Development Cycle Archive

Thread: Daily Test Center Bug Thread: Thursday, March 4 2004

LuapLink
Fri Mar 05, 2004 2:52 pm
#14

Went out and got some marauder armour, when I tried to wear it (wookiee charater) I got a message that I could not wear it.



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Jayces
Sat Mar 06, 2004 12:57 am
#15

Thunderheart, now that you have a rolling schedule on new dungeons and have a couple up and running with a third on the way is there any chance of fixing and enhancing the ones you originally put in the game please?


(Okay by you I mean SOE rather then you personally )


There are IMHO a few simple things that could be done to the exisitingdungeons (pre the warren)that would greatly improve them without taking away too much developer time from the awesome new ones which would result in an incentive to visit them more and I give people an alternative if the new ones are busy.


1) A boss NPC at the end of each one with some type of reward for killing it would be nice. People like loot, the new schematics are helping everyone or failing that useful nick nacks for decorations though probably not as popular.


2) A faster respawn time (I think it's currently anything up to an hour which means arranging a stint to one of these dungeons can sometimes result in finding it has just been cleared and you're whole plan is out of the window). I would say 10-15 minutes on the regular mobs that spawn there and maybe 30 - 60 on the boss NPC as per the new dungeons?


3) Please for the love of god get something put in those magseal containers. I remember months ago one of the devs (not sure if he even still works there) did this wonderful post about content on various planets and one thing he concentrated on was the fantastic rewards available to those that cleared the dungeons, at the time we as a community asked for the rewards to be put in yet 6 months later these containers are still empty.


4) When harvesting creatures in dungeons it seems to only give 1 of each resource yet the same creature outside gives loads.


I know you guys want to control what is coming into the economy and database but that control currently makes the old dungeons not as much fun as they could be.
Scott_Ray
Sat Mar 06, 2004 10:00 am
#16

On Naboo near Theed at coords -5171 3766 there are about 20 NPC stormtroopers caught in the poles under the bridge, some of them can move but they go back to their original spots under it. Thats all for now.



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Eldrikk
Sat Mar 06, 2004 1:17 pm
#17

General repair attachments are bugged and actually hurt your success rate instead of benefitting it. I have tested this on over 20 items ranging from my lightsaber, trainingsabers, my pulling carbine, multiple armor pieces and whatever junk I could find in the bazaar. On each of these repairs using a general repair skill of 20 I never once recieved a repair with minor blemishes or perfect repair in fact all the times I did repair using these attachments I had the maximum condition go down by 200 or failed downright. Now without the attachments I have yet to get a lightsaber repair under blemishes and sometimes I fail on armor where it reduces the maximum condition by a fair amount but I have yet to fail a repair anywhere near the amount of failures than if I would be using the attachment.



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Yec
Sat Mar 06, 2004 5:29 pm
#18

I am fresh from the game where I've just had 11 ultimate failures making medical enhancements in a row, so I'm quite pissed off... but I'll try my absolute best to not give in to the dark side when I try to explain to you how much this sucks.


I am a master doctor in a Research center town with a +13.98 toolkit and a 43.51 crafting station. I have all the best resources and components made from those resources. I get on to make a line of buffs. Buffs that are absolutely experimentally maxxed for effectiveness are the ONLY types of buffs you can sell in this game, period. No other buffs are worth ANYTHING. You can't sell them, and if you use them on people, even for FREE, they get pissy because they're not PERFECT. So, I can settle for nothing but the best, all the way down the line.


So, I start out, put all the resources up, and click assemble. It does its little check, and hopefully it doesn't crit fail then. Next, I experiment. I have to have like 3 great successes in experimentation in a row to max out effectiveness. If even ONE of them is just a "good success", let alone "success", "failure" etc, all the work is blown all to hell. Now, forget all this crap of percent of crit fails.Tell me, what are the odds of getting great successes 4 times in a row. Why can't I, as a master doctor with everything going for me that I could possibly arrange, fail to make the best stuff 11 times in a row?


DO YOU KNOW HOW FRUSTRATING THIS IS?


Risk in crafting is bull. The challenge is to find the right resources, gather them, and put them together. A master should ALWAYS have the best successes. Their only challenge should be getting the resources they need. I am so sick of watching all my hard work get flushed down the drain ENTIRELY for the above reasons just by seeing one god damned "good success" or worse.




_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

MackAgp
Sun Mar 07, 2004 5:27 am
#19

Don't know if it counts as keep crashing to desktop, since it's only done it once, but was getting novice marksman training and poof desktop appeared (just as the tune to show you've trained started playing)


The trainer was in the guild hall,Tyrena(-5463 -2753)on corellia


It did train ok though





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Lerning
Sun Mar 07, 2004 5:44 am
#20


Items that are sliced lose their insurance.


Insure item anywhere, slice it, insurance is gone. Items can be reinsured afterwards and they seems to function normally.

Jenden
Sun Mar 07, 2004 5:00 pm
#21

Droid armor modules no longer have an integrety rating, not sure if this ever did anything in the first place but it may account for the fact that droids currently get no armor. Armor is 40% resists AR0 with a level 3 armor module, and its 40% resists AR0 with 2 level 6 armor modules... In their current state (even with the the increased HAM) they are considerably weaker in combat than our current probot on live.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

GrepMaster
Sun Mar 07, 2004 5:41 pm
#22

Problem:
as a Novice commando when ever I use Flame 1, I lag for about 10-20 seconds not being able to speak or defend myself, I dont mind not being able to use the attack for that period of time however not being able to anything during the recovery time causes my character to become incaped or even killed while in combat due to just standing there, same issue when attacking while using flame 1 it takes about 10 seconds to open an attack using it.

