Development Cycle Archive

Thread: Live Issues Publish 9: Secrets of the Force PT II

Zaelstrom
Wed Jul 14, 2004 4:18 am
#339

Issue: Jedi bleed bug - continuously spamming saber throw 3will create a bleed dot that ticks for 1.5k pts of damage. It's been done with a polearm saber, not sure if it works on the others as well.
TatersSWG
Wed Jul 14, 2004 6:44 am
#340






Jaysunkillaton wrote:

Switching force sensitive skills.


Trainer isnt teaching or other jedi cant them. not sure if its a bug or not but i would like to switch around the force sensitive skills without loosing millions of jedi exp to start over on them.


Lets say i been jedi for months and through my travels i picked up armor parts for the best armor and wanted to become a force sensitive armorsmith for 4 months. i dont want to loose all my jedi skills so i can easy get back into jedi again. i would want the crafting enhancements also but to get them i would have to loose all the jedi skills.


Suggestions


1) Box for Box : lets say i got the jedi exp for a box and went to my trainer. thiers a option for force sensitive skills. first it shows a list of the ones you have. pick what one you want to switch and then another list of what skills there is that you have enough exp for and it switches the boxes.


2) Line for Line : it would act the same has box for box but you need the jedi exp for all four boxes for it to work.


3) 25 Box : having where you can learn one more box. delete one box then learn another and repeat till you have the ones you want.


Anthing would work desides having to give up all the jedi skills to get the force sensitive skills that you want to switch to.






Haha yes, not only are Jedi massively over powered now that they dont have perma death, but lets make it so that they can change thier skills for free anytime!
SimDroid
Wed Jul 14, 2004 10:33 am
#341

Major issues from the new update... didn't find a thread for them so I have to post here.



  • E-mail is taking forever to download - 5 minutes each

  • My /addignore list is gone, and I can't add anyone to it

  • There are no chat channels other than the usual ones (spatial, groupchat, etc...

Please look into this ASAP




----Appa Kyska --------------------------------
Twi'lek medic, Rebel sympathizer, Roleplayer
Stars' End, Lok - Tempest Server

--------------------------------------------------
Versatti
Wed Jul 14, 2004 5:01 pm
#342






Wanklemeister wrote:
Yes please put the Jedi TEF back in. The longer you wait, the worse it gets.






Jedi are spoiling the game for the rest of us. As a player who uses ranged weapons I now feel pretty redundant and all the hard work gaining master was a waste of my time. Jedi are destroying the GCW by running around overt in cities and wiping the floor with any of us no FS players. By freeing up more skill points for BH you are forcing people to either become Jedi or BH what about the rest of us should BH's even be apart of The Empire should Jedi? Where is Darth Vader when all of these FS are running around.


COMBAT REBALANCE SHOULD HAVE BEEN DEALT WITH BEFORE JEDI!!!!!!


very pissed off with you and very tempted to quit the game.




General Versatti.
Imperial High Command

SBK7
Thu Jul 15, 2004 12:41 am
#343


So here it goes a couple of things on Patch 9


TWO WORDS: Death xp buffer: Okay i understand the whole goal is to prevent a BH JEDI money exploit but make the payout like 50k to 100k for their missions and put the death buffer of like 3 with a week to decay like the pre patch system. I has been proven over and over that the BH's will hunt the jedi for only 15k. and losing 200k per death and getting ganked myself last night after one guys follows me around and when i get to spot where i can lose him i get ganked by 5-6 others while stepping away from keyboard to take care of something in RL. Additionally one of the BH's seemed to think that killing me only cost me 30k of Xp anyone know why he would have thought that? So he apologized afterward because he had no idea i costed jedi so much XP


This is to support the casual players like myself who i believe make up alarge number of the players,I cant take 2-3 hours to get the xp that it takes <5 min for someone to take away. I need of the casual players should be more important than the few that would exploit it, and if payout was less then it would prevent to much distruption of the ecomomy of the game. This can only be a win win for everyone: If i do die I can at least either take chance (by my choice) to keep getting xp, or not play for a few days to at least no I will not lose any xp from it. Therefore I am happy therefore you the devs and sony still get paid because happy players dont cancel their accounts. I already know people that are not renewing their accounts because they are in the xp hole and have lost desire to continue to playing just to try and get back to zero xp .



