Weaponsmith Archive
Thread: Major TC-CU Bug, need verification please
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Metai
Wed Apr 13, 2005 9:58 am
#1
What I'm experiencing is a problem with the resource quality calculation.
To clarify, if a schematic calls for say 50% HR and 50% SR the system is not
using the correct average value to calculate the attribute values of the assembled item. This also applies to schematics that use only one resource quality (i.e. 100% UT).
Here is a screen shot of the assembly stage of a Projectile Pistol Barrel.
Notice that the colored vertical bar's next to the Steel and Metal requirements don't match for the same resource, though the average is correctly calculated in the lower-right corner of the assembly screen.
Here is the assembly summary screen, and at the experimentation screen, you'll see that there are only three bars per attribute.
In contrast, here is the assembly screen of a Projecticle Pistol Barrel from the live server using very similar quality resources. Notice that the vertical bars next to the resource boxes are the same and the average is correct in the lower right window.
At the assembly summary screen, the attributes are all at 14%, that's a 10% difference from a similar resource in TC.
The experimentation screen shows five bars per attribute to experiment on, that's two more than on TC, though the resource averages are only 12 points in difference.
Advanced Sword Core's also have the same problem, here are the assembly screens of two different Advanced Sword Core's from TC (one and two), there's only a 66 point difference in UT between them.
The experimentation screens (one and two) are where you really see the problem, the first core has seven boxes to experiment with versus the second cores two boxes.
I've noticed this same problem (to various degrees) with pretty much every schematic that I've looked at so far.
If any other Weaponsmith's on TC would please check to see if they are experiencing the same problem I would appreciate hearing your results.
Thank's for your help.
To clarify, if a schematic calls for say 50% HR and 50% SR the system is not
using the correct average value to calculate the attribute values of the assembled item. This also applies to schematics that use only one resource quality (i.e. 100% UT).
Here is a screen shot of the assembly stage of a Projectile Pistol Barrel.
Notice that the colored vertical bar's next to the Steel and Metal requirements don't match for the same resource, though the average is correctly calculated in the lower-right corner of the assembly screen.
Here is the assembly summary screen, and at the experimentation screen, you'll see that there are only three bars per attribute.
In contrast, here is the assembly screen of a Projecticle Pistol Barrel from the live server using very similar quality resources. Notice that the vertical bars next to the resource boxes are the same and the average is correct in the lower right window.
At the assembly summary screen, the attributes are all at 14%, that's a 10% difference from a similar resource in TC.
The experimentation screen shows five bars per attribute to experiment on, that's two more than on TC, though the resource averages are only 12 points in difference.
Advanced Sword Core's also have the same problem, here are the assembly screens of two different Advanced Sword Core's from TC (one and two), there's only a 66 point difference in UT between them.
The experimentation screens (one and two) are where you really see the problem, the first core has seven boxes to experiment with versus the second cores two boxes.
I've noticed this same problem (to various degrees) with pretty much every schematic that I've looked at so far.
If any other Weaponsmith's on TC would please check to see if they are experiencing the same problem I would appreciate hearing your results.
Thank's for your help.
sabacc1000
Wed Apr 13, 2005 10:04 am
#2
Yeah, we've been seeing the same thing since the CU went to TC.
I've bugged it at least once, but please do so as many times as you think may be useful. This will absolutely cripple crafting if it slips to live.
ShugFlurry
Wed Apr 13, 2005 10:12 am
#3
Ahhh k, don't think you could get a bigger bug, a slot disregarding the stats of the resource ........ riiiiiight, nice one SOE
sabacc1000
Wed Apr 13, 2005 10:50 am
#5
It's not just a display bug. The unpredictable stats that are used to determine the height of the colored bar thingy (TM) are also being used on assembly. So if you use your absolute best materials, but the bar shows them as a shallow red, you're going to get a crappy weapon with an extremely low experimentation cap.
At present, there's no way to know how good a resource is until you actually try to use it for crafting.
ShugFlurry
Wed Apr 13, 2005 10:53 am
#6
I know, I could cope easily if it just was a ui error but the actual assembly being screwed up?
Metai
Wed Apr 13, 2005 11:59 am
#7
Thanks for the confirmation, and I agree that this is a crippling bug.
Hopefully they get around to fixing this very soon...
Hopefully they get around to fixing this very soon...
Kraki
Wed Apr 13, 2005 1:42 pm
#8
The best item I've found to verify this is the electric lance. If you take a look at the ditanium steel vs other metals required that schematic. Due to the large amount of Dit steel required, the lance generally is about 3% after assembly.
Kraki
Kraki
mindspat
Wed Apr 13, 2005 3:05 pm
#9
I'm not able to give great detail in this although I have noticed something similar. I've seen resoruces with different stats show the same quality when you are first selecting the resoruces to be used in the craftring process. I was a little boggled when I first came across it and recalled toying around with various resources to see what would improve the possibilities. I did not take each resource as far as experiementing although I had paid minor detail to some of the resources and noticed a few that were much lower then they should have been that had given a full green bar. It also seemed that the % rating on the averages were yeilding true number for me alehtoug the actuall "green bar thingy" (TM) was not a tru reflection of the resources being used.
The items I worked with were accesible to a master artisan. I have not begun crafting WS yet as I feel there's TOOooo many things that are getting over looked in the core of the system. I may set up my macro and grind the 'ell out of ws over the next few days.
Does anyone on TC have access to a crafting station I could piggy back???
Thanks!
Metai
Wed Apr 13, 2005 4:13 pm
#10
mindspat wrote:
... Does anyone on TC have access to a crafting station I could piggy back?
I have a house set up with a station in it that you can use, but I won't be able to getin gamefor a few hours yet. I'll post a waypoint for it in this thread this evening.
Also, I have novice architect skills, so I can make station's If you or anyone else would like one.
MichailArris
Wed Apr 13, 2005 6:25 pm
#11
Yes I've seen this as well today myself, (just finished grinding about 2pm today, I like being a WS i just hate grinding for it).
So it isn't just you, I think either the Devs have changed the way the resources are weighted but didn't change the wording, or the weighting of the resources got changed by accident thru a coding problem. But either way the devs need to be alerted to this potential problem.
Disotup
Thu Apr 14, 2005 1:15 pm
#12
One huge bug that I noticed yesterday was that Adv Reinforcement Cores are available using my WDG Crafting Tool, however I need to us a plain ol Generic Crafting Tool to access the Adv Sword Cores. This means no experimentation on the sword cores. Is this really meant to be?
I /bugged it in game and hopefully it will be fixed.
Now along the the lines of the original post, I made a PH last night with Kammris and Copper. Went to use the Kammris as both metals but when I plugged them in there was almost a 200 point discrepancy even though it's based 100% off of SR. I /bugged that as well and hopefully this will get fixed before it goes Live.
Disotup
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