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Re: SW:TOR's bugs and points of improvement

Posted: Mon Jan 02, 2012 15:04
by Raiah
Strange thing is, it doesn't seem to happen for all (gathering) crewskills, never had archaeology do that.
Just relogging the character usually gets rid of though, a complete restart hasn't been necessary for me.

Re: SW:TOR's bugs and points of improvement

Posted: Sat Jan 07, 2012 22:40
by Cheesey
To see the reverse eng button every time just press B for bags. No faffing with vendors needed, still bugged though .
  • Textures problem is a terrible oversight in my onion . I was showing the game off to someone yesterday and and they weren't impressed at all with the low res textures on characters.I was running around trying to talk to a quest giver to show the problem lol.


    Chat system is horrid IMHO. DAoC had far better when it released a decade ago :/

    UI , similar to above but we all know this gripe .


    Other characters settings "drifting" into each other ie crew skills show up if you log characters after each other and it gives you 4(the extra is just icon and gives missions for proper skill etc) Also chat settings "drift" too at times. This is mainly (for me) with Slicing and scavenging.

    Summoning crew member shows a female being summoned when I have none .

    Being forced to take a crew member when you have three. I can only send two on mission but when I get three I get forced to take one with me.

Re: SW:TOR's bugs and points of improvement

Posted: Sun Jan 08, 2012 10:11
by Raiah
Oh so that's why I've never seen that problem with the disappearing reverse engineer button, I always open my inventory by pressing 'I', is that it? So if you use the button at the top of the UI it goes missing sometimes?

As for textures, at least we aren't locked in to the low res ones like the preview window is (for our characters at lleast, companion preview uses the high res textures), heck I seriously hope that is just a bugged texture and not the low res ones because they are really horrible.

Are you saying you can only have two companions away on missions or crafting? That's odd, when I only had Qyzen, Tharan and C2-N2 I could have all three deployed, now that I have Zenith I can still only deploy three though.
Maybe deploying three comes with a certain level and you got three companions before said level or something? Hmm odd.

Re: SW:TOR's bugs and points of improvement

Posted: Sun Jan 08, 2012 11:18
by Cheesey
Yeah you maybe dont see the bug by pressing "i" ,its kinda weird that theres three ways to open inv because "b" works too .

Yes on my trooper he has the catman,the droid and the Ed109 but i can only have two of them doing things, I always have to have a third with me . You might be right about level though because I tend to try do class quests first in an area and maybe i am a level or two ahead.

Re: SW:TOR's bugs and points of improvement

Posted: Sun Jan 08, 2012 14:24
by Lisszia
I use "i". The default is that I don't have reverse engineering till I speak to a vendor, then it's there till I don't do anything else, but disappears after a while. Then find a vendor and I have it for a short time... but will try to open it otherwise and see if that works.

Re: SW:TOR's bugs and points of improvement

Posted: Mon Jan 09, 2012 02:16
by Halvy
Something minor that bothers me is my left arm in a conversation. Every once in a while during a conversation it'll turn black like T7 does sometimes. It's nothing critical, but it does ruin the experience for me since it is a distraction.

Re: SW:TOR's bugs and points of improvement

Posted: Mon Jan 09, 2012 17:26
by Raiah
Cheesey wrote:Yes on my trooper he has the catman,the droid and the Ed109 but i can only have two of them doing things, I always have to have a third with me . You might be right about level though because I tend to try do class quests first in an area and maybe i am a level or two ahead.
Just noticed I can use all four of my companions now all of a sudden so yes it certainly seems your character level plays in to it, at least it's the most likely theory.

I can imagine the system would be something like this,
1: When you get your first companion.
2: At level 20.
3: At level 30.
4: At level 40.
5: At level 50.

Re: SW:TOR's bugs and points of improvement

Posted: Tue Jan 10, 2012 13:37
by Valenth
I believe I read a tooltip ingame confirming it's your own lv that decides how many crewmembers you can have working on things simutaniously.

Sometimes my companion turns black in conversations as well and it's pretty annoying. I did notice the portrait of my companion being the same black sometimes when I alt-tab back into the game (Full Screen).

Another graphical glitch I have more often lately, is that the eyes of people in conversations seem to turn chromatic/glassy. It looks incredibly disturbing! xD Odd thing is that I never had these problems during lower lv's and beta. It might be a bug introduced with a later patch we've had.

To come back at the RE button, I have never had it disappear on me as well. I have Biochem, Bioanalysis and Diplomacy as skills. Has any of the people with disappearing RE buttons tried to reload the UI (Ctrl + U twice) to see it that brings it back?

Re: SW:TOR's bugs and points of improvement

Posted: Tue Jan 10, 2012 13:42
by Filious
I remember that it's lvl 25 for 3 crew to be away, and lvl 41 for 4, i can't remember the other levels though.

Re: SW:TOR's bugs and points of improvement

Posted: Tue Jan 10, 2012 14:19
by pata
I was at level 40 where I could send 4 of them to missions. I was under level 25 at Taris when I could send 3 of them (robot, Elara, Aric).