Droid Engineer Archive

Thread: Centralized Droid Issues

Drashk
Tue Jul 15, 2003 3:42 am
#1






Section 1
Droid User Issues




This section will cover all known Droid User issues. This section is broken down into a number of subsections that deal with issues per module, issues per Deed, issues per Misc Item, and general use issues. The issues listed here are only issues that arise with droid use, from both the standpoint of the end user and the Droid Engineer.






Modules



Auto-Repair Module


  • Issue -


    1. Auto-Repair Modules are not displaying the amount of healing that they produce. The healing icon appears over the droid and the Health bar increases the appropriate amount, but no listing is found in the combat window or the system message for the healing action.

    2. Auto-Repair Modules only heal once per every 10 seconds. With the removal of a droids ability to regen Health, the Auto-Repair Modules are the only way that a Droid can heal itself. Something needs to be done, to accomidate the removal of the Health Regen rate, either in the form of a reduction in time between healing pulses, or an increase in the Auto-Repair rate generated per module.





Creature Harvester Module


  • Issue -


    1. If the droid owner is not grouped with anyone else, or is only grouped with the droid, the harvesting function will perform as normal. If the droid owner is grouped with other PCs, the harvesting function will perform 40% less then it did originally, regardless of whether or not the droid is grouped with it's owner or not. The droid should perform the same whehter the droid owner if grouped or not grouped.

    2. A modified effectiveness rating should be listed, in the datapad, for the droid owner. This listing should show the droid owner a value that the droid will offer, when used to harvest. This would be similar the modified DPS found on all weapons.

    3. Installation of this module should include a lising on the Droid deed that states the Creature Harvester module requires Novice Scout as a prerequisite.





Detonation Module


  • Issue -


    1. Not all effected targets are recieving the correct damage. The Combat scroll will list a target as having been damaged, however the HAM bars of the target are not effected. This appears to be a random occurance.

    2. The elemental damage that a Detonation module is supposed to produce does not show up in the Combat spam, with Verbose mode turned on. It is unknown whether or not the elemental damage is being appled at all.

    3. The only rating that is listed for a Detionation Module is the Detonation power. This number needs to be replaced by a damage range (Minimum Damage vs Maximum Damage) so that the end user can under stand the numbers easily, at a glance, as in the case of Weapon damage.

    4. Installation of this module should include a lising on the Droid deed that states the Detonation module requires Novice Bounty Hunter or Novice Smuggler as a prerequisite to use.




Droid Armor Module (Level 1, 2, 3, 4, 5, & 6)


  • Issue -


    1. The Armor Effectiveness rating needs to be listed on the Droid Deed, of any droid that has a Armor Module installed. A Droid User does not know what the combat statics of a droid are until the droid users calls the droid from a deed. This listing should include the Armor Effectiveness and Defense Value of the droid .

    2. The Armor Effectiveness rating listed the first time that a droid is called from a deed, in the datapad, is not the same Armor Effectiveness rating that is listed on each subsequent use of the droid. The intial Armor Effectiveness rating appears to be based on 1000 x the Level of the Armor Module installed, or the effective level based upon the Armor Module Rating. Upon the second calling of the droid, the Armor Effectiveness is reduced to a rating which is solely based upon the CL of the droid.


      • Example - A CL30 Droid with a Level 6 Armor is called for the first time. The Armor Effectiveness rating is listed as 6000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 1217.

      • Example - A CL25 Droid with a Level 5 Armor is called for the first time. The Armor Effectiveness rating is listed as 5000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 783.

      • Example - A CL20 Droid with a Level 4 Armor is called for the first time. The Armor Effectiveness rating is listed as 4000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 20.

      • Example - A CL15 Droid with a Level 3 Armor is called for the first time. The Armor Effectiveness rating is listed as 3000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 0.

      • Example - A CL10 Droid with a Level 2 Armor is called for the first time. The Armor Effectiveness rating is listed as 2000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 0.

      • Example - A CL5 Droid with a Level 1 Armor is called for the first time. The Armor Effectiveness rating is listed as 1000 in the datapad. The second time that the droid is called, the Armor Effectiveness rating is reduced to 0.


        • Examples listed as any droid with only 1 Armor Module installed, or a combonation of Armor Modules that produce the effectiveness of the level based upon the Armor Module Rating. These examples do not include the installation of a Droid Combat Module.




