Development Cycle Archive

Thread: Daily Test Center Bug Thread: Monday, March 8th 2004

Thunderheart
Mon Mar 08, 2004 9:54 am
#1






PreviousBugThread:














Helpful Guidelines:





1. If you keep crashing to desktop, try doing a "Full Scan". You will find the Full Scan button at the bottom of your launchpad after you log in.


2. This thread is for TC Bug Reporting Only and NOT Live Servers. TC runs a different code base than Live.

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




Message Edited by Thunderheart on 03-08-2004 12:54 PM



Kurt "Thunderheart" Stangl
Community Relations Manager
justenthegray
Mon Mar 08, 2004 11:13 am
#2

What galaxy is on Test Center 2 right now? I can not find anywhere on the site that this information is kept updated? I had heard it was Gorath, but if it is, I can not find a way to log in.


Did Test Center 2 go away, or is there somewhere to see this information, along with log in info, if it is non-standard.


-Othim

Pistoller
Mon Mar 08, 2004 12:13 pm
#3

TH can you tell us if droids armor is a bug or a nerf. Seems that with the higher ham we cant get medium armor on the droids anymore.
Thunderheart
Mon Mar 08, 2004 12:56 pm
#4






Pistoller wrote:

TH can you tell us if droids armor is a bug or a nerf. Seems that with the higher ham we cant get medium armor on the droids anymore.



I recieved a PM on this as well. I spoke with the dev and it has changed a little bit. From what I understand, there have been some changes. Before, armor was used once and gone forever. Now, armor can be repaired (with the new repair kits).


It used to be that the armor when crafted onto a droid would overwrite each other’s values instead of summing up multiple armor modules. Now it works properly and you should be seeing that putting multiple droid armor modules into a droid adds up those two modules capabilities and gives the droid the sum of their powers.


So basically, armor with a high rating that is used once and destroyed forever has been replaced with reduced armor that can be repaired and always usable.







Kurt "Thunderheart" Stangl
Community Relations Manager
SulBandera
Mon Mar 08, 2004 2:11 pm
#5






Akkori wrote:

/scratchesHead

.......

What? "...armor can be repaired (with the new repair kits)."

/re-reads....

Huh? "...armor with a high rating that is used once and destroyed forever..."


Maybe I'm missing this, but it seems like maybe we're talking about something different? Droid Armor is never Destroyed.


Droid Crafting 101: Put pre-crafted Droid Armor modules into appropriate slot, along with the various (scant) utility modules and raw resources. Finish the crafting session, and out pops a droid witha permanent Armor Rating of "xx". Say 40% for 2 level 4 or one level 6. SO the droid is sent in to fight (and die). The armor will never be reduced in effectiveness. It does NOT act like player Armor which loses it's "hit points", or durability. Droid Armor was a permanent number and the "armor" never needed to be "fixed". Player armor loses its "integrity" over the course of fights, and has to be repaired by an AS, or destroyed. Droid "armor" never has to be treated like this. YOu can use the same droid in ten thousand battles and its armor effectiveness will NEVER go below 40%.


I thought the new "Droid Repair Kits" we to heal White" damage of the Droid? You know, it takes a few hits, and you "stim" it with the repair kit.


"It used to be that the armor when crafted onto a droid would overwrite each other’s values instead of summing up multiple armor modules."


There must be something about the coding of the game that I dont understand, because up to this point putting 2 Level 4 Droid Armor modules into a single droid would give it 40% armor. A single level 4 Droid Armor module in a droid would NOT give you 40% armor. It took a single level 6 Droid Armor module to accomplish that.



Recharge kits now heal damage. Repair kits heal droids' wounds. (Why the LE Repair droid doesn't, I haven't the foggiest.)


The way you state armor is the way droid armor is currently working on LIVE SERVERS. Check your forum. This is dicussing TEST CENTER.







Georb79 wrote:

Barrels for drinks, a few more Foods arent working correctly.



Some of them give them opposite stats. Like Veghash doesnt increase the harvest yeild like it suppose to. For example a master scout and a ranger with 0-0-1-0 harvesting the master scout takes a veghash that increases harvest by +20 wont equal the rangers harvest it will be less, but techically they have the same harvesting skill.


There are also some issuses with citrus snow cake, crispic, Doesn't increase accuracy. It accually reduces it. Tried it with my flamethrower my tka and my rifle out of 100 shots there was a decrease in accuracy when shotting these weapons after I took the food.


