Development Cycle Archive

Thread: Publish 9 Feedback: Secrets of the Force

Busey
Fri Jul 02, 2004 9:33 am
#27

I NEVER use my robes. Ever. There is no point to them for me. +10 regen is barely noticeable and there are no defenses on the robes. Glady they only take up 1 inventory space while they collect dust. A good set of BE clothing with melee/stun defense is all I need.

Tuning of crystals seems rediculous in that its totally random. A friend tunes a POOR crystal and gets 31 damage -4 force. I tune a 'select' pearl and get 23 damage -3 force. What's up with that?

Other then those two items, I am happy with the results. What are the odds of either of those items getting fixed?

TH - I have never been a big fan of you due to your ability to post completely false info based on heresay. ( 1 for 1 box conversion, robes having resists compareable to good armor, etc ). Please try to work on your info gathering skills. The community as a whole will appreciate it.
bcasey03
Fri Jul 02, 2004 9:34 am
#28

Jedi Robes need ALOT of love. Getting my ass handed to me by stuff I used to be able to tank EASILY before.


And now with BHs getting more skill points, we will NEED more resis.


Also force cost is kind of harsh for Padawans, regen should be pushed up a little bit. Takes forever to get force back. Since we don't get experience for force powers anymore this would be a great help.



O'peth
Dark JediKnight
Starsider
Beldraen
Fri Jul 02, 2004 9:50 am
#29

The Jedi conversion process - Poor
The new Jedi system is very good in concept, the implementation of the process is extremely error prone. Character generation is a non-linear design process, but your conversion is linear. The main problem in the design is that while you documented how convert the character, you failed to provide any documentation on what the conversion of the character is. There was no provided information (not even links) to what each of the force-sensitive trees do, whether they work or not. Notable cases are:

- The vehicle tree appears partially broke, where acceleration on vehicles is working, but turning is not.
- The experimentation tree does not work on light sabers which many assumed to be true.
- Scouting bonuses only work if you have picked up the scout profession. Many assumed that since the old Jedi could survey without needed artisan, these skills would not need normal professions to use them.
- No one is sure what persuasion even does.

As a consequence, there are many people who chose character templates based faulty assumptions in the lack of information. The common argument against a re-roll is that "you should have spent time on T.C.2 to figure out what you wanted." There are two flaws in this statement. First, me and my guild mates unlocked only with days to spare. We had no time to play on T.C.2. Second, it is the obligation of the development team to provide realistic and accurate information. I literally spent hours trying to figure out the conversion guide. Thankfully, many concerned people have been kind enough to generate additional resources (padawon.org is a godsend) that when taken together gave a somewhat useful, if not completely accurate (not their fault!) picture of the system.

Conclusion:
- Use the profession screen to purchase and release all skills as desired, then have a master "I am done" button.
- Provide adequate documentation for all skills.
- Provide a one-time character reload until non-linear system is in place.

Light saber Construction - Superior
Simply put: this rocks! It is very nice to be able to swap items in and out of sabers. It allows testing of different combinations, colors, and damage values. On a side note, the damage to the pearls and crystals are far more reasonable. There are a lot of complaints about too many poor crystals or pearls in existence; however, it is my experience that even poor crystals in a second-gen saber are far superior than most non-Jedi professions. In fact, I use a poor twin-crystal in a second-gen as my grinding saber. This was a very well thought out and implemented process. It doesn't commit to unknowable knowledge, and rapid changeability allows quick changes in play style. I also see a future in those with light saber tech to be the new "weapon smiths" of Jedi. I would seriously consider how this might fit into the weapon smith profession.

Conclusion:
The only fault is that light saber quality stays at 1000/1000. It would be nice if it represented percentage of the lowest conditioned item in the saber.

The Jedi Robes - Neutral
The game's balance is really sitting around armor. Wearing the robes is negative to game play, at this time, since dealing with a lot of high-level mobs requires high-resist armor. I can get overloaded with bark mites, much less ever thinking of taking on a super battle droid (which I think most people would agree are totally over powered, anyways). From the rumors of the a serious armor nerf and "combat rebalence," it suggests this may not be a much of an issue in the future.

Conclusion:
Until the mechanics are known, this cannot be resolved. I hear that HealAllSelf1 very much negates this issue, but I do not have that, yet.