Droid Combat Module


  • Issue -


    1. Pre-Publish 18 Droids that have a Combat Rating listed, from the installation of a Combat Module, are not converting to combat capable droids, like they should.

    2. The Combat statics need to be listed on the Droid Deed, of any droid that has a Combat Module installed. A Droid User does not know what the combat statics of a droid are until the droid users calls the droid from a deed. This listing should include Damage, Speed, and To Hit.




Droid Crafting Station Module (Clothing, Food, Ship Component, Structure, & Weapon)


  • Issue -


    1. Use of any of the Crafting stations does not require the droid to be in a powered state. Even when the droid is in a Low Power state, the Crafting stations can be used.

    2. Randomly, when a droid is called inside a Character owned structure, the Droid Crafting Stations will cease to function correctly. The Crafting Modules will not function as a Private crafting station. Instead, they will function as Public Crafting Stations. The only known work around is to call the droid from outside the structure that the droid is not functioning in, and have it follow you inside.




Droid Personality Chips (Geeky, Sarcastic, Slang, Stupid, & Worshipful)


  • Issue -


    1. Droids with Personality Chips installed do not 'talk' often enough. Once every X minutes, the droid should say one phrase, at random. Most Converse style droid owners have mentioned that they wish to have their droid 'speak' at random intervals.




Droid Repair Module


  • Issue -


    1. Repair Modules can not repair the wound damage of the droid that the module is installed in.

    2. Post CU, Droids do not appear to be taking Health wound damage, or the instances of occurance are extremely low. This removes the primary use of the Repair Module.




Effects Module (Avian, Confetti, Dancing Jawa, Electric Fog, Foam, & Mind Bloom)


  • Issue -


    1. Installation of this module should include a lising on the Droid deed that states the Effects modules require Novice Dancer or Novice Musician as a prerequisite to use.

    2. The use of a Effects module equiped droid should increase the status of an Inspiration buff in some way, such as increased duration or 1% effectiveness bonus.




Droid Structure Maintenance Module (Level 1, 2, 3, 4, 5, & 6)


  • Issue -


    1. The removal of any structure, that is listed on a droid's maintenance list, by redeeding or destroying, without first removing the structure from droid's maintenance list, will cause the Structure Maintenance Module to become non-operational. The Structure Maintenance radial menu will still appear; however it will not be responsive.


      • Example - A Factory is assigned to a droid's maintenance list. The Factory is then redeeded, without first removing the structure from the droid's maintenance list. The Structure Mainenance radial will still appear on the droid, but the Perfor Maintenance Run and Edit Maintenance List options will not respond to any amount of clicking.

    2. Now that buildings draw credits from the owners bank account, when ever the maintenance pool runs out, the Structure Maintenance module has dropped in its usefulness. This module needs additional features, such as information on operation status for Factories and Harvesters. The ability to change the resource gathering on Harvesters. The ability to add power to a strructure or have a credit to power conversion rate, so that a structure can be powered up.

    3. The Structure Maintenance Rating needs to be changed on all Droid Deed and Datapad entries, so that it lists how many structures can be serviced. The current rating can be misleading and does not represent the actual ability of the droid, to the end user.

    4. No new structures can be added to the maintenance list of a droid. A toon, owning a maintenance droid, can pull up the Maintenance menu, on a structure radial menu. The owner can then chose the droid to be used, however no additional information is given. The System Message, stating that the droid has been added to the structure, does not appear and the structure is not added to the droid's maintenance list. This issue appeared with Publish 23, and the house pack up option.




Droid Data Module (Level 1, 2, 3, 4, 5, & 6)


  • Issue -


    1. Use of the Data Module does not require the droid to be in a powered state. Even when the droid is in a Low Power state, the Data Module can be accessed.

    2. The amount of storage space that this module has should be displayed on the deed and datapad entry, along with the Pilot Cert Level.




Droid Item Storage Module (Level 1, 2, 3, 4, 5, & 6)


  • Issue -


    1. Use of the Data Module does not require the droid to be in a powered state. Even when the droid is in a Low Power state, the Data Module can be accessed.

    2. Manufactoring Schematics can be placed in the Item Storage Module. Since Manufatoring Schematics are not 'physical items' this function appears to be a bug.

