Shipwright Archive
Thread: Updated Shipwright Issues and Bugs (Oct 29 2004)
Page 1 of 8
riotcontrol
Thu Sep 18, 2003 10:21 am
#1
pneumonic81 wrote:im nto advocating that ships run out after a weeks time. what i am saying is that if a ship is stedily used and takes da,age it should wear out. there is only so many times a ships hull can be torn to shreds and pasted back together.as with everything there needs to be a balance so pilots are payign 1 mil credits a week just to fly, and shipwrights dont go hungry after the first month.
Is this a serious post?
Betatoxin
Wed Oct 27, 2004 11:48 am
#2
I am updating my post here with new information from this thread. I can start a new post, but since this one is stickied I wanted to get its information up to date as my original post had some misinformation. I had not expected it to get stickied.
I have several sources as well as my own in game experience with many of the below issues.
In some cases I have "not confirmed" or "confirmed" for certain items that appear to be bugs, or omissions. Confirmation is one other person reporting the same problem or solution.
Please add more issues if you find them and point out any errors. I will try to keep incorporating them or removing them as the case may be.
As suggested I am splitting up this as issues and bugs.
Shipwright Issues Oct 29 2004
- Looted components are better than crafter components at lower tiers and for some products
- More factory crafting support
- Player cities can't place shipwright trainers
There was supposed to be a post from Tiggs saying this is as intended but it was deleted. Supposedly this is intended to slow down shipwright mastery, but it does not really do that in practice and just puts an unecessary limitation on player cities. Please post any more dev links on this issue if they come up.
- The ships and components don't show their decay as a "condition" (like armor, weapons, clothes) but instead they overloaded "hitpoints".
- Starship crafting xp cannot be transferred to FS crafting xp at the Village. Not confirmed
- 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.
- When armor takes damage and is repaired seems to become weaker faster due to how decay on repair effects the armor stat which on armor matters more.
- 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.
- Players can register a merchant under the 'ships' category but there is no such category on the planetary map yet. Confirmed
- Armor reinforcement panel Mark 2 consumes resources in the factory but does not produce any items. Not Confirmed
- Crafted engine stats changing when put in the ship and removed. Not confirmed
- Factories not accepting shipwright schematics. This appears to be a problem with new shipwright schematics. Re-deeding the factory seems to help according to several sources.
Notes
This information was compiled from posts and edited for brevity. I have removed solutions as they can be discussed.
Thanks to the following for updating my information and pointing out errors in my original post. Sorry if I missed some people
SSSnuggles
ZenDragonMLS
pervel
Beladan
SpinningCloud
vorgon
Graxul
Rolassk
I have several sources as well as my own in game experience with many of the below issues.
In some cases I have "not confirmed" or "confirmed" for certain items that appear to be bugs, or omissions. Confirmation is one other person reporting the same problem or solution.
Please add more issues if you find them and point out any errors. I will try to keep incorporating them or removing them as the case may be.
As suggested I am splitting up this as issues and bugs.
Shipwright Issues Oct 29 2004
- Looted components are better than crafter components at lower tiers and for some products
- More factory crafting support
- Player cities can't place shipwright trainers
There was supposed to be a post from Tiggs saying this is as intended but it was deleted. Supposedly this is intended to slow down shipwright mastery, but it does not really do that in practice and just puts an unecessary limitation on player cities. Please post any more dev links on this issue if they come up.
- The ships and components don't show their decay as a "condition" (like armor, weapons, clothes) but instead they overloaded "hitpoints".
- Starship crafting xp cannot be transferred to FS crafting xp at the Village. Not confirmed
- 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.
- When armor takes damage and is repaired seems to become weaker faster due to how decay on repair effects the armor stat which on armor matters more.
- 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.
- Players can register a merchant under the 'ships' category but there is no such category on the planetary map yet. Confirmed
- Armor reinforcement panel Mark 2 consumes resources in the factory but does not produce any items. Not Confirmed
- Crafted engine stats changing when put in the ship and removed. Not confirmed
- Factories not accepting shipwright schematics. This appears to be a problem with new shipwright schematics. Re-deeding the factory seems to help according to several sources.
Notes
This information was compiled from posts and edited for brevity. I have removed solutions as they can be discussed.