The Force Ranking System and Light Powers vs. Dark Powers - Apathetic
I am unconcerned with these and will never have an interest in them. On a side note, I really appreciate being able to be out of this system. I have little interest in PvP; though, I do accept still being in the visibility system. Please get the bounty hunter system working. Realize that anytime players are used to regulate players, abuses are always going to happen; however, to all bounty hunters: If I'm visible, it means I'm out with my guild, so the force won't be with you.. =)

Conclusion:
Those who aren't interested don't have to be.

Over All - Drastic step in the right direction
As usual, implementation issues, lack of documentation, and the ever incessant bugs mar the patch; however, from four Jedi in our guild I can say that overall we see this as a significant step in the right direction. We can play as a guild again, and we feel we can just play instead of worrying about doing the grind. Many argue this destroys cannon. Perhaps it does, but I would rather play a game that is fun than follows cannon. If you really think about it, Star Wars cannon for this time should really allow imperials to take what they want when they want, kill anyone on sight, be utterly rude and contemptuous (don't we have enough 12-year-old's playing already?), take wookies as slaves, and a host of other atrocities. I doubt people would think that this would make a good game.

Thank you,

Message Edited by Beldraen on 07-02-2004 11:53 AM



Bel/Beldraen Chaosstryder =HN=
Chaos Heavy Industries
Cor De, Naboo
SeaRaptor
Fri Jul 02, 2004 9:51 am
#30

Conversion process was smooth and easy. Undo button wasahuge help, glad to see this as it was lacking on early publishes on TC2.


Robes are still the biggest issue. You're going to hear this from 95% of the Jedi you get feedback from. Honestly, even if we had zero resists and just Light Armor Rating on the robes, I'd be happy. That's still a 50% reduction to *some* weapons.


I can't provide much more feedback other than the attempt at Jedi diversification will not be successful until you add ways to accrue Jedi XP that do not use a lightsaber (i.e. we don't have to kill 75,000 sharnaffs) and until you shift skills and make some of the existing ones useful. The Powers tree in particular needs to be looked at. Lightning is good. Weaken is trash. Intimidate is good. Mind Blast is fair. Animal powers are pointless. Etc.


Knight trials are pathetically weak. Randomly run around and find rare mobs to kill. Yay. /yawn This needs a serious upgrade down the road somewhere. Get the combat revamp done first, but put this on your radar eventually if you would, please.


7 out of 10, with points docked because it could have been much cooler. It's a step in the right direction, however, so here's hoping we keep walking the path.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
GenocideYtow
Fri Jul 02, 2004 9:55 am
#31

- Robe Regen is not working correctly, it gives a boost but it's not much (it takes me 30 minutes to fully recharge only 2350 force!!)
- Force Defense tree seems to be pretty much useless compared to the Force Armor skill at Force Enhancer
- Mobs who are supposed to drop damage crystals are dropping color crystals at insane rates, (for instance: Tuskens. 3 hours camping over two days got me 5 crystals, all of them were color crystals. Yet, Tuskens should drop damage crystals of which I only saw one drop in these 5 hours....) Please change it so they have a higher chance of dropping damage crystals than color crystals.

- Penalty on dying isn't properly balanced. A system like this should be better:
Per death you lose 1000 xp per skillpoint invested in Jedi skills.



~ S'val Selwood ~
Just a girl looking for a place to hang her lightsaber.
~When buying rancor toys, one must remember there is always a delicate balance between fluff and squeak. - pt ~


BlueNose01
Fri Jul 02, 2004 9:56 am
#32

Conversion:


  • This process was very poorly documented. I am satisfied with the template I arrived at, but most Jedis I talked to were confused and eventually disappointed. A few were so angry they threatened to leave the game. Additional information should have been provided in-game to assist the process. For someone who reads the forums dilligently and does all their homework, the information was inadequate. For someone who does not read the forums the information was practically non-existent. It is hard to stress this enough. Clearly there is nothing that can be done at this point except to learn from and not repeat this mistake. Badly done.

  • I was pleasantly surprised that I got to spend my remaining skill points on traditional skills. This helps to balance out the deficiencies of the initial Jedi experience.

Robes:



  • I very much enjoy the enhaced atmosphere that the robes provide (despite the part about sticking out like a sore thumb).