    3. TheItem StorageRating needs to be changed on all Droid Deed and Datapad entries, so that it lists how many items can be stored in the droid. The current rating can be misleading and does not represent the actual ability of the droid, to the end user.

    4. The maximum number of items that any droid can store is 10. This number should be increased, since Inventory and house storage was increased.




Droid Medical Module (Level 1, 2, 3, 4, 5, & 6)


  • Issue -


    1. This module should effect the Stimpack usage, including Stims delievered through the use on the Stimpack Dispensor module.





Merchant Barker Module


  • Issue -


    1. Installation of this module should include a lising on the Droid deed that states theMerchant Barkermodule requiresMerchant Advertising IVas a prerequisite to use.

    2. With the addition of the Global Vendor search, the usefulness of this module has decreased. A change to the prerequisite,reducing it to Novice Merchant or Artisan Business IV, would make the module more useful.





Playback Module


  • Issue -


    1. Droids can not be grouped with, while in space, making this module unusable on the to Entertainers in space. A fix for this issue is listed in Publish 20, but has been found not to work at this time.

    2. Installation of this module should include a lising on the Droid deed that states thePlayback module requiresNovice Musicianas a prerequisite to use.




Scout Trap Projectile Module


  • Issue -


    1. The module appears to be working as intended, however the Trap system appears to not be working correctly.

    2. Installation of this module should include a lising on the Droid deed that states theScout Trap Projectile module requiresNovice Scout as a prerequisite to use.




Stimpack Dispenser Module


  • Issue -


    1. The Stim Pack Dispensor will still function, even if the droidbecomesincapped.

    2. Stim Pack Dispensor Modules now cap at a 30 second delivery time. Since anyone can use Stim As, this module has an extremely limited use due to the slow delievery time. An increase to a maximum usage timer to 10 - 20 seconds per delievery, or the ability to load Stim Bs would help to give this module more demand.

    3. This module should work in conjunction with the Medical Module, to increase the effectiveness of the Stimpack Heal.

    4. Installation of this module should include a lising on the Droid deed that states theStimpack Dispenser module requiresMedic Medical Support IV as a prerequisite to load, but can be used by anyone.

Message Edited by Drashk on 09-16-2005 12:22 PM





Making SWG more Star Warsy. One droid at a time.
Gorantoth
Fri Jan 23, 2004 8:33 pm
#2

























Centralized Droid Issues
Publish 8.1


This list is updatedas neededand is meant to supplement the work done by the current correspondant and provide an idea of where this profession currently stands. Please read it over and provide any information you have regarding any of these issues, or any new issues you may have discovered.


I am a Master Droid Engineer on Bloodfin (Lime Akob). Iparticipated in the beta as a DE and I try toread just about every single post in the DE forum. However, I am one person and need your help to make sure that we've got all the real bugs nailed down, so we don't have DEVs chasing issues that don't exist due to confusion on our part.


Many, many, many thanks and respect to all those who have contributed to this list and to the Droid Engineer profession in general. My personal thanks to Tyim for starting this thread during beta and to Sintrosi for supporting this thread as our original correspondant. Special thanks to any dev that cares to respond to this post.


1.Recent Updates
2.Bugs
3.Uncertainties
4.Wishlist


1. Recent updates
A. Publish 8 updates.
B.Maintenance modules broken. Updated entry.
C.Protocol droid uncertainty added.
D.New minor bug: default colours for R2 & R3 droids changed to look frugly.
E.Maintenance modules fixed. Removed entry.


