Droid Engineer Archive
Thread: Publish 8 on TC: List of droid 'bugs', issues and comments (04/20/04)
Heya, all...
First off, I want to say that the new publish features are really quite cool and I know a lot of people are very excited to get their hands on the new stuff.
Below, I've put together a current list of issues/concerns about the current state of the changes.
I can't say there are a lot of "bugs" (since most everything is working pretty well). Anyway, here's the list for you to work from and/or respond to before the publish.
Let me know if you have questions, comments or need clarification/confirmation of any of the items below.
/bow
Respectfully,
- Droid armor (for combat models): The 2nd time the droid is called, the resists will show up as 40% even though the new max. is supposed to be 20%. The resists need to correctly display 20% as the maximum value each time the droid is "readied" or called.
- (report per Morturr): One thing that i did want to bring up - is that battery usage (now that we have a monitor) is acting very strangly. I was crafting in the NU cantina yesterday, and i kept having the droid run out of batteries on me. 3 batteries in an hour just from crafting. i know i have used that droid longer then that before and not had to run out of batteries.
So i think power usage is acting very strangly and should be looked at. I would also hope we get something a bit more accurate then units of 10 - so we can actually measure how much an action drains the droid - and discover real bugs. As it is right now, i can only guess that there is a bug and have no real way to test it or find a way to reproduce it.
Note: I've heard that Ent. FX (?) modules have this same kind battery drain issue. We don't seem to have a way to know if this IS a bug or not. - Customization calls still at 20 (when deeding the droid). If painted, it rises to 50. If it is supposed to be 50 when the droid is deeded, then this would be a /bug.
- Higher HAM for older P7 droids? (HAM changes retroactive?)
How do the combat/HAM changes effect readying droids from crates?
How do the combat/HAM changes effect readying droids from unused (pre-P8) schematics?
- (report per Morturr): "The only ones i do have problems with are modules such as the new creature harvesting module - or the old repair module. Both of those experiment oddly. they start off with like 8%, when they should be up near 25% - and the first experimentation almost always fails unless you baby it and choose 1, and increase from there.
Note: I have seen this personally. The experimentation on some of the new modules does not seem to behave in line with other DE/droid parts and components. More often than not, I get very bad results when trying to experiment on these (even if I 'baby' it). - (more per Morturr): 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 about 75 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.
Bugs/Issues list for new Utility modules:
Auto-Repair module:
- If one is covert, will this droid's heal apply to opposite factioned player droids? (note: I do not believe this should be the case...but there might be work behind it to prevent this).
- Should the Harvest XP from the droid be the same as what that player would get? Right now, it appears to be this way..and it is unknown if that is supposed to be the case.
- There is a bug with harvesting, If you try to harvest a resource that is not present on the corpse (i.e. bone from a mite, it renders the corpse unharvestable to all players in the group for all resources. What happens if the droid is set to harvest bone from a mite?
- Are BH/Smuggler supposed to beTEF'd by Detonation droid?
- Lairs and turrets do not get damage from these. Intended/normal or bug?
- (per Kwee): "While someone reported the "toggle effects on/off" option being available as soon as they got their mouse droid (before naming it), mine did not have that on the radial until after I had named him. Minor, but some people might think their droid is broken? Mostly droid-clueless people like me
"
- Is this supposed to accept recording of solo /flourishes?
- Should it be responding to "/bandflourish" commands (if grouped?)
- It forgets song and instrument when you store and recall the droid (?). I believe I saw a fix report for this going to TC but only for the recorded track (not the instrument).
- Player can't listen to a droid, unless you are in a group with it, or you listen to someone grouping with the droid. Intended?
- Currently - the module will flourish with a band call - and it uses up its action HAM. (not sure if this is intended or notbut an MSE gets hit pretty hard with it.)
- Currently any entertainer can use it - not just the novice musician as it was supposed to. (not confirmed yet)
- MSE droid with playback module keeps sinking below the floor at NU cantina
- Comments (SinJenRandall): Note the area in yellow below.
"So you are right, the bandflourish XP should be changed. A bandflourish change might also be a good change to combat the AFK plague, since if you got MORE XP for bandflourishes and for good choreography, it wouldn't encourage everyone in the band to be doing thier own thing.