  • Higher defensive modifiers would be welcome. There are already doubts as to the relative value of the Force Defender profession, so we'll have to wait and see if a defender has the same problems with the robes.

Lightsabers:



  • The difference between the innate damage and the special damage is too high. Without specials my 3rd gen 1-handed saber has a damage output similar to a novice marksman. With specials the output is higher than most professions. Something more in the middle would be better so that running out of force didn't require running away from a fight. The pre-patch balance felt more appropriate in this regard. As it stands the only mobs I can stand toe to toe with (without using specials) are the ones that I receive 1 pt of Jedi xp for killing. Anything even as high as 50 pts will drain my ham before I drain theirs.





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fatgit
Fri Jul 02, 2004 9:57 am
#33

We were promised robes with the equivalent of Composite armour, there are no resists etc on robes.

We were promised pre-patch saber damage until the combat balance. Max saber damage is well under pre-patch. Max saber damage is about 40%+ lower now.

Low level jedi XP loss on death is too harsh. It's fine for us higher levels, but 200k xp to someone with 2 LS boxes is insanely high.

Too hard now to see force costs. Saber costs seem a lot higher than pre-patch.

Crystal/pearl/saber conversion. We were told the pearls received from a saber on breakdown would be based on saber stats, it wasn't. As an example, a 5th gen, 1000/1000 1498min/max with all -8 FC pearls in broke down to average 22 min/max, and -2, -2, -3, -4 FC pearls.

Force powers line : At the heart of being a Jedi, yet these cost way too much force. Force Lightening Single 2 hits for ~2500, is resisted by electricity resist armour, and costs about 5* the force cost of doing the same damage with a saber. Force power costs need lowering across the board to be more in line with saber damage/force ratio

XP loss at ressurrection/regainconsciousness : it was stated that this would bypass XP loss, as XP loss wascalculated at clone. Many people took Master Force Enhancer as a result of this, but this is not how it is working.
XP is not lost at res/regain, but if you die and clone, you lose 200,000xp for EVERY death you were ressed/regained at in one go.
Please state the situation on XP loss and res/regainconc and if this is not to work as expected, people deserve the option to respec their skills, as we have been mislead and made choices on inaccurate information.

BH missions. Once you get on the terminals, you are in a catch 22 situation. If you fight the BH, you end up back on the terminals with more BHs taking the missions (if you kill the BH they often get a mission on you again). So if you want to get off the terminals and stop BH's you have to let yourself just die.

SWG is still unstable clientside. There are many ways you can die where it is not yourr fault.
Many people are crashing in combat, getting on/off vehicles, and some die as a result.
XP loss should be low to start with, and scale with the number of deaths you get.

Crystal Drop Rate : seems very acceptable so far.

Lightsaber line : in pretty good shape, but as many people are discovering, you are better off levelling on a 1st gen saber, as you can spam specials without too much worry.
Someone posted a table whereby you can see when a generation is worth using. A fourth gen is only worth using in PvE if you use all -9 force cost pearls/crystals.
The Damage ranges of sabers are too small, meaning there is very little reason to use a higher generation saber in most cases.

Enhance : With the level of poisons and diseases in use in PvP means the resist powers are next to useless. Other than that, enh is in good shape, but we need clarification on the regainconsciousness situation

Healing : Seems to be in good shape, although very few people will go for Master.

Defence : not going defence, so cant comment.
OSULugan
Fri Jul 02, 2004 10:00 am
#34


A fewmajor points (mainly bad, but not all):


Damage output in PvE:

How is it that 2 different creatures, both with vulnerabilities to Lightsaber damage, are taking largely variable amounts of damage from the same jedi with the same lightsaber, performing the same moves, based, what seems to be, upon the relative "/con" level of the creature? "Hiding" more of the game mechanic's numbers from the players, to keep us guessing, when a death means an additional 3 hours of pure "grinding" just to make it up, isn't "fun." Why not just give us a "Good," "Better," and "Best" rating on our weapons, and a "Weak," "Strong," and "Really Strong" rating on creatures?