2. Bugs still in evidence
A.Droids are not giving any UXP.
B.Droid names use the standard name filter.Droids should use a modified name filter that allows for numbers in the name.
C. Droids often stop following without reason.This is a generic pet problem as it happens to all pets, not just droids.Pets seem toget stuck on invisible zone boundries.Walking up to about 10-20m from thepet and re-issuing a 'follow' command fixes it (most of the time).
D.Droid Customizationskill onlygoes to +64 at Master.
E.Medical modulesaffect the effectiveness of stimpacks.Reports say that a stimpack is more effective when a medical module-equipped droid is nowhere to be seen (unless it contains a level 6 module).
F.Some experimental values for droids and droid components are always 0% regardless of the resources used. If they're going to bealways 0%, don't show them.
G.EXPLOIT: By telling a droid to stay, running 800m (need to cross a server zone?) or so away and calling another droid, you can effectively call all your droids at once.
H.Item storage modules do not work with Surgical Droids (basic and advanced). The option to use item storage is not available in the radial menu.
I.Armor resists sometimes degrade.The armor resist changes to a vulnerability and it isn't just visual.
J.Crates of droid batteries don't tell us how many charges the batteries in the crates have until you remove them from the crate. Buyer beware until this is fixed.
K.
Converse style droids cannot be named.
L.Binary Load Lifters (basic)areuseless beyond being walking signs or furniture.
M.Experimentation on subcomponents (some modules excluded) has no effect on the final droid (see Drashk's experiment). Experimentation on modules also seems erratic at times. Mechanical ratings of modules have an effect on the mechanical rating of a cluster (as do brains with repair modules), but the effect seems unusual.
N.BHseeker droidsdo not use charges at Investigation 3.
O.Experimentation values for Effectiveness listed in the schematics for droid chassis' are wrong. They list SR/UT, but should be OQ.
P.Complexity tapes no longer have any effect on the droid's complexity.
Q.Only the most recently deployed set of "crafting stations" works.
R. Droid armor rating displayed reverts to original 40% when droid is re-called for the second time (and beyond).
Sa. R-Series melee attack mode didn't look right at all (visually they were about 40m apart).
Sb. Astromech droid attacking in melee with buzzsaw is too obscene. With the buzzsaw waving around and the jumping motion of the droid, it is like the R unit is humping the target's leg.
T. Crafting a combat cluster module results in an incorrect error message when the combat modules used empty a factory crate: "You may not destroy a factory crate that is being used during a crafting session."
U.The repair modules in pre publish 7 R units no longer functions. Post publish 7 R units repair fine.
V.The protocol droid's paint job cannot be refreshed by a customization kit.
W.R2 & R3 droids have had their default colours changed so that the frame is red instead of the standard white. Please put it back the way it was.


3. Uncertainties
A.Patrol point list is not saved between store and call, is this by design?
B. Power droidsare the onlydroid with a non-modular function (ignoring combat capable droids here).Why not make it modular or give otherdroids inherrent functions?
C.Droidscannot be called while inside astatic (non-player) city building.If this is intended, then why?
D.Seeing several reports of 'broken' Medical modules.The modulesbreakand remain broken even after recharging the droid.
F.Droid armor no longer stacks. Makes all those second and third armor module slots useless. Intended? (Stacking working again?)
G.Bleedíng resists (or DoT weapons) may contain bugs.Reports of DoT weapons causing bleeding have been seen. Not just with droids (bleed invulnerable), but also on lairs.
H.Protocol droid colours are only visible to the owner whencalled. Can anyone else confirm this?


4.Wishlist
A.Examining droid should give thesame data as in the datapad (for the owner).
B.We really want certain droids to only be able to take certain types of modules. There have been a number of really good posts on this topic, and due to space constraints, I'll leave it at that.
C. Create aslicing module to boost smugglers' slicing ability.
D.Allow us to drop batteries into the droid's inventoryand have itrecharge itself as needed until the batteries run out.
E.Saw a request for a training droid as seen in the movies that 'harasses' its target, pulling aggro. Thisidea is intended togive a little variety to the Novice DE's life.Could also be used as a consumable for training the combat classes.
F.Let usname our droids through the datapad controller.Droids shouldn't need to be 'taught' a name like pets do. The name is programmed into the droid separate from the other commands.
G.Add the creator to the droid view information, not just theowner. When you look at a pistol, you seewho made it. When you look at a droiddeed, you see who made it.When you look at a droid, you SHOULD see who made it.
H.Allow droids to be re-deeded forease of transfer.Since we can only have 5 droids in the datapad, it makes it really tough forDE's to take old droids astrade-ins for upgrades (like a car). We either have to immediately re-sell the droid or delete it. Would make more sense to re-deed the droid so that itcould be sold to another customer as a 'used droid'.
I.Droid "macros" came up. Let us create macro-like droid programs to have a droid execute a series of commands.Not sure how this would be implemented, but it is an idea.
J.Make BLL Droids useful in 'city planning'.Let us use them to move buildings around without re-deeding.
K. Weapon and armor components have modifiers tovarious properties of the final product.Do the same for droid components... like have the motive system affect the droid's speed.
L.Power droids should not require batteries. They're equipped with their own power core.
M.Change the property requirements of the droid components so that they actually make sense. As it is, everything is essentially OQ/C. End products all seem to use OQ. There's also the occasional schematic using UT/SR. Fix them all up so that they make a little more sense.
N. Can we PLEASE get the stim components listed seperately from actual droid components in our datapad? It's a big jumbled mess with all of them in there, alphabetical order or not.
O.Multiple active droids for high-level DEs.

