Droid Engineer Archive
Thread: Critical bugs
1) Armor Effectiveness dropping to 1217 when the droid is called for a second time
2) Combat droids losing combat commands when pulled/bought from a vendor
3) Ranged toggle command non-functional
4) Probot's ROF down to 2 seconds instead of .75 (yes, I call that a bug...if the elite creatures can be fixed, so can this)
I'll tack on more as I think more about it. There's a lot I'd like to see done, but I'm focusing on the bugs at your request.
Message Edited by RasalTheWise on 07-01-2005 03:06 PM
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=113382
1) Creature harvesting
2) Armor Reset
3) Stimpack dispenser (min time 30 sec for stim a? -_- )
5) Maintenance modules (useless and borked)
6) Regen Rate of droids
(thats afeature change but still making combat droids pretty useless)
Working as intended but nearly useless:
1) Barker (who uses something besides the bazaar? )
2) auto repair (way to slow)
3) droid personality chips (they talk way to less, im a DE for almost 1 year and have seen that less than 5 times)
4) basic BLL chassis
5) Seeker bug?
Really working (not for the list, just for completion) :
1) Crafting mods
2) entertainer Mods
3) playback mods
4) detonation mods
6) data storage (with experiementation results than newer DEs think are bugs)
7) Med module
8) Arakyds
Wynn814 wrote:
The BH droid one is a huge bug thats been in game to long
True, but you know, it's never affected my sales much if at all. My seekers sell as well as my arakyd probes.
1. My R3 moves AWAY from me.
2. When I experiment, changes are none to extremely small.
Jenden wrote:
A lot of these things are either minor bugs (things that can be worked around or have little impact on the profession) or feature enhancement/changes... I mainly need stuff that completely breaks/invalidates some droid/part of the profession.
Jenden, my man *hugs*
I know of old that you don't have combat droids high on your personal agenda hun, but now you are the Corr its gotta be different.
Droid Armour......this is a big one and destroys droid crafting..you might not think experimentation is on the agenda for this thread..but I think it should be. Nevermind, Droid Armour is ....as usual..nerfed.
Health...all droids default and thats a plain bug. Again..Experimentation should matter..else where is the pride?
You know well enough about the maint functionality..so 'nuff said
BLL - I s'pose you will say this is not a bug but functionality...Dear God how much longer is the Prime Crafting item of our profession gonna be utterly worthless and not saleable to anyone except the terminally mad?
Droid Healing...so medics can still do it? I'm not sure, but sure as hell they should not be doing it.
Vitality. No to Pet Vitality Packs..we do not have pets, we have droids..once and for all can there be acceptance of the difference?
Thats enough for now. I suggest you replace your sneakers with steel toed industrial footware and place a well aimed hit where it will be most effective. This pussyfooting around does not seem to be getting us anywhere. Devs have us in an unwinnable situation..we b*tch and they use that as an excuse to ignore us, or we behave, and they use that as an excuse to ignore us. I dont know from other servers, but they sympathy I get in game is so damned close to pure pity that I cant tell the difference. DE is broke, borked and so unnatractive to play that I wonder sometimes if its not the intention to get rid of it entirely.
So, go fly the flag..enough abuse is enough..this goes beyond innatention to our profession, it has now got to being abusive.
Grr
Well here's my little nitpicks ...
First from the Publish 18 *fix* comments:
Droid Engineer:
- Droids crafted without either a combat module or armor module are level 1.
- ... Okay this is working (but no mention of health being controlled this way too). A pretty big bug I would think. That is the fact that no armor means 0 health. Should be at least that minimum of 108 that existing droids were set to.
- Droids with either combat or armor modules will now increase the level in 5 unit increments up to a maximum of 30.
- ... This doesn't seem to have happened .. makes things too easy to be able to put just 1 combat module and 1 Level 4 Armor to get max CL. But a minor bug.
- Crafting a droid with combat modules will increase min damage, max damage, to-hit, and give the droid the ability to attack your current target. Combat modules will also add a bit of armor.
- ... Erm see above .. 1 module is it .. extra modules are ignored. So no real variety except buyers choice of chassis and other functionality. I would think an important bug.
- Crafting a droid with armor modules will increase its general protection armor value at a greater rate than combat modules, and will also increase the droid's defense value. Armor modules will not affect the droid's to-Hit or min and max damage attributes.
- ... Well the 1217 Armor bug is linked to this attempt. Another big bug for sure.
- Players with older droid deeds and pcd's will be fixed retroactively.
- ... At least this feature seems to be working,
Message Edited by Xrystal on 07-02-2005 09:05 AM