Droid Engineer Archive

Thread: Critical bugs

Jenden
Sun Jul 03, 2005 6:56 pm
#53

Added the experimentation issue now that I have a better idea of what the list is supposed to be (big thanks to JFreeman for clearing that up).



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

Straker_Atrella
Sun Jul 03, 2005 7:02 pm
#54

Ok Jenden, so what is your list right now?



-------------------------------------------------------------------------------------------------------------------------
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.
AudioOrgana
Sun Jul 03, 2005 8:00 pm
#55

Let.

Us.

Name.

Talking.

Droids.

Been broke 2 years. 'Bout time.

'nuff said.

AO
Raptor2k1
Sun Jul 03, 2005 8:13 pm
#56

On a macro scale, I think droids aren't done quite right. It's nice to have them as tools, but I think to capture the SW feel, it needs to be taken a step further, down the road. All the droids of Star Wars have a lot of personality, and many are capable of taking great initiative on their own (ie,R2 in the films, Whistler (another R2 unit) being able to set up stinger opperations on his own, HK-47, etc). They're more like companions and fellow party members than simple tools. I realize giving them more human-like and interactive personalities would definately be a challenge, but it would be a great addition to the game at some point.

Of course, this gets beyond the realm of simple bugs, and into design issues, so sorry about the tangent.

Message Edited by Raptor2k1 on 07-03-2005 08:14 PM



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Jenden
Sun Jul 03, 2005 9:01 pm
#57

Right now the posted one I've got contains:
armor
droid deed stat display
creature harvesting
trap throwing
experimentation
structure maintenance

Ones not listed for various reasons:
storage/crafting stations not working indoors (still don't have solidly reproduceable steps and its currently easy to work around)
AI/Pathing (already listed as one of the critical issues for CH)
Regen rate (stated as "working as intended")
Name Filter/naming talking droids (I can add this one in... just not sure if people consider it critical or just an annoyance/inconvenience)



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

Drashk
Sun Jul 03, 2005 9:42 pm
#58




Jenden wrote:
Right now the posted one I've got contains:
armor
droid deed stat display
creature harvesting
trap throwing
experimentation
structure maintenance




If it was my choice, here is the order in which I would list, the list.



  1. Droid Deed Display - Without the droid customer knowing what they are buying, nothing else matters. Every Droid Deed should give an exact listing of what the droid has installed, in a way that is easily understood by the droid user. Armor, Food, Clothing, Weapons, and Bio Engineered products all clearly list the stats of their goods, in a way that anyone can understand. This same design should also be applied to Droid usage. All Droid deeds should list the following, if applicable.


    • Combat Damage - The Combat Rating is great for a DE to know, but is next to useless for the droid owner.

    • Armor - The Armor Effectiveness needs to be listed on the Deed, for the customer to see.

    • Item Storage - The number of items that can be stored in the droid needs to be shown, instead of a rating that only DEs understand.

    • Detonation Rating - This number needs to be replaced with a Minimum / Maximum Damage output listing. This way, the customer can look at the deed and know 'exactly' how much damage the droid will produce.

    • Structure Maintenance - This module should have information listed such as the number of structures it can service, and whether or not it can be used off world.

    • I believe that all of the other modules are listing their functions correctly.

  2. Droid Armor - The Armor resetting after the second call is a major issue. The difference between a Droid with 1217 Armor, which seems to be the default for all CL30 Droids, and 9000, which can be achieved with in a 'maxed out' combat droid.

  3. Experimentation - The Droid Experimentation system has become extremely gimped. Damage and Health are solely based on the CL of the droid. This has created an issue where every droid can easily have the max stats, regardless of the actual droid type.

  4. Anything / Everything else....

I feel that these 3 issues are the top DE issues, that need to be addressed before anything else can happen.



Just an FYI, I am in the process of completely revamping the Centralized Droid Issues thread. When completed, it should be the most comprehensive list of all Droid and Droid Engineer related issues.






Making SWG more Star Warsy. One droid at a time.
Drashk
Sun Jul 03, 2005 9:43 pm
#59

/grumble


Double Post

Message Edited by Drashk on 07-03-2005 09:43 PM





Making SWG more Star Warsy. One droid at a time.
Yoda-5499
Sun Jul 03, 2005 10:51 pm
#60



Drashk wrote:

I feel that these 3 issues are the top DE issues, that need to be addressed before anything else can happen.


I agree that those should be looked at and dealt with first. If one publish can fix those (and the rest if possible), I think the DE world would be quite happy. That includes crafters and consumers alike.



