Droid Engineer Archive
Thread: Gorantoth's Centralized Droid Issues (10/17/04)Updated
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TheRealTK421
Wed Jul 07, 2004 2:12 pm
#1
Due to trying to get out of town, I'll have to look this over more carefully later tonight or when I get back.
I'd say we need to first verify that all of the issues are still in evidence and categorized in the best possible way.
I also need to get the new Top 5 (top 20) running off this updated list...but I'll let that simmer for a bit.
Oh...and, I'd think it cool if we called this the "Gorantoth's Centralized Droid Issues", in honor of the man himself.
Lord knows he deserves the kudos.
/bow
Respectfully,
I'd say we need to first verify that all of the issues are still in evidence and categorized in the best possible way.
I also need to get the new Top 5 (top 20) running off this updated list...but I'll let that simmer for a bit.
Oh...and, I'd think it cool if we called this the "Gorantoth's Centralized Droid Issues", in honor of the man himself.
Lord knows he deserves the kudos.
/bow
Respectfully,
Gavvot
Wed Jul 07, 2004 2:34 pm
#2
Issues per Module
2. Crafting stations - Does not require power.
4. Detonation Module - If you don't do some damage other than the one done by the droid before the mob is killed you don't have access to loot. (basically, if the boom kill the mob all by itself = no loot)
5. Droid Armor - Stacking does work for me (pre-publish 9 armor module). 1 level 3 armor = 12%, 2 = 20%. Correct number is only displayed at first call, after that it always display 40%
8. Date storage & 9. Item storage - Doesn't require power.
10. Medical Module - I think the effect on stimpack is by design.
13. Playback Module - Doesn't work on talking droids (Protocol, surgical & LE). Work only on first call, after that doesn't work.
Issues per Droid Type
6. Probot Basic/Advanced - I may be wrong, need more testing, but I think combat speed on combat probot is not correctly applied. If probot is attacked by 2 mobs, he does hit twice faster, and this is more like the rate displayed in the datapad. With only one mob, it is much slower.
7. Protocol Droid Basic/Advanced - Chassis cannot be color Customized but Deed can.
You forgot
16. Survey droid - None Reported
Needs Clarification
1. You cannot call a droid when inside a static city structure but you can ready one, and it will spawn right where you are. Same in combat, you cannot call a droid from datapad, but you can ready one (but no risk of exploit on BOOM droid, it does need about 10 seconds to initialize).
3. Harvesting Bonus : not a bonus, what is it?
Hope that help.
2. Crafting stations - Does not require power.
4. Detonation Module - If you don't do some damage other than the one done by the droid before the mob is killed you don't have access to loot. (basically, if the boom kill the mob all by itself = no loot)
5. Droid Armor - Stacking does work for me (pre-publish 9 armor module). 1 level 3 armor = 12%, 2 = 20%. Correct number is only displayed at first call, after that it always display 40%
8. Date storage & 9. Item storage - Doesn't require power.
10. Medical Module - I think the effect on stimpack is by design.
13. Playback Module - Doesn't work on talking droids (Protocol, surgical & LE). Work only on first call, after that doesn't work.
Issues per Droid Type
6. Probot Basic/Advanced - I may be wrong, need more testing, but I think combat speed on combat probot is not correctly applied. If probot is attacked by 2 mobs, he does hit twice faster, and this is more like the rate displayed in the datapad. With only one mob, it is much slower.
7. Protocol Droid Basic/Advanced - Chassis cannot be color Customized but Deed can.
You forgot
16. Survey droid - None Reported
Needs Clarification
1. You cannot call a droid when inside a static city structure but you can ready one, and it will spawn right where you are. Same in combat, you cannot call a droid from datapad, but you can ready one (but no risk of exploit on BOOM droid, it does need about 10 seconds to initialize).
3. Harvesting Bonus : not a bonus, what is it?
Hope that help.
Message Edited by Gavvot on 07-07-2004 11:35 PM
GnomeAd
Wed Jul 07, 2004 8:41 pm
#3
The seeker droid bug is actually worse than you list here. I've been playing with a MBH on TC2 and when you use the "Find and Track" option for the seekers (which you get at Inv III) the seeker doesn't use a charge at all.
