Shipwright Archive

Thread: Shipwright Bugs/Issues Nov. 18, 2004

styx66
Thu Nov 18, 2004 2:59 am
#1






If you find anything else or still see changes needing to be made (errors, or perhaps a major moved to minor and vice versa), chime in of course, or give it your OK!






BUGS


Major


  • Crafted components having names truncated

  • Crafter Identification being removed

  • RE: Need second chance to name if first choice is reserved

  • Armor Hitpoints HUD Display


    • Armor hitpoints always 100%, useless display.

  • Droid Interface:


    • Highest speed rating chosen when RE'ing level 2 or above

    • Droid Brain Upgrade:


      • Mark 2 Same Speed reduction as Mark 1

  • RE: Tool with 1 charge left


    • can destroy items

    • can just expel items

    • can make an item but not let you name it

  • Bugs with deed generation (random, working on reproduction steps) and redeeding


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

  • Loading missiles from crates empties crate completely even when more than one pack is in crate (still need confirmation)

  • Weapon schematic calls for OQ/Conductivity but affected greatly by PE.

Minor



  • Resource Density on new Ore higher than standard ore cap

  • Engine stats being (at least visually) changed upon unloading


    • Useless stat display (should be moved to chassis display) and can confuse

  • Cert levels not displayed on countermeasures

  • Texture kits broken on Black Sun ships

  • Shipwright trainer waypoints incorrect

  • RE/CERT mismatch


    • Some loot has a higher Cert level than RE level

    • Bug or intended?

  • Booster: Heavy Fuel Cell


    • "Experimental Booster Energy Consumption" experimentable, but no value displayed.

  • Graphic bug: Crafted blasters appear backwards on the Ixiyen, style 2, weapon slot 1.

  • EM Emitters and IFF Confuser Launchers are Countermeasures, but they show up on the Vendor under the Weapons category.






ISSUES


Major



  • Crafted components inferior to looted components


    • Primarily Boosters, Capacitors (How are engines now?)

  • 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

    • 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/Paint Kits into "Ship Customization Kit" similar to Vehicle Customization Kit.

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

Minor



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

  • RE: Leave stats window up while naming

  • 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.

  • Change missile requirement to 'metal'

  • Reverse Engineering should give Starship Crafting Experience

I've removed the item attribute/experiment pass, i will give it some more thought and consideration and look at it more from a pilot perspective...

Message Edited by styx66 on 11-18-2004 11:07 PM

Tricki
Thu Nov 18, 2004 6:10 am
#2










Space bomb masses backwards (Mark I higher than Mark II - by a lot)

Mark II now come out at circa 15k mass

Mark I come out at circa ??k mass (ill edit this in later)

Minor



  • Cert levels not displayed on countermeasures DIsplayed on launchers... Not on ammo itself

  • Booster: Heavy Fuel Cell I made one yesterday & didnt notice this, will double check IG


    • "Experimental Booster Energy Consumption" experimentable, but no value displayed.







ISSUES


Major



  • Crafted components inferior to looted components


    • Primarily Boosters, Capacitors Engines come out at L7 89ish50ish pitch/yawmax rate, L9 102ish 55ish pitch/yaw max rate, this is worse than the L6 tier 3(?) reward engine. Crafted boosters seem nice to me - but will never compare to nice RE'ed loot. Crafted capacitors are a waste of time and resources, again a +42 tier 2(?) reward capacitor, and other uber loot are the only useable capacitors.

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

  • Components - More understandable decay indicator /cheer

Minor



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


Feel free to agree/disagree.





  • Item attribute/experiment pass



    • Consider a item-wide consolidation of the experimentation lines of Armor Hitpoints and Hitpoints Disagree



      • Could free up some points and reduce the high number of different experimental attributes on items such as engines.



        • Not suggesting removal of categories, but only in experimentation - like a Durability line.


    • Booster Extended Life/Fast Recharge/Heavy Fuel Cells No opinion



      • Trade-offs not significant. They generally even out. Instead, consider:



        1. Fast Recharge: Increases rate at which booster recharges, but increases energy maintenance.


        2. Heavy Fuel Cell: Increases maximum energy a booster can store, but increases energy maintenance.


      • Most people will pick Booster Overdriver over all the rest anyway, I think. So perhaps an opposite to the overdriver.A std L7 boost pre-experimentation is what about 20(?), reducing this would be essentially make a booster that doesnt boost



        • Booster Limiter: Reduces the mass of the booster(which is pretty high to begin with) but lowers maximum speed/accel. If you want lower mass - drop a Mark


    • Capacitor Extended Life/Quick Recharge Batteries Either: Remove Capacitors form the schematic list or beef them up to approaching loot/reward lvl

Experimenting on Pitch/Yaw/Roll yield very low improvements.







