Weaponsmith Archive
Thread: Workaround for Publish 20's experiment bug
Starphire wrote:
work arounds are stupid, on my old comp i could have never alt-tab'd outa. woulda taken 10 minutes.
Not yelling at you, im just so mad.. I dont want a work around, gives them an excuse not to fix it.
I totally agree, thats why I can't do more testing with it at work because this cpu is low on resources.
However, the nature of the workaround leaves me thinking that the problem is much more surface based than not, likely something coded in user side that isn't feeding the right display info. If you can offer things up like this it helps so they don't have to pluck over so much code.
The problem has been with armorsmiths seince publish 18, now it's with everyone and I never heard of this workaround untill yesterday. Hopefully it will give them an area to look at.
Ladywolff wrote:
What if u put in say 6 experimentation points into damage, then minimize then maximize then add another exp point...i ask this because most of the time its a given that u will add 6 points into damage on a final combine. ... will u then be able to see the stats?
Yes, no matter how many points you use initially, after bringing Galaxies back up the very next point you use will show the stats. Although if your question is, adding 6 points to damage first, min/max then putting another point elsewhere will it show all the experimented stats...I dunno, wasn't able to test it that much.
zarko669 wrote:I ran into this little display bug quite a bit last night. Even if the values do not update in the current crafting window, your final product will have the correct values when you are done. It's just some sort of weird display lag I'm guessing. Sometimes the values will update after a couple of seconds if you leave the current crafting window open, sometimes not.Fuu
That is the whole POINT though. If we don't know the stats we are getting, we can't make good decisions about what to experiment next. On my custom orders I sometimes cap max dmg but min damage might not be capped. I'd then ask the customer if they'd rather go for more min damage or lower SAC. This makes that impossible.
I almost get what your saying except for your example. On range weapons its near or probably impossible to damage cap on min on the higher stat weapons (my guess even with a FF stock).
Not sure you can with with a melee either.
They had best come up with a hot fix real soon or they can kiss my ass and shove this piece of sh1t game up their candy arses.
How in gods name can they break something like this when they weren't even making any direct changes to experimentation. I think the SOE devs are the biggest bunch of freaking morons I have ever come across. They deserve to be fired and made to sweep the streets as that is all they are good for.
WILDMAN_SOLO wrote:
How in gods name can they break something like this when they weren't even making any direct changes to experimentation. I think the SOE devs are the biggest bunch of freaking morons I have ever come across. They deserve to be fired and made to sweep the streets as that is all they are good for.
Stealth nerfs in that profession..
Mogro wrote:
Here's another example for you if you didn't like the first. We know exactly what max damage we need to cap x weapon with x slice. If I can't see the stats shift in real time, its a bit difficult to fine tune the weapon.
Example of the example:
If I know a 912 damage scatter pistol will cap with a level 2 damage slice, I experiment damage to 912 (any higher would be a waste of points)and dump the rest into whatever. With this bug, we have to guess when we hit 912.
Thats the workaround. It's nothing to do with min/max VALUES. Alt-Tab to drop your Galaxies window to desktop. Then click on the Galaxies tab again. If you spend a point BEFORE minimizing your window, after maximizing your window again every point you spend thereafter should update your experimented stats properly.
As to 'having' to use a workaround, I agree it's bugged, it sucks. You don't have to use the workaround if you are comfortable not crafting, or crafting blind. But, this will help people who still have orders to fill and don't want to have items pop out without knowing what they will look like.
Maybe the above quote was taken outta context, I'll go back and double check what example was given. Point is though you can see the stats update in real time by simply spending a point, then dropping down to desktop, then re-maximizing windows and spending another point. It's a client side UI update problem. This same issue exists with SEAs, foods, pups ect...The UI is not updating client side any time numeric changes are happening. The changes are present apparently (don't know of any testing done to prove otherwise), only the UI (graphic cache) is not updating. By minimizing then maximizing windows, it is apparently refreshing the code that is supposed to be updating real time.