Development Cycle Archive

Thread: Jedi Punchlist Feedback

Glzmo
Wed Jun 23, 2004 4:01 am
#170

I think you should rather JustG'sanswers for the questionsfor reference. His answers are much more straightforward than Thunderfarts.


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=414067


Both sets of answers also seem to contradict each other quite a bit. I personally believe JustG's answers are the right ones.



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Nomdorn
Wed Jun 23, 2004 4:12 am
#171


-- Force Ranking --



KNIGHT TRIALS


need to be fixed!!!


As 4444 guardian i dont want to wait for a mob spawn for another 2-3months of playing before i can enter the FRS System. You never mentioned this in your feedback.
-Maltomix
Wed Jun 23, 2004 4:25 am
#172













B. The immense amount of negative XP that will happen in PVP will not gate you from retraining.



Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a “Death-credit” loop.



However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.







If a Jedi wanted to death-credit loop, most likely they have given up playing their jedi (probably because they have -2million negative xp and deem that playing a jedi is not fun anymore)and decided to make a profit death-crediting. You have to look at the reason why they are doing it in the first place -- playing a jedi wasn't fun for them. Therefore you can't assume that putting a huge death penalty is going to stop the death-credit loop.As long as the BH player bounty still exist, death-credit loopis still going to happen.


Solution:
If the BH wanted to hunt Jedi so much, replace the target with system generated Jedi NPC that SOE has control of spawn rate, difficulity and etc. Get rid of BH's Jedi players bounty and let the jediduke it outwith JediPC vs Jedi PC -- this will get rid of death-credit loop and possible unseen greifing techniques.


If you leave BH player bounty in, maybe you should put in 200 or Xpostive xp for killing a MBH or have a terminal wherejedi can hunt MBH. If I remember correctly, who was the BH that was being hunted in Esp 2: attack of the clones -- ZAM Wesell?





TougeFreak
Wed Jun 23, 2004 4:28 am
#173

TH please make crystals repairable or decay slower. They decay way too fast in the current system (4 crystals decay at the same time)and we can't upgrade them like the old saber . This will be a big problem for grinding. Also please make color crystals craftable since they don't really make any differences in pve/pvp. Thanks



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--Ice--
Wed Jun 23, 2004 4:28 am
#174


With regard to the items that you and your colleagues feel should not or cannot be implemented, I would like to make the following comments and suggestions -


Item 6 - While I can understand the need for balance, would it be possible to introduce a weaker version of Meditation that could be available at Enhancement Novice and yet not be unbalancing? As in the case of hooded cloaks below, Meditation has come to be closely associated with Jedi by the player community.


Item 26 - As you know, there is a strong interest in hooded cloaks. Would it be possible to give us some sort of ETA (e.g. Publish 15, 16, 17 etc.) for when hooded cloaks might be introduced?


Item 27 - With regard to the issue of skill points,having to spend 24 points on FS skills which do little or nothing for us effectively makes us have 226 skill points compared to the 250 skill points that non-Jedi have. In addition, a single non-Jedi skill line costs 14 skill points while a Jedi skill line costs 20 skill points. While I can understand that there may be reasons for keeping the FS skills and for having Jedi choose to specialise in skills rather than be able to do everything, could we have the following -

A.A few extra FS skill linesto pick from, and in which we can get FS skills that are useful to a Jedi, even though the bonuses may be quite small, and

B. Basic / weak versions of the "classic" Force powers that we have come to associate with Jedi freely available to all Jedi at low levels, and keep the stronger versions of these powers at high levels. This will allow all Jedi to have a wide range of Force skills and "feel" like Jedi but will still achieve the result of specialisation and non-homogeneity since only Jedi who go up the relevant skill lines will have the stronger versions of these powers.

AegisFang
Wed Jun 23, 2004 4:29 am
#175

I guess this falls under etc..




I just wanta reason to continue to play my account.


