Weaponsmith Archive

Thread: November post-publish Weaponsmith Bugs

Deregen
Mon Nov 17, 2003 11:52 pm
#14

For looks I prefer a beam rifle myself Now that is a cool-looking gun. I worked with a tailor and outfitted a whole squad offriends with matching uniforms and beam rifles just for kicks.


You can add these "balance and gameplay concerns" to the list....


Damage types on several guns are still wrong given the components involved in creation. Tusken Rifles and Spraysticks to name a few.


Speaking of Spraysticks, why is this a rifle, given it's pistol-like stats? I mean come on, damage slice a spraystick and then hand it to a rifleman, sit back, and watch the show....it would be worse if CDMs weren't broken. Can it at least look like a rifle if it's going to be one, instead of people always asking if it's a lightsaber when they see you walking around with one?


The cert for the beam rifle is still either broken or missing. Shame, too - it's a nice rifle on its own, although it really should probably be more powerful than it is given the resources required.


Same goes for the good ol' republic blaster....although the bug(?) that let people use it was fun for a day or two.


Several of the 'high-end'weapons don't offer enough of an improvement over more basic models for most players to justify using them, not even as a "niche" weapon.


Striker pistols are underpowered, thus almost never used.


DH17 pistols look like carbines, could they maybe be miniaturized a little and held like a pistol? More people might use them then (it's a darn good gun and arguably better than a scout blaster in most cases).


The DRX and XG mine draft schematics are still reversed from where they should be....


Advanced Weapon Scopes seem to be -worse- than basic ones at equal experimentation percentages.


Rifle Stocks and Advanced Rifle Stocks are still a joke and no one uses them.


As noted above, CDMs and ACDMs are bugged.


Novice weaponsmithsstill can not sellanything they can make in most cases, thus perceive that profitless hours of grinding is required to participate in the game.


Experimentation on range and durability is just about never done. Experimentation on efficiency generally only happens if someone has points left over after damage experimentation. Shame, ain't it?



Anyway, there's my opinions, feel free to add your own!




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
Bad_Bad_Leroy
Tue Nov 18, 2003 7:11 am
#15

(Sort of WS bug, applies to any grinding crafter)


My grinding macro worked on Thursday 11/13/2003, but did notwork on Monday 11/17/2003, after the patch. It's a typical one, with /sel ##; /next; and /createprototype practice noitem; (I may have the capitalization wrong here, but it's correct in my macro). It seems to eat the resources, but the tool does not start ticking down once "the crafting session has ended", and I get no XP.


I really hope that I accidentily changed something in the macroand broke it myself, and that it wasn't a nerf.


Does anyone else have this problem?




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
Eliss
Tue Nov 18, 2003 8:12 am
#16

What hurts is all my weapons that were sliced... Have the name of the sliceras the "creator" I own all the factories that I ran my guns through, so I know that it's not just a factory issue.


Thank god all my stuff has the "by Eliss" in the name.




Eliss Breen
Master Weaponsmith +24 Assembly/+24 Experimentation - Lowca, Naboo, Serenity
Vendors for 5 Master Weaponsmiths located in the Serenity Merchant square @ 2915 -5444
Every Pistol, Carbine, and Rifle is stocked.. Over 1000 Items in the tent.

If you want you can drop off auction wins on my "Weapons by Eliss - Sliced" vendor.
Bermag
Tue Nov 18, 2003 12:51 pm
#17

Bad_bad_leroy,


I am not using macros for crafting, but to equip / take off armour. Thsi worked fine before but no I get an error about "too many commands" something.So something has changed with macros.




---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
LLJK_Griz
Tue Nov 18, 2003 3:57 pm
#18






Bermag wrote:

I am not using macros for crafting, but to equip / take off armour. Thsi worked fine before but no I get an error about "too many commands" something.So something has changed with macros.





Macros are limited to 15 queued commands. My guild had an alias that would add/remove all guild members to friends list, and it broke after the patch.