Also a BUG: After I do get to a Doc to heal i gave the Doc a TEF long after i had cloned this is a bug maybe dev you didnt know about.
NasherUK
Thu Jul 15, 2004 1:10 pm
#344



Jedi can still saber block attacks when using saber throw...


How can anyone block a shot with a saber when they just threw it 30m at the enemy? They should be open to full damage and hits when they throw their only defence/weapon.


This game is becoming way to 1 sided, jedi get everything while everyone else gets nothing except nerfs because jedi whine another profession can hurt them (not everyone wants to be a jedi, the people that do make the choice, it shouldnt just be a way of becoming "uber" like it is now)

Message Edited by NasherUK on 07-15-2004 01:14 PM

Spook333
Fri Jul 16, 2004 4:58 am
#345






Renairdor wrote:





Spook333 wrote:





Solstise wrote:
My issues aren't specific to a place or server:

3.)EXP penalty should be scaled to the level of the jedi. How about a system where the death peantly is 10000 exp for every point invested in a jedi skill? That would make things easier on the padawaans and still give a 250k or so exp penalty to Knights. A Padawaan who doesn't have many Lightsaber skills will take hours or days to get back a 200k exp debt. And with the young ones being the primary targets of the BHs, you'll only end up making people cancel their accounts this way.






Correct that the exp penalty need to be changed, but wrong in direction. It should be that you lose at least one skill box each time you die, at a minimum.





Disagree ifor a large number of reasons.


a) Jedi are not powerful to 'cut swathes through other players'. Actually during Padawan they are much weaker then your general melee template since they cannot wear armor.


b) Jedi should be fun. We are in a MMORG, Jedi has been brought down to the level of 'just another class' - with a large focus on the light saber skill tree, you can be a good damage dealer in PvE, but still due to reductions in PvP it's not very dominating except against a weekly defended enemy. This is no different then any class. You see 1200 dmg rated Acklay bone power hammers now- that actually do MORE damage against Nightsister Elders, then a 4th gen, all flawless 50 dmg crystal saber. And the Swordsman in composite can tank the Nightsister Indefinitely. Even as Master Defender/Master LS, the Nighsister Elder hits me for a whopping 300 a hit- compare that to 30 a hit for a swordsman.


c) If you want large penalties on death, you need to balance with large gains to survive it. Do you want Jedi powerful? No. They are , and will be common. Folks want to play them- it's as much their game as yours. What they should not do is allow any class to dominate a sector of the game and grief other players. Lightsaber damage is unique, so does a nice proportion of damage to mobs such as Krayts and NIghtsisters- HOWEVER, a Commando with a good flame DOT does about the same damage, and is about as tough in their armor against these mobs. There is no balance reason to incur extremely steep penalties on Jedi, unless you actually want Jedi to be a lot more powerful.


d) Jedi being rare? Guys- it's a Star Wars online game. It's not Star Wars the Universe, or the movie. Look at other online games- Ultima 11 is a good one to compare against. You can be 'The Avatar' after a lot of work to open that slot. Heck, everyone can be 'The Avatar'. It's not exactly true to the story line, but it's a high end and fun goal for players to achieve. Jedi in Star Wars Galaxies is just an alternative class you can unlock after playing the game a fair amount. The professions path was a bad thing- that hurt the game's fun factor. It's being changed. We have new jedi, and soon a new unlocking system. Not all players need to 'master' jedi, or even go knight. You could be a Jedi Healer/TKA if you wanted, or any hybrid you can think of.


Jedi in PvP?


Interesting animal. I've written a lot about it, my opinions and findings. Jedi will destroy Ranged classes, but so will my DOT inflicting pikeman. Jedi will have a tough time beating a melee/medic, as would a pure melee class. A melee/medic vs a melee medic would result in a nearly endless battle with no DOTs- that's the same as a Jedi/Healer vs a Melee/Healer.


Jedi have one ranged attack, but it costs a lot of force. One thing other classes have is buff to their stats that allow infinite spamming of powers.


Jedi have one weapon, other players generally can use Legendary and DOT weapons for their classes. I've even seen DOT grenades. A low end player will be defeated by a Jedi, sure, but a high end player is likely to defeat a Jedi. I've dueled and fought about 50 players in the past 5 days, some organized, some random events. I've been beaten too, even 1V1.