It is utterly stupid that TKM/Fencer/Brawler aka: JEDI KILLAH will continue to be the most dominate template in the game. Why should I bother to grind a stupid jedi character for 6+ months just to get my butt handed to me everytime a defense temploiter comes around. If I would have known that this was the intentions of the Devs when I started this game on daytwo I would have saved my money and tmie spent on this game over the last year.









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Ace2
Wed Jun 23, 2004 4:34 am
#176



The answer to point 17:


No. This is considered a powerful, earned power and not a novice level skill.




ROFL this is a skill granted to novice initiates now and after the revamp it is seen as a ?powerfull? skill??



And why dont you all admit this is one big nerf, that is what the combat revamp is all about isnt it? The least thing you could tell us that most hard working jedi are being screwed overwith (after mastering 20-32 proffessions) to do another Insane grind wich is more work then all other combat proffessions put together and when you are done you stil get ganked by 2 fotm rifleman and a fencer.





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Techdevil
Wed Jun 23, 2004 4:42 am
#177






Thunderheart wrote:




Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range.This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.










Errrr....so how exactly does this impact on the future for BH ? The dev team has stated that BH will be population control for Jedi & yet the above seems to suggest that possibility will be taken away beforeBH even gets fixed.


WHAT IS GOIN ON HERE?????


Busy the dev team might be, but a little info here and there would certainly help to calm some of the already agitated players.




Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
Dasyra
Wed Jun 23, 2004 4:46 am
#178






VoodooExtreme wrote:








Thunderheart wrote:


The Jedi Correspondent has distilled a lot of the feedback and produced a Punchlist.The team thought it was a pretty good list and I liked the community mechanics, so between now and the publish; we will update you on this Punchlist.



Please post your Feedback!



If you can, please include in the header of your post which category your feedback pertains to such as:



  • Jedi Powers

  • Crystal Drop Rates


  • Jedi and Combat

  • Lightsaber Crafting

  • Jedi Conversion Process

  • Etc.


Thanks very much









B. The immense amount of negative XP that will happen in PVP will not gate you from retraining.



Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a “Death-credit” loop.



However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.




Are you saying that Jedi are powerful for the sake of it? Initiates who start out have nothing in the way of defending themselves. No matter how hard theytry to stay in seclusion, their names will appear on those terminals one way or another. I suggest a minimum bottom for nexgative XP for different power levels of Jedi. Initiates get -50K maximum, Knights get -400K max, etc.







Melee mitigation is going away for PvP for everyone very soon.We are evaluating alternate ways to make the Defense Tree more desirable.



And what exactly are you going to do? It's funny. Someone said that a Jedi should be learned in the arts of both defense and offense. He further said that it would look strange for a Jedi to be able to block all laser shots but can't kill a gnort. Or a Jedi who can hit a gnort but can't deflect a simple shot from a Novice Marksman. The community has suggested that the defense tree be removed and the defense mods be sprinkled amongst the other trees. This wouldallow Jedi to have a good balance between defensive and offensive capabilites and allow for greater diversity.






This is extremely unbalancing and not a viable course of action. However, meditating is part of what it means to be a Jedi and we are looking into adding meditation emotes for Jedi after this publish goes out.



You have not yet explained why it is unbalancing.Since it cannot be used while in combat, and the only time it's used is when a Jedi needs to regenerate. I don't see how that may be. Some clarification would be most helpful.







This is true for all animations across the board. Animations use a sequencing logic and this case is definitely possible with the level of animation detail in this game. This specific animation logic is something that cannot be changed.



Yet another questionunanswered. How are you going to fix this? The only way I know is to be on the move while initiating force powers.





The animations and extra graphics for this are done, but the design and programming is going to push this feature out. We are looking into the balance implications of allowing the ability to actually reflect ranged weapon damage back on your opponents. This is something we are seriously considering, but it will not happen for this publish.



