Merchant Archive
Thread: Our day has come (almost)
Update is complete. Notes are below.
Please take some extra time to see if there are any new problems with vendors and factories. Thanks!
- Lowered xp given for using maskscent
- Fixed issue where players would get xp for using maskscent against a pet.
- Fixed issue related to DB optimizations (survey tools should be working properly now).
- Changed experimentation on munitions components to use weapon experimentation (this will allow weaponsmiths to fully experiment on grenade components).
- Fixed issue where damage experimentation ranges on the warhead stabilizer component were negative.
- Changed the resource attribute weights on warhead components to use Decay Resist and Quality (experimentation should work properly with these now).
- Fixed issue where items created with a factory would not have the attributes of the schematic used.
- Fixed issue with initializing vendors.
- Fixed issue where resources would combine when placed on NPC vendors.
- Fixed issue that caused looting to not work properly while grouped.
Vass
James Whisenant
SWG Assistant Buildmaster
YES YES YES YES YES!!! to bad they are going to raise the cost of the NPC vendors first! lol
NOTE: this is from test center and is not live yet
Wow. We complain about this on this forum for two months, no action.
Someone complains on Test Center and it gets fixed within a week.
And the TC people complain about us "invading" their forum... apparently it's the only way to get results. ![]()
This change was not made because of people "complaining" on the TC forum. It was changed because it was an issue that came up in the merchant correspondent report. It's being tested on the TC server to see if it fixes the bug.
Saying "invading" is the only way to get "results" is blindly ignoring the fact -- FACT -- that the system the devs set up IS WORKING to communicate issues.
If you come on to the TC forum and complain, or post your brilliant ideas about how to fix things, all you'll get is a locked thread. The TC forum is for discussion of events on the TC server, and for discussion regarding identifying bugs in code that has been pushed to TC. It is not a development forum. Vass, our TC developer contact, is a buildmaster. He debugs programs. He does not write them; he does not create content for the game; he does not balance classes. He does not have time to function as a correspondent for all the professions in the game, even if he had the desire to do so. If you want to post your ideas and such, all he'll do is tell you to repost them in your profession forum, or in the Discussion forum.
Call me elitist if you want -- all I'm saying is that if you want change, you have three options: (a) you can post on the Discussion forum, (b) you can post on your profession forum, or (c) you can waste your time.
This isnt a fix to factories at all, btw.
This accomplishes nothing for fixing the current stale market whatsoever, nor does it improve our abilities as crafters.
- Fixed issue where resources would combine when placed on NPC vendors.
Oh.
My.
God.
I'm in shock.
Small battles perhaps, but I see no reason why they cant just adjust the coding right now, so that all it tells the factory to do, is as soon as a factory is finished with a run, it "redeeds" itself.
The coding to maintain your power and money in it is obviously there, and until it is 100% fixed, im sure there are those out there, (myself included) who would just as soon eat a schematic on a completed run.
Or, adjust the coding so that your schematics currently are not used up in charges? Simply erase the line of code that tells it "00010 when timerA = x, -1 schematic code".
This tricks the system and doesnt use up charges at all in your schematic. People are making 1,000 charge schematics anyhow, and it is clearly based on the amount being used FROM the schematics.
over two months later and to my knowlege it has not yet been fixed.....believe it when i see it....