Droid Engineer Archive

Thread: Module Experimentation Couple of Modules experimenting oddly

Morturr
Tue Apr 20, 2004 9:11 am
#1

I have noticed - through opening up and taking orders from players now - that several modules are acting oddly to experimentation.


Specifically, the Maintenance modules (level 3, not completely sure about the rest), Scout Trapping Module, and Creature Harvesting Modules are new ones that seem to have something bugged when trying to figure out how its supposed to experiment.


When the first craft goes into place, the experimentation should hit a max of about75 with my resources - and a 23-25 as the original experimental value. but when i actually craft it - it shows as 8% on the screen right after the combine.When i go to experiment however, it shows the length of the experimental bar as around 90% max, and 8% already filled.


Normally - this isnt a problem, except for the first craft, you almost always fail unless you tick just one block in - and then experiment. After you get the first one in, it seems to behave itself with larger experimental values - but you still get the feeling of having to baby it compared to the rest of the things you craft at master level.


The Repair Module (not auto-repair) have been doing it for quite a while - but since experimentation seems to do little for it, i have not paid much attention to it.


Anyone else that can give more info on this, i would appreciate it if the devs could take a look at this issue.



_________________________________________________
-SWG Warcry News Reporter
http://swg.warcry.com/

TC Characters:
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Kollos
Tue Apr 20, 2004 9:15 am
#2

I don't know whether or not this is related, but R3 ADVChassis on live are similarly bugged. The schematic claims to need SR and UT for Experimental Effectiveness, but it actually needs OQ.


I have some superb Nabooian Fiberplast with SR and UT both well into the 900's that I was trying to use to make R3 chassis last night, but they kept coming out with max 4% effectiveness. Coincidentally, that Fiberplast has an OQ of 42. When I switched to my Dathomirian Fiberplast with OQ 999 but SR and UT both in the 400's, the max effectiveness jumped to 99%.


Is itpossible you're seeing the same kind of mis-reported stat requirements?





Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

TheRealTK421
Tue Apr 20, 2004 9:16 am
#3

I willconcur that this is happening.


I've put it on the list of issues/bugs to be looked at (which I'll be trying to get the Devs today).



/bow

Respectfully,





TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Jenden
Tue Apr 20, 2004 9:17 am
#4






Morturr wrote:

I have noticed - through opening up and taking orders from players now - that several modules are acting oddly to experimentation.


Specifically, the Maintenance modules (level 3, not completely sure about the rest), Scout Trapping Module, and Creature Harvesting Modules are new ones that seem to have something bugged when trying to figure out how its supposed to experiment.


When the first craft goes into place, the experimentation should hit a max of about75 with my resources - and a 23-25 as the original experimental value. but when i actually craft it - it shows as 8% on the screen right after the combine.When i go to experiment however, it shows the length of the experimental bar as around 90% max, and 8% already filled.


Normally - this isnt a problem, except for the first craft, you almost always fail unless you tick just one block in - and then experiment. After you get the first one in, it seems to behave itself with larger experimental values - but you still get the feeling of having to baby it compared to the rest of the things you craft at master level.


The Repair Module (not auto-repair) have been doing it for quite a while - but since experimentation seems to do little for it, i have not paid much attention to it.


Anyone else that can give more info on this, i would appreciate it if the devs could take a look at this issue.






I've noticed this as well. At first I thought it was just the resources I was using being screwy, but now that you mention it it does seem to be strange on a per-module basis...



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

Morturr
Tue Apr 20, 2004 9:20 am
#5






Kollos wrote:

I don't know whether or not this is related, but R3 ADVChassis on live are similarly bugged. The schematic claims to need SR and UT for Experimental Effectiveness, but it actually needs OQ.


I have some superb Nabooian Fiberplast with SR and UT both well into the 900's that I was trying to use to make R3 chassis last night, but they kept coming out with max 4% effectiveness. Coincidentally, that Fiberplast has an OQ of 42. When I switched to my Dathomirian Fiberplast with OQ 999 but SR and UT both in the 400's, the max effectiveness jumped to 99%.


Is itpossible you're seeing the same kind of mis-reported stat requirements?







I dont believe so - but that is a big error that i cant believe i havent run across... but i believe it.


Pretty much, its acting oddly while experimenting (waytoo easyto get a bad experiment). Plus, as most artisan classes will testify, the original experimental rating mirrors the max rating of experimentation. the higher the original experimental value, the higher you can potentially experiment.


In this case - the original experimental rating is too low for the resoruces, and the max rating i can reach is too high for the resources. and difficult to experiment on top of that leads to a bad craft.





_________________________________________________
-SWG Warcry News Reporter
http://swg.warcry.com/

TC Characters:
Omac - Omec - Omuc - Omyc
TheRealTK421
Tue Apr 20, 2004 9:25 am
#6






Morturr wrote:

In this case - the original experimental rating is too low for the resoruces, and the max rating i can reach is too high for the resources. and difficult to experiment on top of that leads to a bad craft.





Yup...

It's the returned 'rolls' (Good success, Amazing, etc.) that seems 'wonky' in comparison to other parts and modules.

It is very obviously a real issue...but I don't know if it is intended or something else is wrong with these.


It's on the list (and fairly high as well).



/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Kollos
Tue Apr 20, 2004 9:30 am
#7

Have them take a look at the live issue - it's probably just a typo in the schematic or something - while they're in there mucking around.


I didn't have time to verify it last night, but I suspect that at the very least all Advanced Droid chassis have the problem I saw on the R3 chassis. I collected a bunch of this Nabooian Fiberplast (bad OQ, elite SR/UT) based on the stated requirements on the schematics and I doubt I would have done it for just one chassis. Now that I know the real requirements it's not a huge deal, but it'd be much better for new Droid Engineers if the schematics listed the correct requirements.




Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

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