Teras Kasi Archive

Thread: Bug Reports Post Here

Mister_Heavy
Thu Oct 30, 2003 9:09 am
#1

Thunderheart, our community relations manager has implemented a new format for sharing info with the devs. Under this new format, our reports to him will be divided up into 3 categories:



  • Gameplay Issues
  • Bug reports
  • Balance Issues

For each category we'll have the familiar top 5 list comprising our most pressing issues.


This is the thread forBug Reporting


The one bug that springs to mind is the fact that PB can incap you. It doesn't seem like that would be an intended concequence of the skill. I'm sure there are many others, so have at it




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
DaemonMoerder
Thu Oct 30, 2003 12:27 pm
#2

The ongoing, "I can cap myself when I go down from PB" issue comes to mind.
DaemonMoerder
Thu Oct 30, 2003 12:30 pm
#3

One other thing:It would be nice to find out what combat equilibrium is actually doing, and to find out if it is working as intended.
NeutralMonk
Thu Oct 30, 2003 2:11 pm
#4

Fix the problem where it displays "The target is out of range" when I'm 1m away from my target
Drath_Iceblood
Thu Oct 30, 2003 2:34 pm
#5

One of the biggest bugs i know of right now is the one where we can get like 30k ham. If we die, clone, power boost, die, clone, power boost again and keep doing this, you can wait for the power boosts from before you died to wear off and re power boost even though you're under the power boost effect. Repeating this for a while can get you easily to 30k ham, although youc an't pvp like this or anything because you have to power boost every 30 sec to keep it up, and you drop down to like 10% of your total ham bar while the downer is ticking off. However, you can keep it up around 5k without much trouble and only need to power boost every 30 sec for about 4 min, then you get 6 mins of 5-10k ham.



Teras Kasi Master/Master Carbineer/Master of Past and Present
Mori-Mori
Thu Oct 30, 2003 3:29 pm
#6

the PB incap is pretty bad. when PB wears off, you can incap. i guess that's intended.

BUT, that you can engage PB when you don't have the mind to do it without incapping has to be considered a bug (a medic with low mind can't heal and incap himself, you can't execute a special and inca yourself if you don't have the pool points, etc.).

we should get a message "not enough pool points" if we try to engage PB with too little mind. yes, you recover from the incap quickly, but it gets you to the clone center one incap faster than otherwise.
Valkari-TKM
Thu Oct 30, 2003 5:48 pm
#7

FoW itslef is a bug but im sure you are awear of this


we are not really able to use muon gold with power boost, because of incap problems. intended or not, who knows, but atleast some clearafication on this matter.


our VKs never got a bump in range. unaremd is 5 metters, and VKs are 3.8 or 4.2 depending on how you messure it.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Zertus
Fri Oct 31, 2003 1:24 am
#8

/unarmed combo 2:
Wenn I use it it displays always only 1 damage. But i can clear see it hits for more.
TioSilentAssassin
Fri Oct 31, 2003 3:11 am
#9

yeah Vk's are giving little over 4M and Unarmed is a little above 6m



My main concern is why is it if I knockdown someone, then dizzy, then when they start to get up, they stand up with no prob, and because of the stupid 30 sec, knockdown timer, I cant knock them down again.



Another of my concerns is, Dizzy then knockdown does not work on creatures at all, Still works for NPC's but not creatures.



I know all the TKM's probably dont care, but coming from somone that is stillt trying to level it is a pain in the ass.




Silent Asasin
mastered: Marksman, Scout, Creature Handler, Ranger, Teras Kasi, Bounty Hunter,Riflemen, Pikemen, Swordsman
Rank :Colonel
Nomorenerfs
Fri Oct 31, 2003 5:14 am
#10

I have seen an alarming bug also dealing with Powerboost - if it runs out WHILE you're incapped, I've been taking "non-wound-wounds". My Constitution is normally around 800ish, and I've had it slowly (each incap) get eaten away, actually saw it go negative tonight (I get incapped by PB way too much). Only way to fix it is to log out. These are NOT wounds that can be healed by woundpacks, btw, they are just LOSS of value in a stat (usually Constitution for me, sometimes others, but usually Con). Another almost-as-bad, coming out of the cloning chamber (after being killed of course) with completely white hams, again, due to PB running out while incapped, then a DB'ing mob killing me. Its as if, they're not correctly "stripping" buffs before arriving at the cloning chamber - it LOOKS like whats happening is, PB runs out, starts taking its numbers away, I'm laying there (watching the incap timer go UP btw), and then Mr. DB shows up, kills me, I arrive at cloning center, still LOSING numbers as I arrive. Hope I explained this sufficiently. This looks very much like the change they made when spices suddenly became useless in the game a couple patches ago (stats not coming back correctly).





SWG is a lot like the Nicotrol System.

With each patch, you're that much closer to quitting.
cimianx
Fri Oct 31, 2003 5:29 am
#11

Knockdown:



  • I've noticed that if I KD2 a creature then accidentally apply another KD2 immediately thereafter, the mob springs back to standing and loses the KD state effect.

Dizzy:



  • Dizzy does not effect creatures in the same manner as NPC. Creatures, in general, appear immune to dizzy effects.



Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
alphaforge
Fri Oct 31, 2003 6:16 am
#12

I have never had a positive to hit modifer. I have had from -50 to zero. This makes little sence to me since if a melee figher can hit you you are in optimum range and should have a decent bonus to hit, except maybe lunge range since it is so much greater for us and you have to "extend yourself" in theory to perform a lungs. 99% of the time I am at a -5.



Dea'll --- Flurry
drunkenbard
Fri Oct 31, 2003 7:56 am
#13

UH2 vs UH3
It seems to me that 2UH2's do more damage than 1UH3.
I can do at least 2UH2s in the time it takes to do a UH3.
UH3 costs more than twice the HAM for UH2.

Was that intended?

2UH2 cost me 220 HAM and can do say 3k damage (estimate)
1UH3 costs me 280 HAM and can do say 2.4k damage (estimate)

Also, UH3's animation (while REALLY cool) takes a long time to finish
and seems to effect other special that incur animations.





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Sildas Grim [Master Teras Kasi Ranger]
Sunrunner
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Helping Meatlumps meet their Maker since 2003




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