Development Cycle Archive

Thread: Feedback: Jedi Bugs and Issues

Tenfo
Sun May 30, 2004 12:45 pm
#378

You gain 1h 2h polearm Lightsaber experience which isn't used for anything.



l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
haizelrayne
Sun May 30, 2004 1:01 pm
#379

After the server restart, I was unable to travel anywhere from the Mos Entha starport, when I tried to buy a ticket, it said "Your departure location is invalid"



~Haizel Rayne~
Master Brawler/Foot Soldier/TKN
Proud member of the Galactic Trade Federation

*Sister to Lilith Rayne* (alt :-) )
nolan007
Sun May 30, 2004 1:10 pm
#380


BUG:


Default attack with lightsaber (not using any specials) does 0 damage on a faction lair (the combat log says it is doing damage... mouse over lair health shows 0 damage done).


Only forcespecials do damage to faction lair?







~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Utess
Sun May 30, 2004 1:28 pm
#381

My list so far:


1) If you lose connection while trying to pull out a vehicle, the vehicle becomes un-retrievable until you exit the world.


2) I went neutral on my Jedi, when a rebel Jedi who I was with fighting with died, I had the option to loot his corpse. The looting yielding nothing but it was definitely odd.


3) You will get LS xp from killing things until it caps, then it becomes pure Jedi xp.


4) LS crafting tools do not allow you to experiment and experimentation itself seems to have very minimal effect.


5) LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.


6) Because you can now mix and match Jedi skills with normal skills, I have seen players "tumble to standing" and then force heal themselves in afk macros to farm easy/safe Jedi xp.


7) I am unsure if this is intended, but berserk and intimidate work while a saber is equipped. Hopefully this is intended however as it is a life-saver for starting Jedi.


8) Neutral Jedi do not recieve any form of TEF when using a light saber. Intended to allow pure PvE Jedi or a bug?


9) The trainers are training under the old system. Thankfully, by some bizzare combination this can be used to let players reset themselves.


10) Animal Scare in the Force Wielder novice box requires more force power to use than you are given.


11) Sometimes you will be unable to use force powers/jedi skills until you relog


12) Something appears to be wrong with certification for lightsabers, the issue is especially a problem with 2 handed lightsabers.


13) Starting Jedi are given survey skills however they are told they are not allowed to use any of the tools.


14) You can train people in the old Jedi knight titles even though it doesn't do anything.


15) It is currently possible to aquire a combination of both the old Jedi skills and the new ones, making for some very overpowered Jedi.


16) Lightsabers will continue to function when all crystals have decayed until you unequip them. This is useful however since crystal drops/condition seem to be in bad shape atm.


17) Under the current conversion system, if you go LD or close the window while in the middle of the conversion process, the process becomes halted. other are reporting the window vanishing on them before they even choose all their skills.


18) Force sensitive experimentation seems to have no effect.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
EMC2
Sun May 30, 2004 1:52 pm
#382

I just logged in to do more testing and when I went to swing the equiped saber at a NPC (butterfly outside coronet) I got repeated messages that I was not certifeid to use that weapon and the damage would be reduced. I checked and it still shows me as certified in my skills/certifications. When viewing the item in my inventory it says "NO" next to certified in the description. I tried unequiping/equiping, relogging, and still get the same message.


Lovely...



haizelrayne
Sun May 30, 2004 2:34 pm
#383

One-handed saber XP caps at 3k 1h lightsaber points, but the other types (polearm, two-handed) have not capped yet



~Haizel Rayne~
Master Brawler/Foot Soldier/TKN
Proud member of the Galactic Trade Federation

*Sister to Lilith Rayne* (alt :-) )
SpawnLOD
Sun May 30, 2004 2:45 pm
#384

Most the shuttles and spaceports are not working on corellea. Also cant get to dathomir or endor.





_________________________________________________________

Oblivion - LVL 90 Elder Jedi (Pre Pub 9 Jedi)
Grebacca - LVL 90 Elder Commando
Farim - LVL 87 Elder Bounty Hunter
Dark-Stalker - Elder Armorsmith/Weaponsmith

Uila
Sun May 30, 2004 3:05 pm
#385






Renairdor wrote:

Update: Travelling via shuttle reset powers. Now they work


Ren









/sigh If only I could travel.


At the moment all shuttle terminals in Kor Vella are broken (same prob with Star Port). I recieve the message that my departure location is not valid. Also, all the travel terminals only show Doaba Guerfel's shuttle port and star port as possible traveling options (both of which cannot be traveled to anyway due to the previously stated bug).




Most memorable SWG quotes:
"You lookin fer summat?"
"Get on board the falcon kid. This place is gonna blow." (How can you forget something you've heard over 100 times in a row?)


Edwardvi
Sun May 30, 2004 3:05 pm
#386

Force Defender

1) When unequiping Force Armor or Force Shield it cost you 200 fp to take the shielf off

Force Powers

1) Regen Rate is way too low, it takes almost 20 minutes to regen 7200 fp
2) Special costs is too high for damage done, Force Choke takes 1500fp, if i am a master force user it shouldn't cost me the power it does to use these specials
2) Force Lighting 1 costs 250fp, does aprox 50-1500 damage Force Lightnin 2 costs 500fp does aprox 150-2500 damage, Range is too great and cost too much fp for damage done

Main problem is the balance between costs and regen rates, perhaps force meditate should be moved to the force power trees?
RedDragon133
Sun May 30, 2004 3:38 pm
#387

TKA move unarmed Combo 2 WILL ALWAYS go through ALL defenses, any Jedi have. kill DEFENDER with two to three hits!
ShaunObiJuan
Sun May 30, 2004 3:48 pm
#388

All flurry or flurry 2 moves from master lightsaber do blind, stun, and dizzy. Either the text in the skill window needs to be changed or the moves need to do intimidate.



