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Old 07-22-2009, 09:00 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default Faction System Issue:

This was brought up in a quest bug thread on these forums, and got lost in the shuffle. I thought it significant enough to start a thread for it because it breaks a lot of quest turn-ins that require faction.

The issue was originally raised in this thread, and during the course of troubleshooting the original poster's issue, I consulted the faction Wiki and found the following:

1: Ally
2: Warmly
3: Kindly
4: Amiably
5: Indifferent
6: Scowls
7: threatenly
8: Dubious
9: Apprehensive

I didn't originally think that could be correct, as they're out of order. Dubious and apprehensive should not be at the bottom of the list, as they're definitely more towards the middle of the scale as per Live. I've since been informed that the Wiki is true, at least as far as our code goes. The problem is, the scale should actually look like this:

1: Ally
2: Warmly
3: Kindly
4: Amiably
5: Indifferent
6: Apprehensive
7: Dubious
8: Threateningly
9: Scowls

As a result, if we were to code a quest to where someone needs their faction to be >= 6 (in this example, their faction must be "apprehensive" or better), we're actually getting a completely different range, including "scowling".

One example I can think of would be the Protect the Shipyards quest in the Overthere, in which you turn in Sarnak War Braids to Captain Rottgrime. He should normally accept them so long as you aren't below dubious, but if he's coded properly (requiring >=7), then someone at dubious and apprehensive cannot do the quest. (He currently doesn't make a faction check PEQ's latest version of the quest file, but he definitely should.)

Thanks for your time reading this, developers, and thanks for any help in resolving these issues (or explaining them away, if you can tell me why it makes sense and why I'm crazy =P).
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