Doctor Archive

Thread: Bug List (Voting Closed)

Zarlor
Thu Nov 20, 2003 9:54 am
#1

(Voting has now ended. Results will be posted later.)


1.Enhanced HAMs Sticking
2.Experimentation Issues
3.Resuscitation Timer Issues
4.Enhances Dropping on Resuscitation
5.Enhances Dropping on Logoff and Not Allowing New Buffs
6.Stat Drain/Stat Loss/Stat Stick Bug
7.Enhance Action -v- other Enhance Pack Resource Disparity
8.Factory Hopper/Inventory Window Refresh
9.Skill Enhancement Concerns&
10.Enhancements not Assisting Armor Wearing
11.Droid Med Module Rating Overrides Location Ratings
12.Rooms/Dungeons and /DragIncap
13.Factory XP (or lack thereof)
14.Enhance Timer on Pets
15.Enhance Pet Radial Menu Request
16.Unable to Use Enhance Notification
17.Incapacitated Player Location Problems
18.Wrong XP on Some Schematics
19.Usage XP Inconsistencies
20.Food Factory Deed
21.Room/Dungeon Wound Healing Problems
22.Crafting Schematics with Unused Ratings
23.State Pack Schematics with Range
24.Multiple CRDM problem
25.Radial Menu and Heal Options Bug
26.Battle Fatigue Notification
27.Med Use on Enhances from Crates Bug+
28.Healing Negative Wounds Bug+


Notes:
* - Denotes Issue has had some change or addition made to it since last posting.
+ - Denotes New Issue since the last posting. (These will always be at the bottom of the listing.)
= - Denotes Issue is listed by Devs as being fixed in either this publish or the next (generally, 4-8 weeks.)
% - Denotes some part of Issue will be fixed in either this publish or the next (generally. 4-8 weeks.)
& - Denotes an Issue acknowledged by the Developers that should be fixed at some undisclosed time in the future.


Please note that items listed as (*To be Fixed*) refer to the fact that the Devs have acknowledged the issue and expect that the issue will be fixed in either this publish coming up, or (more likely) the very next publish thereafter. In general this will probably mean a minimum of 2 weeks before such a fix will reach the Live servers but that it will more likely be closer to as much as an 8-10 week delay. Few of these items, if any, will rate a Hotfix so in order to ensure complete testing these kinds of delays are necessary. Be sure to check the date the statement was posted for a fix and add 8 weeks to it before considering if there is a problem with the fix not getting out. Please do not mistake the wording of a Dev that states “Fixed such-and-such” in these cases to mean that the item is actually fixed. It is simply a patch note method and the problem may not actually be fully fixed or even ready to go out in the next publish yet. Add the words “Will probably be” before that “Fixed” and you’ll have a better idea of how it should be read for now.


(*In Test*) refers to the next step where the issue has been placed onto Test Center for public testing. In general this means a 1 to 2 week test period before the issue will actually make it out to the Live Servers, presuming there are no undue problems. Again, please check the date of when the fix went to test before considering if there are any undue delays for getting the fix out.


(*Fixed*) Means the issue has been fixed and the fix is currently active on the Live servers. Items marked as Fixed will be removed from the very next issues listing if no further issues arise with the fix.


And for those who may not know but were curious, Ben “Marvelin” Hanson is the primary Medical Professions’ Developer (along with the other professions and coding projects that he also works on).


Message Edited by Zarlor on 11-24-2003 02:48 PM


Message Edited by Zarlor on 12-01-2003 08:44 AM

Message Edited by Zarlor on 12-01-2003 01:17 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Nov 20, 2003 9:56 am
#2

1.Enhanced HAMs Sticking


Stuck HAMs on buffed players are proving especially annoying to many Doctor characters. Either the HAMs stick after being buffed so that the player cannot see when they are getting damage (Mostly Fixed, still seeing reports of this, but less often), they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation)(Mostly Fixed, still seeing reports of this, although it appears it can be worked around by disbanding from the group, running out to 100m away, running back and rejoining the group.), they stick for both the Doc and the player (Fixed?), or they simply do not scale properly so that the buffed bar simply goes out past the edge of the window and any damage sustained to that attribute is not seen until it gets below the point where it can be seen inside the window.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=16354



2.Experimentation Issues


Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures, failures and some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. At least some think that having some possibility of failure is acceptable, but they do wish to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures and do not produce as nearly drastic improvements as critical failures produce in reductions, there is simply no good trade-off here. Even experimenting by 1 point at a time seems to produce the same results (with less risk) as using as many points as possible, which is counterintuitive to what most folks expect, where they expect that taking the greater risk should provide some greater reward other than keeping the complexity low enough on an item that it doesn’t take quite as long to manufacture.