Thanks to the following for updating my information and pointing out errors in my original post. Sorry if I missed some people
SSSnuggles
ZenDragonMLS
pervel
Beladan
SpinningCloud
vorgon
Graxul
Rolassk
Message Edited by Betatoxin on 10-29-2004 10:55 AM
Message Edited by Betatoxin on 10-29-2004 11:17 AM
Message Edited by Betatoxin on 10-29-2004 01:05 PM
SSSnuggles
Wed Oct 27, 2004 1:28 pm
#3
Ship components essentially do have decay. When you are attacked you take damage, when you repair the damage your maximum condition goes down. It's the exact same way armour works.
Betatoxin
Wed Oct 27, 2004 1:33 pm
#4
I am also adding
- Ship components should be factory made
Whether or not you want decay because it will be inconvinient for you is irrelevant to the purpose of this post. This is not to argue the issue merely to predict that the issues I stated will be those most prevalent in the weeks and months to come. I am just making sure that I noted this so in 3 months when the market is saturated with shipwrights ships, and pilots who cannot give away high end "space loot" I can point back to this post.
Thank you for the 5 stars, time will tell if that stays. I will not post on this thread again, feel free to let it decay to the archive unless you want to add further predicted shipwright issues.
Also I request that someone quote my original post in its entirety in this thread. That will ensure I cannot "edit" the post at some later date.
Thank you
- Ship components should be factory made
Whether or not you want decay because it will be inconvinient for you is irrelevant to the purpose of this post. This is not to argue the issue merely to predict that the issues I stated will be those most prevalent in the weeks and months to come. I am just making sure that I noted this so in 3 months when the market is saturated with shipwrights ships, and pilots who cannot give away high end "space loot" I can point back to this post.
Thank you for the 5 stars, time will tell if that stays. I will not post on this thread again, feel free to let it decay to the archive unless you want to add further predicted shipwright issues.
Also I request that someone quote my original post in its entirety in this thread. That will ensure I cannot "edit" the post at some later date.
Thank you
CapnKate
Wed Oct 27, 2004 1:36 pm
#5
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.
SSSnuggles
Wed Oct 27, 2004 3:18 pm
#7
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.
Total condition? (As in he did many repairs) or just current condition. Repair kits are factoriable and that is a good thing.
Arcurium
Wed Oct 27, 2004 3:45 pm
#8
Ships dont need to decay, but the components you make should be better than 90% of all looted ones, and THOSE should decay. Else you will end up with another dead profession. Look at the big picture and not you're own personal needs. Obtaining one million credits is a joke for any master elite combat profession. And the price will only be that high for a short time. Try finding a tailor, or Architect now. You know why there are so few? Because lack of real decay has made people quit. So the next time you are whining in Coronet that you can't find a tailor to make you an uberleet cloak, you will know why.
,Veusheesras Teacas
ZenDragonMLS
Wed Oct 27, 2004 4:43 pm
#9
You folks are confusing a *list of issues* with having a *debate over the issues*. Obviously, based on the heat in this thread, "ship and component decay" IS an issue that needs to be addressed. It doesn't matter what side you come in on, we will need to talk about it and the correspondent will need to talk with the developers about it.
Just putting something on the list doesn't speak pro or con - it just says "it's on the list".
Leave advocacy to another thread.
Just putting something on the list doesn't speak pro or con - it just says "it's on the list".
Leave advocacy to another thread.
Kalano
Wed Oct 27, 2004 5:02 pm
#10
Wow, i feel like i am reading the beta boards again. 
This has all been discussed before. The decay had been changed, it been discussed and concluded the way it is now is the way it will be.
Give it a few months then we can discuss changes.
jason67
Thu Oct 28, 2004 12:04 am
#11
Oh so you want ships to be like weapons and armor and needing to be replaced every week or so. NO THANKS. If they ever made ships decay like weapons and armor I would cancel all my accounts. I'm sorry but a ship doesn't take maybe 3k units to craft or whatever the object it is you are trying to compare it to. No a good high end starship takes roughly 100k units of resources just for the chassis alone. Your f-ing insane if you think people are going to buy a new 1mill credit starship every week.
GTomlinson
Thu Oct 28, 2004 12:22 am
#12
I disagree with ship decay like item decay. I think there is enough damage being doled out to encourage buying components on an ongoing basis.
Narly2
Thu Oct 28, 2004 12:29 am
#13
Well the only way to make up for it is to crank the price of ships and parts up. So be it.
Page 1 of 8