Development Cycle Archive
Thread: Jedi Punchlist Feedback
Quidlor wrote:
You want diversity in Jedi, yet you are not going to give robes resists? That single decision will cause much less diversity than giving us more skill points ever will. Without robe resists, you might as well make force armor2/defense tree required. Its that simple.
Pay attention to what he says.
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.
They are adding protections, but they are not doing it with robes. Maybe they want Jedi to make a fashion statement, but they didn't say they weren't going to. Just not with robes.
Bentos wrote:
We already have 80%ish composite, its called Master LS/Master Defender. If you want it, buy the skills. There is no way they can give us 80% built in composite plus another 90% is our robes.
Sure if your a Knight..... how are you supposed to get to Knight if you have to armor whatsoever ?
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.
How is making Meditation EXTREMELY unbalacing when all we asked was the same as TKA already have implemented. Especially since I can master TKA in a day, day and a half?
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.
I can see how they may be usefull getting to Padawan but being forced to waste 24 skill points that do nothing for our profession. I suggest two things,
1. Once we hit padawan we should be able to drop the FS trees, which would free up a few points for a few more skills which the jedi have been asking for.
2.You simply make it so those skill are usefull to jedi.
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.
If jedi are not allowed to block melee (we wont go into sabers slicing off arms and body parts) then you should move the skill to hunt jedi from investigation 3 to Master BH. Otherwise we could get TKA or others with Inves 3 and able to kill us easily
Message Edited by osskno on 06-22-2004 05:39 PM
Server 2 had 100 PvP deaths, Player is rank 1 (10% of 100 = 10) So maintaince would be 10
You could even do a weekly total and change it once a week.
Thanks for taking the time to answer us about all this information. I have one remaining concern that I feel has not been addressed, relating to the robes.
I understand the problems with the hooded robes/backpacks... fine, I can live with it.
What I CAN'T live with (from an aesthetic point of view) is that at this time, regardless of the 31 robes you claim to exist, it would seem the breakdown is 15 light-side FRS robes, 15 dark-side FRS robes, and 1 Padawan robe.
The padawan robe, as we have all seen, is a very plain white tunic with brown boots. And, it is a virtual requirement to wear it, because of the bonus to regeneration and force pool.
Because of this, I am begging, pleading, whatever... can we PLEASE get a limited color palatte to adjust these robes to customize our character a bit?
My reasoning is based off the following: First of all, SWG has one of the most robust character customization systems of any MMORPG, or any game period. The fact that an Image Designer and Tailor profession exist speaks volumes about this. Forcing all entry-level Jedi and even those Jedi who never enter the FRS to look virtually identical is contrary to the system, considering Jedi is one of the main "end-game" content points we have at this time.
Secondly, as I mentioned above, many Jedi will not choose to enter the FRS even when "mastering" their skill points, and for any Jedi that does not convert over from 4/4/4/4 guardian, or future new Jedi, we have a long grind ahead of us staring at blaze-white pajamas.
Thirdly, in the movies, no "padawan" that I saw wore this pure white. Obi-Wan in Episode 1 had a more cream-colored tunic, and Anakin in Episode 2 had very dark padawan garb. Obviously, there is no "standard uniform" for padawans in SWG movies, why should there be in this game with its fantastic customization system?
So in conclusion, could we please have (ideally) a 3-part color palatte to choose a tunic color, pants color and boots color from a selection of white/tan/brown/grey/black? That way, we'd have a better variety of appearances while still staying within the "earth tones" that Jedi favored (no ridiculous colors are being requested) and we can feel more comfortable that are characters still retain a shred of uniqueness. Worst-case scenario, can we have a single color palatte that chooses from the white/tan/brown/grey/black that modifies the tunic/pants the same color and leaves the boots alone?
Thanks for trying to make this publish great, the fulfillment of this request (or good answer why this isn't do-able/allowable) would be the icing on the cake for me.
Canyou please address the issues of G-4444 not being giving Rank 0?
In Jedi Archives 1 you said all G-4444 were considered master. Yet to get to the Jedi master you need a FR Rank of 9. Don’t see you giving this to us.
In Jedi Archives 2 you said the follow:
Once a player has dedicated all of their skill points to their Force skills they will be able to begin the Jedi Knight Trials. There will be two quest series to choose from, one for the Light Side and one for the Dark Side. Completion of the Trials will give the Jedi a Force Rank of zero as well as a new robe and will allow them to begin the progress through the Jedi Ranks to become one of the most powerful Light Jedi or Dark Jedi in the game. This is the end of the Jedi PvE advancement series. A Jedi may choose to remain here if they wish. Existing 4-4-4-4 Guardians will begin the game where this path ends.
This to me means we should giving Rank 0 to start. So why do all the G-4444 after long months of grinding on the old system, and then waiting around 3-6 months for revamp, have to now spend another 2-6 weeks camping and running around to do Knight Trials.
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
Thunderheart,
This is a response to question #27, about the ablility to learn more skill boxes than we can today.
While I agree or concede to most the other responses, this response bothers me a bit. Your answer to this question directly contradicts how it is actually coded. The limitation of skills in entirely homoginizing the profession. EVERYONE will be taking the basic same template. I guarantee 95% of jedi will have at least 2 lines of lightsaber, and 2 lines of healing. Also most likely the template will include 2 lines of enhance at least. This only leaves 2 -3 lines of distinction between jedi, which is very homoginized and unfun.
The other point that bothers me is that you did NOT add depth and choice to the profession. In fact very few skills were added. Most you just added a level 3 skill on top of some, and split up the rest. The fact is that a normal non-jedi template can add more diversity than jedi do. A master doctor/TKM would essentially have master saber/master defense/master healer.
While everyone would like to dabble in some force power or try a bit from all the lines it is not at all possible, especially with the cost of novice boxes, which in and of themselves offer no benefits. The skill point system completely discourages dabbling, because a dabbler in 4 of the trees is very limited in the amount of high level boxes they can take. What now happens is everyone is forced to take a template that allows them to be viable in pvp which is their only end game. After they have done this, they have 0 skill points left for anything else.
Allowing us to learn 2 more full lines, would enhance the profession a lot more, and allow people to have some nice skills / abilities that may not just be about thebest way to pvp. Most people would like to have force run and meditate but will not take them if they feel defense is better to have.
I feel if the current system stays intact, you may as well take out the force power line, because virtually no one will have it. Please go to the enclave and start asking people what their template is. Just count how many people are now master saber/master enhance/4004 healing. IT would be in the entire development teams best interest to do a poll or count, and to see just how uniform all jedi are now with these restrictions.
Message Edited by EvoBeck on 06-22-2004 07:46 PM
Message Edited by TickTock on 06-22-2004 07:47 PM