Part of the problem might come where recent experimentation with the crafting system would suggest that a crafting tool with a negative rating (up to –14.99) is far superior to a tool with a positive rating (+15). Apparently the values seem to be flipped for experimentation calculations, we think. We really would like more consistency and a more reliable, documented, experimentation methodology.


Further Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website. Better documentation for experimentation needs to be made available.


3.Resuscitation Timer Issues


Resuscitation seems to now be subject to a timer that does not allow a corpse to be resuscitated. The timer is inconsistent and otherwise undocumented. If there really is to be a timer we need to know what it is supposed to be or provide the dead player with some kind of indicator or countdown timer, but some folks are reporting that even given immediate access to a corpse they are unable to resuscitate the player.


For more info:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=15729
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=18255



4.Enhances Dropping on Resuscitation


Enhance buffs are being lost whenever a character dies, even after being Resuscitated. Previously only when cloning would buffs, understandably, be lost. With buffs no longer remaining even after Resuscitation that skill is becoming even less valuable. We are hoping this is just a bug and not a new situation stealthed onto us (it was NEVER mentioned in any patch or publish notes).


5.Enhances Dropping on Logoff and Not Allowing New Buffs


Enhance buffs are being lost on occasion when logging or in rare situations when crossing (or so it seems) server boundaries yet the enhance timer remains active, as if the player still were buffed. This one is proving to be of some difficulty, especially for higher level Doctors who have longer Buff times.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=15995



6.Stat Drain/Stat Loss/Stat Stick Bug


The 60-second stat drain after Resuscitation persists beyond 60 seconds. Food/buffs/spice seems to rectify this problem. Likely this is related to stats getting stuck at lowered levels after taking wounds until those stats are kicked back to normal by doing something to affect the stat. Please fix.



7.Enhance Action -v- other Enhance Pack Resource Disparity


Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs lessened. Occasional questions also arise about the 2 or 3 BEC requirement that seems to fluctuate between some of the higher end Enhance schematics. Some consistency would make things less confusing or at least some clarification on the reasoning for these inconsistencies.



8.Factory Hopper/Inventory Window Refresh


Factories (and a few other inventory windows, but this is most prevalent and reproducible on factories) are not refreshing properly. When moving an item into the input hopper on a factory, the item actually moves in all other respects (inventory size goes down, hopper size goes up and so on) but the graphic of the object does not move from inventory until either a window is closed or the “Change View” button is pressed to force an update.



9.Skill Enhancement Concerns&


(To be Fixed)


Since it has been confirmed that the cap for Skill Enhancements s supposed to be +25 the UI on the Skills page needs to be fixed to reflect that maximum.


(*Dev Response:
Dave "Keldarin" White wrote on the Correspondent forum on 11/3/2003 in regards to a question on if the UI is bugged or if the perceived +25 cap on skill enhancements is bugged:
“There is a UI issue there. The highest bonus you can have to any one skill is +25.”)



10.Enhancements not Assisting Armor Wearing


Buffs seem to have some problems when used to assist in the wearing of armor. Sometimes other buffs methods seem to assist. It is likely related to Mind encumbrance in some manner, but the error message, which always states “'You are not healthy enough” seems to imply it is a Health related problem, when in fact it could be mind or action related, or even related to a substat of those. A more descriptive error message may help in alleviating some of these problems.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9640
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14508



11.Droid Med Module Rating Overrides Location Ratings


Droid med module ratings are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics (or increasing on those rare instances an experimented Med 6 Module is on the droid in question). Please check to ensure that only the best heal rate is utilized.


This is also affecting the damage stim rates when they are out, greatly reducing what a stim would normally heal damage for with no droid around at all. While it would be nice to have a 10% increase with a well experimented Med 6 module, it is requested that droids either be taken out of the loop for heal effectiveness with stims, or that the greater heal rate of an area is also considered for stims, but where the standard heal rate is considered 100% irregardless of location (thus allowing for a 100 heal rate normally, but gaining the bonuses of a droid that has a higher rate if it is available.)



12.Rooms/Dungeons and /DragIncap


We’d like the ability to /DragIncap from a room or Cave/Dungeon.



13.Factory XP (or lack thereof)


Factories currently do not seem to be providing the 10% Crafting XP they are supposed to provide. We are uncertain if this is a problem with no XP being provided at all, or if there is a timing issue where the XP is being provided at an extremely slow rate. Several folks are trying to investigate the issue further.



