Development Cycle Archive

Thread: Test Center Issues Thread Feb 27th, 2004

Kavedawg
Sat Feb 28, 2004 3:06 pm
#27

There is a serious perma incap bug related in some way with buffs. I have not experienced this bug first hand but have witnessed two victims to the bug.


The first victim had a brandy buff drop while he was traveling by shuttle to the Kor Vella (sp?) Starport. on arrival he was mind incapped with the incap timer stuck at 0. I applied doctor buffs to the victim in an attempt to bump him out of the incap (don't have mind heal anymore ) Several of the doctor buffs were over 1.5k but only a portion of that would actually be applied to the victim's stats. Victim logged incappedand has not returned yet


The second victim had food buffs to most of his stats and was incapped on arrival at the Moneia Starport. Damage numbers would appear over his incapped body, and all three ham bars would take damage. While attempting to heal with stims the system message would indicate that anywhere from 100 to 1200 damage would be healed (several attempts) but the ham would empty as fast as it was healed. The victim was able to get out of the incapped state with a combination of Force of Will, Doctor buffs, and healing.






________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Batlet
Sat Feb 28, 2004 3:53 pm
#28

Just got this message : " you cant call a vehicle for 3126 seconds" (was in a player city)


Ehm sorry what ?
Imperio59
Sun Feb 29, 2004 1:42 am
#29

It seems the NPC AI has been modified. Before imperial NPCs used to try to stay away from me and kill me at range (I am TKM) but now they will run TOWARDS me and STAY and FIGHT me at melee range.


I think it's the same for other NPCs as well. This makes it very easy for me to solo batches of them, i used to have lots of trouble with killing 8 stormies at once, now unarmedspin2 takes care of it within 30 seconds, they wont even try to escape when their ham gets low...




_________________________________________________________

Eclipse: Imperia, Jedi, Sony Sensitive Grinder!
TC: Imperia
Test Center: "We test, because we care..."

Karquile
Sun Feb 29, 2004 9:10 am
#30

As I said in theIn Testing/Vertical Movement thread:


If /move forward/back/up/down isn't working, there is probably something with a conflicting name within targeting range. Try



/target forward (or /target up etc)


and if it targets something (e.g. factional base = "Forward Outpost") that's the problem.


Definitely a bug, but at least you have a workaround: move the object by name.



/move Barrel forward 20


etc.


SWG-Runesabre
Sun Feb 29, 2004 10:12 am
#31


I have reviewed and gleaned out all of your excellent testing feedback so far from this thread. I will submit the reported issues to QA and Design so we can figure out what the problems are.


I will now be spending the next couple hours reviewing the specific feature bug threads we have in progress.


Please continue to test Publish 7 and post your feedback on this thread and the other feature threads in the "In Testing" forum. Your feedback is very valuable to us. Thanks!

Message Edited by SWG-Runesabre on 02-29-2004 01:34 PM

Knightemplar
Sun Feb 29, 2004 12:27 pm
#32

The shuttling incap bug from a dr's point of view:


I was the only dr available in NU when this happened again. This is the third time that I know of since the publish release.


A player came into NU's shuttleport with a food buff on. This also happened in the Keren starport, so it is not limited to player cities

When he arrived, he was automatically incapped. I arrived about 3 minutes later after hearing about it in guild chat. Above his head was a flashing -1084 in red about every few seconds. Diagnose showed that he was hit with about 390 in health, action, mind, and bf wounds. According to the player he had no injuries before shuttling. I tried to use a stim-e on him it would alternate between healing 594 healthe and 100 action and 100 health and 100 action. These same stims will usually cure up to 2k in damage in normal use. This didn't work. The bars above the player were alternating between a health display bar with no color and about 1/4 woundedto a bar showing no color orwounds at all. These alterations were taking place at about the same speed of the flashing -1084. I tried to use a rez pack, but got the message that he wasn't dead.


I next went to buffing the player. Using buff pack d's that were base effect 800s, i was buffing the player for 500 each stat. Once the health and action buffs were applied the red number switched to a -1472. The player then said that his incap timer was fluctuating between 70 secs and 400 secs. Just to make sure I applied all buffs to his substats also. I also tried about every other med pack that I currently had on my avatar. I used health and action wound e's at this time and timed it so that the effect was applied while showing him damaged. I cured his 390 in health and action wounds using this technique.


After this had no effect, I told the player to quit the game. He did so and came back as another of his characters in NU. The incapped character showed LD over his head after a minute or two, then despawned. Upon him despawning, I told the character to relog him back in.


Upon relog in the character was still incapped, but the bar fluctuations had stopped. Diagnose now showed that he had 390 in mind wounds and battle fatigue. The player said that the incap timer was counting down from 70 normally. After the timer finished counting down, the player got up and walked to the cantina to heal his mind wounds.


DeQuosaek
Sun Feb 29, 2004 1:45 pm
#33






Imperio59 wrote:

Could it be possible to have fire healed by /healstate like intimidated, stunned, etc, while still keeping /extinguish for those who prefer it that way?