Yes, Jedi can heal themselves- and they do not require medicine, but it requires a force cost. And this generates visibility. Don't know about you, but I can make a nearly unlimited supply of meds, they are pretty easy to make, and they heal a lot more then the jedi healing. With Vasarian brandy and/or mind buffs, I can heal myself 'forever', even as novice medic.


Jedi cannot wear backpacks...


Jedi have really low toughness, especially if not on the Defender tree.


Jedi DO have a very powerful ranged block. This is one thing they do really really well, but it's something they need to learn, and it's only really potent at Master LIghtsabers- that's 40% dedicated skill points for a Jedi used up, and a rather huge amount of training.


Jedi cannot wear armor. Or PSGs. Or BE enhanced clothes (if they want their robe bonus...)


Jedi lose 5x (at least) as much as they would gain in PvP, while they can be beaten 1V1 with a decent fencer template with DOT weapons, or a CM/melee mix.


About visibility...


Bh terminals have been broken 'forever'. It appears a solid fix is coming. The Bounty Hunters were the in game control to Jedi, and they have been broken a long time. The development team has given BH more points, and allowed them to do their job. This... will have a major impact on Jedi who hang out in cities, camp player dungeons and do unjedi like things such as kill stealing from other groups. Give it a few weeks... I have a feeling jedi will start to 'disappear' fairly quickly. I just pray the players don't quit the game flat out, and any griefing tactics are squashed.


Anyways, I understand the concerns of the PvP crowd- Jedi should not dominate the game PvP or PvE wise from all other players. They should have their place in the game, and a balance of risk vs reward. They ARE hunted by BH, and provide content to players who like to hunt Jedi. I've actually gotten 99% *positive* comments in my 8 days travel, the flames and negative comments are certainly a vocal minority. However, I do recognize that the additional pressure on folks who want to go overt, who realize a new 'overt hunter' is in town, is not health for PvP. To me, that needs to be adressed- make Light and Dark only TEF to each other, and increase the FRS xp for defeating each other, drop it completely from regular PvP, but also drop the 'permanent Overt' which seems to scare players off.


Or some other creative solution... it's nice to be Overt again, but it's tragic seeing less and less overts, and more and more GTEFing (group teffing...)


Ren







a) How powerfull is a padawan compared to a markman or brawler? It is forst part of Jedi hood only after all? If Padawan only is as powerfull as these profession nobody could complain, but they are not. They even can match a lot of prestige professions, and when you get past Padawaan you overpower all other professions (more or less).


b) Armor is over powered combined with buffs, that has nothing to do with Jedi specificly. But if Jedi are so weak, howcome they dont lose more often?


c) The only need for gain is that you are a Jedi. Prestige with other words. There are not supposedf to be many Jedi in that game and it should be prestige in playing a hardcore profession that is hard to survive as. Jedi is not supposed to be as common as entertainer....sorry I mean more common then entertainer.


d) It was sold as being during period between episode 4 and 5, with Jedi being very, very, very, very hard to become and survive as. Well, just now that is false marketing.


When Jedi have an equal chance of being beaten by a equal level character you can hold on to the rest (padawan=base profession and Master Jedi=Elit profession). Untill then it is just rediculus powergamer talk that has no weight in any serious debate. Right now you just want Jedi to be uber and safe to play, which soner or later just mean we will only have Jedi on server or just current Jedi population with the rest logged of in wait for a fix.
Chemojay
Sat Jul 17, 2004 8:50 am
#346


4) Weapon and Armor Switching/Combat Cue: This is currently not appearing in the combat cue.We are working to see how difficult this is to add it to the cue.When that is known, we’ll know how to prioritize it.I know many of you don’t like it, but the delay is going to stay for the time being.I have asked the devs to look for alternative solutions.



This is one of the worst things yet. It takes over 30 seconds to eqquip a set of armor. Or provide yourself with adiquit defence. It also makes running combos impossible because there is a timer on weapon changes. Makes it impossible to use a KD with carbine pop to scatter and torso and then move to LLC for a powerful shot. This is a terrible thing. It makes PvP over before it ever gets started. I really hate this timer.