        • Consider increasing this a bit to save some points. WIth my current Mark III, 7 points into pitch only increases it from 45.1 to 51.7. Similar results even on Mark V, each point in experiment yields about 1 point in rates. Agree - small engines should be manoverable by default, mk 5's should be the least not the most


    • Missiles



      • Missile pack resource requirements seem high. Perhaps it is intended to be this way, but 2000 steel for only 14 Mark III Concussion missiles seems high. Its in the ballpark IMHO



        • Consider adding UT to experimental attributes.


    • Shield Limiter/Overcharger



      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider: I dont see the problem :/ Maybe shields need beefing up like high lvl armor was though....



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.



          • Possibly replace both with recharge rate instead of effectiveness.

Message Edited by Tricki on 11-18-2004 09:08 AM



Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
styx66
Thu Nov 18, 2004 7:18 am
#3






Tricki wrote:




  • Item attribute/experiment pass



    • Consider a item-wide consolidation of the experimentation lines of Armor Hitpoints and Hitpoints Disagree


    • Could free up some points and reduce the high number of different experimental attributes on items such as engines.



      • Not suggesting removal of categories, but only in experimentation - like a Durability line.

Just curious as to why you disagree with this... Do you put points into armor hitpoints and hitpoints on anything? If they were one experimentline (again, not talking about getting rid of the categories, just making them both go up with one experiment), would you perhaps use them more often?





    • Shield Limiter/Overcharger





      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider: I dont see the problem :/ Maybe shields need beefing up like high lvl armor was though....



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.



          • Possibly replace both with recharge rate instead of effectiveness.

Currently the Limiter lowers hitpoints but increases recharge, while the Overcharger increases hitpoints but slows recharge. Seems like the majority of the time this is going to even out. No?









Tricki
Thu Nov 18, 2004 7:52 am
#4







styx66 wrote:





Tricki wrote:




  • Item attribute/experiment pass



    • Consider a item-wide consolidation of the experimentation lines of Armor Hitpoints and Hitpoints Disagree


    • Could free up some points and reduce the high number of different experimental attributes on items such as engines.



      • Not suggesting removal of categories, but only in experimentation - like a Durability line.

Just curious as to why you disagree with this... Do you put points into armor hitpoints and hitpoints on anything? If they were one experimentline (again, not talking about getting rid of the categories, just making them both go up with one experiment), would you perhaps use them more often?


In short no to both. Components are all about how effective they are about doing their job...



I disagree, for three reasons:


1)Armor Plating, these two attributes should not be tied. And a consistent approach seems to be preferable.


2) I get the feeling there should have been more thought into "hitpoints", i dont belive that a L2 reactor necessarilly should have less life than a L5 reactor, as they have diffenent uses i.e. Awing v Nova Courier. So if hitpoints could be soley based on material quality would be nice (rather than thelevel how i believe it is now, but as i totally disregard them i cant be sure). To use an experimentation point on hitpoints or armor you would have to have a screw loose, or poor materials and no choice. BUT the ability (perhaps ones SEA's appear and with items with excess ExperimentPoints) would make the 'durability' to potent and such changes in SWGalways have undesired effect such as these.


3)I like shipwright very much - but lets face it - theres better use of dev time out there







    • Shield Limiter/Overcharger





      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider: I dont see the problem :/ Maybe shields need beefing up like high lvl armor was though....



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.



          • Possibly replace both with recharge rate instead of effectiveness.

Currently the Limiter lowers hitpoints but increases recharge, while the Overcharger increases hitpoints but slows recharge. Seems like the majority of the time this is going to even out. No?


These are the only 2 shield modifications i use for my standard shield products. Mk4 & Mk5(stats from memory):


Limited - Mk4:1100 Effect. & 16 recharge.Mk5: 1300 Effect. & 18+? recharge
Overcharged - Mk4: 1900 Effect. & 11 Recharge. Mk5: 2200 Effect. & 12+? recharge


My opinion is that these are very differentversions(in my limited fly time (to little factory support)), the difference between these two are massive and nicely cater to different combat styles.








Message Edited by Tricki on 11-18-2004 07:55 AM



Tricki - Jedi Knight / J'zo - Master Shipwright
----------------------------------------------------------------------------------
Retired
Ricven
Thu Nov 18, 2004 8:07 am
#5


Major



  • Crafted components inferior to looted components
    Even after the so called fix loot is still inferior to crafted. I use the best resources I can find and last night I crafted a level 5 capacitor and could not beat a level 2 looted one!