I think you could just type


/ext


or maybe /exti








Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

TouYuan
Sun Feb 29, 2004 6:02 pm
#34






Karquile wrote:

We're still collecting info but it looks as though the sunrise and/or sunset is broken on some planets. On Dathomir for instance, the sun just came up like a light switch - and someone in TCPA chat said the same thing happened on Talus.






Same deal on Naboo outside Kaadarra, I blinked and it was suddendly night time,



______________________________________

TouYuan - "The Wandering Wookie"
TouYuan
Sun Feb 29, 2004 6:05 pm
#35

Been getting huge bounces leaving NPC city radius's... the spots that allow you to start building beyond them. Going over on a swooop bike sends me like 100' in the air outside Bestine, had the same thing happen in quite a few other cities as well. It is right on the border, confirmed because I was placing some harvesters there.



______________________________________

TouYuan - "The Wandering Wookie"
Gray03
Sun Feb 29, 2004 7:57 pm
#36

Some new, some old and still around:


Recon missions - many (30% or more) of these are still incompleting when you hit approx 250m from the target. It is also still possible to generate Negative payout missions, these seem to incomplete as soon as they are taken.


Grenades - Grenades burst effects still show up in "combat spam" as causing damage to nearby targets but do not actually cause any damage to them.


Vehicles - sometimes attempting to call a vehicle will result in a 3500second timer response, this can be cleared by killing any mob


Bleeds hitting targetted HAM pool - these bleed attacks have now (almost universally) become the best targetted DPS attacks for each profession. Healthshots are better damage/speed than the Bodyshots for my pistoleer and Mindshots are better for my rifleman than headshots.


Vehicles - can still warp long distances off of vehicles when dismounting, I warped over 100m off a station bike that had been stationary for over a minute today.


NJ62
Sun Feb 29, 2004 9:36 pm
#37

The AI is working strangely:


  1. 10 storm troopers were lined up on the shore of a river, 6 of them were "shadowboxing" a player owned (though rebel) food & chemical factory. They did not appear to be making contact with the factory but were clearly in unarmed combat mode and facing it.

  2. 10 identical RSF captains were clustered (some even on top of others) at a different spot on the shore of a river. 6 of them were dancing exotic 4. The remaining 4 seemed to be in angry mood (arms crossed).

I don't think this is normal behavior. What is particularly strange is that the RSF captains haven't moved from that spot, or stopped doing exotic 4, in 10 hours or so.




n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

AtlantisCH
Mon Mar 01, 2004 12:52 am
#38

Bone Armor - Yes I know, not used by many, but all I can manage to assemble on TC, that and CDEFs Okay heres the problem, I make a bone armor segment (it comes out statless, /shrug) insert it along with the other required ingredients into the schematic, hit the assemble button and it comes out (before experimenting with 10,000 Condition, 20% energy, and 10% to restraint and electricity. When experimenting on Quality, or Resist, neither stat goes up, and in fact no stat moves, condition etc, all remains the same. Now I'm not sure if this happens with higher level armors, but I have a feeling it has something to do with the statless segment (haven't seen that ever, that I can recall). Hopefully this info will be helpful in some way.



AtlantisCH

Master Armorsmith (Radiant)
Vendors: TBA
Seomon
Mon Mar 01, 2004 1:01 am
#39



Knightemplar wrote:
The shuttling incap bug from a dr's point of view:
I was the only dr available in NU when this happened again. This is the third time that I know of since the publish release.
A player came into NU's shuttleport with a food buff on. This also happened in the Keren starport, so it is not limited to player cities
When he arrived, he was automatically incapped. I arrived about 3 minutes later after hearing about it in guild chat. Above his head was a flashing -1084 in red about every few seconds. Diagnose showed that he was hit with about 390 in health, action, mind, and bf wounds. According to the player he had no injuries before shuttling. I tried to use a stim-e on him it would alternate between healing 594 healthe and 100 action and 100 health and 100 action. These same stims will usually cure up to 2k in damage in normal use. This didn't work. The bars above the player were alternating between a health display bar with no color and about 1/4 wounded to a bar showing no color or wounds at all. These alterations were taking place at about the same speed of the flashing -1084. I tried to use a rez pack, but got the message that he wasn't dead.
I next went to buffing the player. Using buff pack d's that were base effect 800s, i was buffing the player for 500 each stat. Once the health and action buffs were applied the red number switched to a -1472. The player then said that his incap timer was fluctuating between 70 secs and 400 secs. Just to make sure I applied all buffs to his substats also. I also tried about every other med pack that I currently had on my avatar. I used health and action wound e's at this time and timed it so that the effect was applied while showing him damaged. I cured his 390 in health and action wounds using this technique.
After this had no effect, I told the player to quit the game. He did so and came back as another of his characters in NU. The incapped character showed LD over his head after a minute or two, then despawned. Upon him despawning, I told the character to relog him back in.
Upon relog in the character was still incapped, but the bar fluctuations had stopped. Diagnose now showed that he had 390 in mind wounds and battle fatigue. The player said that the incap timer was counting down from 70 normally. After the timer finished counting down, the player got up and walked to the cantina to heal his mind wounds.





LOL, that's funny. I'm glad we have a Test Center, thanks for having to deal with stuff like this, guys



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