Smuggler Archive

Thread: Slicing Loot Will Now Stack

Spiderhammer
Tue Aug 16, 2005 10:38 am
#53

sooo how many simple toolkits do you guys need to keep on hand?


just thinking that the easy fix to the houses and houses full of the bloody things would be that nifty destroy option on the radial menu as i thought these things were becoming more available now... at any rate you'd probably be ok with just one house full of them right?





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Rikina
Tue Aug 16, 2005 10:58 am
#54

Guys, I dont think you should be so hard on this patch. As a programmer and IT professional, I understand how difficult it is to make something "backwards compatible" and in software terms, its even more time consuming. Notice too that we are not the only ones who got fixes. Creature Handlers, Bounty Hunters, DEs and the like all got needed fixes. When any kind of change or update goes into anything technology wise, you have to weigh the costs with the benefits, and frankly, although the error was SOEs for not testing the software enough and finding an inconvience such as this, they had to make a decision that would benefit the players and not over stretch their development team. A game such as this is a very large project, and frankly, prone to error. Programs have to be perfect to run correctly, and no one is perfect. I can see changing something like this if it were to cost SOE an enourmous amount of money from subscribers, but it wont. In a few months (weeks perhaps?) we will have all forgotten about this. Lets just be glad that the error was fixed NOW and not TWO MONTHS from now. Or not fixed at all. Redoing something that youve already done is hard to justify in the business world, so Im sure theirs some dev out there reading our forums and begging his boss for funding to fix these issues. Believe me, most companies would rather scrap and start over than fix an error that will cost them money. So cmon guys, lets get in the game, stop whining, and just have some fun. Until SWG 2 releases, this will be by far the most engrossing RPG based on the Star Wars theme that exists. Enjoy whats here!
He-who-hunts-jedi
Tue Aug 16, 2005 11:17 am
#55

I have yet to find a reliable spot for getting simple toolkits now that all of my crates are gone...I can get Finely crafted ones up the yazoo! but thats not much of a help without the basics.



He-who-hunts-jedi
Master Smuggler / Master Bountyhunter
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TashunkaSapa
Tue Aug 16, 2005 11:19 am
#56






Spiderhammer wrote:

just thinking that the easy fix to the houses and houses full of the bloody things would be that nifty destroy option on the radial menu as i thought these things were becoming more available now...





Tell you what - destroy all your stuff, then come talk to me about it. I mean, you can just buy more when you need it, right?


I'm not inclined to destroy something which is useful simply because the Devs can't get their act together. Imagine if resources didn't stack... "how much copper do you need? destroy all that!" would sound kind of stupid, wouldn't it?


And the low-end stuff is not what's becoming more widely available - it's the high end gear from BH missions.





Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
SmugglinZane
Tue Aug 16, 2005 11:33 am
#57






TashunkaSapa wrote:





Rikina wrote:
As a programmer and IT professional, I understand how difficult it is to make something "backwards compatible" and in software terms, its even more time consuming. When any kind of change or update goes into anything technology wise, you have to weigh the costs with the benefits, and frankly, although the error was SOEs for not testing the software enough and finding an inconvience such as this, they had to make a decision that would benefit the players and not over stretch their development team. In a few months (weeks perhaps?) we will have all forgotten about this. Lets just be glad that the error was fixed NOW and not TWO MONTHS from now. Or not fixed at all.





Well, in a few months, I may be gone again unless SOE starts showing me that they care about keeping non-Jedi subscribers.


If it's a bytch to code so that components stack retroactively, then make an NPC I can trade them in to in return for stackable ones. How hard can that be? Or use the loot kit code where you drop several items in and get a finished item - and have that item be the stacked tools. Either way they could work it in. I just can't see a reason why they can't find a way around this, unless they're lazy and unimaginative... and I'd sure HOPE that game designers are not.





QFE



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
JFreeman
Tue Aug 16, 2005 11:57 am
#58



SmugglinZane wrote:


MsNiL wrote:

Mystique2000uk wrote:
Profession: Smuggler
  • Slicing components will now auto-stack.
  • Slicing Critical Damage will work correctly

Thank God!


Seriously, I am glad this is fixed. It's one of my list.



Call
it semi fixed. The main reason for needing this was
the retrieval of AUKs and WUKs that we had to go through... which left
many people with more tools than they could hold. Now this isn't going
to help them at all really. Good for the future, meaningless to the
present.


The fix to existing items is a completely
different thing than the code change to make them stackable (and making
the existing items stackable couldn't happen until that change was
done). Making the existing items stackable will require a database
update. We're looking into that now.



If we can't do it through a db update, we'll come up with some other solution to deal with those items.


