Droid Engineer Archive

Thread: Critical bugs

Micco30
Sat Jul 02, 2005 3:28 am
#14

Jenden,


I know you know about these, but I thought I would give you my biggest issues from Gorantoth's list, condensed so that even whatever 15 year old Dev that is working on our profession can get through it. Glad they have worked out all these bugs before adding the new ones. Even a cursory glance over this list shows how truly in need of repair this profession has become (and has been for some time now!), but we can't even get a Red Name to come here and tell us anything. After the CU and all of the Jedi fixes, maybe it's time they started working on the Crafting portion of this game, unless they want it to die augly death like it is doing now?



When the droid with crafting stations are called indoors, the Crafting module does not function. The droid owner must step outside of the building and recall the droid for the module to function. Fixed?


If thedroid owneris not grouped with anyone else, or is only grouped with the droid, the creature harvesting function will perform as normal. If the droid owner is grouped with other PCs, the harvesting function will perform at between 40% less then it did originally, regardless of whether or not the droid is grouped with it's owner or not. Fixed?


If the detonation module kills a spawn without having been damaged first by the PC, loot is inaccessable and no XP is gained.

Fixed?


With the healing changes made during the CU, Medical modules have been rendered useless. Only the Level 6 modules now offer any bonus function, but testing has been inconclusive as to whether or not they offer a 10% bonus to healing, as listed. Fixed?


Structure Maintenance Module becomes useless if a listed structure is deeded or destroyed, without first being removed from the list. Fixed?


Structure Maintenance Module can disappear while crafting Adv R3 Units. The Socket Cluster with the Maintenance Module must be installed last into the droid, or the rating will disappear. Fixed?


Merchant Barker Modules still function as intended, but with the changes made to the Galaxy wide search feature on the Bazaar and the addition of event NPCs, the function of the Barker droid is very limited. Fixed?


Playback does not perform certain Musician actions, when a command is issued. Fixed?


Stim Pack Dispenser Modules now cap at a 30 second delivery time. Since anyone can use Stim, this module has an extremely limited use do to the slow delivery time. An increase to a maximum time of 20 - 10 seconds per delivery would help to give this module more demand. Fixed?


Droid Chassis -Basic BLL has 0 Service Module slots Fixed?


DZ70 Basic/Advanced ranged/Melee Toggle no long appears. Fixed?

LE Repair Droid Basic/Advanced can not be named. Fixed?


Power Droid Basic/Advanced must be recharged, though a Power Core is a key item in construction. Fixed?


Probot Basic/Advanced - Damage output has become sporadic. Under certain circumstances, the damage output of a Probot will be equal to a Probot with a maximum Combat rating, regardless what the actual combat rating of the droid is. This currently appears to happen75+% of the time. Fixed?


Protocol Droid Basic/Advanced can not be color Customized with a Customization Kit Can not be named. Fixed?


Surgical Droid Basic/Advanced - can not be named. Fixed?


After a BH hits Investigations III, the "Find and Track" option allows a BH to use a Seeker without ever expending a charge. Fixed?


The standard name filter applies to droid naming. This keeps our customers from naming their droids with numbers. Fixed?


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. Fixed?




Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Micco30
Sat Jul 02, 2005 3:34 am
#15






Jenden wrote:
Ok, I'm looking to put together a list of critical bugs for us. These aren't feature changes (like wanting experimentation back) or minor bugs (not being able to name protocol droids), but bugs that make a chunk of our profession unplayable/worthless. So far I've come up with the creature harvesting bug.




Jenden,


I have to strongly disagree with you about the naming issue. I think it is one of the MAIN issues that keep people from having more droids. Most people don't know squat about droids, they just want a droid with a "cool name". They want something that they can identify with, and that personalizes the droid for them.Heck,wouldn't it be nice if an R2 droid could actually be named "R2"? Not being able to name the droids that they own depersonalizes the droid for them, making them less of a value. Just my 2 cr worth though.


Message Edited by Micco30 on 07-02-2005 06:34 AM



Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Imaladris
Sat Jul 02, 2005 4:03 am
#16

I'm sorry but the combat module IS a major bug. I received more hate tells/emails due to this bug the all the other problems that occured in the past-combined.



It is an issue and should be addressed.





Olo'rin
-Former12pt Master Droid Engineer -Still selling Droids until I run out-
Venodors:Caerbannog, Naboo(-3141,-2),MO Dantoonie, Coronet, Corellia-On Planetary Map
Kaomond
Sat Jul 02, 2005 8:12 am
#17






RasalTheWise wrote:
Well, I'll see if I can contribute (in order of importance to me):

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



Are you sure this is actually a bug and not working as intended? the reason i say this is i also have a BE and what i have noticed is when our pets get tamed the AE drops to a base amount for their level, we checked up on this and were told that it is working as intended and that AE is based on level now so thats why it was changing, taking a look at a few creatures i have made recentl;y around the level 30 range and it seems 1200 AE is about the average amount for CL30, maybe this is how it is intended for droids as well, has anyone checked with a dev?





Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Briar
Sat Jul 02, 2005 8:27 am
#18

Lack of experimentation...


for me, that is the most critical problem with our profession.



