Medic Archive
Thread: Bugs (Voting Closed)
Bugs
1.Experimentation Issues
2.Droid Med Module Rating Overrides Location Ratings
3.Factory Hopper/Inventory Window Refresh
4.Incapacitated Player Location Problems
5.Room/Dungeon Wound Healing Problems
6.Multiple CRDM problem
7.Rooms/Dungeons and /DragIncap
8.Factory XP (or lack thereof)
9.Battle Fatigue Notification
10.Radial Menu and Heal Options Bug
11.Skill Enhancement Concerns &
12.Healing Negative Wounds Bug
13.Usage XP Inconsistencies
14.Food Factory Deed
15.Wrong XP on Some Schematics
16.“Medical” Locations That Don’t Allow Healing
Notes:
* - Denotes Issue has had some change or addition made to it since last posting.
+ - Denotes New Issue since the last posting. (These will always be at the bottom of the listing.)
= - Denotes Issue is listed by Devs as being fixed in either this publish or the next (generally, 4-8 weeks.)
% - Denotes some part of Issue will be fixed in either this publish or the next (generally. 4-8 weeks.)
& - Denotes an Issue or part of an Issueacknowledged by the Developers that should be fixed at some undisclosed time in the future.
Please note that items listed as (*To be Fixed*) refer to the fact that the Devs have acknowledged the issue and expect that the issue will be fixed in either this publish coming up, or (more likely) the very next publish thereafter. In general this will probably mean a minimum of 2 weeks before such a fix will reach the Live servers but that it will more likely be closer to as much as an 8-10 week delay. Few of these items, if any, will rate a Hotfix so in order to ensure complete testing these kinds of delays are necessary. Be sure to check the date the statement was posted for a fix and add 8 weeks to it before considering if there is a problem with the fix not getting out. Please do not mistake the wording of a Dev that states “Fixed such-and-such” in these cases to mean that the item is actually fixed. It is simply a patch note method and the problem may not actually be fully fixed or even ready to go out in the next publish yet. Add the words “Will probably be” before that “Fixed” and you’ll have a better idea of how it should be read for now.
(*In Test*) refers to the next step where the issue has been placed onto Test Center for public testing. In general this means a 1 to 2 week test period before the issue will actually make it out to the Live Servers, presuming there are no undue problems. Again, please check the date of when the fix went to test before considering if there are any undue delays for getting the fix out.
(*Fixed*) Means the issue has been fixed and the fix is currently active on the Live servers. Items marked as Fixed will be removed from the very next issues listing if no further issues arise with the fix.
Message Edited by Zarlor on 12-24-2003 12:16 PM
Message Edited by Zarlor on 01-06-2004 11:45 AM
Bugs
1.Experimentation Issues
Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures, failures and only some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. At least some think that having some possibility of failure is acceptable, but they do wish to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures and do not produce as nearly drastic improvements as critical failures produce in reductions, there is simply no good trade-off here. Even experimenting by 1 point at a time seems to produce the same results (with less risk) as using as many points as possible, which is counterintuitive to what most folks expect, where they expect that taking the greater risk should provide some greater reward other than keeping the complexity low enough on an item that it doesn’t take quite as long to manufacture.
Part of the problem might come where recent experimentation with the crafting system would suggest that a crafting tool with a negative rating (up to –14.99) is far superior to a tool with a positive rating (+15). Others have suggested the same issue with crafting stations (where a -44.99 station would perform better than a +45 station would.) Apparently the values seem to be flipped for experimentation calculations, we think. We really would like more consistency and a more reliable, documented, experimentation methodology.
Further Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website or on the Holocron. Better documentation for experimentation needs to be made available.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22133
(*Dev Response:
In response to the Doctor Top 5 issues on 12/18/03 Zarlor reported the following response:
The QA team is looking into the issues around experimentation to determine if there are any bugs in the code that need to be rectified. Outside of that we may also need to do a balance pass to ensure that experimentation is working to a proper degree.
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=24681
In response to our Top 5 issues on 12/20/03 Traigus reported the following response:
"The devs and QA will be invesigating the crafting system. All of these issues have been forwarded to internal QA, along with several more issues that ahve appeared since this Top5 was submitted."
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9053)
2.Droid Med Module Rating Overrides Location Ratings
Droid med module ratings are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics (or increasing on those rare instances an experimented Med 6 Module is on the droid in question). Please check to ensure that only the best heal rate is utilized.
This is also affecting the damage stim rates when they are out, greatly reducing what a stim would normally heal damage for with no droid around at all. While it would be nice to have a 10% increase with a well experimented Med 6 module, it is requested that droids either be taken out of the loop for heal effectiveness with stims, or that the greater heal rate of an area is also considered for stims, but where the standard heal rate is considered 100% irregardless of location (thus allowing for a 100 heal rate normally, but gaining the bonuses of a droid that has a higher rate if it is available.)
3.Factory Hopper/Inventory Window Refresh
Factories (and a few other inventory windows, but this is most prevalent and reproducible on factories) are not refreshing properly. When moving an item into the input hopper on a factory, the item actually moves in all other respects (inventory size goes down, hopper size goes up and so on) but the graphic of the object does not move from inventory until either a window is closed or the “Change View” button is pressed to force an update.
4.Incapacitated Player Location Problems
Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet. Workarounds have included using the /DragIncapacitatedPlayer command to get them to you, but sometimes the location is so screwed up that even though the player appears to be at your character’s feet, they are still outside of the 20m drag range, although this does seem to be occurring less often lately. A possible solution is using the same location algorithm for locating the “body” that heals were using on the live player (where the player WAS close enough) when they are incapped and allow the /follow command to actually work on incapped players and corpses to get us close enough to them to perform the required heal function.