Message Edited by Gorantoth on 05-13-2004 09:52 PM



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Laaba
Tue Feb 03, 2004 11:32 am
#3


Well I was just reading on the upcoming patch and NOT one word about us DE's.



Was posted about 2 months back by our sony dev rep for the DE's that our time would come starting in the 1st and ending in the 2nd patches of this year.


I have been hearing about all these good things that are going to happen 2 us for 5 months now. LOL I got a 110k tip this week because the customer said "I feel sorry for you Master DE's"


Seems all our efforts are just waisted and the only way to communicate with SONY is to pick up another trade or just leave the game... How can u call this SWG with the lack of droids in the game. Binary Load Lifter = 0 use in game Power Droids = 0 use in game Repair Droids that don't work ... Need I go on?


Yet now we get to color our vehicles.... Ya that was really important.



/bonkDEV's Wake up SWG is NOT SWG without DROIDS....



Laaba





The BEST 3 pet names I have ever seen are.... DearSOE PleezFix DaBugz
Virtanis
Tue Feb 03, 2004 12:57 pm
#4

Hey Gorantoth....


Just a little thank you note for keeping up with the list during these very difficult times.



/salute






"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
Naboo: -6600, 3450; Tatooine: -680, -4290; Dantooine: -772, 2860; Corellia: -140, -5500;

CapnSteve
Tue Feb 03, 2004 11:32 pm
#5

Well, this is pretty much the same list I saw months ago when I first became a DE. We may be broken, but at least we keep ourselves busy.



--------------------------------------------------------------------------------

(Kauri) Indur Dawndeath - Master Droid Engineer / Smuggler (0,4,1,0)
(Chilastra) Indur Dawndeath - Creature Handler (3,3,1,1) / Smuggler (0,0,3,0)

"Next thing you know it's going to require a Droid Brain in order to make an Electronics GP Module. Sheesh." --Kollos
Laaba
Wed Feb 04, 2004 1:53 am
#6

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=58484


Just read this an you will see how we are just waisting our time and we cannot belive anything that is said by our Sony reps on this forum.


I just sent the VP of Development and Senior SWG Producer this link with a few questions along with John Smedley. Hopefully they will respond or kick me out of the game lol





The BEST 3 pet names I have ever seen are.... DearSOE PleezFix DaBugz
Gorantoth
Wed Feb 11, 2004 6:16 pm
#7

Ok, updated the list somewhat. Please comment on anything else you find I've missed, or if you've found new bugs.



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Ackis
Thu Feb 12, 2004 4:09 pm
#8

I'd like to see the DSC 50% CD/50% OQ added as an issue... just clarification if that was intended. IMO the things should rely on SR/UT, but that's just me.



Imperial Captain Ackis Losackego - Über f335h

Micco30
Thu Feb 12, 2004 5:15 pm
#9

Someone sticky this bad boy to the top of the page



Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Ackis
Thu Feb 12, 2004 9:13 pm
#10

It is methinks.



Imperial Captain Ackis Losackego - Über f335h

Gorantoth
Fri Feb 13, 2004 2:55 am
#11






Ackis wrote:
I'd like to see the DSC 50% CD/50% OQ added as an issue... just clarification if that was intended. IMO the things should rely on SR/UT, but that's just me.






Added as an uncertainty.



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Gorantoth
Fri Feb 13, 2004 2:56 am
#12






Micco30 wrote:
Someone sticky this bad boy to the top of the page






It's been there since January.



---
Keeper of the Centralized Droid Issues threads (retired)
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Neroir
Fri Feb 13, 2004 2:57 am
#13

Im very confused about what data are supposed to be showed for a droid and what not.


My R2 has ONLY the HAM: no modules, no customization lifespan, no nothing. My R5, on the other hand, has listed the HAM as well as the combat-related data, the customization lifespan and the storage rating. This is very confussing and frustrating


Ellesa


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