Yes. I'd like this. I'd like a Commando's flame dot to be deflected back at him or a Rifleman's Strafe shot reflected back at him if it's possible.




16. Move Forcerun1 to Novice Enhancer, it really only adds some terrain negotiation and its silly that Jedi have none to begin with.



No. Jedi have a 50% run increase which helps with this and Jedi can choose terrain negotiation skills along the way if they choose.



Alljedi should start out with the most basic of skills.The art of healing shouldbeone of the most basic skills an initiate would have learnt.





No. This is considered a powerful, earned power and not a novice level skill.



Same as the above.






Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.



Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for “regular” characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.



So what exactly are you going to do about this?





With the addition of Force Pool and Force Regen to the Padwan Robe along with increased Force in the skill tree we have already significantly boosted the lower end game. No longer is a lower end Jedi limited to 600 Force and 5 regen. Coupling this with the addition of higher end saber specials sooner, we have in fact greatly enhanced the leveling potential of the lower end Jedi.



With no armor robes that provide no protection. I don't see how this is the case.






Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range.This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.



So,I, a TKM hit a Saber with my fist, my hand goes right through it and hits theJedi?





Long standing bug that also effects other professions defense modifiers.



We are investigating this bug.



Yes, all that ranged block and melee block, toughness and all that don't mean a thing if it cannot block a state shot.





This may be, but it's a reality of the engine. We are currently investigating giving the robes themselves backpack functionality because Jedi are always pulling neat stuff out of their robes, but it will not happen with this publish.


I see. So you are removing the ability to carry a backpack but will not provide an alternative until a later date? Great. This should not be the case. Remove the backpack and then provide the alternative at the same time. Not next month or next year or some other time.







So sabers are still better? Thanks for the clarification.







Hooded cloaks (as with all wearables in the game) are far more work intensive and very time consuming to produce than they appear to be. Huge actually. It’s not 1 cloak or 2 cloaks, but somewhere around 120cloaks would have to be produced internally for all Jedi robes to have hoods in the game.Here’s how it breaks down: There are currently 31 unique Jedi Robe Models. For each of those to be hooded, there needs to be a special version for Wookiees, Twilek and Mon Cal’s because of their heads and a version for the rest of the species, except for Trandos which get a special versionbecause oftheir feet. The time and manpower to create 120 cloaks isn't available at this time. We want and will do this in the future, but it is just not possible right now.



It's not nice to tease and not deliver.
















When atemplate has been discovered and tested, nobody will be different anymore anyway.





There are a couple of points to consider.There are community resources to help find and identify these resources and also to purchase them on the open market.The other concern to consider is that Culsion is only required in 3rd and 4th generation.As far as the challenge of crafting the saber goes, this is the nature of the crafting system. More advanced components require the rare specific resources. We can see that all servers have had a spawn of this material within a reasonable time frame.













This may be, but it's a reality of the engine. We are currently investigating giving the robes themselves backpack functionality because Jedi are always pulling neat stuff out of their robes, but it will not happen with this publish.


I see. So you are removing the ability to carry a backpack but will not provide an alternative until a later date? Great. This should not be the case. Remove the backpack and then provide the alternative at the same time. Not next month or next year or some other time.


Why not just let tailors make an invisible backpack. It takes up the slot but doesn't show. Use one of the purse looking bags for the icon. This solves two problems and gives the tailors a new toy to play with. Lets dancers and others that like to have the backpack the ability to wear one without messing up the look of their wardrobe.





Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
Steegee
Wed Jun 23, 2004 5:10 am
#179




Thunderheart wrote:



1. XP loss will greatly affect the ability for a Jedi Knight to change their template. There should be a way to retrain skills at the Knight level so that:



A. You don't have to do the trials again just to change a skill
B. The immense amount of negative XP that will happen in PVP will not gate you from retraining.



Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a “Death-credit” loop.



However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.




Will this include decay? Decay on our sabers etc? I understand there should be a penalty. I'm for it, i can understand the logic behind it.





