Shipwright Archive

Thread: Shipwright Issues/Bugs Nov. 8, 2004

EtaEmock
Tue Nov 09, 2004 12:11 pm
#27








ISSUES


Major



  • Crafted components inferior to looted components


    • Primarily Engines, Boosters, Capacitors

  • No difference between an amazing success anda great success, no value changes between them.

  • More data from chassis schematics/deeds (ship characteristics)

  • Subcomponents not scaling properly with new mass values (since beta)


    • e.g. Mark V mass reduction about 3.5k on a 50k mass, better to use lower level component

    • Low level reactors ideal, plenty of energy and light

  • Reverse Engineering:


    • Relax Naming Restrictions

    • Leave stats window up while naming

    • Some indicator of RE'd status (can be confused with crafted items)

  • Components - More understandable decay indicator

  • Components - More detailed schematics

  • Chassis - Picture of chassis upon examine

  • Texture Kit Preview ability

  • Condense Texture/PaintKits into "Ship Customization Kit" similar to Vehicle Customization Kit.

  • Missile launchers should accept sub-level missiles (e.g. Mark IIIlauncher could fire Mark I missiles)

Minor



  • Bring shields in line with weapons (15 exp points)

  • Cert/RE level upon mouse-over in inventory.

  • Paint kits lost in giant list of components on vendors, only show in base Ship Components category.

  • IFF/EMM chaff packs only 8 per pack experimented fully.

  • Ability to "Virtually" load ship to test mass/energy limits while shopping in player cities.






Is there any word on any potential updates to the issues listed above? I personally have many customers that want higer level crafted components, but due to the mass issues, it is not practical for them now. As well, my biggest issue still being that crafted is so inferior to looted. I am not asking to be able to make better than anything out there, I just want to be able to compete with loot, if I have good resources.


So when can we expect some answers?







Eta Emock
Elder Shipwright.....Elder Dancer (Super Hot Fish)
SATF
Mordant, Talus


TalonKarrdeTN
Tue Nov 09, 2004 12:45 pm
#28

Another thing Styx I just thought of, although I don't have a running list or anything at this point (I've been just /bugging them up till this point): There are a number of looted components I've discovered that have mismatched Ship Cert Levels and RE Levels on them. For instance, I ran into a Ship Cert Level 10 droid interface that had RE Level 5 on it last night. Perhaps this would be something for another thread separate from this one? Your call of course. I know it doesn't have to do directly with things shipwrights can out and out *make*, but it still does relate to shipwright since we're the ones who reverse engineer. So I think it would be a good idea perhaps at the very least to start a new thread to sticky at the top of the forum for people to submit such mismatched data errors and you keep a running list going in the first 2-3 posts of everything identified throughout the thread. Just tossing this out there FYI.





Characters:
Tynd (formerly Tyndaleon) Starstrider (human)
Tharilac Crey'lya (bothan)
Tibattican (wookiee)
Tiomeg Bysik (ithorian)

Beta & Day 1 Tarq Vet, Longtime Officer & Member of the Order of Infinity (IFN), Current member of Wraith Squadron (WSQ)
styx66
Tue Nov 09, 2004 5:56 pm
#29






EtaEmock wrote:


Is there any word on any potential updates to the issues listed above? I personally have many customers that want higer level crafted components, but due to the mass issues, it is not practical for them now. As well, my biggest issue still being that crafted is so inferior to looted. I am not asking to be able to make better than anything out there, I just want to be able to compete with loot, if I have good resources.


So when can we expect some answers?










I have answers on one item, and they are fixing some others (2 fixes on TC for us already). I've been told not to convey what i know about the one thing, that TH will make a statement about it at some point.

styx66
Tue Nov 09, 2004 6:44 pm
#30







Acrod_Novys wrote:



Just to be sure, sir, are you aware of the feature that you can click the "expand" arrows in the upper-left of any inventory to get essentially the examine window for whatever item you have selected? Some are unaware of this feature, which is ESSENTIAL to me as a bio-e (DNA samples are similar to this issue of looted items, as we are given very little info in the item title and have been requesting more for ages)






:stunned:


learn something new every day... i feel like such a newbie!

ilep
Tue Nov 09, 2004 10:22 pm
#31






Arkenor wrote:





Djamonja wrote:

Great compilation -- only3 areas I'd quibble with




3. Weapons schematics doshow OQ/PEaffecting the minimum damage and OQ/CDaffecting maximum damage (no problem since they use Radioactivethat hasPE and other resources that have CD).







Yes, but PE is affecting the max damage too.




THis is very important, it's a big difference between using high OQ steel and high OQ+Con steel, could mean very different resource




Ilep Zhul, Master rifleman, TKM
Pe'li Zhul, Master weaponsmith, Master artisan, Master merchant
Weapons, Loot, and High quality resource vendors
at -100, 2560 Dantooine (400m from mining outpost)
Tricki
Wed Nov 10, 2004 4:47 am
#32






KabaI wrote:





Tricki wrote:





styx66 wrote:


Minor



  • Bring shields in line with weapons (15 exp points)



And reactors please





Reactors have 4 things to experiment on. There's no reason to get more Exp points for 4 lines, as that's quite unfair to the other crafting professions. Now, having themhave more of an effect /point put in, I'd totally agree with.