The way it works is that the "Find" option will give you one waypoint to your mark, but the "Find and Track" option will continually update your mark's location for a period of time. As you can imagine, once you get this skill, you most certainly will not be using the "Find" option anymore. This means that a BH can buy one seeker from us and use it over and over again forever. Guess we know why we aren't selling seekers anymore, huh?
The way it works is that the "Find" option will give you one waypoint to your mark, but the "Find and Track" option will continually update your mark's location for a period of time. As you can imagine, once you get this skill, you most certainly will not be using the "Find" option anymore. This means that a BH can buy one seeker from us and use it over and over again forever. Guess we know why we aren't selling seekers anymore, huh?
Drashk
Thu Jul 08, 2004 12:11 am
#4
This thread is dedicated to Gorantoth for the countless hours that he has devoted to keeping this thread alive.
This list is updated as needed and is meant to supplement the work done by the current correspondant and provide an idea of where this profession currently stands. Please read it over and provide any information you have regarding any of these issues, or any new issues you may have discovered.
In order to keep this thread accurate and up-to-date, please post any comments on matters of concern. I have tried to personally varify each of the bugs or uncertainties on the previous list, but I may have missed something. Many thanks to everyone that has posted on pervious versions of this thread.
- Recent Updates
- Issues per Module
- Issues per Droid
- General Issues
- Removed
- Wish List Items
Recent updates
Issues per Module
-
Auto-Repair Module - None Reported. -
Crafting stations - Does not require power to use.
-
Creature Harvest Module - None reported -
Combat Module -
Experimention lists as having 2 lines, Effectiveness and Misc, when it only has 1, Effectiveness -
Detonation Module -
If the detonation module kills a spawn without having been damaged first by the PC, loot is unaccessable. -
Droid Armor -
Resists listed in the examine window change from 20% to 40% after the first call. This is only a display change however. -
Repair Module - None Reported -
Effects Modules (6) - None Reported -
Data Storage Module -
Can only hold Manufactoring Schematics. -
Does not require power to use -
Item Storage Module -
Does not work in basic and Advanced Surgical Droids. -
Can be used to store Manufactoring Schematics. -
Does not require power to use -
Medical Module -
Effects Stimpack usage. Stims heal at 55% to 110% effectness, depending on the Medical rating present. -
Random reports of 'broken' Medical modules. The modules break and remain broken even after recharging the droid. (Re-calling the droid sometimes helps if this problem occurs) -
Structure Maintanence Module -
Module becomes useless if a Listed structure is deeded or destroyed, without first being removed from the list. -
Possible work around to borked module listed here. -
Merchant Barker Module - None Reported -
Playback Module - Scout Trap Projectile Module - None Reported
-
Stim Pack Dispensor Module - None Reported -
Personality Chips - None Reported -
Droid Chassis -
Experimentation Effectiveness is listed as SR/UT, but should be OQ instead.
Issues per Droid Type
- Binary Load Lifter Basic/Advanced
- Basic BLL has 0 Service Module slots
- DZ70 Basic/Advanced
- Ranged/Melee Toggle no long appears.
- LE Repair Droid Basic/Advanced
- Can not be named.
- MSE Basic/Advanced - None Reported
- Power Droid Basic/Advanced
- Must be recharged, though a Power Core is a key item in construction.
- Probot Basic/Advanced - None Reported
- Attack speed is dependent on distance from target.
- Damage output has become sparadic. Under certain circumstances, the damage output of a Probot will be equal to a Probot with a maximum Combat rating, reguardless what the actual combat rating of the droid is.
- Protocol Droid Basic/Advanced
- Can not be color Customized with a Customization Kit
- Deed color does not show up to anyone but the owner (need confirmation)
- Can not be named.
- R2 Unit Basic/Advanced
- Ranged/Melee Toggle no long appears.
- R3 Unit Basic/Advanced
- Ranged/Melee Toggle no long appears.
- R4 Unit Basic/Advanced
- Ranged/Melee Toggle no long appears.
- R5 Unit Basic/Advanced
- Ranged/Melee Toggle no long appears.
- Surgical Droid Basic/Advanced
- Can not be named.
- Storage module menu radial does not show up, nor can you drop an item into the storage container.
- Treadwell - None Reported
- Probe Droid - None Reported
- Seeker
- After a BH hits Investigations III, the "Find and Track" option allows a BH to use a Seeker without ever expending a charge.