5.Room/Dungeon Wound Healing Problems
Non-combat healing actions, such as Wound Healing and Enhancing, that would normally require a Droid, do not function within Caves/Dungeons.
6.Multiple CRDM problem
Stimpacks that use multiple CRDMs do not seem to be reading the Power rating correctly. Preliminary suggestions seem to imply that the power rating from the primary CRDM is not being read at all. (For those Medics reading this, it should be noted that only the first of any multiple stack of components is supposed to be read for the stats, so having 2 CRDMS should be no different than only using 1, it should just be a direct add of the rating from one of the components.) Further, thorough, testing needs to be done, however. (Anyone wanting to help out on this front, please jump right in.)
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14087
7.Rooms/Dungeons and /DragIncap
We’d like the ability to /DragIncap from a room or Cave/Dungeon.
8.Factory XP (or lack thereof)
Factories currently do not seem to be providing the 10% Crafting XP they are supposed to provide. We are uncertain if this is a problem with no XP being provided at all, or if there is a timing issue where the XP is being provided at an extremely slow rate. Several folks are trying to investigate the issue further.
9.Battle Fatigue Notification
The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400, according to the last known clarification on this, back in Beta. Please provide the notification or give us some indication that things really are working “as intended”.
By the same respect the player being healed should also receive the notification message, if there should be one, to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics there who are not healing to their potential because of this.
10.Radial Menu and Heal Options Bug
The Radial menu does not always provide the Heal options, even though the target is obviously wounded and/or the redial menu was just used to provide a heal. Please fix.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=18435
11.Skill Enhancement Concerns &
(To be Fixed)
Since it has been confirmed that the cap for Skill Enhancements s supposed to be +25 the UI on the Skills page needs to be fixed to reflect that maximum.
(*Dev Response:
Dave "Keldarin" White wrote on the Correspondent forum on 11/3/2003 in regards to a question on if the UI is bugged or if the perceived +25 cap on skill enhancements is bugged:
“There is a UI issue there. The highest bonus you can have to any one skill is +25.”)
12.Healing Negative Wounds Bug
There are situations, generally involving buffs and armor, where a player might have wounds that show up in the negative values. These negative values (previously responsible for causing more than a few problems with perma-incap situations) do not seem to be getting healed properly. Reports suggest that when healing a stat that has negative wounds that the Medic doing the healing is actually “hurting” the patient lowering the maximum value on their stat. For example someone who has -145 strength wounds and a 500 strength value when fully healed has that that -145 wound healed, their max strength drops to 355, until they clone. Please fix.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=20904
13.Usage XP Inconsistencies
UXP seems to be quite inconsistent. Some preliminary testing suggests that UXP can often be had if the person using the item is right there with you when they use it, but of they are any distance away (possibly a server line issue) or if the Medic is logged off, UXP does not seem to be generating (even allowing for the possible 4 hour delay Holo once mentioned as a consideration for some earlier UXP anomalies being seen.)
14.Food Factory Deed
The Factory schematic for Food & Chem. Factories needs to be renamed. They currently state only “Food Factory” on the schematic and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed for making meds. Please Fix to read “Food and Chemical Factory.”
15.Wrong XP on Some Schematics
Some items do not seem to be giving proper XP, such as experimented items, having a higher complexity, do not give more XP than their unexperimented versions.
It has also been noted that despite the increased complexity and resource requirements of something like an Advanced Liquid Suspension over a standard LS that the standard LS will still provide more XP (35 as compared to 25 for an ALS).
16.“Medical” Locations That Don’t Allow Healing
There are many locations in the game, particularly in some of the “dungeons” and other static content locations, where a room in such a location has an obvious medical “theme” to the room. However such rooms never allow healing actions to be performed in them. Please fix so these locations act like any other hospital/camp/player building would for healing purposes.
Message Edited by Zarlor on 12-24-2003 12:08 PM
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11
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I still have one more list to put up, but I'll do that tomorrow. Thank you Zarlor, and get some rest! It's almost Christmas (well, it is Christmas for me)! Have a Merry Xmas!
- 1
- 11
- 2
- 3
- 5
- 16
- 15
- 14
- 9
- 8
For anyone wondering about my choice of #11 as a #2 issue for me on this list... it's just because if they'd fix the stupid display and make it more publically know about the +25 skill modifier cap then we'd have a lot less folks coming here constantly asking about it. ![]()
It would be nice to have all these bugs addressed (as they are bugs and not features or wishlist requests but...)
1.Experimentation Issues
2.Droid Med Module Rating Overrides Location Ratings
11.Skill Enhancement Concerns &
8.Factory XP (or lack thereof)
3.Factory Hopper/Inventory Window Refresh
4.Incapacitated Player Location Problems
13.Usage XP Inconsistencies
15.Wrong XP on Some Schematics
Are the most annoying to me...
Sorry...been meaning to go through and vote on all of 'em...just kept forgetting ![]()
- 1
- 8
- 5
- 4
- 7
- 9
- 15
- 13
- 12
- 3
- 1.Experimentation Issues
- 3.Factory Hopper/Inventory Window Refresh
- 4.Incapacitated Player Location Problems
- 5.Room/Dungeon Wound Healing Problems
- 8.Factory XP (or lack thereof)
- 9.Battle Fatigue Notification
- 12.Healing Negative Wounds Bug
1) 1
2) 5
3) 10 (Radial menus in general need to be more consistant)
4) 13
5) 12
6) 8
7) 14 ( Should be an easy fix I think)
8) 9
9) 16
10) 2