we were carying our wares we could have cleaned up. Point being there was no way to reprise against the imps other than shout out warnings.



Good, this is the way it should be. Imperials shouldn't be nice, they should play dirty.... This is the way I like it. I'm a rebel, I have been so since day one. The only reason I choose it is because I honestly thought that it would be the side that was outnumbered/outgunned. (What can I say, I love being the underdog)


My advise is do what I do...store your bike 200m from any city when you're overt and walk inside. The devs shouldnt have to fix what isn't broken...and this isn't broken. It's a good design, there is a penalty for leaving your vehicle out in the open when combat is going on.

Eccentrica
Thu Dec 25, 2003 5:32 am
#178

The one thing I'd like most with vehicles, if it hasn't been mentioned yet (i've read several pages, didn't see it) was NOT requiring a camp to generate a vehicle. There are people on the game who travel, who wouldn't want to waste 15 skill points for novice scout just to build a camp to recall their missing ride. I mean, c'mon...


All the other problems, vaping, anti-store, the "bugs" can be ironed out, but this is more of a strategy or game balance. Everyone who rides is going to lean towards scout to some extent just out of need for self-preservation.

JerMoo
Thu Dec 25, 2003 9:31 am
#179

Aside from the disapearing and teleporting I have a very annoying yet very minor problem. I hate how when I want to enter my bike it gives the exit command and I have to keeprefreshing the radial menu until it gets straight, or when I want to exit it give me the enter command and I have to keep refreshing the radial menu until it gives the right command. Like I said its probably a very minor problem to fix, but VEEEEERRRRRRYYYYYY annoying especially when trying to enter or exit while entering or leaving combat.


Theres my two credits worth.

OontaMugnar
Thu Dec 25, 2003 9:33 pm
#180

After leaving my bike sitting 200 meters away from one of the recently freaking broken missions to keep it from getting attacked by the mission NPCs, I am even more adamant...make vehicles non-attackable and make them callable in the field without a camp. It's getting bloody annoying having to run 200 meters to get to my bike to protect it from a mission that shouldn't be able to attack it anyway (besides which the entire benefit of the bike is gone...without exploration 1, it takes me every bit as long to get between locations with all the extra running). This is another fix that will have to be done to keep me in the game...It's not worth my time or credits to keep replacing vehicles destroyed by NPCs (that's ludircous) and PVP griefers (I want nothing to do with PvP, even honorablePvPers, of which I have only met two.) I'm sick of it. Fix it.
Yaboze
Fri Dec 26, 2003 12:47 am
#181

There is a lot of info here, but I wanted to add that MY issues with vehicles are (mainly just 1 and 2):


1. The EAX hissing sound when in use. I miss my EAX3 audio that SWG supports because I have to run Miles or Dolby.


2. Vehicles autostore randomly. It doesn't happen on sparsely populated planets, but that could be user error. It has happened on Corellia and Tatooine (really bad on Tatooine). It never happened on Lok or Endor. It seems better than the day of the patch, but it's not perfect.


3. Why can't we have one of each going? I don't want to destroy one to use another. Because each vehicle has it's advantages and disadvantages, why not allow us to call 1 out of 3 when needed? If I can afford 3, I want to be able to pull out any one I want.


4. Can you extend the range they can be pulled out of towns? I hate camping to use a "vehicle" lol. Not everyone is a Scout ya know.






Tae Rendar
Teras Kasi Master
Master Rifleman
Scout / Medic
Chilastra
VendtDarkfell
Fri Dec 26, 2003 5:25 am
#182






Yaboze wrote:

4. Can you extend the range they can be pulled out of towns? I hate camping to use a "vehicle" lol. Not everyone is a Scout ya know.






With the upcoming city redesign, I would love to see a "suburb" area in which vehicles and pets could be summoned. That way, you could block pets and vehicles from the "downtown" area and reduce lag around the key public buildings (like Starports).


Tam Darkfell (Intrepid/Infinity) / Vendt Darkfell (TC)

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