- Interplanetary Survey Droid - None Reported
General Issues
- Droids do not give UXP.
- The standard name filter applies to droid naming. This keeps our customers from naming their droids with numbers.
- Droids often stop following without reason. This is a generic pet problem as it happens to all pets, not just droids. Pets seem to get stuck on invisible zone boundries. Walking up to about 10-20m from the pet and re-issuing a 'follow' command fixes it (most of the time).
- Droid Customization skill only goes to +64 at Master. (By Design?)
- Some experimental values for a droid and droid components have 0 perceivable effect, such as Durability and Quality. Effectiveness appears to be the only useful field of experimentation. Please remove Durability and Quality Experimentation from the crafting window if they are erroneous.
- EXPLOIT: By telling a droid to stay, running approximately 800m (zone boundry?) away and calling another droid, you can effectively call all your droids at once. You can also call multiple instances of the same droid as well.
- The number of charges per battery is not listed on a Factory crate, or during the crafting process. This can create a buyer beware problem.
- Experimentation on subcomponents has no perceivable effect on the final droid. There are even signs that suggest that highly experimented parts create a higher chance of Crit Fails on a Chassis or Deed experimentation.
- When crafting a Combat Cluster Module with the last item in a factory cate, the system error message "You may not destroy a factory crate that is being used during a crafting session." appears, however the crafting session is successful. This is just an annoyance factor.
- Experimentation on certain modules, such as the Creature Harvest Module, have produced odd results. The intial experimention step has shown to wield a slightly higher overall result on random occurances. See this thread for details.
- The number of charges perDroid Customization Kitis not listed on a Factory crate, or during the crafting process.
- Probot Combat Sounds and Animations have gone wonky. More info to be added later.
Removed
Message Edited by Drashk on 10-17-2004 04:25 AM
Drashk
Thu Jul 08, 2004 12:38 am
#5
Wish List Items
- List all data, in deed form, in a way that our customers will understand it. (IE Combat rating = Damage, Speed, & To Hit. Storage rating = # of items storable. Interplanetary Survey droid Mechanism rating = Length of survey time. Armor installed = listing of armor rating.)
- Add a module that will benefit the Smuggler profession.
- Allow us to drop batteries into the droid's inventory and have it recharge itself as needed until the batteries run out.
- Change the naming process, so that droid owners have a 'Set Name' tab on the datapad radial.
- Change the way that items are listed in the crafting tool, so that kit components, modules, and subcomponents have their own categories. Community Suggestion
- Add some form of a Decay system. Community Suggestion
- Allow droids to be bound to Player owned structures/Cities. Community Suggestion
- Additional active Droid for a Master Droid Engineer.
- Allow used droids to be re-deeded by a Novice Droid Engineer or increase the number of droids that can be stored in the datapad. Not having the ability to call one of each droid, without destroying droids in the process, makes it difficult for a DE to present his wares. Add a Makers mark to the droid Examine window so that anyone can see who made the droid.
- Create a more diverse crafting system for Droid Engineers, so that installed subcomponents, modules, and deed experimentation have a more pronounced effect on the final droids abilities. (IE Krayt dragon tissue produces higher rated armor. Loot modules change damge output.)
- Allowing subcomponents to effect things such as movement speed, battery charge life, and increased stats would give DEs a more complex crafting system than we currently see. (IE Chassis experimentation would offer additional HAM or damage bonus. Higher than 0 rated Droid Motive System would allow the droid to hold a charge longer.)
Message Edited by Drashk on 07-17-2004 05:51 AM
OckVofad
Thu Jul 08, 2004 12:44 am
#6
Merchant Barker module- The vehicle/pet/droid autostore bug hurts the effectiveness of this module. The droid autostores itself randomly (sometimes this can be avoided if grouped).
The biggest problem is that people think that it is the module and dont know about the general bug. See Merchant forum for current threads on this.
Ackdel
Mon Jul 12, 2004 2:40 pm
#7
I have an additional issue to add...probably should go under the playback module.
Droids with playback modules should NOT beep or make any other of their normal "droid sounds" while playing back music.
Straker_Atrella
Mon Jul 12, 2004 3:25 pm
#8
Been gone a few days, but I'm back now.
Couple of my thoughts.