2. Accuracy with a lightsaber is below that of all other melee classes:


Master TKA: +205
Master Fencer: +150
Master Pikeman: +150
Master Swordsman: +120
Master Lightsaber: +100



We should have +100 accuracy at the fourth box of each saber line, with at least a +50 in the Master Box to make it desirable. This will allow Jedi that don't want to Master Saber to still have decent accuracy.



We should at least be on par with Fencers/Pikemen if not TKA as these classes can gain an additional +25 from tapes.



We are making some tweaks to the combat system to increase accuracy across the board. It should no longer be possible to never hit or always hit an opponent.



WE NEED YOUR FEEDBACK ON HOW PvP and PvE feels after this change.




Same as ubove... i can see the logic behind this and understand it. I agree with you here. The only thing i hope for is that the combat changes (including ours) will all be done at the same time. I'll say more about this in a moment.




3. Lots have not been addressed, it was specified by Keldarin that the main character/secondary will share 10 lots. Many Jedi have structures in their name by using the /transferstructure command which has not been labeled a punishment. Please check on what the conversion might do to existing structures.



Nothing will currently happen to Jedi who have used /transferstructure. Once the last details of the Jedi revamp go live, a Jedi will be able to have 10 lots per server. This will ultimately be addressed when we rebalance all characters lots, but that will not be happening in Publish 9.



Cheeky, i can understand this as well.. So far so good



4. When toughness was modified to not work vs. sabers, it is actually not working now at all if you equip a saber yourself vs. anything. If you unequip your lightsaber then it works properly.



This item is fixed.



Nice nice.




5. The changes to the defense tree have made it very undesirable. There is literally nothing in the entire tree until Master when you get avoid incapacitation which is overall pretty useless.



Melee mitigation is going away for PvP for everyone very soon. We are evaluating alternate ways to make the Defense Tree more desirable.



This will be detailed later with the combat revamp i assume. Interesting to say the least. I look forward to see some of the ideas.




6. Meditation is the core of being a Jedi. It is the first thing every Jedi does in canon. Meditation should be moved to the Enhancement Novice box, with +meditation mods up the Synergy Tree along with Power boost EXACTLY like the TKA meditation line.



This is extremely unbalancing and not a viable course of action. However, meditating is part of what it means to be a Jedi and we are looking into adding meditation emotes for Jedi after this publish goes out.



I have to agree with TH on this one as well. For a perfect example, look at tka meditation line. EVERYONE has it and it's benefits are great even without master tka. I can see mucho problems converting jedi meditation into tka meditation. And if this is seen as unbalancing we can all assume the tka line will be looked at in the combat revamp.




7. The voting terminal needs a timer so people don't have to sit around it all day clicking, very frustrating.



This fix is in progress as we speak.



Cheeky



8. If you initiate a force power while still, you are then locked in place



This is true for all animations across the board. Animations use a sequencing logic and this case is definitely possible with the level of animation detail in this game. This specific animation logic is something that cannot be changed.




Wish you could have told us this when fencers (scatterhit2) and pistoleers (dodge animation) were complaining bout this one. But if you can't do it, then you can't do it.




9. Instead of "block" as the Jedi's only ranged defense, Jedi should have a small chance to "counterattack" exactly like Carbineers. This will let Jedi deal a small amount of damage back to ranged attackers and would easily fix the request for "reflection."



The animations and extra graphics for this are done, but the design and programming is going to push this feature out. We are looking into the balance implications of allowing the ability to actually reflect ranged weapon damage back on your opponents. This is something we are seriously considering, but it will not happen for this publish.





OOOO i'd love to see this done as well. Would be very cool to add reflecting stat effects from those specials as well. Say if i get shot with eyeshot and i reflect it back, the BH will get blind and perhaps it's damage will hit the mind pool as said shot would have damaged mine. Perhaps we can see this added into the defense lines as a "called" attack, much like tka's precision line. Only requirement is someone shoots at us. We activate this attack and the next shot that comes out way should be reflected (chance to miss etc). Takes force, space in the combat que.. etc etc Alot of potential here.