    • Primarily Boosters, Capacitors (How are engines now?)

  • 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

    • Some indicator of RE'd status (can be confused with crafted items)
      We could definitely use this

  • Components - More understandable decay indicator

  • Components - More detailed schematics

  • Chassis - Picture of chassis upon examine

  • Texture Kit Preview ability

  • Condense Texture/Paint Kits into "Ship Customization Kit" similar to Vehicle Customization Kit.
    I disagree with this. My customers like the different options, by condensing into one you will be stuck with just one type of textural design.

  • Missile launchers should accept sub-level missiles (e.g. Mark III launcher could fire Mark I missiles)
    Again I disagree here as well, this is not needed anyhow. Who in their right mind that is carrying a Mark III Concussion launcher is going to launch a Mark I Concussion missile. So I would say leave this off b/c this would be somthing they would fix instead of the MAJOR stuff that needs fixed.



Ric
repoism
Thu Nov 18, 2004 9:45 am
#6






styx66 wrote:





If you find anything else or still see changes needing to be made (errors, or perhaps a major moved to minor and vice versa), chime in of course, or give it your OK!






BUGS


Major

Minor






ISSUES


Major



  • Missile launchers should accept sub-level missiles (e.g. Mark III launcher could fire Mark I missiles) im not sure i understand the point of this but it would be nice

Minor



  • Bring shields in line with weapons (15 exp points) i think it would be more fun for pilots if shields were double the ability of a gun to do damage instead of the developers doing pvp damage percentage reductions. that way a shield could absorb two hits of a similar mark level weapon's max damage. allowing a pilot two chances at absorbing a weapon hit then having to rely on twitch to move and dodge the enemy player while shield regens.

  • .

  • Change missile requirement to 'metal' yes yes please and did i say please?

I've again included here an item attribute/experiment pass that i feel should be done on our items. This is part of my list from beta. Most of the things I mentioned were fixed (like Chassis formerly being dependent on OQ/Conductivity) but I feel a few outstanding issues remain. Feel free to agree/disagree.





  • Item attribute/experiment pass



    1. Consider a item-wide consolidation of the experimentation lines of Armor Hitpoints and Hitpoints



      • Could free up some points and reduce the high number of different experimental attributes on items such as engines. /shrug i think it should stay. maybe a pilot wants armor that lasts long or wants armor that takes a beating up to the pilot to decide. one of the great things about sw, flexibility



        • Not suggesting removal of categories, but only in experimentation - like a Durability line.


    2. Booster Extended Life/Fast Recharge/Heavy Fuel Cells


      • Most people will pick Booster Overdriver over all the rest anyway, I think. So perhaps an opposite to the overdriver.



        • Booster Limiter: Reduces the mass of the booster(which is pretty high to begin with) but lowers maximum speed/accel. agree


    3. Capacitor Extended Life/Quick Recharge Batteries



      • Similar to Booster components, consider:



        1. Quick Recharge: Increases recharge rate at cost of energy maintenance.


        2. Light Battery: Decreases mass but decreases recharge rate


        3. remove conductivity in the experimentation from the casings. the devs helped out with the engine top speed. remove that from casings and we might have a chance competing with loot caps.


    4. Engines



      • Limiter/Mass Reduction Kit



        • Consider switching the effects of these. Mass reduction is more 'critical' than energy maintenance (its easier to find high end reactors via loot/good crafters, than it is to find a higher chassis ship), therefore mass reduction should have a more significant drawback. Speed/accel/decel are key. agree


    5. Engine Experiment Options



      • There are quite a few experimental categories in making an engine, so consider:



        • Merging Accel/Decel. agree.


      • Experimenting on Pitch/Yaw/Roll yield very low improvements.



        • Consider increasing this a bit to save some points. WIth my current Mark III, 7 points into pitch only increases it from 45.1 to 51.7. Similar results even on Mark V, each point in experiment yields about 1 point in rates. disagree.a pilot should choose if he wants speed or a slower more manueverable engine. i have customers who want a suzuki hyabusa and i have pilots that want a ducati 748 aka bullet or a turn on rails engine


    6. Missiles



      • Missile pack resource requirements seem high. Perhaps it is intended to be this way, but 2000 steel for only 14 Mark III Concussion missiles seems high.



        • Consider adding UT to experimental attributes. put this in for total charges but not for damage


    7. Reactors



      • Consider adding PE to experimental attributes on Reactors. disagree. our reactors are just fine as they are.