14.Enhance Timer on Pets


The timers on Pets are screwed up in that if a pet is enhanced using the same buff that is used on the Pet’s owner at approximately the same time, after the buff wears off normally from the owner, for example, the Pet’s buff will also wear off. However the Pet’s timer will still be active, so even though the owner could be re-buffed, the Pet cannot as the game states the pet already has an enhancement to that attribute. (Storing then recalling the pet is a likely workaround for this, but also a possible exploit since it allows unlimited buffing of a pet for XP.)



15.Enhance Pet Radial Menu Request


The Pet Radial menu does not show Enhance options (it can be done manually, but it's not on the radial for a pet). Please add it to that menu for consistency sake.



16.Unable to Use Enhance Notification


Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack. (And possibly Disease as well). Please provide some form of error notification when trying to use these packs.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168



17.Incapacitated Player Location Problems


Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet. Workarounds have included using the /DragIncapacitatedPlayer command to get them to you, but sometimes the location is so screwed up that even though the player appears to be at your character’s feet, they are still outside of the 20m drag range, although this does seem to be occurring less often lately. A possible solution is using the same location algorithm for locating the “body” that heals were using on the live player (where the player WAS close enough) when they are incapped and allow the /follow command to actually work on incapped players and corpses to get us close enough to them to perform the required heal function.


(*Dev Response:
The system designer in charge of combat, Dan, wrote in a thread regarding design issues and considerations for the combat professions on 9/18/03:
“Melee Out of Range issue:


This is caused by the object on your client being drawn in a different location that it exists on the server.


The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036


[Z’s note: This may fix the range errors caused by this issue.])



18.Wrong XP on Some Schematics


Some items do not seem to be giving proper XP, such as Resuscitation Kits providing 0 XP or that experimented items, having a higher complexity, do not give more XP than their unexperimented versions.


It has also been noted that despite the increased complexity and resource requirements of something like an Advanced Liquid Suspension over a standard LS that the standard LS will still provide more XP (35 as compared to 25 for an ALS).


Message Edited by Zarlor on 11-20-2003 10:58 AM

Message Edited by Zarlor on 12-01-2003 08:45 AM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Nov 20, 2003 9:57 am
#3

19.Usage XP Inconsistencies


UXP seems to be quite inconsistent. Some preliminary testing suggests that UXP can often be had if the person using the item is right there with you when they use it, but of they are any distance away (possibly a server line issue) or if the Doc is logged off, UXP does not seem to be generating (even allowing for the possible 4 hour delay Holo once mentioned as a consideration for some earlier UXP anomalies being seen.)



20.Food Factory Deed


The Factory schematic for Food & Chem. Factories needs to be renamed. They currently state only “Food Factory” on the schematic and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed for making meds. Please Fix to read “Food and Chemical Factory.”



21.Room/Dungeon Wound Healing Problems


Additionally non-combat healing actions, such as Wound Healing and Enhancing, that would normally require a Droid, do not function within Caves/Dungeons.



22.Crafting Schematics with Unused Ratings


There are several schematics that use resources that do not have stats required by their schematic. In particular, on the D-level schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available. The same is true for the top-level Cure Disease and Poison packs.



23.State Pack Schematics with Range


The State Pack schematics all have an experimentable trait for Range that is set for 0 and is not improvable. It should probably be removed.



24.Multiple CRDM problem


Enhances (and other Advanced Meds as well) that use multiple CRDMs do not seem to be reading the Power rating correctly. Preliminary suggestions seem to imply that the power rating from the CRDMs are not being read at all. Further, thorough, testing needs to be done, however. (Anyone wanting to help out on this front, please jump right in.)


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14087



25.Radial Menu and Heal Options Bug


The Radial menu does not always provide the Heal options, even though the target is obviously wounded and/or the redial menu was just used to provide a heal. Please fix.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=18435



26.Battle Fatigue Notification


The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400, according to the last known clarification on this, back in Beta. Please provide the notification or give us some indication that things really are working “as intended”.


By the same respect the player being healed should also receive the notification message, if there should be one, to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics there who are not healing to their potential because of this.


27. Med Use on Enhances from Crates Bug+


(New Issue)


After the November Publish enhancements in crates made before then which may show a Med Use rating in the 70s in the crate when pulled from the crate shows a jump, on the individual enhancement, to a Med Use Rating on the 90s. In effect a retroactive change in Med Use rating for previously created items. Since there were no Patch Notes concerning such a change we’re pretty sure this must be a bug and would like to see it fixed.


