Shipwright Archive
Thread: Input from shipwrights on top 2 bugs April 2005
Page 1 of 4
IIscandar
Fri Apr 04, 2003 8:06 pm
#1
Subcriminal wrote:
Not sure if this is considered a bug, but with REing weapons we can mix ion cannons, disruptors, and blasters toegther into a single weapon- meanwhile we cannot craft weapon hybrids by hand. It seems very unbalanced to me that you can get a gun with the best armor/shield effectiveness ratings merged into one and your weapon has no weakness against anything. If this was an oversight, then I think REing weapons should be limited to their particular weapon type as well as RE level.
That'll be going in the issues post.
IIscandar
Mon Apr 04, 2005 8:46 am
#2
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.
- 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.
Message Edited by IIscandar on 04-05-2005 01:13 AM
SandLizard
Mon Apr 04, 2005 8:54 am
#3
Honestly, neither of these bother me as much as our lack of crafting capacitors that are at least up to par with looted, and engines with better pitch, yaw, and roll. In my mind, *those* are the top two.
IIscandar
Mon Apr 04, 2005 9:13 am
#4
SandLizard wrote:
Honestly, neither of these bother me as much as our lack of crafting capacitors that are at least up to par with looted, and engines with better pitch, yaw, and roll. In my mind, *those* are the top two.
These two are major issues that I fully intend to push for resolution. Until I know more about the dev's decision to make craftables such as the ones mentioned above extremely inferior to looted componets, I can't say they are bugs. They are more "issues" that we don't like and wish to be changed. Are there any technical bugs that you are encountering on a regular basis?
I'd love to put force crafting exp in there too, however, I can't say that is a bug either. It is an issue close to the heart of most shipwrights and I do intend to push for a resolution/explanation as well.
Message Edited by IIscandar on 04-04-2005 11:16 AM
Velneth
Mon Apr 04, 2005 9:15 am
#5
Capacitors definatly trumps Chassis.
As it stands, we still can sell chassis. But there's no way we can sell a Capacitor, unless someone's desperate or uneducated. There's frequent enough drops of 30+ Level 2 caps out there that there's no point building any.
As it stands, we still can sell chassis. But there's no way we can sell a Capacitor, unless someone's desperate or uneducated. There's frequent enough drops of 30+ Level 2 caps out there that there's no point building any.
JAtMtracer
Mon Apr 04, 2005 9:43 am
#6
I would say reverse engineering naming issue would be nice to be resolved. I however would also like to see the broken engine and blasters fixed.
Treychyyk
Mon Apr 04, 2005 11:45 am
#7
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.
Personally the experimentation across the board seems too low. Percentage wise our experimentation doesn't seem to make make nearly as much difference as other professions... but I guess that isn't a bug really. Can't think of anything that's a bug other than the first one.
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.
Personally the experimentation across the board seems too low. Percentage wise our experimentation doesn't seem to make make nearly as much difference as other professions... but I guess that isn't a bug really. Can't think of anything that's a bug other than the first one.
Treychyyk
Mon Apr 04, 2005 1:11 pm
#8
Well, the easiest way to test it is this: Use rirew steel, the highest oq/cond steel on our server, then use a steel with high oq/ut. the oq/ut will come out much much higher than the rirew. I went and harvested a ton of that stuff specifically for shipwright weapons and it ended up being pretty much worthless for it comparatively. When I saw that the oq/cond mixture wasn't working correctly I did some tests and oq/ut was the one that came up the best.
macnider123123
Mon Apr 04, 2005 1:33 pm
#9
I'd love to see a real chassis mass difference for using good resources. It would give shipwrights a chance to differentiate themselves a bit more. Right now shipwrights using crappy resources are able to heavily undercut the prices of people who use really good resources in an effort to make a marginally better product.
IIscandar
Mon Apr 04, 2005 3:08 pm
#10
In this test for cd vs ut I created 3light blaster (red)s.
I used 3 types of steel. Feke, Rirew, and Heiawhoged. All the other resources where the exact same in each one.
Feke
CR 639 CD 510 DR 924 HR 925 MA 360 OQ 976 SR 901 UT 936
28% possible on Max dmg
end max dmg was 417.5
Rirew
CR 434 CD 912 DR 442 HR 911 MA 84 OQ 823 SR 383 UT 218
27% possible on Max dmg
end max dmg was 416.4
Heiawhoged
CR 800 CD 615 DR 949 HR 964MA 365 OQ 752 SR 944 UT 938
27% possible on Max dmg
end max dmg was 415.8
I'm not sure if it is the increase is OQ thoughthat made the feke made one betteror the UT.I'll check my steel stocks this evening and see what else I can come up with. I need to find some steal with OQcloser to rirew.
Message Edited by IIscandar on 04-04-2005 05:10 PM
SandLizard
Mon Apr 04, 2005 4:11 pm
#11
check out this post for tested 'corrected' info.
Basically, he's tested the following for weapons and the actual required stats are believed to be the following:
Mass, HP --> 33 OQ and 66 UT
Energy per Shot --> 50 CD and 50 OQ
Max Damage and Refire --> 50 OQ and 50 PE
I almost 100% positive both OQ and PE are required for Max Damage and Refire as I've tried just high OQ radioactive (877oq with 200ish pe) and the stats were *horrible* (40th percentile when experimented?), when I switched to 800ish OQ and PE radioactive (all other resources the same), the experimented refire was in the 80th percentile.
I haven't tested out the mass, hp, and energy per shot though.
IIscandar, I think the only difference in max damage percent you have is from the OQ *only*, look at the PE of the radioactive you're using and switch it out with another to see some big changes.
Basically, he's tested the following for weapons and the actual required stats are believed to be the following:
Mass, HP --> 33 OQ and 66 UT
Energy per Shot --> 50 CD and 50 OQ
Max Damage and Refire --> 50 OQ and 50 PE
I almost 100% positive both OQ and PE are required for Max Damage and Refire as I've tried just high OQ radioactive (877oq with 200ish pe) and the stats were *horrible* (40th percentile when experimented?), when I switched to 800ish OQ and PE radioactive (all other resources the same), the experimented refire was in the 80th percentile.
I haven't tested out the mass, hp, and energy per shot though.
IIscandar, I think the only difference in max damage percent you have is from the OQ *only*, look at the PE of the radioactive you're using and switch it out with another to see some big changes.
Message Edited by SandLizard on 04-04-2005 06:17 PM
Treychyyk
Mon Apr 04, 2005 4:34 pm
#12
Hmmm... not sure about this. When I make 3782 max damage weapons, which are only 21 points away from the best possible I make them with oq/ut in mind. Any other combination doesn't work as well.
SandLizard
Mon Apr 04, 2005 4:41 pm
#13
Treychyyk wrote:
Hmmm... not sure about this. When I make 3782 max damage weapons, which are only 21 points away from the best possible I make them with oq/ut in mind. Any other combination doesn't work as well.
perhaps your OQ is high enough to carry it? what's the PE on the radioactive you use? if that's also super high, then you maybe wouldn't notice that it's oq/pe instead of oq/ut....though.....I could be wrong, it wouldn't be the first time, heh.
Page 1 of 4