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nikko11
Mon Jul 04, 2005 12:42 am
#61



Jenden wrote:


RasalTheWise wrote:

ArthurDentOnBria wrote:
Jenden,

Ok, I can buy not putting the storage/crafting module bugs on the "critical list" if it's not happening to everyone (although I have no problem reproducing this, which of course is why it's such a problem. If you need help with that let me know). But you don't have droid experimentation on your list either.



Jenden wrote:


ArthurDentOnBria wrote:
Jenden,

Actually, in the devs request, they ask for "critical issues" not necessarily bugs. So to me, like others have said, I think DE experimentation is very much a "critical issue".

My list of DE "critical issues" would be like this (in order of importance)

1. Droid Deeds not displaying values
2. Armor not working
3. Experimentation now meaningless for most of droid crafting
4. Can't access storage or private crafting from inside buildings
5. Pathing/AI problems
6. trapping/stimpack dispensing/creature harvesting modules all useless.



The only one of those I didn't mention so far was the storage/crafting one, since its an easy workaround and I still haven't seen very good reproduceable steps (seems to work in some buildings and not other, for some people and not others, sometimes inside, sometimes outside, etc...)





Say, how do you repro that droid/house bug? I've never encountered it, either in my public houses or other people's public buildings. Does the house have to be private? So you call the droid outside and drag it in?



See, for me its been happening only in one naboo medium house, but it also happens outside of the house (the first time), then if I call it again it works. Now, my tatooine houses and some other friend's houses on naboo it works just fine.





Hmm.. I haven't had any issues with droids in house anymore. I only operate out of Generic houses, both public and private.





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Meplorium
Mon Jul 04, 2005 1:14 am
#62






Jenden wrote:


See, for me its been happening only in one naboo medium house, but it also happens outside of the house (the first time), then if I call it again it works. Now, my tatooine houses and some other friend's houses on naboo it works just fine.





Don't happen to have a droid dection device in the house do you? The droid shouldnt be working if you do.



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Drashk
Mon Jul 04, 2005 1:29 am
#63




Meplorium wrote:

Don't happen to have a droid dection device in the house do you? The droid shouldnt be working if you do.




I wish it was that simple....


My Medium Generic on Naboo does not have a Droid Detector, yet every time that I call the Droid from with in the house the only options that I recieve from the droid are Examine, Store, and any independent radial menu options such as the Auto-Repair Toggle. If the Droid Program Menu does not pop up, then it will fuction as a Private Crafting station (It will function as a Publish station though) and such options like Item Storage, Data Storage, and Recharge will not show up, until the droid is stored again and called outside.






Making SWG more Star Warsy. One droid at a time.
Atanmir
Mon Jul 04, 2005 3:58 am
#64






Jenden wrote:
Right now the posted one I've got contains:
armor
droid deed stat display
creature harvesting
trap throwing
experimentation
structure maintenance

Ones not listed for various reasons:
storage/crafting stations not working indoors (still don't have solidly reproduceable steps and its currently easy to work around)
AI/Pathing (already listed as one of the critical issues for CH)
Regen rate (stated as "working as intended")
Name Filter/naming talking droids (I can add this one in... just not sure if people consider it critical or just an annoyance/inconvenience)




For me the most critica isue is the stimp dispenser bug, not being able to get any benefit from having a healer droid is a real problem for my padawan since i choose to not get a lv 80 paddi like everyone else but drpped all combat for start from scratch in the jedi path. Beinga lvl 6 jedi means you have low HAM and have to fight lvl 4-6 critters that can hit you for 80-100 dmg / hit every sec while i ht them for 10 dmg every 2-3 sec.





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Straker_Atrella
Mon Jul 04, 2005 5:13 am
#65

Well atan, the stimpakc modules do work, they just suck. The same with Autorepair and Barkers, they work, but just don't work well. However, I agree that those probably arn't considered critical right now.


I think we need to go into far more detail with the "experimentation" point. We need to call it the "new crafting system." It's not just an exp issue, it's much more borked then that. Obviously resources and 12 points need to matter as well, but we need far more then to just be able to exp on the final health of the droid.


For example, look at combat modules under the new system. The theory of stacking them by adding Combat Power and Armor isn't flawed in itself, the problem is the threshold is set far to low. Right now, the crappiest combat modules are just as good as 99% ones. This is wrong. If I can make 108 rated combat modules, I should "at least" save a module slot. If you can't make good modules, you shouldn't be making perfect combat droids.


Obviously, we don't need every little part of a droid to matter, but how can a combat module not matter in a combat droid?


Honestly, I think this should be the number one issue. It needs to be described in detail that the new droid crafting system is flawed, not just final experimentation. I agree Deed info is important, but that has been broken forever, and we get by describing the droid in the title. The armor bug is crucial, yet at the heart of that problem is how we attain the actual armor rating to begin with. The new system needs reworked.



-------------------------------------------------------------------------------------------------------------------------
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.
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