10. 2 hand saber has no blocking animations



This fix is being worked on.



Good good...




11. XP loss should have a decay timer. Negative XP should decay some amount every week to help people get back on their feet.



The changes made to mitigate Force Ranked Jedi from losing XP for fighting each other will solve most of that problem. The rest of the problem should be solved by not throwing yourself into the meat-grinder




Same as number 1... i can agree with this. Just be prepared to hear complaints from LD deaths and the like.




12. The skill points granted for the Apprentice box needs to be tweaked, its not giving anywhere near the amount of points it deserves. Additionally the 0444 boxes in Padawan are only giving +3 skill points each for 800k of xp, while Padawan gives +24, that doesn't equate.



We will adjust this in the player’s favor a bit.



Cheeky




12b. When the conversion rates are tweaked, we want to see the chart. We are going to find out anyway as soon as we convert our skills so it makes no sense to withhold this.



We will be adding descriptions and final skill point costs to the conversion guide. As it stands, we are still tweaking the conversion rates and may continue to tweak them in the future. We know you are going to evaluate and post them. If we were to post them, it would become canon and we could never change them without massive protest.




Good idea... cover your buttocks. Wouldn't want you to say one thing then end up changes it later to cries of protests. Much like what happened to the crafter changes a few patches back. Much like the next point as well.....




13. Robes of all levels should have *some* sort of armor resists. Padawan who are just starting out in the world could use a Robe with some resists. Higher level Jedi Robes should have +resists to certain things like poison/fire/etc.



The Jedi Development team is against balancing these combat features with the robes. We will work to balance resists to poisons/fire/etc. in a different manner and report back to you.



Ummm, i don't know one jedi who is going to like this. At minimum we would like something to help since we can't wear armor now. And you did say we would get robes that would be on par with combat revamped comp armor. More on this further down.




14. Master Healing should be able to cure a firedot.



Done.



I love this answer.




15. Sabers made with exceptional pearls (-9 FC) for example are not returning exceptional components.



Pearls are returned based on the stats of the Lightsaber as a whole. So if you have one amazing pearl and three lame crystals in a lightsaber, you will not have an amazing pearl come out. Additionally, when lightsabers are deconstructed, the pearls are un-tuned. The process of tuning a crystal or pearl does have a random element so the final stats are not guaranteed, though they will be within the correct general range.




Interesting, could be worse i suppose. But since there is a margine of luck/chance i assume that the "luck" skill from Heightened senses will kick in for this one.... anyone check?




16. Move Forcerun1 to Novice Enhancer, it really only adds some terrain negotiation and its silly that Jedi have none to begin with.



No. Jedi have a 50% run increase which helps with this and Jedi can choose terrain negotiation skills along the way if they choose.




50% run increase? Anyone confirm this from somewhere?




17. Move healbattlefatigueself1 to Novice Healing Box



No. This is considered a powerful, earned power and not a novice level skill.




Uh oh, i'm begining to wonder if any of you SOE employees play this game. I'm guessing you don't because if you think this is powerful then what would they say about a class that can heal poison, bleeds, disease, and wounds from ANY ham (including mind) for only 49 skill points?!!? (4000 tka). But hey if you think BF healing is way too powerful maybe throw us a bone here. Maybe we can SLOWLY self heal BF by jedi meditation line. Nothing in speed with tka wound healing... but more like a master entertainer (not dancer or musician). Just an idea.




18. Master Healing/Force Power need mods to +speed for their respective skills. Why would anyone use force lighting if the delay is 3 seconds when they can saberthrow at 1/second. Additionall Master Healing has no benefits other than Total Heal which is no longer even a total heal.



