Force Sensitive Archive
Thread: Bugs and Issues: Force Sensitives in the CU
Hello everyone,
Please post any (new) bugs or issues that you've experienced within the FS systems as a result of the Combat Upgrade release. Thanks!
(Note: Bugs and issues are not listed in any particular order of precedence.)
BUGS
- FS Exit Quest: Some of the Crystals in Mellichae's camp are currently bugged and can't be destroyed sometimes.
- Players can't access the "Recursive Analyzer" and "Multi-phase Calibrator" inside the hut for the Phase 1 "Repair the Sensor Array" quest. They are told that they can't see the objects (similar to the Cloner bug). This is currently gating players from being able to complete the quest.
- Mind Focused Crystals are not granting buffs, or benefits,of any kind anymore.
- Aurilian Fruit did not convert properly. It now has the following (bugged) stats: -2147483648% Health, -2147483648% Stamina, -2147483648% obj_attr_n:[poison]
- Some experience types are reportedly no longer converting to FS XP (eg. Slicing).
- The Ice Pendant Necklace quest reward still has a +5 Combat Medicine Experimentation mod, which is useless in the CU.
ISSUES
- Obsolete FS skills in Heightened Senses: Healing. Do "Injury Treatment" and "Injury Treatment Speed" still work in the CU? If not then they need to be substituted with similarly beneficial abilities. I believe that reductions for Stimpack Roundtime would be an excellent replacement so that everyone, including Jedi, could benefit from this branch.
- NPC's are having a lot of problems following players during escort quests for several phases of the Village. They stop following a player the second the hit an uneven terrain it seems, causing many problems for these quests. Currently it is happening for the Phase 1 "Rescue Missing Villagers" quest with the villagers, and it was also happening in the Phase 3 "Capture Enemy Leadership" quest with the enemy commander. Note that this is a new issue that started happening AFTER the CU was released.
- Since the medical crafting changes in the CU, only Bio-Engineers can now complete the Phase 1 "Cure the Sick" quest. It seems to be more than a little odd that Medics, Doctors, and Combat Medics do not have the capability to complete this quest, which is technically curing people.
- Turrets around the Sith Shadowbases (during the Phase 3, Capture Enemy Leadership quest) need to be balanced also. Actually, all turrets in the game need to be balanced. They are inflicting too much damage, their firing rate is too quick, they can hit through Force Cloak, and their attacks do not show up in the Combat Log.
- Captain Sarguillos is not letting people start or finish the Village Assault quest during Phase 4 again. He's stating that they are already busy working for someone else (when they are not).
- Due to the fact that Training Lightsabers have a Force Cost associated with them and Saber Hit still has a Force Cost to use as well, Jedi Initiates cannot use Lightsabers to attack anything, since they have NO Force Power bar.
- During the Entry Quest, if you are attacked by the Sith Shadows on Kashyyyk and use the looted waypoint disc it will usually be for a location that cannot be reached.
Message Edited by SonGouki on 06-06-2005 09:39 PM
Sith Thugs are currently CL 121 and hit for 2700 and like every mob in the game hit every second(this also makes me worry when phase 4 starts in a week when thugs are in the villages and people have to kill the outlaws and pirates). We all know how crazy the fighting in the village is pre-CU. May the force be with you and me when i have to unlock my last branch in phase 4
Turrets in the Phase 3 Capture the Commander quest currently hit for 300 health damage every second and never miss so...how are you supposed to destory these without dieing a million times just to take down 1 turret??
Message Edited by RebelTrooper7575 on 05-02-2005 09:18 PM
AntoineSpotter wrote:
I have range diff 4 and I believe its not working. It is suppose to make it to were u are harder to hit...
I assume you mean ranged defense 4?? If so please note that the +20 total you get from these boxes is just a drop in the bucket compared to the total amount of ranged defense you can currently have in the CU. On average I'd say most 2.5 master templates will have around 200 ranged defense (not including FS skills). So........when you compare the 20 you get from FS vs the 200 (or so) you normally get, it doesn't really pay to have these skills as much as it used to (unless you want them to unlock Jedi of course
).
