Scout Archive

Thread: OLD Scout Bugs (Last updated: 6.28.05)

Vorpaks
Fri May 27, 2005 1:19 pm
#1

All,

Below is my compiled list of scout bugs. Let me know if I've missed any!

- Paks


The following three are High Annoyance Bugs.
  • Trapping xp broken

  • Adhesive Mesh Trap broken

  • Camps auto-disbanding
The above are bugs that should be fixed first, if nothing else. See below for full descriptions.



#1 ISSUE:
  • Players with high combat levels cannot gain trapping xp. In the lower trapping boxes (low trapping mod), traps will not stick on creatures equal to their level and creatures below their level only give 1xp.


Camping
  • Placing a camp causes a “hole” in the graphics to appear under the camp so you can see the water/sky underneath.

  • Camp are auto-disbanding as soon as they are placed. The message "You are entering a camp" appears immediately followed by the message "You are leaving a camp" and the camp disbands. It often takes several camps to get one to stay up.


Traps
  • Glow Juice BROKEN No change in damage done to creature with ranged attacks.

  • Wire Mesh BROKEN No change in damage done to creature with melee attacks.

  • Glow Wire BROKEN No change in damage done to creature with ranged or melee attacks.

  • Adhesive Mesh BROKEN Does not root the creature.

  • P-Dart: Not working as intended. The first P-Dart you throw works as intended (snare). Once the snare effect wears off the second P-Dart you throw on the same creature creates the adhesive mesh root effect instead of the snare effect. This is a permanent root. It does not wear off, but it can be broken by melee attacks or loss of line of sight. Please do not fix this trap until you have fixed adhesive mesh.

  • Trapping xp (when it is possible to get it), is slow compared to Scout xp.


  • When trapping creatures, many times the message "you can only use this trap on creatures" will appear. You will not be able to throw a trap at this creature.


Harvesting
  • If a creature breaks off combat a few times during a fight you will not be able to harvest from that creature.

  • When attempting to harvest a creature you will occasionally get a “you can only harvest creatures!” message, as if the creature was an NPC.

  • Often players will get a message that reads "The creature did not have any intact harvestable resources." This was a bug that was fixed in the first few months of the game and reappeared a few months ago. It is believed to happen when the resource is shifting.

  • If a low level character is in a high level group and kills a low level creature they will get 0 or 1xp while the high level characters will still get a decent amount. Everyone automatically thinks it is a bug and reports it since it seems so unfair.

  • Harvest droids are broken. When you group with another player, even if the droid is not grouped with you, the droid will harvest significantly less than you can by hand (up to 50%). If you are not grouped with another player the droid bonuses will work as intended. We suspect that the droid is still seeing the 20% group harvest penalty, even though this has been changed to a 20% group harvest bonus.

  • There are several animals that are unharvestable, such as the Hostile Thune Mother and Stoneskin Hanadak's, as well as the mobs that drop trophies.


  • Harvesting clothing attachments (CAs) are not working.


Maskscent
  • Low level and grey mobs are still breaking maskscent and camo. I am seeing complaints about this mostly on Kashyyyk.

  • When maskscent breaks, the creature will instantly aggro you. Pre-CU there was a chance that the creature would not aggro you and if you stayed very still and waited you could re-apply maskscent and try again. Now there is no chance to re-apply. Many times it is safer to not use maskscent and just hope the creatures will not aggro you instead of usising it and ensuring they aggro you.

  • If you do not have maskscent on grey mobs will ignore you. If you do have maskscent on and a grey mob breaks the maskscent it will instantly attack you.


Creature Knowledge
  • The creature knowledge mod no longer allows Scouts to see extra information.

  • Much of the information that even non-scouts used to be able to see is no longer viewable


Creature-to-hit bonus
  • Pre-CU the creature-to-hit bonus was granted while using the default attack. Now that there is no longer a default attack it is believed that this bonus is no longer given.


Skill Caps
  • Scout xp caps need to be looked at. For some of the boxes the xp caps right at the amount you need to train, making it impossible to bank xp.


Other
  • Milk/eggs/seafood do not autostack.


  • It is not possible to fish on Kashyyyk.

Message Edited by Vorpaks on 06-28-2005 12:39 PM

Message Edited by Vorpaks on 07-22-2005 11:14 PM



Paks
Master Ranger/Master Creature Handler
-I support ATK play

BioEngine
Fri May 27, 2005 3:42 pm
#2

The extra information not showing up is the resistances, the deathblow factor, and the effectiveness.



The level that we see when examining them is no longer needed, and is usually false when compared to the "conning" level.





Account active 'till November 10th, contact me on forum name:
Stamina
Fodder650
Fri May 27, 2005 5:01 pm
#3

Might as well add the unharvestable creatures that have existed for months. Hostile Thune Mother and Stoneskin Hanadak's. The game treats them as NPC's and not as creatures for harvests apparently.



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
BioEngine
Fri May 27, 2005 9:27 pm
#4






Fodder650 wrote:
Might as well add the unharvestable creatures that have existed for months. Hostile Thune Mother and Stoneskin Hanadak's. The game treats them as NPC's and not as creatures for harvests apparently.