Just some bugs I found myself.



The accuracy foods/Deadeye Spice are fixed on TestCenter. the scouting seems to work from time to time, but as we only have the materials to make a +9% the differences are rearely noticable.


Barrels are still broken on TestCenter.





TestCenter.Rosaline - Imperial Combat Medic
TestCenter.Falstaff - Wookie BE/Tailor
TestCenter.Yorick - Trandoshan TKA & CH with a big Chef hat.

~ Founder of the Test Center Shakespearean Society ~
in Dragon's Call, Tatooine.


Vertexon
Mon Mar 08, 2004 2:26 pm
#6

I cannot group with any of my pets. This was after hitting the Nyax compound and riding my swoop back to the Rebel Corvette NPC in Bela Vistal. Calling a pet and giving it the "Group" command gives you the usual system message ("Your pet has been invited to your group"), but the pet never actually joins. I tried this with several different pets and different combinations of /say and /tellpet. I met with the same results each time.



-Vertexon.
ErantiaPrym
Mon Mar 08, 2004 3:14 pm
#7

Quick way to crash to the desktop:


/alarmRemove 0




Also, does anyone know if you can name droids with personality chips yet? If not, it's a good bug to get fixed in a publish called "Droid Invasion".

CaixCatab
Mon Mar 08, 2004 3:56 pm
#8





The way you state armor is the way droid armor is currently working on LIVE SERVERS. Check your forum. This is dicussing TEST CENTER






Actually, all our bothan spies on test center with droid engineer somewhere in their skills are pretty clear on the subject. Our lvl 3 (out of six) reached the cap at 40%, since for some reason nothing is going over AR0. Which means 4, 5, and 6 modules are worthless and the general efffectiveness of our droids lowered in combat. I can see why they'd nerf 2), but why do it in a way that leaves the three most advanced modules... useless.


That being said, I've read TH's answer a few times and I keep going "eh?".


Before, armor was used once and gone forever. Now, armor can be repaired (with the new repair kits).


That's wounds, droid black bars (I hope). Droid armour not surviving past the first destruction? First it? First store?


Come again? Dying armour, being repaired by kits used for droid wounds and droid damage. Wha?


I think we would have noticed (btw, when we say armour we mean the protection%'s. Not HAM. HAM's different. Very different. Yes, I'm scared by the fact that we just recieved an answer saying we can repair stuff we never heard required any kind of repairs) if it lost it's armour capabilities after certain effents.



It used to be that the armor when crafted onto a droid would overwrite each other’s values instead of summing up multiple armor modules. Now it works properly and you should be seeing that putting multiple droid armor modules into a droid adds up those two modules capabilities and gives the droid the sum of their powers.


Here's a post from yesterday by a bothan spy DE on TC; http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=69236


Jenden's post ('nother greatly informative post by him =) ):


This is more of publish 7 changes, but I figured it might get lost in my other post so here we go.


First the good news. The other day the HAM on most combat droids was increased significantly. R-units have 1600 HAM, adv. R-units have 1800 HAM, DZ70's have 900HAM, LE's have 2600, and adv.LE's have 2800 (note: these values are effected by experimentation, and are the values I've been getting with approx. 50% effectiveness, which is about 100 over base HAM for each of them). For some reason the probot has been left out of the increase (its in their bug thread), but aside from that the HAM values on all of the droids is looking good. It is nice to actually be able to use the LE repair in combat with a personality chip, pretty entertaining. No one has talked about it on here because it seemed to good to be true and there was no sense in reporting something that would most likely be changed with the next patch.


Now for the bad news... it seems the increased HAM has come at a cost. As many of you have heard the droid armor on TC has been borked lately. Everything is capping out at 40% AR0 armor. We've assumed this is a bug, as it means that level 3 and level 6 armor are identical. Today I (as well as razlin) noticed (and it may have been changed a while ago and no one noticed) that the first time you get the droid from the deed, the armor came out as a lower resistance. I think one level 3 was something like 12% resistance, and two level 3's was something like 20% resistance. After storing the droids and calling them back out all of them went to 40% resists and AR0 (which is why it took me a while to notice). Seems their nerf is bugged... Furthermore, the armor integrity rating has been removed (there's an armor module rating, can't remember if thats been there all along or not though). This leads me to believe that the armor has been nerfed, in place of higher ham.


