Shipwright Archive

Thread: Shipwright Bugs/Issues Nov. 18, 2004

IdleThought
Fri Nov 26, 2004 7:48 am
#27

Probably already noted:

Comparing the Friday feature on Armour and how hp decay works to the reality suggests that the Armour decay isn't working right.

Looks like the AHP/HP fields might have been transposed somewhere - look at how they appear in the two windows when experimenting compared to other items.

Is it the AHP really decaying when it shouldn't, or is it just the HP that is decyaing but is mislabeled?



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SSSnuggles
Fri Nov 26, 2004 12:06 pm
#28


It seems to me there's more then just a Crafted Vs Looted item problem, Loots Vs Loots is a problem, it seems that the even levels (at least for capacitors, and boosters) are alot better then the odd levels (lvl 2 is better then lvl 5 often, lvl 4 is better then lvl 7), it's quite bizarre...

Message Edited by SSSnuggles on 11-26-2004 02:24 PM

Chewato
Mon Nov 29, 2004 3:21 pm
#29






styx66 wrote:







ISSUES


Minor



  • Reverse Engineering should give Starship Crafting Experience





How about the RE bonus being based on TWO things? The level of the component and the level of the shipwright doing the reverse engineering. Currently a Novice SW has the same bonus as a master. Perhaps the bonus should be .2 times SW tier (0-6, Novice to Master) times RE level. This would give a master a bonus of 12 when doing level 10 parts, but a novice bonus of only 1.2.


As for XP for reengineering, they had that in beta but it got killed since it was an entire tree.


I would be happy witha use for the SW xp after reaching master. Perhaps special limited use components or schematics that could be 'purchased' for XP. Or the ability to make one of our crafted items able to be reverse engineered for an XP cost (even a steep cost would be worth it).
Chewato
Mon Nov 29, 2004 3:58 pm
#30

I would like to see blueprints able to be 'dropped' showing a model of the ship.
rexan
Tue Nov 30, 2004 11:30 am
#31

Mass on multiplayer ships seem to have an extra digit. In Beta I remember the mass in the MP ships being around 500k. Now the mass is at 5 million. I dont think thiswas intended.



Rexan Ryu
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Darksfallen
Tue Nov 30, 2004 11:37 am
#32


Minor Bugg, I'm not sure it's importance, but it's nice when you are in a run.


If you craft a Missile Pack and then go to load it into the Missile Launcher at a ship terminalbefore it's finished building you can. So you don't have to wait the minute for it to finish and load it. Later when it's done you get an error that it cannot be placed in you inventory because it's likely "too big".


Just an FYI



Miriam
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thecolonelcardaks
Tue Nov 30, 2004 12:42 pm
#33

Everyone spoke of the RE'ing droid interface bug which increases the number of speed (slower), but it also happens when you experiment on speed for droid interfaces on crafted ones too. It makes the speed number increase instead. I really wish they would fix this... unless the higher number is ACTUALLY better like it used to be.


Also, I am not sure if the Ithorian crafting bonuses are actually applying... I don't see them in my mods, but maybe I am missing them. Can someone confirm?



I also have a suggestion for making each chassis actually usable, instead of everyone using the bombers with the uber engines. What we do is make a new class of components, like ultralight engines. Only these engines will be capable of the higher ranges of speeds and would have lower masses, but could only be used in ships classed as light fighters, like scyks and khiraxz. This would allow these chassis to actually be viable for most people instead of only being able to be used with solely uber gear. Think about it, the Millenium Falcon could not outmaneuver those goddamn Tie fighters that were swarming around it like ants, but it was able to pack some serious armor and weaponry to combat it. As it stands right now, it seems people don't use the small ship much that would add some diversity to space unless they are low tier. Many people grab the Rhixyrx or other big ships and load it down but then throw in these obscene engines that could never fit in a small ship, so that a massive bomber ship can now move faster than an awing or a khiraxz. What do you think? Post your feedback!



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pervel
Thu Dec 02, 2004 5:10 pm
#34



For weapons the listed experimental property for Maximum Damage is wrong. It is listed as


Conductivity: 50%

Overall quality: 50%


However, I have tested this and I can say that this is not the actual values used when experimenting. The actual values seem to be the same as for Minimum Damage:


Overall quality: 50%

Potential Energy: 50%



I vaguely remember something about this in a patch note. But the fact remains that it is wrong currently.

SSSnuggles
Mon Dec 06, 2004 11:31 pm
#35






styx66 wrote:








BUGS


Major


  • Crafted components having names truncated FIXED Near as I can tell

  • Droid Interface:


    • Highest speed rating chosen when RE'ing level 2 or above Is apparently being fixed with the Dec 7 patch

  • Bugs with deed generation (random, working on reproduction steps) and redeeding Is apparently being fixed with the Dec 7 patch


    • Attempting to generate a brokered deed before being certified renders deed permanently unusable

Minor



  • Cert levels not displayed on countermeasures It does show during creation and upon completion (on the finished item), just not on the schematic






I'll be testing the DI fixes tomorrow.

Harkyn1
Tue Dec 07, 2004 7:23 am
#36

How about the new 11.4 additions for us as issues?! No damage to Deep Space PvP, thereby no need to buy new pieces (even though they probably just use the loot that is better then our crafted items) and the Tier 1 ships upgradable?!? No need to sell Tier 1 ships.

Message Edited by Harkyn1 on 12-07-2004 06:23 AM

Rogue1970
Tue Dec 07, 2004 1:49 pm
#37

KSE Disks no longer seem to be dropping for shipwrights who have assembled and USED their Firespray schematic fully.


Since assembling and using my 4 uses(3 weeks ago), I have gotten 2 disks (that was 2 weeks ago), and ZERO in the past week.


I am REing 300-600 components a day.


I have heard similar numbers from others who have also assembled and used their schems fully. (ie: made all of them)


If this is intended, I'd like clarification so I can consider dropping shipwright immediatly. Imagine an Armorsmtih not being allowed to make RIS ever again after one set....



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SSSnuggles
Wed Dec 08, 2004 12:47 pm
#38





styx66 wrote:








BUGS


Major


  • Droid Interface:


    • Highest speed rating chosen when RE'ing level 2 or above Is FIXED!!! Dec 7 Patch











thecolonelcardaks wrote:


Also, I am not sure if the Ithorian crafting bonuses are actually applying... I don't see them in my mods, but maybe I am missing them. Can someone confirm?





The Ithorian and Sullustan bonuses are on assembly, theoretically this means you have a better chance at amazing assemblies, unfortunately amazing assembly doesn't change any stat or cap so it is totally and absolutely useless at this time, very annoying bug.

rexan
Thu Dec 09, 2004 1:54 am
#39

The YT-1300 only has 2 missle slots instead of 3, like the rest of the multi-passanger ships (Decimator and Nova).


Would like to see this fixed.


thanks



Rexan Ryu
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