Polearmspinattack works like a lunge, taking them to a knee, but from only 13 meters. All lunge moves reach 15 meters, this should too.



Two hand certs still bugged.



Force speed is not reducing the time between heals like it should.



While using a uncertified weapon you can place dots, and staits.



You can drop force sensative skills and pick up more jedi powers.



Crystal's still work at 0 condition aslong as you dont unequip them.



Force powers still drain even though you dont have the force to do the action.



Force lightning 2 does not dizzy.



Since you made restraint damage into lightsaber damage then we can not destroy lairs.


Information:



Got the great materials that the devs created, 38 force cost saber with a +10 tool, and regular crafter not +42. Gas is about the only thing that could be better. So with a 4th gen pearl saber all -9 force cost it will still be a +2 force cost. It's 5 times the saber cost for flurry 1. So about 10 force cost for flurry 1 on that scale. Thats about the same as it is now, but now we have ham cost. The ham is equal to its weapon in the regular classes.



All force moves and ranged saber attacks work from 30 meterson flat ground against a person. Accept spin attack, its 13 meters.



Force moves damage ranges from 0-4k. Needs a higher min damage. Those ranges are for all force moves 1 and 2 (lightning, lightning cone, mindblast, and forcethrow)



Excalibar
Sun May 30, 2004 4:44 pm
#389

Bug (13)... See previous posts.


I have master sabre and master defence.


I have aJedi toughness of about 45.. if added together it should come to about 80 ish


This also applies to melee defence. not checked them all but I do not seem to be getting the correct resistance that I should given my skills.


(14) all vendors and the bazzar do not work.


(15)force weaken goes through my defences like i do not have them.... master defence etc here.... they should at least be reduced.


(16) There are holes in the coding. I can solo a juve dragon but a tkm can take me down with combos. that is with all shields up as well


More to come....



Coen Dominar (Sword/Medi/Doc)
Praden
Sun May 30, 2004 5:55 pm
#390

There appears to be a possible issue with the conversion process (besides the crash bug).


If this isn't an issue, a dev post on the subject is much needed to explain why the conversion is working this way...


A player with a Jedi on TC had 17 boxes of skills before the conversion, and was only able to choose 11 Jedi skills afterwards.










http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=377505


I was a Padawan on TC before the patch hit and I finally got to play with it.


The conversion process is similar to the one you saw on TC2. You pick 6 FS lines,
then pick your Jedi skills, then use up whatever skills are left.


As stated, I was a Padawan with 230K Jedi xp. The conversion gave me 11 Jedi boxes,
and I kept the 230K Jedi xp


I had enough skills to get Lightsaber 4/0/0/4 and Defense 0/0/0/1









While the player in question had 17 Jedi skill boxes before the conversion, and went through 17 options in the conversion box (the first six being of the "choose this Force Sensitive skill line" variety), shouldn't the player have been able to pick 17 Jedi skills AFTER the conversion and not waste 6 of them on the FS skills?








Jedi Archives Volume 1
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=160798#M160798


What will happen to the current players who are Jedi guardian or 4-4-4-4 in Jedi guardian, they spend a ton of time to get there where they are now. Are there plans to set them back to jedi apprentice? or do they keep to be Jedi guardian 4-4-4-4?


Actually, the answer is "neither". No, they will not be set back but they won’t keep "Guardian 4-4-4-4" because it doesn’t exist that way in the new system. The system is being completely reworked. What they will get is all their skill points. Let us say you are Guardian 4-4-4-4. In the new system, you get all your skill points back, and then you allot them as you see fit in the new skill box arrangements, without penalty or the need to “level up” again.


If you had 16 boxes in the old system, you get 16 boxes in the new system. However many complete boxes you have, you will keep. The only thing you will need to do is choose which boxes you desire.




This implies a box for box conversion. If you have 16 Jedi skill boxes in the current system, you'll have 16 in the new one. So shouldn't the player with 17 skill boxes as a Padawan get 17 as well?








Jedi Archives Volume 2
http://starwarsgalaxies.station.sony.com/content.jsp?page=Jedi%20Archives%20Volume%202


Once a player has purchased at least 24 or more skill boxes of Force Sensitivity Skills
they may undergo the Padawan Trials.


--and--


All existing Jedi will login with the Padawan Trial completed as well as the item rewards
that stem from the Trial.










The Force Sensitive skills are required before the Padawan Trials.


However,shouldn't someone who's already received the unlock message ("You begin to feel attuned to the Force. Your Force Sensitive Character Slot has been unlocked") already be through the Padawan Trials after the conversion?


If you've unlocked before the conversion, and are supposed to already be considered to be through the Padawan Trial as part of the conversion, and those 6 FS skill lines are required BEFORE the Padawan Trials, shouldn't we get those automatically?


In other words, why doesn't the player who had 17 Jedi skills before the conversion get the 6 FS lines (as prerequisites, and part of the unlocking process in the new system) and have 17 actual Jedi skills to choose from the new system? Why do they have to waste 6 Jedi skills out of their current progress to essentially "unlock" again by filling the FS boxes?


Isn't this a bug? It's certainly an issue. If the case on TC is supposed to be how the system works, it doesn't work out to being a box for box conversion, and all existing Jedi aren't being treated as though they've completed the Padawan Trials since they essentially have to waste 6 of their current Jedi skill boxes on the 6 Padawan-prerequisite Force Sensitive skill lines.


Does the conversion need to include an additional 6 options for the FS skill lines we should already receive from unlocking to begin with?


If not, and we do have to waste 6 skill boxes of our current Jedi's progress on those FS skill lines, could we get a dev post explaining this?

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