Development Cycle Archive
Thread: Live Issues Publish 9: Secrets of the Force PT II
Thunderheart wrote:
Instructionson how to recreate the bug:
0/0 Items: For the most part, this is not an issue.If an item is appearing as 0/0, its condition is correct, except in the case of Ubese shirts.If you have any specific examples, please post them in this thread.There was some discussion of brand new items being 0/0, but we have no in house examples and could not reproduce it in QA.If you have any information, please post it.
The Weapon Switch delay has got to go. I understand the armor switch delay because you don't want Jedi macro'ing armor on and off, and I think everyone can deal with that. Making a delay to switch weapons kills the whole point of having other weapons w/ specials to go along with it.
Title of dropped skills appering after disconnection
Server:
Infinity
Planet:
Correlia
Your profession:
Teras Kasi Master
Master Medic
4-0-4-0 Scout
0-0-3-4 Marksman
4-0-0-0 Brawler
Instructions on how to recreate the bug:
Set your title to any title. Loose connection (i know it sounds stupid). Relog. In cummunity tab your title will be "No title" but your character will display a title of a dropped skill in my case, novice doctor.
Its a minor issue i know, but still anoying
Message Edited by JoahSaett on 07-06-2004 08:40 PM
This is ahuge FRS problem as people in huge guilds are able to have all their players go Overt, duel and deathblow for easy FRS xp. Dark Jedi should only be able to get Force Rank xp from Overt Rebels and Light Jedi from Overt Imperials.
I know on Scylla a lot of people have been going up the ranks by using this exploit. I think Jedi should only go up the ranks when they actually fight a real PVP battle.
I recognize that there will always be Imperials who will let their Light Jedi friends (and vis versa) kill them, but this will at least stop the intra-guild killing that is getting many Jedi up the ranks quickly without risk.
Veteran Reward: In game – issue closed.
Please Reward long time players (Elders/Since Launch), not just try and keep new subscriptions.
Vehicles/ Droids accessible from Toolbar: This was an erroneous message that should not have been in the update notes just yet. This has been removed for the time being, but it will be available in publish 10 or sooner.Issue closed.
Simply make the 1st choice in the radial of a vehicle be Enter/Exit, this will help getting in and out faster.
Weapon and Armor Switching/Combat Cue: This is currently not appearing in the combat cue.We are working to see how difficult this is to add it to the cue.When that is known, we’ll know how to prioritize it.I know many of you don’t like it, but the delay is going to stay for the time being.I have asked the devs to look for alternative solutions.
This would be most helpful.
Junk Dealers and Loot Kits: We are looking to increase the frequency and types of mobs that drop the loot lit items soon.
An increase in drops would be appreciated.
Vendor/ Bazaar Resources Display: This was hotfixed this morning.
How about being able to Player Vendors from any Bazaar, it would save a ton of time for players.
when we can put this back the way it was, we will.
Dont know what you did, but this wont go over well. LOL
dot(poisondisease/fire)
We’re looking at the TEF’s portion of this issue and expect Combat Medics to be changed soon.I’ll post the proposed changes In Development as soon as I have the information.
You will make allot of players happy by nerfing the Combat Medic prof.
27) Vehicle exitwarping was terrible yesterday, so was server boundary warping.
The programming team is working to improve this if/where/when possible.
Yeah, this is very annoying.
28) Broken Hermit Quest
Reported Problems:
- If a player completed some of the quests prior to the publish, then they cannot get all of the pieces of the reward (The 5 pieces of the hero’s sphere).
- Pirate Leader not “conversing”
If you have any additional information on the quiet pirate leader, please let me know.I’ve spoken with the team about the Hero’s Sphere.You can look forward to a resolution on this.
I'm a little annoyed witht he hermit quests, I have tried for a couple days now and i havent found any of them. Quite dissapointed.
Confirmed and reproduced and we’ll code a fix as soon as we can.
Not a game stopping bug, but definatley strange.
It's called a macro. Anyone with half a brain can set a macro to flurry and kill indescriminately. And please don't tell me it doesn't happen, I've been seeing it all weekend long.
Cliver wrote:
Afk camping? how? Is it possible to kill creatures with 300-400 damage saber without specials?
Limbonik wrote:
Jedi AFK-camping every dungeon and piece of content is another one.