The +speed benefits exist within the Force Ranking System. Total Heal has benefits in the Fire Cure addition along with the Force costs being adjusted for how much damage it heals. So there may be times where it is cheaper and times where it is more expensive based on how much damage it heals.



Well said.... Perhaps the devs should relook at the spd mods and make sure they are working. I guess you mean like a Doc, as they heal quickly but not back to back (without havla). But what bout force power spd mods???




19. Force Sensitive skills are useless for Jedi.
Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.



Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for “regular” characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.




So does this mean Luck/Persuassion don't work at all with jedi? Only with regular profs.... What profs use those???





20. The bonus damage against lower level mobs needs to work with the default auto-attack as well. Low level Jedi can hardly do specials, so this is a catch-22 if only specials get the bonus.



With the addition of Force Pool and Force Regen to the Padwan Robe along with increased Force in the skill tree we have already significantly boosted the lower end game. No longer is a lower end Jedi limited to 600 Force and 5 regen. Coupling this with the addition of higher end saber specials sooner, we have in fact greatly enhanced the leveling potential of the lower end Jedi.





Perhaps you increased the level of damage (dps) done for low level jedi. But at the same time you have reduced them with no armor. Sure we can now kill things quicker, but what happens when those mobs can kill us in 1-2 hits? More on this lower....




21. Jedi cannot block melee attacks....at all. This is unacceptable.



Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range. This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.




Cool idea.... bad in practice.. You are aware that 99% of everything killable in this game does melee damage? I'm sure you are aware that once engaged in a fight everything run to you and tries to beat you up right? So we now fear melee, ok. So we fear 99% of everything in the game.... as jedi... as THE prof SOE sold in the beginning as the high end content.... Things that make you go "HMMMM"





22. Polearm saber is superior to the other 2 sabers in everyway given the +100 speed rating at master. This means that every Jedi will be using one for the most part. Please bring the other 2 sabers up to par.



We have been testing this internally. All three sabers will have similar appeal and functionality and we will see even more balance to this issue in the Combat balance. Once the speed formula is altered in the Combat Balance, a Jedi will have the choice of a slower, heavier hitting saber or a quicker lower damage lightsaber. Another factor is special choice, while different Jedi may prefer a body hit while others may prefer the mind hits.



Cool, cool




23. Saber block will block a hit but the state effect will still stick on you. Long standing bug that also effects other professions defense modifiers.



We are investigating this bug.



Cool cool...




24. Jedi should be able to wear a backpack. Losing the 50 item carrying capacity because the art might not mesh perfectly simply isn't fair.



This may be, but it’s a reality of the engine. We are currently investigating giving the robes themselves backpack functionality because Jedi are always pulling neat stuff out of their robes, but it will not happen with this publish.




How bout while you work on this, you can increase our inventory space by 50? You have basically taken away skill attachments from us, and now inventory space. Not to mention us not allowing to own lots for our resources and stuff. I don't want to have to run to the bank everytime i need a repair kit, food crate, saber componants.....




25. The force power tree overall is weak, especially Force Choke. Right now there is no reason to use these skills other than possibly Force Cone 2 which still has worse DPS then a ForceSaberThrow3 attack. The delay coupled with mediocre damage and high force cost makes this tree undesirable.



Balance tweaks are still constantly being made to all the Force Disciplines. Force Powers are intended to be a viable alternative to sabers. This doesn't mean equal, but still viable. They should both have their uses and places.



Good to hear.... I'd rather play a jedi that can use the force instead of her lightsaber if at all possible. I'm more of a caster type player.




26. Hooded Cloaks. Yes its not going to kill anyone if we can't have a hooded cloak, but they are intrinsic to the look and feel of Jedi, and we've been teased with pictures of Jedi in them since pre-release. Can you just give tailors the ability to craft these darn things? 1 per species model if needed... There's no reason only a Jedi should be able to wear a simple cloak with a hood, and more people running around in them will help us hide ourselves.