Bri'ar GoldyeMayor of Serenity
Master Droid Engineer, Master Smuggler
Vendors at 572, 2628 in Serenity on Lok


GMTark
Sat Jul 02, 2005 9:02 am
#19

The biggest fundamental bug that I can come up with is:


Experimentation and quality of resources have no effecton HAM whatsoever.



I can have a critical failure on experimentation - or I can experiment it to 98% with great resources, it makes no difference. The droid HAM stats are dictated by purely by the subcomponents.


I.E. Making MSE Adv. Detonation droids - If I put in (1) Armor Level 4, it gets (2300 or 3000?) HAM. If I put in no Armor module, it gets (0) HAM. If I experiment on either droid, I am unable to increase the HAM.


There is littlepoint to having good resources, Master DE certification or a 12-Point suit.



G-M.T
Jenden
Sat Jul 02, 2005 9:15 am
#20



Shian_Tavkin wrote:


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





Its not me saying no feature requests... I was asked for a list of critical bugs (things that made part of our profession unplayable) and if I gave them a list of feature requests and issues such as this it would most likely get tossed out. All of these things are there as well, just on a different list.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Sodan-droiddreamer
Sat Jul 02, 2005 11:21 am
#21

The information given by the deed when its in a vendor prvents most people from buying droids. I'm a former, long-time MDE and when I recently went to buy some new droids, I was surprised by how crappy the information was.


Damage is not listed. You get some wierd combat rating. Damage per second is not listed as it is for most weapons. Hell, most weapons will list YOUR adjusted damageper second based on skill level combined with the weapon. Droids' combat rating depends upon the user's combat rating. This should be disclosed in the deed.


Item storage should say 10 slots of decay-free storage.


Data storage should reveal the number of slots, what can be stored and who can use the droid for astromech purposes.


If armor reset working as intended, the correct armor rating should be listed. If not, armor should be fixed.


And so on. Many MDEs know their profession very well. Remember that we have entire generations of players that have never seen a droid in real use. Basic, plain information in the droid deed is critical.





Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
RasalTheWise
Sat Jul 02, 2005 11:37 am
#22


Kaomond wrote:


RasalTheWise wrote:
Well, I'll see if I can contribute (in order of importance to me):

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


Are you sure this is actually a bug and not working as intended?



Honestly, my friend, I'm not sure about anything. The developers so far haven't commented on it beyond "looking into it". All I know is that in Publish 18, they stated AE ratings of up to 9000. And it shows up the *first* time the droid is called. But after that, *all* armored droids go to 1217 or lower. I dunno, looks like a bug to me, and IMHO, it's the biggest show-stopping bug we have.




Rasal's Ye Ol' Droid Shoppe

00000000000
00
0000000000
0
000000000000
00
000_0000000 Purveyor of fine and sophisticated droids and other Artisan needs.
0000/0\000000 Come see my shop in beautiful South Coronet!
000000000000 Shop Location: -140, -5500
00000000000
000000000

Straker_Atrella
Sat Jul 02, 2005 1:09 pm
#23

Jenden,


I understand that they asked for major bugs that make our profession unplayable. Yet what is the difference if it's game "features" that make the profession unplayable?


I agree 100% that us putting in for Droid Decay or new Modules / Chasis at this point would be stupid. However, it's not to much to ask to get our profession back to the point we were at least6 months ago. We don't want new stuff, we just want what used towork (and sell) todo so again.


From a customer point of view, people need reasons to buy Harvestors, Maint, and Barkers. From a DE point of view, the armor bugand the new way droids are crafted simply needs to be fixed. I strongly feel that if it doesn't get adressed now while the system is fresh, it will be more likely considered a "feature" rather then a bug.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
MisterTke
Sat Jul 02, 2005 2:36 pm
#24

If you combine a lvl 6 medical module with combat module's the combat rating will not show on the droid deed making it impossible to sell them which i would call a MAJOR bug!!





-------------------------------------------------------------------------
ign Tke - Larake
[-DoG-] intergalactic Mall on Bria => Talus -832 -3691

Dropoff vendor: DoG loot corner


Free the PvE Jedi

Sodan-droiddreamer
Sat Jul 02, 2005 4:45 pm
#25






MisterTke wrote:

If you combine a lvl 6 medical module with combat module's the combat rating will not show on the droid deed making it impossible to sell them which i would call a MAJOR bug!!




Right, more deed display problems. A deed should tell the player what each module does. "10% Healing/Buffing Bonus" for medical modules, etc. "110 Medical Rating" doesn't mean crap to most players. Even a lot of DEs don't know what it means since they're not doctors.




Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Yoda-5499
Sat Jul 02, 2005 4:56 pm
#26



Sodan-droiddreamer wrote:


MisterTke wrote:

If you combine a lvl 6 medical module with combat module's the combat rating will not show on the droid deed making it impossible to sell them which i would call a MAJOR bug!!


Right, more deed display problems. A deed should tell the player what each module does. "10% Healing/Buffing Bonus" for medical modules, etc. "110 Medical Rating" doesn't mean crap to most players. Even a lot of DEs don't know what it means since they're not doctors.





/agree

That display option makes "chunk of our profession unplayable/worthless". I've gotten people asking what it all means. Half the time, I haven't a clue. So I think that should be put on the Critcal list.



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Page 2 of 8