Robes:

I've got to say that I think these were implemented incorrectly. It's the age old complaint by players, don't whack them with a stick to make them do something, provide the carrot on the end of the stick, to lead them there. If Jedi Robes had been implemented correctly, then there should be no need to remove a Jedi's ability to wear armor while wielding a Lightsaber, or using their force powers. If they had been implemented correctly, Jedi would CHOOSE OF THEIR OWN VOLITION to wear the Robes in lieu of the armor. The obvious inconsistency is the "upcoming Combat Rebalance." We're told that our Robes are balanced for that. Okay, we'll accept that. But, in the interim, if armor is better for us than our Robes, then we should have that choice available to us. When the rebalance does hit, and if the Robes become better than Armor for us to wear, then you'll see players naturally switch back over.


Adding artificial, and illogical restrictions isn't "fun."


XP Requirements & Generation:

These really should be looked at more closely. You've heavily increased the XP requirement for levelling, especially where Lightsaber speed & accuracy bonuses are concerned, yet failed to raise XP gain from creature kills in an appropriate manner. This might be fine, if Jedi stil gained Jedi XP from even offensive Jedi moves, which require the use of force, but when these were removed, last minute (assumingly because no good fix could be found for the channel/transfer force exploits), the relative Jedi XP gain per kill was not adjusted to compensate. At the rate of gain, a Jedi needs to kill approximately 4500 creatures that are at his XP cap, of about 800 XP per kill, just for 1 line in any tree. In comparison, the average elite combat profession needs to kill between 250-300 creatures that are at his XP cap, of about 4000-5000 XP per kill, to do the same.


This being the case, either Jedi need to be an order of magnitude more powerful than other players which is comparable to the relative extra effort required to perform this feat, and which respects the work that goes into it (as a reason for a casual gamer to even bother thinking about levelling his Jedi character), or the XP gain rate (or requirements) should be re-examined.


Since we're well aware that SOE doesn't "officially" condone a profession that can cut through swaths of players in PvP, we'd assume that making a Jedi 15x more powerful (to account for the relative 15x more kills required to acheive the same basic levelling requirement) isn't a viable solution. Thus, someone should seriously re-think these numbers.


The sad fact is, other than the 1st tier boxes in a line, other boxes take multiple buff-sessions to attain, the higher end ones, a ridiculous number (especially if you hit a lag-spike, a power-outage, or incap-camped by creatures, and lose 200k of XP for a single death). This makes the incrememental advancement just seem tedious, monotonous, and, well, boring. I have nothing to look forward to in my play sessions as a Jedi, except making that XP counter inch ever higher, so that, MAYBE, in a few days, I MIGHT be able to have a new power, which I probably won't end up using anytime soon, anyway. This is not "fun."


Crystals/Pearls:

Now the good news. I dreaded the added loot component of a Color Crystal. I thought it was a slap in the face. But, with the upped drop rates of crystals, the Crystal/Pearl situation seems to be becoming more and more a non-issue. This used to be a real set-back for new jedi, as you'd either have had to save up money or crystals/pearls in anticipation of your un-lock, or you were stuck with a really sub-standard Lightsaber for quite some time, and it really artificially limited your growth and levelling as a Jedi.


The main complaints are with Lightsaber stats, and stats of converted Pearls. Of these, my main comment is, an all-pearl 5th generation lightsabre pre-publish could be as low as 4 Force Cost, and indeed lower than a training sabre. The new system makes this nigh on impossible. The way that it works now, it encourages all but the highest level of Jedi to use 1st or 2nd generation lightsabers for the lower force cost, as specials are now a requirement for effective combat.



"Another big change for fans will be the new, gay Boba Fett."
The Wolf Brothers
Jamie Wolf | Rifleman, Swordsman
Winstonn Wolf | Teras Kasi, Jedi

Jamis alTabr
Armorsmith, Artisan, Musician

Teino
Fri Jul 02, 2004 10:01 am
#35

Why we cannot change jedi starting prof tree after we found that we picked the wrong one?


This is ridiculous, not every one of us have time to read forums and info and test in TC all the time. i have jedi but im a casual player now, don't even have much time login. why choosing a skill can be such a fatal dead end to screw up my jedi ? as we can always drop the skill that we don't want before, and then make afford to get new one. as we don't aware such a trap howwe beingespected to search the info about it? Ihope this can be fixedsoon. it's nonsense that player CANNOT make mistake.