I'm completely at loss how to relate the bit about armour to the answer TH just gave.... Help?



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Karquile
Mon Mar 08, 2004 10:10 pm
#9







justenthegray wrote:

What galaxy is on Test Center 2 right now? I can not find anywhere on the site that this information is kept updated? I had heard it was Gorath, but if it is, I can not find a way to log in.


Did Test Center 2 go away, or is there somewhere to see this information, along with log in info, if it is non-standard.






TC2 received a copy of Gorath a couple of weeks ago, but it never came up for player logins, perhaps having something to do with the scintillating success of TC2-Bria.


I no longer see my Gorath toon listed on the char select (it was there with a blank galaxy name for a long time), so I'm guessing they've thrown in the towel for now. The Devs are stretched thin enough as it is.


Akkori
Tue Mar 09, 2004 1:17 am
#10

/scratchesHead

.......

What? "...armor can be repaired (with the new repair kits)."

/re-reads....

Huh? "...armor with a high rating that is used once and destroyed forever..."


Maybe I'm missing this, but it seems like maybe we're talking about something different? Droid Armor is never Destroyed.


Droid Crafting 101: Put pre-crafted Droid Armor modules into appropriate slot, along with the various (scant) utility modules and raw resources. Finish the crafting session, and out pops a droid witha permanent Armor Rating of "xx". Say 40% for 2 level 4 or one level 6. SO the droid is sent in to fight (and die). The armor will never be reduced in effectiveness. It does NOT act like player Armor which loses it's "hit points", or durability. Droid Armor was a permanent number and the "armor" never needed to be "fixed". Player armor loses its "integrity" over the course of fights, and has to be repaired by an AS, or destroyed. Droid "armor" never has to be treated like this. YOu can use the same droid in ten thousand battles and its armor effectiveness will NEVER go below 40%.


I thought the new "Droid Repair Kits" we to heal White" damage of the Droid? You know, it takes a few hits, and you "stim" it with the repair kit.


"It used to be that the armor when crafted onto a droid would overwrite each other’s values instead of summing up multiple armor modules."


There must be something about the coding of the game that I dont understand, because up to this point putting 2 Level 4 Droid Armor modules into a single droid would give it 40% armor. A single level 4 Droid Armor module in a droid would NOT give you 40% armor. It took a single level 6 Droid Armor module to accomplish that.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
StrayCat1212
Tue Mar 09, 2004 1:26 am
#11






Thunderheart wrote:






Pistoller wrote:

TH can you tell us if droids armor is a bug or a nerf. Seems that with the higher ham we cant get medium armor on the droids anymore.



I recieved a PM on this as well. I spoke with the dev and it has changed a little bit. From what I understand, there have been some changes. Before, armor was used once and gone forever. Now, armor can be repaired (with the new repair kits).


It used to be that the armor when crafted onto a droid would overwrite each other’s values instead of summing up multiple armor modules. Now it works properly and you should be seeing that putting multiple droid armor modules into a droid adds up those two modules capabilities and gives the droid the sum of their powers.


So basically, armor with a high rating that is used once and destroyed forever has been replaced with reduced armor that can be repaired and always usable.










Can we get the developer that worked onthis system to post the technical jargon on the subject? Or explain it in his own words? Cause I have no idea what game this guy above is playing.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
Georb79
Tue Mar 09, 2004 1:32 am
#12

Barrels for drinks, a few more Foods arent working correctly.



Some of them give them opposite stats. Like Veghash doesnt increase the harvest yeild like it suppose to. For example a master scout and a ranger with 0-0-1-0 harvesting the master scout takes a veghash that increases harvest by +20 wont equal the rangers harvest it will be less, but techically they have the same harvesting skill.


There are also some issuses with citrus snow cake, crispic, Doesn't increase accuracy. It accually reduces it. Tried it with my flamethrower my tka and my rifle out of 100 shots there was a decrease in accuracy when shotting these weapons after I took the food.


Just some bugs I found myself.



Georb
Master Chef
Tarquinas
The Tradersguild -2171 -6220 Tatooine
www.Tradersguild.net
Zalbar9900
Tue Mar 09, 2004 2:24 am
#13

marauder armor is junk and not even worth using.... why would u give it to wookiees? Do u guys really hate us that much ?? i have not tryed wearing it yet nor do i really want to wear it... this is my "BUG"
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