You can sort of get around it by breaking your one large alias into a bunch of smaller ones, and making another alias that calls one of the small ones,wait a bit, call the next, wait a bit, etc. This sucks because it takes longer to do things that used to be instantaneous.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Kershakk
Tue Nov 18, 2003 10:28 pm
#19

If I had to make a suggestion for the silly naming problem, I'd suggest they make the name be the same name as the factory it came out of. Sure it might lead to lots of guns being stamped made by 'Equipment Factory' (har har) but I think it would be neat to be able to 'brand' your guns with something other than a player name.
GameBOFH
Wed Nov 19, 2003 1:31 pm
#20

Everyone has covered most of the basics. I only have 2 in addition, one a bug (I think) and
one an annoyance:


  • Rifles should have scopes, pistols probably shouldn't. Why can I put a scope
    on a FWG5, but not a T21?
  • There should be a tag indicating a weapon has been sliced so that I don't
    either have to have 2 vendors or some other crazy workaround. This also prevents
    griefing where someone sells weapons pre-sliced but advertises as not sliced.



-Ysal
Master Weaponsmith (Ranged, Melee, Commando, Custom)
(Sunrunner,Talus)

Azak City - Talus (/waypoint 4516 -4835)
Marketplace @ Azak City (/waypoint 4499 -4915) - Talus, Azak City
GillesML
Wed Nov 19, 2003 2:17 pm
#21

When using a station's input hopper subcomponents will sometimes not be usable. Seems to happen when you switch between some that uses say a power handler to a weapon needing a projectile feed mech, when you go back to a poher handler item the ph will not list and you have to take it out of the input and put it back in for the system to recognize it as a valid sub component.



It would be nice for sliced weapons to show itself as sliced but for the time being I id all my weapons with damage and speed in the name. So either they are not sliced or I'm real good at guessing post slice stats . Kind of ticks offsmugglers or people that want to resell the items either on the bazar or a vendor because people do not realize the stats in the nameare no longer valid.

polymorphic1
Wed Nov 19, 2003 2:56 pm
#22






Logix wrote:

Compilation of new bugs introduced to us, to add to the neverending age-old list.



  • Item creator is hosed. Post-patch crates list the factory owner on the crate and on the item itself. They do not list the actual schematic/item-creator. (Not confirmed by someone other than myself.)




I can confirm the item creator issue. My friend was really excited to see he started making weapons.



-- Khazirgûl Dunar --

-KD- Weapons
Petra, Naboo (just north of Theed)
(-4843, 5603)
Logix
Wed Nov 19, 2003 3:10 pm
#23

Btw, I meant for this thread to be serious bugs in relation to the patch (bugs that were introduced or bugs that were never fixed), not just a general balance issues thread.


One more, semi-related to Weaponsmiths:


Harvesters being weird about power. I haven't really figured out how to fix it yet, but I think harvesters are just misreporting how much power they have stored. I go to my group of harvesters, check the status and see they all have 0 power in them. I try to deposit power, and the following happens:


"You deposit 5000 units of power.


Power stored at 0 units."


I wasted like, 30k units of power trying to get it up from 0 units. Wasn't on a mount, or anything. Odd thing was, harvester still ran like normal, even though it was reporting it had no power in it.

JustJimBridger
Wed Nov 19, 2003 3:21 pm
#24


Logix wrote:

Odd thing was, harvester still ran like normal, even though it was reporting it had no power in it.




Shh!

The explotation gestapo will look at this, decide it is an exploit and nerf it. Then our harvesters won't run at all!!
Traigus
Wed Nov 19, 2003 3:39 pm
#25

Turn it on and off again, the power will become re-listed.

The actual power and the power listing seem to have become detached.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Orthaanc
Wed Nov 19, 2003 6:29 pm
#26

My understanding of this is that its charging you "back" power for while it was running without actual power to run it.



Orthaanc Isengard / Master Weaponsmith / Ahazi




Orthaanc Isengard / Master Weaponsmith / Ahazi
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