On that note.....
SG would it be at all possible to request that not only obsolete skills be replaced with working versions, but that also the rest of the skills be looked at to have them weighted against non FS skills? In the example above a person with 200 RD is getting a 10% bonus to that skill where as in the past it was worth considerably more (capped at 125 not including SEA's), to the tune of about 20% if you had 100 RD. One scenario I could think of in upping some of the skills would be if I had 2 SP to spare and I had the choice of grinding whatever the FS xp is OR grind out 150k combat or 450k weapons xp for a 4th tier elite box (and thus getting the same amount of ranged AND melee defense + the possibility of a new skill), I'd go with the 4th tier elite box.
Skills "I'd" consider upping would be:
Ranged/melee accuracy-1.225 milion FS combat xp, 4 SPfor +12 accuracy. You can get+20 accuracy (ranged profs)at most elite tier 4 boxes for half the SP and save yourself the grind. This mod should probably be at least +5 per box OR scale up. IE +5 for tier 1, +10 for tier 2, +15, +20......you get the point.
Ranged/melee speed-See my above point. This is a bit tougher tho as speed weighs heavily in DPS. Again I suggest either +5 per box or (due to this being a tough mod to play around with) scale up at a lower rate than above. Perhaps +3, +3, +6, +9??
Ranged/melee defense. I already pointed out how these skills got "devalued" a bit with the CU. I'd highly suggest +10 per box or scaled as well (+5, +10, +15, +20 or +10, +10, +15, +15).
These changes not only help non Jedi but Jedi as well. Especially those that are still grinding OR choose not to pick M Def/MLS as part of their template.
I tried to do the phase 3 mission, capture the commander. The first spawns i foundhad buggedthugs and pirates who were not doing the damage expected of their level. I was still unable to take more than one at a time, but after a while with a group i finnaly managed toloot one shield code, but the next thugs i saw incapped and killed me in a couple of shots, so my question is, with time running out on phase 3, and this missions being impossible, will this mission be balanced before the next phase starts? And if it does not how will we be compensated?
On another note, i rode to close to a turret at one of the bases and was killed in one shot, but there was no record of it hitting me on the combat chat channel, the cloning window did not come up and it did not say i had been killed on the chat, i reported this, but has anyone else had something like this happen to them?
I don't understand how SOE keeps ignoring things that are keeping players from progressing in the game...it's really unfair.
Now I will have to wait yet another 9 weeks to do this phase. This is the second time I have missed it due to bugs!
Please just get the sith thugs fixed, they are a true pain, also another bug I have is that when the turrets shoot you (for 300 damage a second...) it dosent register on my Health bar, so I thought yay theyre bugged and cant kill me then suddenlyI just fell down randomly dead, obviously the turrets were shooting me, just that they were doing it so fast it didnt bother updating my health.
Please please just make it so we can kill the sith thugs, im on my hands and knees begging.![]()
they will start shooting you beyond 64 metres
they shoot for 300 DPS
the shots they take will not register as damage *unless you are attacking something*
I have taken out turrets solo by walking up to them. Even if I am getting "hit" the damage will not register unless I am in combat. Which makes killing turrets rather easy if you use the terrain. Take a pot shot at it and hide behind the terrain or wall and they go down real easy.
Number 2 is more of an issue than a bug. Just curious if the AI will be rebalanced to compensate for our maximum lvl? I mean, I guess lvl 82-85 would be more of a realistic challenge and will make people have to group but will actually make the quest doable by a group.
All the talk about double XP week is pretty useless if you have your force XP capped and all your combat xp capped as well. I can't take advantage of the double xp since I cannot open the branches to even be able to use my xp. Any plans on what they can do to get this fixed so we can take advantage of this week?
Thanks in advance!
My Health crystal work perfectly fine.
I get a +2000 ham every three days, now if I could get 2 more I would be happy.