Shipwright Archive

Thread: Updated Shipwright Issues and Bugs (Oct 29 2004)

Betatoxin
Fri Oct 29, 2004 10:13 am
#40



CapnKate wrote:
Considering a guy i sold a ship to yesterday emailed me today to order some replacements for the weekend because he died enough to get his contition down to 50% on some components, I think decay is just *fine*. I'd like *some* room to breathe.




I was not aware that ship decay was in to this level. I had not played the last little bit of beta and I must have missed the patch note that added this (if it was in a note).

The issue probably should move to more of ensuring a fair balance between SW and Pilot.
Betatoxin
Fri Oct 29, 2004 10:23 am
#41


jassi007 wrote:
Whats this crap about no decay? As I understand in about 7-8 repairs, a ship chassis looses 50% of its hitpoints. Sounds like decay to me, and pretty damn fast decay as well.

Message Edited by jassi007 on 10-29-2004 09:44 AM





It was my mistake, I was posting on a issue I had never seen resolved in beta personally or in patch notes. Unfortunately I also did not play in beta for the last 2 weeks, just tried to keep up on patch notes. It was misinformation I admit.

However the thread has managed to attract some of the current live issues that people are seeing and confirmed. I am preparing that list now for discussion and refinement.

Message Edited by Betatoxin on 10-29-2004 10:25 AM

ZenDragonMLS
Fri Oct 29, 2004 10:55 am
#42

Thanks for compiling this list, Betatoxin.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Ghrey
Fri Oct 29, 2004 11:10 am
#43

To Clarify the Pitch, Yaw and Roll Acceleration values.

The Acceleration is not engine dependant. This value is not experimental. The acceleration is set by the chassis type. When the item is inserted into the chassis it inherits the acceleration values. So all base engines I've seen start at 180. When placed in the chassis of your choosing they adjust. This is because the acceleration you gain when adjusting your pitch/yaw/roll is dependant more on the physics of the style of the ship as opposed to just general velocity or forward thrust.

Remember, this is the acceleration the amount the velocity increments when adjusting that value. The velocity is directly capped by the maximum pitch yaw and roll values, which are engine dependant AND are experimental.

So, imo this is not a bug, its a placeholder on the engine. It just perhaps should not appear when its not Loaded.

-Ghrey Ke'lok
Imperial Intelligence Operative
DarthLueder
Fri Oct 29, 2004 11:47 am
#44

I'll have to double check tonight but it seemed to me that I only had 10 experimentation points for engines (I'm master). Now weapons have 15 experiment points. Wasn't there a change that engines also had the extra 5 points?



Skor Pious
Smuggler | Skorpidoo - Bothan Commando
Shinkai - Elder Jedi | Arywyn - Trader/Shipwright
Skor S&W - South of Coronet, Corellia 436, -5388

(gggggggggggggxnnnnntnnnnnxggggggggggggg)

Ricven
Fri Oct 29, 2004 12:00 pm
#45

My main concern so far is just like it was in beta. All the people I have sold chasis too, have been in space already with their free ship and looted better weapons and stuff than I can make, I find this kind of unfair to a brand new profession just trying to get off the ground and make something of itself!



Ric
Ackew
Fri Oct 29, 2004 1:37 pm
#46

Well not sure if its the same on all servers but on far star all the wps to s/w trainers are NOT to them but to the center of the landing pad at the SP. Oh and kaadra does'nt even have a S/W trainer



RIP SWG April 27th 2005
Tills
Fri Oct 29, 2004 4:26 pm
#47

All the custom names I have given my parts have lost their name except for the first word.


Example, my Armor was Tillmen's Private Stock (stats). Now loaded into my ship and when I unload it, it is just Tillmen's.


Emperorrpa
Fri Oct 29, 2004 4:43 pm
#48

All I can say is.


"Navigating your way through Hyperspace ain't like dusting crops, boy."


Space travel is a dangerous expensive career it ain't for most and it's always a good idea to take it slow at first.


MTFBWY


-Toned Dobbin (Ahazi)




Jaster Mereel
Master Bounty Hunter
"It's Just A Job"

styx66
Fri Oct 29, 2004 5:20 pm
#49

nothin much to add, just some comments i guess...






Betatoxin wrote:


Shipwright Issues Oct 29 2004

- Looted components are better than crafter components at lower tiers and for some products
- Been reporting this since beta, wishing that *some* components were better butmostly not.


- More factory crafting support
- Asked for in beta, we're not getting it any time soon... Originally shipwrights had no factory usage at all.


- Ships in the same tier can often have vastly different mass capacities. Sometimes several times what other ships do. Is this intended?

Example: Ywing ~150,000 Mass, Tie Fighter ~20,000.


- Yes. The Ywing and the Tie have very different maneuverability ratings. Whether they are significant enough to warrant such a large disparity remains to be seen.

- Armor display on the HUD only shows the hitpoints as a percentage, not the amount of armor. The reason is the HUD (more specifically your component status portion) only displays the hitpoints of your components as a percentage. The problem is the hitpoint stat never degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out.


Shipwright Bugs Oct 29 2004

- Crafted Ship components loose their names when they are remove from ships. They name is replaced with strings like "Mark" instead of the original name.


- I hate this bug. Been around forever.







Rolassk
Fri Oct 29, 2004 5:32 pm
#50




Tills wrote:

All the custom names I have given my parts have lost their name except for the first word.


Example, my Armor was Tillmen's Private Stock (stats). Now loaded into my ship and when I unload it, it is just Tillmen's.





Hehe yeah.. Most of the shipwright beta testers will now how many times I tried to get dev attentiondrawn tothis


- Naming on Crafted components and renamed Reverse Engineered components is truncated after the first space in the name. This occurs after placing the said component in your ship and loging out. The problem shows up in any window you can view a component including personal inventory


It boggles my mind how this coding error has made its way to live. Especially considering the at least 100posts from individual people I have seen, about the issue. In fact I haven't seen a single dev response to the issue, since this was first reported 6 weeks ago in beta. /scratchesandbangsheadinfrustration



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Rolassk
Fri Oct 29, 2004 5:35 pm
#51


BTW, great update on your original post betatoxin


Keep up the good work

Message Edited by Rolassk on 10-29-2004 08:35 PM



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Aileili
Fri Oct 29, 2004 9:57 pm
#52



All player crafted Novice ships (Scyk, Z95, Light Duty TIE) should have their maximum mass limits raised to 30k and the TIE Fighter's should be raised to 50k.


As its stands now, they are nearly worthless since it is just as easy to finish the tierone missions with the starter ship.


No ship should become totally useless as you advance in pilot level.

Message Edited by Aileili on 10-29-2004 10:00 PM



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
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