Flame 1 has a overall lag that makes it usless

repeatable:

Yes

this is on test Center I dont know about live




Kopren Lightcloud of Eclipse
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Knightemplar
Sun Mar 07, 2004 7:56 pm
#23

Lockups:


2 lockups both from dismounting a speederbike from the radial menu. Someone also told me that they were having the problem and they used /dismount.


Bestine Curator Quest:


The new artist quest came back around, problem is that 2 of the artists are conversation bugged so the curator doesnt see you completing the mission. The artists Kolka Ztheht (Mos Entha 1522 3259) only displays the dialog for "Slow down and enjoy the show". No other conversation radial comes up. Same with Bould Seise (Wayfar -5238 -6565), but another dialog. Kahfr Oladi (Mos Eisley 3475 -4974) works fine and talks about a Mon Cal portrait. He also appeared in the first curator quest as an npc, but the other two didnt.


Sean Trenwell's Historical Quest:


Went out to the historical site for Sean's quest. It was only like 400m away from the capitol building. You are not able to target the computer from the backside of it, or at least I wasn't. I found the computer because it shows as a nice large white box on radar. Also the only thing I recieved was the examine radial on the computer, even though the description said there was a computer disk we could take out. This is highly confusing. I finally realized that I needed to talk to the npc at the site to continue on after messing with the computer for 10 mins.


Corellian Corvette (Imperial):


The keypads and lockcodes on the Corvette still dont work. The only thing I think we got open was the bridge. Thanks for the warning on the escape pods.


Carbineer:


Action shot 2 is still reporting no change in posture, even when when you see the posture change. Also could we please update the skill descriptions for the upgraded specials. I was wondering why I kept getting the entire herd, when firing action shot 2. The description says nothing about it being AOE.


Vehicle Ghosting:


I ghosted a speederbike this am, after stopping a little farther than I intended and being on the actual ramp for a player city cantina. I hit store off the radial while still seated on the bike, and the bike ghosted.


Misc:


The aggro creatures on Dantooine don't seem to care for me, but love my speederbike. They will go right past me (even while im not in combat with something else) and start trashing the HAM on the bike. I was sitting next to a slinking voritor with no mask scent on, when he goes aggro and starts attacking my bike 25m away.
Jenden
Sun Mar 07, 2004 8:10 pm
#24

Ok, I think I've gotten to the bottom of the armor bug. It seems that droid armor is being revamped to bring them closer in line with creatures, but in doing so they got bugged. Every time I create a droid (using level 3 armor modules) I get 12% resists AR0 the first time the droid is retrieved from the deed, then after it is stored and called it has 40% resists AR0. I haven't had a chance to test it with higher quality modules yet, but I'm working on it.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

TouYuan
Mon Mar 08, 2004 2:41 am
#25

Is this the "Daily" thread for Monday as well? Hope so.


Huge Harvester Issue


The way harvesters are programmed is just messed up, once again I just lost 3 days worth of harvesting because of this, let me explain:


The problem lies within the fact that Harvesters do not update their harvest until you actually open them up. So if I put down a BER4 harvester on a 80%spot, it should be pulling ~4600 units a day for me. Now if I power/maint 10 of them for 5 days and come back before the power/maint runs out 5 days later, I get ~230,000 units of whatever I was after. However, if I come back even 1 minute after the power/maint has run out, I get 1 unit from each harvester even though they SHOULD have collected 230,000 units before running out.


Now, if the harvester ran out and I open the first one and see this, well I just lost the 23,000 units from that one, but if I drop just 10 creds and 10 power in the rest of the harvs using the command line (as opposed to using the menu) I can then open them up and get my full 23,000 units each from them.


Well tonight, being as I was in a rush, only had a few minutes to log on and my harvs were way out in the middle of nowhere and I didn't have any power on me.. so I just lost 3 days production on 10 harvs, or 138,000 units of a very rare resource that hadn't popped in months on TC! This blows, please fix this once and for all and let my harvesters be holding what they actually collected over all those days regardless of whether or not they are still turned on, the resource is still there or whatever. Screwing me out of the resources that I paid to collect is just wrong and I am getting sick of losing millions of resources to this dumb bug. Yes millions, this bug has been around forever and I lose thousands of resources per spawn unless I pull my harvs up early every time.



______________________________________

TouYuan - "The Wandering Wookie"
Star_Ranger
Tue Mar 09, 2004 1:52 am
#26


Weekend experimentation results:


Myartisian crafted quite a few personal harvestors over the weekend and I noticed some strange behavior. As a human I have 115 experimentation, so I have 11 points to experiment with. All crafting was done in NU with the manufacturing center bonus:


Using ~800 steel and ore in the primary stats for harvestors (Heat, Shock, UT) and ~350 stats in aluminum:



  • Getting all Great Successes I was able to experiment upto 82% in Extraction rate; note this used all 11 points to do so (with no more possible).

  • If I got one Amazing success I was only able to experiment extraction rate upto 79%. However, I was left with an extra point to experiment up hopper size with.

This seemed strange so I tried using some better aluminum with ~700 in the stats:



  • Getting all Great Successes I was able to experiment upto 87% in Extraction rate and It still gave me the option of adding an additional point.

  • One Amazing success brought this up to 94%; quite above the resources used.

Just seemed strange as if great successes were also increasing the materials cap.




}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
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