28.Healing Negative Wounds Bug+


(New Issue)


There are situations, generally involving buffs and armor, where a player might have wounds that show up in the negative values. These negative values (previously responsible for causing more than a few problems with perma-incap situations) do not seem to be getting healed properly. Reports suggest that when healing a stat that has negative wounds that the Doctor doing the healing is actually “hurting” the patient lowering the maximum value on their stat. For example someone who has -145 strength wounds and a 500 strength value when fully healed has that that -145 wound healed, their max strength drops to 355. Until they clone. Please fix.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=20904

Message Edited by Zarlor on 11-24-2003 02:49 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Nikuhiru
Thu Nov 20, 2003 10:35 am
#4

#2 is my main bug.


I hate seeing "Critical Failure" upon experimenting, whenI have 0% risk, +100 to Medicine Assembly, I just don't think its right. Sure the odd Crit Failure should happen, but just as often as an Amazing Success (which I NEVER seem to get )




_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


BrandonIT
Thu Nov 20, 2003 10:47 am
#5

"I'm not a doctor, but I play with one on SWG..." He does not come to the forums so can I post his issues?


1. # 4
2. # 11 (his suggestion is to publish the MedRate of public buildings, then let droids ALWAYS override)
3. # 5
4. # 15
5. # 3




Erdeid - Master Commando
Erleid - Master Musician, Master Entertainer, Master Artisan
nope...gone again...
Vodo_Baas
Thu Nov 20, 2003 10:52 am
#6

My top bug problems:

1) 2 Experimentation Issues
2) 3 Resuscitation Timer Issues
3) 7 Enhance Action -v- other Enhance Pack Resource Disparity
4) 1 Enhanced HAMs Sticking
5) 6 Stat Drain/Stat Loss/Stat Stick Bug
6) 4 Enhances Dropping on Resuscitation
7) 10 Enhancements not Assisting Armor Wearing
8) 12 Rooms/Dungeons and /DragIncap

Comments----------------------
Issue 1: I can understand the HAM bars not always showing the entire bar when a good buff hits. Since all three bars scale the same size so the largest one fits in the window space the mind bar often will become so small that getting any sort of accurate reading from it is very difficult. An option might be to show the numeric values when the bars go beyond a certain limit. Instead of a massive health bar if the buff takes you over 2000 or so replace it with 2000/2000 or 1782/2000 to show the status of that bar.

Issue 2: I can accept getting critical failures, its always possible to totally mess something up. I just would like to see their frequency checked, they seem to come far too often. Also if the failure rate is really 0% there should be no faiures in experimentation, if this was set to at least 1% we could have some explanation of why we get the failuires.

Issue 7: I don't mind a specific meat type being required for these. What I would like is if the meat type was switched to Carniver or Wild meat. Avian meat isn't popular to hunt, there are no high end MOB's that carry it so the stacks are always small. Regardless the requirements should be evenned out across the board.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Zarlor
Thu Nov 20, 2003 10:55 am
#7

Don't forget, you are allowed to vote for up to 10 issues if you like. Not voting for an issue means there is a chance it will be moved to the "low/no interest" list and no longer be listed as an issue for us.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Nov 20, 2003 11:00 am
#8


  1. 2

  2. 1

  3. 5

  4. 6

  5. 4

  6. 3

  7. 22

  8. 24

  9. 27

  10. 8



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Massanas
Thu Nov 20, 2003 12:13 pm
#9

1. 27!


2. 5


3. 1


4. 3


5. 4


6. 2


7. 10


8. 7


9. 6


10. 11


Lyv
Thu Nov 20, 2003 12:36 pm
#10

17
16
11
7
2
4
5
6
20
26



Lyv
Brawler Doctor Rebel -
Fear is shared among fools and children.
Chilastra, Talus, Dearic
PVP + Dialup = Dead
luapnd
Thu Nov 20, 2003 12:39 pm
#11

1. # 2


2. # 1


3. # 4


4. # 24 (if true)


5. # 11


6. # 12


7. # 3


Weltzen - Radiant

Dicey
Thu Nov 20, 2003 12:45 pm
#12

1. 1
2. 2
3. 3
4. 4
5. 5
6. 6
7. 10
8. 11



Poras Darkfly
MAW
Intrepid
fayvictous
Thu Nov 20, 2003 2:09 pm
#13

1: #4


2: #1


3: #2


4: #21


5: #11


6: #22


7: #3


8: #7


9: #24


10: #13




Simos Celarium
Master Ranger
Master TKA Need hide meat bone? Shoot me a email ingame
Page 1 of 7
Previous Next