Scout Archive
Thread: OLD Scout Bugs (Last updated: 6.28.05)
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
#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
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.
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.
- 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.
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
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.
(hides from view glad the 1 star's are gone)
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.
Message Edited by 1963explorer on 05-29-2005 01:56 AM
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.