genesiser Posted February 10, 2012 Posted February 10, 2012 Something isn't right about this... Looking at the Corellia commendation mods, there are two mods that give the same stats. One is called Discipline Enhancement which gives 26 end, 13 pow, and 34 surge. The other is called Efficient Enhancement. This one gives 26 end, 13 pow, and 34 surge. I think they messed up and one is supposed to be power and crit and the other one is supposed to be power and surge. They should fix that.
genesiser Posted February 10, 2012 Author Posted February 10, 2012 I'm sure they'll get right on that! They should. It's not like it'd be hard fix.
-Arcane- Posted February 10, 2012 Posted February 10, 2012 many other itemisation issues, add this to the list
Knewt Posted February 10, 2012 Posted February 10, 2012 Something isn't right about this... Looking at the Corellia commendation mods, there are two mods that give the same stats. One is called Discipline Enhancement which gives 26 end, 13 pow, and 34 surge. The other is called Efficient Enhancement. This one gives 26 end, 13 pow, and 34 surge. I think they messed up and one is supposed to be power and crit and the other one is supposed to be power and surge. They should fix that. That actually starts around Balmorra (maybe a little later). It's very annoying.
SpyderBite Posted February 10, 2012 Posted February 10, 2012 They should. It's not like it'd be hard fix. I always enjoy hearing that line from the armchair developers in the crowd.
Xabos Posted February 10, 2012 Posted February 10, 2012 I always enjoy hearing that line from the armchair developers in the crowd. I am a developer. They're called variables. Not to hard to correct (if indeed it is a mistake).
Valkanna Posted February 10, 2012 Posted February 10, 2012 it's not anywhere near as annoying as NO tank mods from any commendations AND no tank mods in cybertech....
Edgecase Posted February 10, 2012 Posted February 10, 2012 I am a developer. They're called variables. Not to hard to correct (if indeed it is a mistake). Then no doubt, you also know what triage is, and why this is unlikely to change in the next few months or possibly ever.
Dantragk Posted February 10, 2012 Posted February 10, 2012 Then no doubt, you also know what triage is, and why this is unlikely to change in the next few months or possibly ever. I doubt it's even on their list of things to worry about.
Xabos Posted February 10, 2012 Posted February 10, 2012 Then no doubt, you also know what triage is, and why this is unlikely to change in the next few months or possibly ever. Time frame wasn't the discussion, level of effort was. If it had been a discussion of prioritization then yes, the response would have been different. Assessing the level of effort, what sort of FTE requirement it would be, to physically fix it is what I was addressing.
notebene Posted February 10, 2012 Posted February 10, 2012 I am an arm chair. I don't much care for developers sitting on me. I rather like quarterbacks sitting on me. Especially Mondays.
Vlaxitov Posted February 10, 2012 Posted February 10, 2012 I am a developer. They're called variables. Not to hard to correct (if indeed it is a mistake). Credentials please, or else you're a guy in a mmo forum who says they are a dev. Boy I've never seen that before... lol
jmastroi Posted February 10, 2012 Posted February 10, 2012 It's not important, they'll fix it later, no matter how quick the fix is. There's triage for a reason. I'd have trouble even classifying this as a bug.
Nighthawked Posted February 10, 2012 Posted February 10, 2012 I am a developer. They're called variables. Not to hard to correct (if indeed it is a mistake). How do you know that is the way BW set up their game engine?
Xabos Posted February 10, 2012 Posted February 10, 2012 Credentials please, or else you're a guy in a mmo forum who says they are a dev. Boy I've never seen that before... lol Sorry but I don't owe you nor anyone else any credentials here. I gave you a logical explanation to your statement that it would be hard to fix such an item. I'm sorry you didn't like the response. I could just as easily ask for your credentials to take the other side of the argument but that wouldn't get either of us anything. You think it's hard, I know it's not. Differences of opinion is all.
Xabos Posted February 10, 2012 Posted February 10, 2012 How do you know that is the way BW set up their game engine? Do you actually believe everything in their game engine is hard coded?
Nighthawked Posted February 10, 2012 Posted February 10, 2012 Do you actually believe everything in their game engine is hard coded? I didnt say that. And even if it was hard coded, in some cases that would be just as fast to fix.
Edgecase Posted February 10, 2012 Posted February 10, 2012 Time frame wasn't the discussion, level of effort was. If it had been a discussion of prioritization then yes, the response would have been different. Assessing the level of effort, what sort of FTE requirement it would be, to physically fix it is what I was addressing. Well, then I guess we'd both be right. The effort to fix this individual bug is certainly small. But at the same time, its impact and severity are so low compared to other issues on their radar (plus competing allocations for the same itemization staff for new content in development) that it's just not likely to happen in the near future.
jmastroi Posted February 10, 2012 Posted February 10, 2012 (edited) More likely they'd have some kind of item generator, maybe something like: 1. You give it a primary/secondary stat and a level and it adds appropriate points. or 2. You give it a role or class and level and it generates an item with appropriate stats/points. or 3. Something I haven't thought of in the last 35 seconds. If they had to hand code every item in the game it'd be a bit of a beast to maintain. Edited February 10, 2012 by jmastroi
Edgecase Posted February 10, 2012 Posted February 10, 2012 There's almost definitely an item generator along the lines of makeNewItemFamily(pristat=str, secstat=crit, terstat=pow, suffix="of Battle"). But with the items already generated, you'd have to modify their database entries rather than create new ones so the existing ones update appropriately. Doing this for every individual bugged item is really time-consuming. Doing it with a mass search-and-replace is risky (could affect other items by mistake). Ignoring it doesn't fix the problem, but consumes no resources and incurs no additional risk. Pick your poison.
jmastroi Posted February 10, 2012 Posted February 10, 2012 There's almost definitely an item generator along the lines of makeNewItemFamily(pristat=str, secstat=crit, terstat=pow, suffix="of Battle"). But with the items already generated, you'd have to modify their database entries rather than create new ones so the existing ones update appropriately. Doing this for every individual bugged item is really time-consuming. Doing it with a mass search-and-replace is risky (could affect other items by mistake). Ignoring it doesn't fix the problem, but consumes no resources and incurs no additional risk. Pick your poison. Yup, I fully agree. On top of that there are much bigger fish to fry.
Inarai Posted February 10, 2012 Posted February 10, 2012 (edited) I am a developer. They're called variables. Not to hard to correct (if indeed it is a mistake). Right, because there's never been a bug that's caused a variable to be pointed at the wrong thing... And given the way allocation typically works in engines, well... It can get kind of complicated sometimes. Edited February 10, 2012 by Inarai
Perhilion Posted February 10, 2012 Posted February 10, 2012 I'm sure they'll get right on that! I am quite sure they STILL got few more baby names to add to credits before they can be bothered to fix the damn game...
Vyradder Posted February 10, 2012 Posted February 10, 2012 I always enjoy hearing that line from the armchair developers in the crowd. I expect a database change would fix something like that.
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