Recently, someone has reported that they were able to harvest a Gorax. If you attended the GRM a while back, we went after a couple of Goraxes as the infamous "Noob Amoeba" and were not able to harvest the Gorax, much to our dismay, but were able to loot their bone fragments.


Same situation, you're right about the NPC assessment. Just making a comparison.



Account active 'till November 10th, contact me on forum name:
Stamina
Eskie
Sat May 28, 2005 1:01 am
#5

I dont know if it really belongs here, but the scout corr. said BEs should feel free to add it if desired:

- Scout xx4x is still a prereq for Novice BE, contradicting published CU design docs. This seriously is nerfing former docs who healed and crafted. According to the original docs, they could continue what they were doing for the same skill point cost by swapping Master Medic and the Medic x4xx line for Novice BE and the BE xxx4 line. As it is implemented right now, it takes 29 more skill points for the scout prereq. No other crafting profession has 2 starter profession lines as prereqs.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Fodder650
Sat May 28, 2005 5:52 am
#6

That wouldnt be a bug though. This is a list of our bugs. It is connected to scout though.



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
lammergeier
Sat May 28, 2005 6:28 am
#7

the BioE pre-req deserves to be looked at, but I see an immediate problem with changing it from scout xx4x to 4xxx...

consider the following template, possible with such a change:

mBH
nBioE
nSL
commando 0200
smuggler 0100

(plus the novice pre-req's of scout 4004, brawler 4000, marksman 0404, medic 0004).

cost? just under 250 skill points.

edit: math.

Message Edited by lammergeier on 05-28-2005 09:29 AM



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Vorpaks
Sat May 28, 2005 7:55 am
#8



Fodder650 wrote:
That wouldnt be a bug though. This is a list of our bugs. It is connected to scout though.


I asked them about it on the BE board. There are two things I can help lamm push for:

- deleting the Scout req
- changing it to a more efficient 4000 scout req

The problem lamm is pointing out is that both changes make for an ultimate "base buster" template.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Fodder650
Sat May 28, 2005 1:31 pm
#9

BE's need the scout requirement though. I know the doctors want to be able to craft. But lets not forget that BE's are creators of BE Pets. They would need some sort of scout knowledge to do this kind of work.

(hides from view glad the 1 star's are gone)



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
1963explorer
Sat May 28, 2005 1:33 pm
#10


I've been developing my new character (goal: master ranger / master pikeman) from scratch and found out thattrapping xp is broken in more than one way.


I did some extensive experimenting inthe fastestway to get trapping xp the and saying that my results are weird is a big understatement.


Somehow the trapping XP got linked to the number of times you hit a creature !! This results in getting more XP from thelowest creature that cons green than you get from creatures muchcloser to your level.


Example: when I was level 5, the fasted way to get trapping XP was killing level 1 creatures. And killing them in onehit gave the most XP.



Addendum: Now I'm level 14 the trapping XP seems to be mostly based on level of the creature. But the amount per trap is very low. And the ammount fluctuates. Creatures of the same level don't always give the same amount. So there still may be a math problem involved somewhere.

Message Edited by 1963explorer on 05-29-2005 01:56 AM



*****Yes, yes. Akkus have many good ideas. Akkus want to make milk and eggs more available to everyone as well. Akkus not tell you this idea though. You will steal it from Akkus.*****

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Aleskander
Sun May 29, 2005 5:39 am
#11

Mask scent doesn't seem to work quite right. I have mobs attack without breaking scent. Not doing anything, just standing there.



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

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Vendor in Dust Shop Mall South of Coronet -147 -5826

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SioBabble
Sun May 29, 2005 8:45 am
#12






Vorpaks wrote:
I'll put low trapping xp on the list when I update - I have heard this complaint from a few people.

As far as BEs - the scout pre-req makes sense, but Doctors were promised by the Dev team that they would be able to stay Master Doctor and pick up the BE crafting lines without spending more skillpoints. Not sure how that was supposed to work out but /shrug. This is problematic if BE only required medic0004. It is really problematic if they also require Scout. BEs who want to craft pets will always be almost required to pick up scout for the maskscent anyway (thus the question, if the pre-req is kept, should it be moved to 4000?). It is one of those "hidden" pre-reqs, like a combat profession is for Ranger.




Vorpaks, really.


The devs keep a promise? They don't know how, and frankly, they make them and forget them, or make them and intentionaly break them.


They do this out of habit. They are never held accountable for their broken promises, and there have been literally hundreds of them made and broken during the last two years.


The developers, as a body, have no integrity at all. Their word cannot be trusted.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Kasz
Sun May 29, 2005 10:21 am
#13

I cant seem to notice any of the traps really working i mean the noise maker trap makes the particle effect and thats really it i cant tell the slightest difference between using a trap on a creature and not. I also was thinking that we may be able to add a snarelike trap that works on both players and npc's towards the top of trapping nothing to big but something noticable.



Grenadier/Sniper
Starsider
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