Shipwright Archive
Thread: Input from shipwrights on top 2 bugs April 2005
Message Edited by Treychyyk on 04-04-2005 05:16 PM
EDIT: Hope no one minds, but I'll soon just remove the current (from in-game) system on the Best Current Resources for Shipwright tool (or whatever the name of it is heh) and replace it with these stats as it seems pretty set in stone to be OQ/PE.
Message Edited by SandLizard on 04-04-2005 08:52 PM
Treychyyk wrote:
Let's see...
Wrong stats listed for crafting. Example is weapons listing conductivity but actually using UT. I believe there is another one that does this, but I can't think of it off the top of my head.
----
Treychyyk, I looked at the crafting menu and it the numbers look correct when I am crafting a light blaster for instance. I switchresources and the %'s change accordingly depending onthe conductivity or UT when that is called for. I even matched up the schematic with what is showing in the crafting window.
Would you or anyone elseelaborate a bit onhow to reproduce/verify this bug?
Thanks!
- Capacitor crafting - inability to get good recharge rates
- Engines - inability to get good YPR and speed ratios
- Shields - whats the point of being able to experiment on so many things with only 10 points - front and back need to be removed to make 1 hit point which is averaged across front and back, thus liberating 5 exp points to be put on hit points, mass, energy drain, or recharge rate (15 experiment points would be a JTL balacingbonus here to to reduce the single hit kill issue).
- Droid brain upgrades - broken - there's no point in making anything other than level 1.
- Resources - incorrect stats being used, that are inconsistent with the schematic.
Message Edited by Dezrick on 04-05-2005 12:02 PM
IIscandar wrote:
I need the top 2 bugs you are seeing right now as a shipwright. Please keep in mind that there are a lot of major issues that are not bugs.
Here is what I have submitted so far. I looked at the current issues sticky in this forum and found many of the issues/bugs no longer exsist so I'm asking for your help in identifing the current top 2 bugs.Below are two bugs that I felt would make a big difference for us were they fixed/changed. I'm pretty solid about the first one, however, if another bug trumps the "chassis" for you please respond with it here.
Shipwright Top 2
- Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.
Ihave to be honest with you. I don't reverse-engineer components for the following reasons: 1) sort of my own little boycott of looted components, and 2) who has this kind of inventory space?
- Chassis- Ratio of improvement in a given chassis's mass when using high quality resources is out of proportion to the improvement of component stats. Component stats have a much higher % improvement when using high quality resouces.
This doesn't bother me so much as the experimentation problems I indicated in a previous post. Istrongly this is the way the devs intended it.
Message Edited by IIscandar on 04-05-2005 01:13 AM
- Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.
- Experimental Damage Max -In the crafting tool and schematic, Conductivity and Overall Quality are listed as thedeciding factor in this lineofstarship weapon assembly.Several players including myself have tested and confirmed that Potential Energy and Overall Quality make the most difference when crafting and experimenting in this line. Light blasters maxdmg go from 23% before experiementation to 27% before experiementation just by changing radioactive with PE 783 OQ 999 (afomoism) to radioactive with PE 994 OQ 559 (Tribipoa). Neither resource has conductivity as a stat and the OQ went down 440 points yet the end result is much better. Suggestion is to change this to represent PE and OQ as the stats that makethe difference. This would match with what it says for the Experimental Damage Min line.
I thank you all for your input. This is only one step. We have many more to go.
Message Edited by Dezrick on 04-05-2005 04:54 PM
IIscandar wrote:Ok here is what I submitted. Keep in mind they were only asking for bugs. Issues such as ypr, capacitors, and other aspects we'd like to see changed were not a part of this submission.Shipwright Top 2
- Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.
- Experimental Damage Max - In the crafting tool and schematic, Conductivity and Overall Quality are listed as the deciding factor in this line of starship weapon assembly. Several players including myself have tested and confirmed that Potential Energy and Overall Quality make the most difference when crafting and experimenting in this line. Light blasters max dmg go from 23% before experiementation to 27% before experiementation just by changing radioactive with PE 783 OQ 999 (afomoism) to radioactive with PE 994 OQ 559 (Tribipoa). Neither resource has conductivity as a stat and the OQ went down 440 points yet the end result is much better. Suggestion is to change this to represent PE and OQ as the stats that make the difference. This would match with what it says for the Experimental Damage Min line.
I thank you all for your input. This is only one step. We have many more to go.
for the second one, the REFIRE rate along with experimental damage max is also cd/oq in game, but should be oq/pe
SandLizard wrote:
IIscandar wrote:
*snip*
I thank you all for your input. This is only one step. We have many more to go.
for the second one, the REFIRE rate along with experimental damage max is also cd/oq in game, but should be oq/pe