Etowiosee
Fri Jul 02, 2004 10:05 am
#36

Before the patch I had4 5th Gen sabers 2 being high statted low FC and the other 2 middle of the road. I also had a 3rd Gen two Hander which sucked and was just for levelling.

Out of all the pearls I got back I got one that was +42 dmg and -4FC the rest don't break +23 on Dmg and only one hits anything better than -6 FC.


I now have to switch my template to Master LS/Defender from what I *WANTED* to play because otherwise I get destroyed by any melee profession. Force Armor 2 uses up alot of my force power when they hit me so I can't use that or I'll be drained in about 15 seconds max (I actually tested it out and I was incapped from a duel in about 10 seconds) so I have to resort to using specials with my saber which is High FC/Low Dmg and I use up my force power before I can finally incap them again. (Good thing I wasn't duelling 2 people at once).


XP loss ... I always honestly wondered what was wrong with the deathcount system. It gave a bit of a buffer against bugs and internet problems if something went wrong. Do you mean to say that if I CTD (Crash To Desktop) and get killed while I'm reloading that I should lose 200K Jedi XP? What happens if my internet connection drops for a few seconds (I've actually had this happen before a few times, but luckily with the higher dmg Kinetic AP2 (the AP2 that WORKED) I managed to stay alive off of default attack while I loaded in again)


Armor Piercing ... Well since everything pretty well is Vuln to LS dmg we lost the Medium AP on the sabers. Either remove the descritption as Medium and change it to Light or actually fix it to get the damage bonus.


/ForceCurePoison ... Nerfed pretty bad now. Did some testing and my Master Doc Cure Poisons B's I made myself are alot stronger. I understand the need for not being able to cure ANYTHING in one shot, but being weaker than my B poisons on my Master doc 2nd account? Duelled a Rifleman/CM He stacked an A, B and C on me and ran around waiting for it to tick. I spammed the hell out of mind heals trying to keep up to the mind drain the poison was doing, but about 30 seconds after the duel started it was over.
Ternque01
Fri Jul 02, 2004 10:05 am
#37

Hi TH,


I'm kinda concerned that BH's can't penetrate saber block at all. With the prerequisite change to BH I am wanting to go BH, but I simply detest melee professions. Will there be any word on when a ranged BH will be able to actually combat medium level Jedi? I'll have enough pistol accuracy after the prereq change to have +175 pistol accuracy - with foods it will be well over +200.


The BH community would really (very) be interested in knowing what it takes as a ranged BH to actually fight Jedi. I propose that scatter pistol shots do half the damage when properly bocked. BH's are the only ones with the scatter certification, so I feel that they need this advantage to properly hunt Jedi. Making sabers block half the damage also makes sense as Jedi cannot block all of the scatter bolts at once.


Does the final solution lay in the combat balance? Are melee BH's going to be the only way to effectively hunt jedi for a few months or can we expect some fix before the combat balance.


Anyways thanks for your dedication,I'm really liking what you guys/gals are doing to the game



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
RAMBOW
Fri Jul 02, 2004 10:06 am
#38






Thunderheart wrote:

Please post your feedback on:




  • The Jedi conversion process

  • The lightsaber reconstruction/deconstruction process

  • The Jedi Robes

  • The Force Ranking System

  • Light Powers vs. Dark Powers







Light powers? Dark Powers? You mean Master Saber Master enhance 4004 heal? cause that is what 90% of jedi are going....


You know why TH? The powers Tree is really gimped... no speed mods, anything a master power can do, a Saber can do better.. (Force KD? why when you have saber throw 2 or 3 that does damage?)


Give the power tree a /forceconsume or something that drains life and adds it to the jedi... This was in all the Jedi Knight games, its the way Dark Jedi heal themselfs.


Please look at the powers tree TH, we need some love.




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-Rave Lupine-
Mahonri Disciple #2: The Dusk
Zarathustra
Fri Jul 02, 2004 10:09 am
#39






fatgit wrote:
Force powers line : At the heart of being a Jedi, yet these cost way too much force. Force Lightening Single 2 hits for ~2500, is resisted by electricity resist armour, and costs about 5* the force cost of doing the same damage with a saber. Force power costs need lowering across the board to be more in line with saber damage/force ratio


Are we 100% certain that lightning does electricity damage? On TC2 I was hunting Nightsisters with 100% electricity resist with lightning, and they were taking good damage.




~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

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