Server: Kettemoor
Planet: Multiple. Confirmed on Yavin and Dantooine.
Location: Multiple. Hotel in Yavin mining outpost, multiple scout camps on Yavin and dantooine.
Profession: Jedi (Other professions on request. Only Jedi character having the issue)
Full description:
When one logs out ungracefully (shift-esc, disconnect or exit game, linkdeath, /sit /logout outside of a hotel or camp or house), one stays in the world for something like 30 minutes as a linkdead character.
When one logs out gracefully (/sit, /logout, wait 30 seconds, exit out of sever select), in a hotel, scout camp, or house, one is supposed to leave the world 'immediately'.
With three characters in world in the same place (three separate computers), two non-jedi, one jedi, no group formed.
Hotel, Yavin IV:
Jedi does /sit, /logout, starts to leave the world. One non-jedi does /sit, /logout, starts to leave the world.
30 second timer is up on both characters, they end up at their respective server select screen. /friends list shows both characters go offline immediately. Both avatars show 'LD' tags.
Less than a minute later, the non-jedi vanishes from the world (using the third character to physically watch for the avatar to vanish). The Jedi remains. Six minutes later, Jedi is still in-world. Ten minutes later, Jedi is still in-world.
Scout camp, wilderness, Yavin IV:
Same results as above.
Scout camp, wilderness, Dantooine:
Same results as above.
Wilderness, Yavin IV, no camp:
Both Jedi and non-jedi remain in world past the ten minute mark after logging out, as expected.
Wilderness, Yavin IV, no camp:
Same results as above, both characters remain in world.
I sent a PM to Arjun about this. He related to me there's a visual bug that can make it look like a character avatar's still in world if you were there when they logged out.
To check to see if this was happening (despite the fact that my third observer character saw ONE of them vanish, and it was always the non-jedi), I ran the observer out first to 155m and back, with no change. Then out to 250m and back, still no change (using burstrun to get out and back before the camp folded itself up). A third test ignored the camp (since it was there when the two characters logged out), and just did the run out-and-back to 255m at normal speed. I arrived back to the campsite (now just 'a campsite', since it'd timed out from the creator being away from so long) with the Jedi still around and in-world, showing a LD tag.
Ok, so not a purely visual bug.
Since you can be attacked and killed while linkdead, I presume the LD (and logged out) Jedi can be freely attacked by any bounty hunters with an active mission.
WTH? Isn't the point of the 'unsafe logout' supposed to be 'make sure you log out in a hotel or a camp or a home, if you don't want to be in-world and at risk after you log out'? Why is it only affecting the Jedi?
Tests were repeated multiple times, between the day of publish 9 and today. It was done in three play sessions, more than a day (and a server restart) apart, so if it's a bug unique to that specific Jedi character I have no idea how to fix it.
This was /bugged.
Comments?
Tavian_McMaster wrote:lightsaber damage vs lairs seems to be bugged.
To test damage vs lairs and damage vs creatures I targeted a Thune lair and spammed 2hFrenzy, which is area attack.
Round 1:
vs Lair - 1606
vs Thunes 5706 *3803 4870 4688 4685Round 2:
vs Lair - 1627
vs Thunes - 5906 *3319 4836 4630Round 3:
vs Lair - 1303
vs Thunes - 5762 5600 5380Round 4:
vs Lair - 1453
vs Thunes - 5834 4025 4342*The damage #s in the 3000 range are vs the Thune Herd Leader, which has light armor.*
Is it possible this is intentional? I cannot see a valid reason for it at all.
Not bugged. Lairs don't get the 'low level creature damage bonus' that the creatures do. Just like you don't get the damage bonus in pvp, or vs. high level creatures.
Camrux wrote:
Thunderheart wrote:Personal Shield Generators: There are reports on the forums about being resistant to lightsabers.This is incorrect.If you find information to the contrary, please post it.
So having LS resists is incorrect?I'm very disappointed in this, As a master armorsmith I cannot craft anything to protect my clients against lightsabers? (Not counting RIS or Mandalorian)I was under the assumption that at least 1 mass produceable item would offer protection to LS damage, PSG's would be the most logical.Can we at least have cortosis layers added to the game? Hell even make em tough to make - just make it reasonable.Don't Jedi have enough of an advantage?
Worse than that. Unless something big changed, both RIS and Mandalorian armor is vuln: lightsaber as well.