The desire for hooded cloaks will never go away.



Hooded cloaks (as with all wearables in the game) are far more work intensive and very time consuming to produce than they appear to be. Huge actually. It’s not 1 cloak or 2 cloaks, but somewhere around 120 cloaks would have to be produced internally for all Jedi robes to have hoods in the game. Here’s how it breaks down: There are currently 31 unique Jedi Robe Models. For each of those to be hooded, there needs to be a special version for Wookiees, Twilek and Mon Cal’s because of their heads and a version for the rest of the species, except for Trandos which get a special version because of their feet. The time and manpower to create 120 cloaks isn't available at this time. We want and will do this in the future, but it is just not possible right now.



Guess the npc's will be the only ones allowed to have hooded robes.. Bummer, but if you are gonna do it at all, atleast do it right the first time.




27. Overall skill point requirements need to either be reduced or one tree collapsed.



Having to spend 24 skill points in force sensitive skills that do NOTHING for Jedi and having all skill boxes RAISED in skill cost is a very bad combo.



8,6,4,2 is simply too restrictive. We have jedi coming from a system where you can have all powers, to a system where you can not possibly have even the most basic powers and be viable.



That's just not "fun." This revamp is about what is fun, as much as what is good for the game as a whole.



We aren't looking for overpowered here, but we would like to be able to have viable templates and still have enough points to learn some of the necessities such as Meditate and Force run.


Please lower the skill requirements to 7,5,3,1 which will let Jedi master 2 trees and achieve 4444 in another. This is hardly overpowered, will still allow for great diversification between Jedi, and will discourage dabblers. Please do us this one favor, it is not asking too much.



Absolutely the revamp is about fun. It's also about adding depth and choice to the experience of being a Jedi. Adding additional skill points or reducing the skill costs just further homogenizes Jedi making them all have the same basic abilities. That is completely counter to one of the major goals of this rebalance.




Well, this is understandable as well. Given you do balance the defense/power skills to make them a viable choice. No one wants to be the same type of jedi, but as of now our options are shooting ourselves in the left foot, or shooting ourselves in the right foot....




28. Please change Culsion Inert Gas to any Inert Gas. Some servers have not seen culsion spawn for 100+ days and many Jedi will not be able to craft sabers indefinately



There are a couple of points to consider. There are community resources to help find and identify these resources and also to purchase them on the open market. The other concern to consider is that Culsion is only required in 3rd and 4th generation. As far as the challenge of crafting the saber goes, this is the nature of the crafting system. More advanced components require the rare specific resources. We can see that all servers have had a spawn of this material within a reasonable time frame.




This is cool as well. But what is reasonable? 100+ days (more than 3 months) is reasonable? I'd suggest another look into the shifts of certain servers. I don't want you to hand us these resources, but taking into consideration jedi is only really 6 or so months old, and this particular gas isn't used in many things, it makes it almost as rare as mando/RIS armor on certain servers.








Now we have been told by you that we will be given robes with resist that are on par with post combat revamp armor. Now you are telling us that the devs don't want to do this. I'm going to have to tell you that your pants are on fire. Lier lier pants on fire. Giving us force pool bonus and regen bonus is nice, don't get me wrong. But have you tried this killing anything worth killing without armor, or the ability to use stims? We all know the combat revamp will address buffs as well.... Were will this leave us? 99% of the level grind is melee damage.... And you tell us we should be scared of melee damage?!!? I seriously think the devs need to take a step back and rethink this. Give them 0000 initiates in the new system and let them grind it out for a few days.... I give them 1 buff session before they see the error of their ways.












Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Ihareo
Wed Jun 23, 2004 5:15 am
#180

11. XP loss should have a decay timer. Negative XP should decay some amount every week to help people get back on their feet.