WesBelden
Tue Aug 16, 2005 1:04 pm
#59



JFreeman wrote:


SmugglinZane wrote:


MsNiL wrote:

Mystique2000uk wrote:
Profession: Smuggler
  • Slicing components will now auto-stack.
  • Slicing Critical Damage will work correctly

Thank God!


Seriously, I am glad this is fixed. It's one of my list.



Call it semi fixed. The main reason for needing this was the retrieval of AUKs and WUKs that we had to go through... which left many people with more tools than they could hold. Now this isn't going to help them at all really. Good for the future, meaningless to the present.


The fix to existing items is a completely different thing than the code change to make them stackable (and making the existing items stackable couldn't happen until that change was done). Making the existing items stackable will require a database update. We're looking into that now.

If we can't do it through a db update, we'll come up with some other solution to deal with those items.






Thanks for popping in and letting us know what's going on with this



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Retoo_Meekro
Tue Aug 16, 2005 1:09 pm
#60



JFreeman wrote:
The fix to existing items is a completely different thing than the code change to make them stackable (and making the existing items stackable couldn't happen until that change was done). Making the existing items stackable will require a database update. We're looking into that now.

If we can't do it through a db update, we'll come up with some other solution to deal with those items.


So that mean it's the same code as the loot from Kashyyyk?
Meaning it auto stack when looted, but can't be un-stacked.
How will this reflect upon the slicing system?
Will we all have to sell stack of 4/16/48 tools now?
Will a slice take a componement out of the stack, or the entire stack?
...



.: Cal Mah Sanctuary :.
Retoo Smuggler, Retooki Structures, Retookins Spy
Offers: Rori <5348 6387>, 205m from Restuss Starport
Bunker: Rori <3516 -6276>, 225m from Rebel Outpost

LaughingWolf
Tue Aug 16, 2005 1:11 pm
#61

That's good news, thanks.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
death69
Tue Aug 16, 2005 1:15 pm
#62

Now that we're getting a little more attention from the devs, how about laser knives, molecular clamps or FAN's for those who have them? Are we gonna see anything done about them, or should we delete them and take them as a loss of resources? Also how about giving us the ability to slice those mag seal containers inside various dungeons?



Crafo Egrastiasta
I couldn't think of anything clever to put in my signiture.
EEMAN
Tue Aug 16, 2005 1:31 pm
#63

confirmed that newly created loot from salvaging WUK's that are in a factory crate do NOT stack.


scenario... factory crate WUK
take one from stack now have a WUK
select Salvage .. get a finely crafted tool

repeat the above till I get another finely crafted tool.. items dont stack.


what perplexes me is factory crates dont actually have anything in htem.. they sorta insta-craft when you pull it out of them (learned this when the old FWG5 pre-nerf crate fiasco hit)

that means that the WUK's themselves are brand newly crafted from an old object template (factory crate).

I would also assume that 'salvage' should pull a fresh item from the loot table and that too isnt happening.


this means that A) salvage pulls from a different template and that template wasnt updated when the loot table was

and possibly B) when they do a DB update to fix existing loot the WUKs will still salvage unstackable since there are no items in the database to convert prior to salvage. This leaves the potential problem lingering unless its fixed at level A.


going to cross post this in the bug thread for the publish



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
SmugglinZane
Tue Aug 16, 2005 1:37 pm
#64


EEMAN,


Nothing stacks right now. The whole publish thing got all screwed up, they're working on it.





"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
JFreeman
Tue Aug 16, 2005 1:37 pm
#65



EEMAN wrote:
confirmed that newly created loot from salvaging WUK's that are in a factory crate do NOT stack.


scenario... factory crate WUK
take one from stack now have a WUK
select Salvage .. get a finely crafted tool

repeat the above till I get another finely crafted tool.. items dont stack.


what
perplexes me is factory crates dont actually have anything in htem..
they sorta insta-craft when you pull it out of them (learned this when
the old FWG5 pre-nerf crate fiasco hit)

that means that the WUK's themselves are brand newly crafted from an old object template (factory crate).

I would also assume that 'salvage' should pull a fresh item from the loot table and that too isnt happening.


this means that A) salvage pulls from a different template and that template wasnt updated when the loot table was

and
possibly B) when they do a DB update to fix existing loot the WUKs will
still salvage unstackable since there are no items in the database to
convert prior to salvage. This leaves the potential problem lingering
unless its fixed at level A.


going to cross post this in the bug thread for the publish

I
believe there was a problem with the publish which prevented the
stackable item change from going out. Salvaging an item should be
creating a brand new (and stackable) loot item after the hotfix, and a
db update will catch the items that have already been salvaged.


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