Weaponsmith Archive

Thread: List of Post-CU Bugs, Glitches, and otherwise Messed Up Things

Kregi
Thu May 19, 2005 1:47 pm
#1

All speed modifiers on components are off by a whole decimal place. If it says -.5 its actually -.05 etc. I am pretty sure this is true for every component I have used.

Mapiasal



Accounts Cancelled

Carini - last day Nov. 15th 2005
Mapiasal - last day Dec. 12th 2005 - last day cut short: SWG uninstalled Nov. 27 2005

The life has been sucked out of this game.......thanks SOE.

The CU was halfass. The NGE doesnt even have an ass.
Accamim
Thu May 19, 2005 1:48 pm
#2

General Conversion issues


  • Resource requirements are larger for lower level weapons than some high level weapons

  • Converted items have unbalanced SAC (advanced blaster power handlers, and all converted weapons)

  • Themepark scopes are useless adding 20% to something we cap easily.
CorenLanra
Thu May 19, 2005 3:27 pm
#3

#1: The inablility to craft weapons that were promised in the _CU_ HERE. They need to either admit they lied or make it known that you must purchase the RoTW expansion and loot the weapons we can't craft. Their stance was you didn't have to purchase the expansion to play SWG with the new CU, this doesn't hold true if you can't get the weapon selection promised.

#2: Balance pass needs to be made on low end schematics to give weaponsmiths a reason to make low end weapons. There is no way I will craft a regular Scatter when a High Capacity Scatter takes the same exact stuff (minus the swap of blaster pistol barrel instead of projectile pistol barrel). Same goes with LVA/VL which are listed above which now are even more out of balance as a low end weapon takes more resources than a high end weapon.

#3: On certain weapons such as Vibrolance, it is impossible to match the converted stats of a premade/crated weapon using the same resources. Also using some high quality Nightsister Vibro Units 57max and -2.0 speed -7 SAC, I made a Nightsister Energy Lance that did not beat the stats of a converted standard Vibrolance. The Nightsister Energy Lance needs to reflect the difficulty of obtaining the schem/parts and be significantly better than a Vibrolance for it to be worth making. Why would someone camp Nightister Stronghold for weeks to get the schem/parts when weaponsmiths have stats on Vibrolances that beat it an can sell them for 50k or less. This holds true on just about every single type of subcomponent. This creates a large pre-nerf market that will probably never be drained as many weaponsmiths have stockpiles of pre-made weapons and schematics. This will make it very hard for new smiths to compete.

Message Edited by CorenLanra on 05-19-2005 06:39 PM



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

Mor-Dan
Fri May 20, 2005 12:41 am
#4

Thanks to Summerflame for getting this new list started... floating this to replace the JAN2005. Please continue to post issues you have and bugs you find so we can continue the great work that this community is known for. I will also be starting a discussion thread at some point where we can get deeper discussion not on just what needs to be resolved, but on different things that can be done to resolve it. Thanks!


General Conversion issues



  • Stocks from before CU still adds damage to weapons crafted with them

  • Theme-park looted barrels not converted and are now rather useless

General Issues with the Weaponsmith Profession



  • Too many special weapons are granted as quest rewards and many of these are better than what a Weaponsmith is able to craft

  • Many of the old loot schematic weapons (DE-10, Scythes, Beserker Rifle and Executioners hack) are void as they do not compare to other weapons of same CL.

General Crafting bugs and issues



  • Melee Weapons crafting xp cant be traded in the Village

  • Stacked loot components are regarded as one item, resulting in factories eating the whole stack instead of one item at a time.

  • Unable to see Weapons CL before crafting them. Would be nice if they showed up when the schematic was first loaded

  • Some of the lower level weapons seems to have way to high resource cost. This especially holds true with the weapons that has an advanced viarity such as the Laser rifle/advanced laser rifle, Scatter pistol/high capacity scatter, Flame thrower/plasma flame thrower ect.

Ranged Tree issues



  • Alliance Disruptor cannot be made into a factory schematic

  • Tangle Pistol takes Advanced Projectile Rifle Barrel

  • The Rocket launcher is way to complex to manufacture for its worth

Melee Tree Issues



  • TK weapons doesnt work. Having a TK weapon equipped will do less damage than fighting unarmed

  • Resource requirements for LVA and VL should be reversed as the VL is now the highend weapon

  • WS currently doesnt have a CL 54 TKA weapon

  • There are no craftable 1H weapons between CL14 and CL40. This is way to large of a gap in the weapons we can make

  • There are no craftable melee weapons at CL22


  • When Necrosis Poisonpike was first introduced it had a 0-60 range. Thou this is now corrected on the ones entering the game today, some of the pikes from before the patch are still ingame. Giving a huge advantage to those wielding them.


Munition Tree Issues



  • Grenades takes to much factory time and are to complex to craft compared to their usefullness

Overall Crafter related Issues



  • Crafter profession doesnt add to CL thus making it hard for crafter to survive without grouping with highlevel players. Which makes surveying and placing harvester unessecary hard.