The changes made to mitigate Force Ranked Jedi from losing XP for fighting each other will solve most of that problem. The rest of the problem should be solved by not throwing yourself into the meat-grinder

----Good. Does that mean when I die because of a game bug I can submit a ticket and get my XP loss refunded?





19. Force Sensitive skills are useless for Jedi.
Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.

Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for “regular” characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.

----Cool. Will we be able to drop the FS skills that wont stack in favor of somthing that will? and if NOT will we be able to get our 24 skill points back? I've been running games for 13 years, the two MAIN things you NEVER want to do to players is kill them arbitrarily (like with the various game bugs) and double penalize them. Nothing makes players more apt to leave the table that those two things.





21. Jedi cannot block melee attacks....at all. This is unacceptable.

Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range. This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.

---- Thunderheart. You know better. I read the bio you wrote for yourself. You know fully well the above is not true. Well... it is in a sence. The Jedi aren't scrappers. The Jedi are a Knightly order, a MARTIAL order. The Jedi DEFEND the peace. The emphasis is on the word DEFEND. As in to take up arms in defence of. There is now way a TK should be able to defend himself from a trained lightsaber artist without dodging, or using specialized equipment (a magnetic bottle or the like) the TK would end up horribly disfigured within second. The same is true with melee weapons. If you wanted to add an option in customization of weapons for lightsaber defence that would be fine, and very balancing. But Jedi block and defend VERY well. Honestly I get the impression that the decision to make Jedi weak vs melee comes from the split second where you see Darth Maul boot Obi'wan one in the torso, and Qui'gon backhanding him in responce. An awsome scene to be sure, but to base an entire profession ability on that one scene is making the same mistake countless other SW games/fictions have done, which is to base all on one scene (like the assumption that all sullastans make exellent co-pilots, or that all twileks are either slaves or slavers).
Idon't mean any disrespect, but I totally disagree with you there.

Message Edited by Ihareo on 06-23-2004 05:24 AM




Ihareo Imtame--Adept of the Force
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Ihareo
Wed Jun 23, 2004 5:18 am
#181

CONVERSION PROCESS:


I realize this is MORE pertinant to publish 10. But if we could get a simple yes or no NOW, it would save alot of people 6 weeks of what could be pointless grinding.

Will we be able to choose which character becomes force sensitive? Or will we get to re-make our character?

For exapmple:
If the answer is "Yes you can choose" I'm going to keep at it with Ihareo till I unlock.

If the answer is "no, the character you unlock with is your Jedi, period" I'm going to save myself the trouble and just delete a character which has been in the community since launch and start over with Jydra. This NOT a meangless threat, it's just that Jydra is the character I wanted from launch, playing her is the reason I bought the game in the first place, and I only made Ihareo as a means to unlock Jedi so I could play Jydra.

Basicaly, a yes or no would save many of us a TON of grief, stress, dissapointment and bitterness.



NOTE AFTER READING ONE OF THE ABOVE POSTS: We are NOT all powergamers. I could care less about the spiffy powers. I just want to roleplay, and Jydra is the character I've wanted all along *sound of a broken record in the distance*

Message Edited by Ihareo on 06-23-2004 05:25 AM




Ihareo Imtame--Adept of the Force
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gunner4life
Wed Jun 23, 2004 5:28 am
#182


hello , this is regarding point # 12 which deals with the skill points being given to converted jedi for skills they have acquired in the old system . i agree that the points need to be adjusted , however i think a padawan on live should have enough points in the conversion to master any one tree in the new system .


a very quick fix would be to add 4 more points to all three of the 800k xp initiate level 4 boxes and remove 12 points from the padawan box. this way these boxes deservedly give more credit on conversion and the value of the padawan box drops by 12 points without actually hurting live padawans since they will get more credit for the 800k boxes which they have obviously already trained on their journey to padawan. this would also make the apprentice box seem more worthwhile compared to the padawan box .

Message Edited by gunner4life on 06-23-2004 06:31 PM



iii captain oahep acto iii
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