-Auto Repair Module - while not a bug, the battery burn rate may be a tad to fast.
-Creature Harvest Module - all Harvest commands to "stack" having to keep the corpse selected until he starts to Harvest stops some people from using the droid.
-Structure Maint module **Important** - your correct on the bugs you listedm yet you missed the bugs crafting them. If you try and build a Maint Module into a Cluster with something else that has a "radial menu" option, the Maint Module doesn't work at all, or even show up. Which combinations actually cause this, is tough to track down, sometimes they work, sometimes they don't. This is why most of these modules get put into Treadwells and MSE's.
-Personality Chips - Arn't some of these still broken?
-General Items and wish list.Everything else you have there looks good, but1 thing I do have issue with. You hint at it in a couple of places.You seem to want experimentation on subcomponants to have an effect on the final droid. I am not sure that the DE community agrees on this as a whole. If they do, I wonder if they really realize what they are asking for.
Already DE's use more resources and more parts in general then other crafters, some quality and some not quality. By saying that "experimentation should matter" on everything, you are also saying that resource quality should matter on everything as well. Think about that. I run 18 Harvestors constantly, harvesting "good" stuff, as well as "filler" stuff. If I need "good" stuff for everything that I make, I could never keep up. "Good" stuff simply does not spawn all that often.
Now if we could continue to use current "crap" resources and keep our Droids the same, yet use "better" resources, then make them better that is different. However, by just "making experimentation matter" on subcomponants, in general, droids will get worse.
The issue is even bigger then that. If every Motive system, EGM, EMM, Manipulator Arm assembly now requires premium resources, the cost to make a droid will go up. We will be forced to charge more. Customers simply will not understand why they are paying double for a droid then they did before, and with "experimentation mattering," the Droid may even be worse.
While I totally agree that if Experimentation DOESN'T matter, just take it out. I don't agree that it should matter on everything. I have enough stuff to harvest already.
I guess this thread isn't really the place to debate this, I just don't agree that the community as a whole wants this, and it should be on our wish list.
Zorkk
Wed Jul 14, 2004 3:48 pm
#9
Hey all, i'm a new player, and just starting to master DE. A question, that seems relevant to this thread, (and might've been answered before sorry) is why can you not store anything other than schematics in a data storage droid? that's such bullocks! it's data storage! i wanna be able to drag & store all the planetary wp's i ahve for say tatooine onto a storage droid, and only have to pull em out when I wanna see that wp on my map (i like to keep wp's to vendors, etc, as i'm sure many of us do) As it is now, once my datapad hits 100% i'm forced to use pen and paper! c'mon! gimme a break! When i first was checking out the skill tree, and saw the data storage i was very excited... now i'm just horribly dissapointed.
Any one know why we can do this? or if it is something they might put in?
Thanks
Z
Straker_Atrella
Wed Jul 14, 2004 4:26 pm
#10
The reason the data module is for schematics is because people were exploiting it. They were storing pets in it, far more then you normally could have, Droids included. Also as far as waypoints, people were storing tons and tons of missions (including bounty hunter ones,) in it.
Now on the surface, this may seem easy to fix, yet it may not be, this is what has led us to the current state of the data droid.
Zorkk
Wed Jul 14, 2004 5:23 pm
#11
well... damn.. that just sucks!!! Basically data droids are useless...
thanks
Z
TheRealTK421
Fri Jul 16, 2004 8:07 pm
#12
I just tested (twice) this tonight on Live and was unable to make it happen.
Drashk wrote:
General Issues
6. EXPLOIT: By telling a droid to stay, running approximately 800m (zone boundry?) away and calling another droid, you can effectively call all your droids at once. You can also call multiple instances of the same droid as well.
I tapped someone to watch for me and on both occassions that I tried to pull my Probot, the Merchant BLL I had out barking was auto-stored the moment I hit the Call command.
At least for me, I couldn't make this happen. I'd say it might be dead. Anyone else still seeing this?
/bow
Respectfully,
Straker_Atrella
Fri Jul 16, 2004 9:22 pm
#13
Try it pulling the SAME droid a second time. I have never tried it myself though. I have also heard if you pull a droid, then take the shuttle, not a ship, somewhere, then pull it, then ride nacl (slowly so the new one can keep up,) you can get them together.
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