3accounts cancelled
this one back on 15 day free trail
the NGE ruined my SWG experence
Corvett
Sat Jul 17, 2004 9:40 am
#347

I feel that the game will be almost a waste to the non-Jedi community in a few short months. It will be impossible for any non-Jedi to do anything in caves or PVE, Much less than PVP. Bounty Hunters have virtually no chance of even killing a lower level Jedi most of the time much less than a Knight. I too want want to become Jedi when the quests come out as I have played this game since week 3 and refused to Holo grind (although the Jedi who did definitely earned it), however, the Jedi communtiy have become the biggest whineing communtiy. They complain about no resistance in robes but they can block 85% of all ranged attacks?!? It seems if a Jedi gets beat by anything they immediately cry out nerf.

I believe we should still have perma death (or something) to limit the number of Jedi in the game (although this wont happen) since virtualy everyone will be doing the quests. Jedi are supposed to be limited and soon they will be the most populated profesion in the galaxy.

Robo

Kettemoore

"fear leads to anger, anger leads to hate, hate leads to suffering, suffering leads to whining, whining leads to the big nerf!"



"Fear leads to Anger, Anger leads to hate, hate leads to suffering, suffering leads to whineing, whineing leads to crying on the forums, crying on the forums leads to the big nerf."
HavelockVetinari
Sat Jul 17, 2004 1:23 pm
#348


People have called me stupid (thanks Kyle Knox!) for choosing the temlpate I did, which includes master defender and does not have any forcerun. I never wanted to play a jedi who ran like a little girl from a fight, and I wanted to be different from the legions of cookie cutter or close to cookie cutter jedi out there. In addition, the devs promised that the defender tree was balanced against the combat revamp and that when that came along things would be all better and the currently laughable defender tree would come into its own.


Those who called me stupid are looking more and more right. It is basically impossible for me to advance in the force ranking system unless I only play when I know my guild has greater numbers than anyone we're going to come up against (unlikely on my server). The system gives perverse incentives to jedi. A guy who zips around the battlefield, spams a few saber throws, and takes off advances in the system, while the guy who stays in the fight and tries to help his side win is penalized. And if you are incapable of running away, i.e., you don't have 4xxx enhance, you are really screwed. The devs said they wanted template diversity, but the way the system stands now at least half of a successful template is decided in advance: you *must* have sabers (4)xx4,4xxx enhance, and at lesat 3xx4 healing.


In addition, players in a support role - I'm thinking master healers here- will simply not advance. The FRS gives a huge advantage to LS masters who can dish out a higher DPS. Anyone who, for whatever reason, focuses less on doing damage and more on doing something else, such as dropping area intimidates or keeping his crew healed up, will not advance.


The FRS system as it stands now bears no relationship to how jedi behaved in the movies. The Episode II Jedi Council would be stuck alongside me as 0 rank knights, because not only did they show up in the middle of a bunch of hostiles to help their friends to begin with, but then they did not run like sissy wimps when the droids showed up to reinforce the geonosians. Obi Wan Kenobi did not run away from Darth Vader, Luke Skywalker did not run away from Darth Vader (ok, he fell out of Cloud City in the end, but it wasn't really running away, he had already lost at that point), Luke actively sought out the Emperor. In Episode I Qui-Gon did run away when Darth Maul first attacked, but it was more to protect Anakin than to save his own butt, and he did not run away in Theed even when he knew he was clearly outmatched, and neither did Obi-Wan. In Episode II it was the BH who ran away from the Jedi, and then Anakin put himself on the line to save Obi Wan, followed by the Jedi Council putting itself into an extraordinarily dangerous situation to save its own.


In SWG almost all Jedi flit away at the first hint of trouble, and are rewarded for this. In addition to cowardice, they are cruel; the best way to get quick FRS xp is to murder hapless noobs, whose enjoyment of the game is greatly diminished when they are set upon by a jedi gank squad and ripped to pieces with no chance of survival.


The current system flat out sucks; it rewards lame behavior by the players, it penalizes template diversity, and runs counter to the image of Jedi that the devs understand is at the heart of a love for Star Wars. They talk about allowing players to be Jedi as a fantasy fulfillment, but who wants to be some ganker who preys on the weak and flees from the least challenge? The FRS compounds the problems already in existence that result from unbalanced jedi trees and further penalizes the 10-20% of players who went against the grain and chose their jedi templates for roleplaying instead of powergaming reasons.