Number one reason I would have this droid is to keep my own ears from frying when playing solo. Or so I could play the Nargalon or Omni-box, which in general sound terrible solo, while the droid plays a horn. The listener doesn't even benefit unless they are in the same group, so again, this is purely aesthetic for the musician. I don't even see a market for these beyond master musicians, because the majority is grinding and don't give a rat's rear about how the band sounds.
As a Master Musician and a former Master DE, I have to say that although I would buy and use one of these, I don't think it is going to be very marketable. I can afford the droid, I can program the droid, I play solo quite often on adventure planets and not AFK, and I will actually bother with it. There aren't a lot of musicians who meet that criteria."
- Emailed report currently empty (except for "Interplanetary Survey Droid").
- The email appears to now take approx. 30 min. to return. It used to be (before 04/19) 15 min. What is the final time that will be set for these?
- This droid should really return some kind of stats (in the long term). The best suggestion I've seen for this, so far:
(per dhcpSilicon): "If you don't use an OPTIONALsurvey tool, the droid only returns a list of resources with no stats. If you do include one, you get a whole or partial list of stats (but NO CONCENTRATIONS)."
- Barkers stop working when batteries run out?
- Merchant barkers: Can these be /addignored? (or would it be the owner put on /ignore?)
I know Runesabre said something was being looked at here....still waiting to see what that will be.
- These are firing off traps at corpses. This shouldn't be allowed. There needs to be a check in place to see if the mob that's targeted is dead or not.
- The droid will fire a trap if it is out of range but you are not. I believe that the droid itself should always have to be in range for the trap to even fire. This will prevent losing traps that don't have a chance (or don't seem to) hit. It would also help clear up some confusion I'm seeing on how these range vis a vis your character's RTT (range to target).
- It appears that a Master Ranger could load up the best traps possible and a Novice Scout can have the droid fire them. Is this intended? Or...does the droid need to be firing only traps that the owner him/herself could use?
- Load traps from crates (y/n)? Right now, this isn't possible.
- Load stims from crates (y/n)?
- Targeting of the Stimpack droid during combat is being reported as hard/annoying/etc. This will need a better long-term solution for it to be a truly viable product. Right now, the functions work at a base level but it can get a bit strange to use in grouped or heavy combat situations, it seems.
- Show time needed for Maintenance trip before hitting "Go" (with confirm/decline)?
- Should it be working on out-of-zone (but same planet) structures?
- Will6 Level-3 modules stack to allow Maintenance for 54 structures? Or will this be only one module per droid?
Currently, it does appear to be possible to stack these modules. If this wasn't intended, you'll need to look into this. - (Report per Morturr) Current issue with the Maintenance module:
Currently - this module is having a big issue with unnamed harvesters. If a structure is not named - it will show up in the list as: "installation_n:small_ore_mine" (for a personal sized mineral extractor)
When this item is selected and maintenance is chosen for it - it will not deliver the maintenance to the harvesters because it seems to have bugged out. If you have a list of say 4 of these harvesters in your droid's storage, choosing 1 of them and adding maintenance to it will cause them all to disapear when it goes back to the selection menu.
When you are in a zone different then the unnamed harvesters - the Edit maintenance list will only show the waypoints to the harvesters, and show no names for them (not even the name mentioned above). As such, when you try to start a maintenance run, they just do not show up at all and you cannot do maintenance on it.
If you name the harvesters - it seems to work better"
Message Edited by TheRealTK421 on 04-20-2004 06:14 PM
I guess you will inform us again when you have more info about the status of the bugs?
TheRealTK421 wrote:
- Will 3 Level-3 modules stack to allow Maintenance for 54 structures? Or will this be only one module per droid?
Minor point. Shouldn't that be 6 Level-3 modules for 54 structures?
EnigmaBSc
By the way, from those that have kept up with the TC stuff...
/bow
Respectfully,
Noticed 2 things tonight.
1. Made a whole bunch of effects modules and put them all into General Sockets.
A 'combat-capable' chassis will not take General Sockets - only Combat Sockets.
Since 'combat-capable' chassis will take non-combat modules in their combat-capable service slots,
why won't they take General Sockets with non-combat modules in their combat-capable socket slots???