    8. Shield Limiter/Overcharger



      • Similar to Booster/Capacitor subcomponent paradoxical benefits. Consider:



        1. Shield Limiter: Decreases shield hit points but reduces mass.


        2. Shield Overcharger: Increases shield hit points, but increases mass.i think the intensifier and the overcharger are doing fine for what the draw backs are. see above in regards to taking hits in pvp with shields



          • Possibly replace both with recharge rate instead of effectiveness.


    9. Weapons



      • Some inconsistencies in attributes on energy weapons:



        • Min damage uses PE, but max damage uses Conduc...yeah the same experimentation requirements make sense but its kind of fun to try differant materials to come up with real tight average damage groupings or make extreme max damage weapons rather then a run of the mill materials that do the same affect on max and min. i do have customers who want real tight shot groups and have confidence in having better knowledge in knowing what damage is being dealt then having a ground laser rifle on their ship while i have customers who do want the chance at a big damage dealer regardless of the min. the requirements now allow me to manipulate the experimentation appropriately


        • Mass only uses OQ i think this would bite pilots in the hiney more then it would help by reducing flexibility for them when they want to make little screamers that still hit for "average" damage. add another stat on this would then allow them to have little screamers that hit for minimal damage. i dont know why but for some reason when i saw "mass only uses oq" i picture pilot uproar responses of "thanks alot ruin my game more"

Message Edited by styx66 on 11-18-2004 04:33 AM








REPOGOT MA,MSW;MC,MERCHANT
REPOTWIN MBE
460 -5650 TALUS AHAZI
repoism
Thu Nov 18, 2004 9:50 am
#7

oh yeah please ban that mark guy from the game. he is stealing my customers with no remorse and im sure he is stealing every body else's customers as well. he needs dealt with appropriately.. this ninja needs dealt with



REPOGOT MA,MSW;MC,MERCHANT
REPOTWIN MBE
460 -5650 TALUS AHAZI
repoism
Thu Nov 18, 2004 10:00 am
#8

lol another thought on capacitors.


how about changing the casing to metal and having malleable or ut affect mass somehow. that way we can use a copper in the casing that has conductive so we can get better energy out of the capacitor at the penalty of mass. or use steel and have bad recharge but then the malleable and ut affect the mass. this way we can choose better how to make a custom fit capacitor for our customer



REPOGOT MA,MSW;MC,MERCHANT
REPOTWIN MBE
460 -5650 TALUS AHAZI
actnjcksn
Thu Nov 18, 2004 12:38 pm
#9









BUGS


Major


  • Crafted components having names truncated

  • Crafter Identification being removed

  • RE: Need second chance to name if first choice is reserved

  • Armor Hitpoints HUD Display


    • Armor hitpoints always 100%, useless display.

  • Droid Interface:


    • Highest speed rating chosen when RE'ing level 2 or above

    • RE'ing Droid Interface increases the speed, not decreasing it

    • Droid Brain Upgrade:


      • Mark 2 Same Speed reduction as Mark 1

  • RE: Tool with 1 charge left


    • can destroy items

    • can just expel items

    • can make an item but not let you name it

  • Bugs with deed generation (random, working on reproduction steps) and redeeding


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

  • Loading missiles from crates empties crate completely even when more than one pack is in crate (still need confirmation)

  • Weapon schematic calls for OQ/Conductivity but affected greatly by PE.

  • Space bomb masses backwards (Mark I higher than Mark II - by a lot)





[Jospre Darkstorm] [Ambo Darkstorm]
Master Smuggler * Master Shipwright
Smuggler Supplies and Shipwright Vendors
800m North of Bestine Starport (-1531)(-2804)

Wandering the galaxy we call Kettemoor
Zaket
Fri Nov 19, 2004 1:16 am
#10






styx66 wrote:







Major


  • Space bomb masses backwards (Mark I higher than Mark II - by a lot)





This one can be removed, it was definately fixed in the patch on Tuesday. I made both a Mark II and Mark I spacebomb launcher last night. Using the same resources for both, the Mark I came in at a touch over 6200 and the Mark II was 15,600.



----------------------------------
Clerista Iewie
Master Shipwright
JeCy
Fri Nov 19, 2004 12:17 pm
#11

not sure if this is a bug or what


but when you put a part in a ship and then take it out it removes the name and just says MARK... and from now on will not be identifed unless you examine
Shadwe
Fri Nov 19, 2004 2:43 pm
#12

REing droid interface it takes the highest number and not the lowest for speed!



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Plateau Mall located @ waypoint 980 -4100 behind the shuttleport in Mesric Sanctuary on Tatooine.
JediZork
Fri Nov 19, 2004 3:22 pm
#13

The names are no longer truncated.


WRT the RE Tool bugs. I've only seen the bug where the final charge prevents renaming. Thus far, it's not eaten any of the components and hasn't just expelled the item.


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