Bloodfin's Master Defender (retired)
Proud alumnus of FIGHT
majorslappy
Sun Jul 18, 2004 7:09 am
#349

HavelockVetinari said:




People have called me stupid (thanks Kyle Knox!) for choosing the temlpate I did, which includes master defender and does not have any forcerun. I never wanted to play a jedi who ran like a little girl from a fight, and I wanted to be different from the legions of cookie cutter or close to cookie cutter jedi out there. In addition, the devs promised that the defender tree was balanced against the combat revamp and that when that came along things would be all better and the currently laughable defender tree would come into its own.


Those who called me stupid are looking more and more right. It is basically impossible for me to advance in the force ranking system unless I only play when I know my guild has greater numbers than anyone we're going to come up against (unlikely on my server). The system gives perverse incentives to jedi. A guy who zips around the battlefield, spams a few saber throws, and takes off advances in the system, while the guy who stays in the fight and tries to help his side win is penalized. And if you are incapable of running away, i.e., you don't have 4xxx enhance, you are really screwed. The devs said they wanted template diversity, but the way the system stands now at least half of a successful template is decided in advance: you *must* have sabers (4)xx4,4xxx enhance, and at lesat 3xx4 healing.


In addition, players in a support role - I'm thinking master healers here- will simply not advance. The FRS gives a huge advantage to LS masters who can dish out a higher DPS. Anyone who, for whatever reason, focuses less on doing damage and more on doing something else, such as dropping area intimidates or keeping his crew healed up, will not advance.


The FRS system as it stands now bears no relationship to how jedi behaved in the movies. The Episode II Jedi Council would be stuck alongside me as 0 rank knights, because not only did they show up in the middle of a bunch of hostiles to help their friends to begin with, but then they did not run like sissy wimps when the droids showed up to reinforce the geonosians. Obi Wan Kenobi did not run away from Darth Vader, Luke Skywalker did not run away from Darth Vader (ok, he fell out of Cloud City in the end, but it wasn't really running away, he had already lost at that point), Luke actively sought out the Emperor. In Episode I Qui-Gon did run away when Darth Maul first attacked, but it was more to protect Anakin than to save his own butt, and he did not run away in Theed even when he knew he was clearly outmatched, and neither did Obi-Wan. In Episode II it was the BH who ran away from the Jedi, and then Anakin put himself on the line to save Obi Wan, followed by the Jedi Council putting itself into an extraordinarily dangerous situation to save its own.


In SWG almost all Jedi flit away at the first hint of trouble, and are rewarded for this. In addition to cowardice, they are cruel; the best way to get quick FRS xp is to murder hapless noobs, whose enjoyment of the game is greatly diminished when they are set upon by a jedi gank squad and ripped to pieces with no chance of survival.


The current system flat out sucks; it rewards lame behavior by the players, it penalizes template diversity, and runs counter to the image of Jedi that the devs understand is at the heart of a love for Star Wars. They talk about allowing players to be Jedi as a fantasy fulfillment, but who wants to be some ganker who preys on the weak and flees from the least challenge? The FRS compounds the problems already in existence that result from unbalanced jedi trees and further penalizes the 10-20% of players who went against the grain and chose their jedi templates for roleplaying instead of powergaming reasons.

______________________________________________________________________


I completely agree. SOE's dev team has created a jedi universe where the Force says to jedi "run away, Luke. Run away." SOE has turned the content of the movies into very poor human self interest. Jedi don't show courage or bravery.


SOE, change the balance of this. Change the progression system for jedi so that jedi who actually play like jedi in the films and books are rewarded for it. Make Force Run have an outrageously high force point cost or put in a delay to make it more difficult for them to run away.


With your current implementation, jedi = frightened little kids.




--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
majorslappy
Sun Jul 18, 2004 7:10 am
#350

TH,


You want to make SWG a better game?


INSTANCE ALL DUNGEONS.


Not just some, ALL.





--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
muppin
Tue Jul 20, 2004 3:58 am
#351

may i ask when point 17 Jedi TEF will be evaluated and put into the test center process.


thank you
Page 27 of 29