ALL components should have 15 experiment points - atm only some do on a ''random'' basis atm from memory - will check when i get IG later


ALL chassis should have 10 experiment points





Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
Tricki
Wed Nov 10, 2004 4:48 am
#33

BUG:


Mk2 Space Bomb launchers!!!! 5+k mass


Mk1 Space Bomb launchers!!!! 35+k mass


The wrong way round IMHO




Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
Jagged-F3l
Wed Nov 10, 2004 5:47 am
#34






FalinMor wrote:





Jagged-F3l wrote:





styx66 wrote:



BUGS


Minor



  • Resource Density on new Ore





Can you elaborate on this?







Seconded. Are people complaining because it's possible to find the new ore in very high densities but not any of the old ores? PLEASE don't fix this, I like it just the way it is.


Falin





Hmmmm...on Chilastra I believe I had found a 95% concentration of this ore.




010101010101010101010101010101010101010101010101010101010101Jagged' Fel
0101010101
0101010101010101010101010101010101
0101010101010101"The Oppressor"
010101010101
010101010101010101010101010101010101
010101010101
010101
010101010101010101010101010101010101010101010101
010101
01010101
01010101010101010101010101010101010101010101
01010101
010101
010101010101010101010101010101010101010101010101
010101
0101
0101010101010101010101010101010101010101010101010101
0101
0101
0101010101010101010101010101010101010101010101010101
0101
01
01010101010101010101010101010101010101010101010101010101
01
01
01010101010101010101010101010101010101010101010101010101
01
01
01010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01

Jagged-F3l
Wed Nov 10, 2004 6:17 am
#35






EtaEmock wrote:





Jagged-F3l wrote:





styx66 wrote:


ISSUES


Minor



  • IFF/EMM chaff packs only 8 per pack experimented fully.






From experience, I can verify that experimenting on the ammunition count of any counter-measure or missle packs does not change the ammunition count.






I cannot verify for chaff packs, as I have not made any, but I can verify that experimenting for ammunition count on missle packs does increase the quantity. The highest number I have been able to achieve for a missle pack was 13.








OK, I don't know what is going on, but I just tried this again last night for someone that begged me to try (they even brough their own resources).


At any rate, maybe the behavior is specific to a particular missle pack, which would definitely make it a legitimate bug. I will try this again and pay more attention to what I'm bloody crafting




010101010101010101010101010101010101010101010101010101010101Jagged' Fel
0101010101
0101010101010101010101010101010101
0101010101010101"The Oppressor"
010101010101
010101010101010101010101010101010101
010101010101
010101
010101010101010101010101010101010101010101010101
010101
01010101
01010101010101010101010101010101010101010101
01010101
010101
010101010101010101010101010101010101010101010101
010101
0101
0101010101010101010101010101010101010101010101010101
0101
0101
0101010101010101010101010101010101010101010101010101
0101
01
01010101010101010101010101010101010101010101010101010101
01
01
01010101010101010101010101010101010101010101010101010101
01
01
01010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01
0101010101010101010101010101010101010101010101010101010101
01

EtaEmock
Wed Nov 10, 2004 10:41 am
#36






Jagged-F3l wrote:





EtaEmock wrote:





Jagged-F3l wrote:





styx66 wrote:


ISSUES


Minor



  • IFF/EMM chaff packs only 8 per pack experimented fully.






From experience, I can verify that experimenting on the ammunition count of any counter-measure or missle packs does not change the ammunition count.






I cannot verify for chaff packs, as I have not made any, but I can verify that experimenting for ammunition count on missle packs does increase the quantity. The highest number I have been able to achieve for a missle pack was 13.








OK, I don't know what is going on, but I just tried this again last night for someone that begged me to try (they even brough their own resources).


At any rate, maybe the behavior is specific to a particular missle pack, which would definitely make it a legitimate bug. I will try this again and pay more attention to what I'm bloody crafting







Ok, the missle packs that I know I have increased the numbers of missles in are Protron and Siesmic, Mark I's



Eta Emock
Elder Shipwright.....Elder Dancer (Super Hot Fish)
SATF
Mordant, Talus


ExcaliburCH
Wed Nov 10, 2004 1:00 pm
#37

I'm not sure if that was already mentioned.. but for my opinion, the reverse engineering should also give SW xps. Because the the higher the SW goes with his skill, the higher level componentes he can reverse engineer.

There should be a note within a schematic, if the item (or the ship blueprint) needs a privat crafting station. I was trying almost 30 minutes before a public crafting station to build a Y-Wing *blush*.

cheers
Exi



(ggggggggggggggggggggggx=======
Minatorra - goodness of peace
=======xgggggggggggggggggggggg)

fix those bugs first
Tricki
Wed Nov 10, 2004 3:02 pm
#38

The quanity increases at 25% and 50% experimentation - typically by ''1'',not exactly fabulous



Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
pervel
Thu Nov 11, 2004 12:50 pm
#39

Bug in reengineering:


When using the last charge of the analysis tool, you don't get a chance to rename the item.

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