Wishlist


  • The ability to craft the new ROTW weapons

  • More WS quests (for weaponschematics) preferably some that doesnt include combat



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
Mor-Dan
Fri May 20, 2005 12:43 am
#5

Also, please list your three biggest issues so that, based on which have the highest percentage, I can regularly show them to the DEV team. Make sure you list them in order of importance to you...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
CorenLanra
Fri May 20, 2005 1:35 am
#6



Tautology wrote:


CorenLanra wrote:
#1: The inablility to craft weapons that were promised in the _CU_ HERE. They need to either admit they lied or make it known that you must purchase the RoTW expansion and loot the weapons we can't craft. Their stance was you didn't have to purchase the expansion to play SWG with the new CU, this doesn't hold true if you can't get the weapon selection promised.

Message Edited by CorenLanra on 05-19-2005 06:39 PM


Of course I would love to be able to craft them too. But just to be fair, I dont see anywhere in that link that they say the weapons are craftable, so saying they lied is not right here.





I'll concede that point... but nowhere does it say you need to purchase ROTW, travel to Kashyyyk and do a quest to earn these weapons. RoTW is separate from the CU, like they have said but they have cut off these weapons from people that chose not to purchase the expansion. The friday feature was not "New CU/ROTW Weapons" it was "New CU Weapons".



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

roxby
Fri May 20, 2005 2:45 am
#7



  • Many of the old loot schematic weapons (DE-10, Scythes, Beserker Rifle and Executioners hack) are void as they do not compare to other weapons of same CL.

  • Theme-park looted barrels not converted and are now rather useless

  • Some of the lower level weapons seems to have way to high resource cost. This especially holds true with the weapons that has an advanced viarity such as the Laser rifle/advanced laser rifle, Scatter pistol/high capacity scatter, Flame thrower/plasma flame thrower ect.

  • top 3 issues





    ZeeZee
    GSA Guild Master Weaponsmith (12pts,FS)
    Vendors in SDK Theed Mall -4060 3362 , SDK Lok Mall (Sardukar City) -1618 -4896
    Offers and deliveries to "ZZ's Melee Weapons" Sardukar City Mall

    Summerflame
    Fri May 20, 2005 2:53 am
    #8


    • Quest reward weaponsgranted at Kashyyk not craftable

    • Unable to compete with Pre CU components like weapons stocks

    • DE-10, Scythes, beserkers, executioners hack, geoblaster and Disruptor rifles are void.

    My top issue is that damage output is calculated by level and level modifiers, but Im guessing that is not a weaponsmith issue per say and thus Ive left it out. Wish I new in what list to post it thou.




    ----------[N*W]Weaponry (+2 and FS)----------
    @Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
    {{{Summerflame k Nalai{{{
    {{{Angelic deliverer of Pboys pimp weapons{{{



    Cherokaa
    Fri May 20, 2005 3:22 am
    #9

    - Quest reward weapons not being craftable.

    - More WS quests for schematics which don't include combat (puzzles are nice)

    - Older looted schematics being brought up to what they once were.



    ---------------------------------------------------------
    Cherokaa: Scout/Riflewook/ 12 pt Master Weaponsmith, Starsider.

    Crellam: Architect, Mos Athens, Tatooine, Flurry.
    GrooperNugent
    Fri May 20, 2005 4:56 am
    #10


    Short and sweet:


    1) CU/RotW weapons not craftable

    2) Large gaps in weapon cert. levels

    3) Looted components are worthless


    XOXO


    Edited for poor spelling

    Message Edited by GrooperNugent on 05-20-2005 08:14 AM



    Grooper/LEEROY
    *Fishstick* Weapons
    -1656, 4483 Babylon, Dantooine Mining Outpost
    MasterSheep
    Fri May 20, 2005 4:58 am
    #11

    to clarify my point from before


    "melee weapons crafting xp and ranged weaponscrafting xp cannot be traded in at the villiage"


    during double xp week i ground out lots of stiff and earnt 1.65 million in xp in these 2 subtypes... they then "fixed" them in a patch and now the xp type is labelled properly however it seems to have no earthly use at all!


    padmos still only sees the "weapon crafting xp" and ignores all my hard work during the double xp week..


    i still have a while to go on my jedi grind - so its not critical as yet.. but 1.6 mill in xp is not an insignificant amount..


    A'ru





    Force Sensitive Crafting Master
    Master Freelance Pilot
    -Jedi -

    Guns n Roses Weaponry @ -2971 +0147 on Naboo
    Bermag
    Fri May 20, 2005 6:38 am
    #12

    Highest on my list is Old loot schematic weapons not useful anymore. This also include Geo pistol and DXR6 rifle (why is that gun no longer acid damage).

    Make the geo stuff useful again! That is a now a dungeon full of loot (except acklay bones) that are useless.



    ---
    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
    Mor-Dan
    Fri May 20, 2005 8:01 am
    #13



    MasterSheep wrote:

    to clarify my point from before

    "melee weapons crafting xp and ranged weaponscrafting xp cannot be traded in at the villiage"

    during double xp week i ground out lots of stiff and earnt 1.65 million in xp in these 2 subtypes... they then "fixed" them in a patch and now the xp type is labelled properly however it seems to have no earthly use at all!

    padmos still only sees the "weapon crafting xp" and ignores all my hard work during the double xp week..

    i still have a while to go on my jedi grind - so its not critical as yet.. but 1.6 mill in xp is not an insignificant amount..

    A'ru







    have made out a CS ticket? if so, what was their response?



    Vendor Locations:
    -1560 120 in Soal Valley, Corellia
    -4700 5600 north of Theed, Naboo
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