Development Cycle Archive
Thread: Jedi Revamp Phase I
You should read dev posts instead of listening to your friends -- you're getting some bad info. ![]()
It's been posted a couple of times by different devs that both characters will be fs. Once you complete the force quests with your character, the second character will be created. You can make either one, both, or none of them into Jedi.
Can we get some clarification please.
the second slot will be available to everyone but will not be Force Senseative?
if so is it possible to make your existing character in the second slot.
and start a new character in the force sensative slot?
Thanks
I've got an idea for a Jedi Revamp.
REMOVE JEDI.
Yes, remove them.
They don't belong in this time period, and nobody deserves to be one.
I have an idea how to limit the jedi in the world. I won't limit the number of jedi but it will limit how much they are used. Perhaps having 2 slots would solve this as well. In one slot you have a non-force sensitve character. The other slot is force sensitive. Basically something could be made where a Jedi can only log on for say 25% of the time the non-force sensitive character has played. So if a "normal" character was played for 20 hours that would earn 5 hours of force sensitive play time. This would slow Jedi development but it would also certainly limit the Jedi found out in the world. Perhaps even a skill could be introduced that could change the ratio of downtime also. Perhaps if you mastered it, it could change the ratio to 1/2 or something. Just an idea. If anyone has any thoughts on this I would like to hear them.
PaganXL7
Logically speaking, damage type should be a mix of heat and energy.
Just kinda thinking off-the-wall, if they were put into a damage type that was a composit of ALL damage-types, it would be both unresistable and margionally resisted (based on a composit value determined by all resists, divided or multiplied by %'s) - rather than just a single value.
** This is to assume, of course, that nothing "new" be added... (values do not use .75 PvP dmg reduction)
IE - attacking someone with 80% kinetic armor (now) = dmg * .2 (after resists) * 1.25[AP2 negated with special protection] = .2 DMG
We know that Composit Armor (with the exception of Stun) can be at 80%;
Assuming resists = 80%, stun = 40%; (electricity + stun special protection)
[((dmg * .2) + (dmg * .6)) / 2] + ((80% * dmg) * 1.25[AP2] * .75 <6 of 8 resists> ) = DMG * (.4 + .1875) = .5875DMG
Heheh Ok, here's what that means... As it is now, sabers only do .2 damage against kinetic-special protection armor.
If a composit value of ALL the resistant values used in armor were multiplied, we'd get a modified value of .5865 x the damage dealt to the target..
Yes, we feel that sabers should cut through everything but Coirtosis(sp) material.
But look at it like this - a saber won't instantly cut through rock, steel, or other materials armor is designed with.
Armor is going to resist stuff at least a little bit - and these armor values demonstrate the best of what can be made right now.
Of course, once the armor was struck with a lightsaber it would most likely be destroyed and unprotective, but ......... a damage multiplier of 58.65% is MUCH more acceptable than 20% damage.
** disclaimer ** I typed this out quickly - and although I believe my #'s are correct, I might be off a lil.
Just a few thoughts on Jedi, and Jedi sabers. All this has been said before, but hopefully one of the devs will at least glance at my post and give it a thought or two.
First off all, as of now Jedi in SWG, unfortunately, have little in common with the Jedi in the Star Wars universe. I am not talking about their present status or goals, no, I will thank the devs for getting it perfectly correct. The problem is, your average gamer has no idea what age we are in or whats going on with the jedi order. We, people that saw Episode V when it came out and never watched it since then, look at small details that You may consider unimportant. However, they do matter. Here is my list:
1. Dark Jedi and Jedi skill trees are virtually identical. The Dark Side of the Force uses anger and hatred, as opposing to the regular Jedi. This is not reflected in the game at all, except for maybe the quest on Dant. I say they should be very different, so its not like "I play Dark Jedi cause I like Darth Maul", the choice of the path should lead to a completely different style of play. Unfortunately, it seems like Devs ran out of ideas for Jedi skills and said "oh well lets just copy Jedi and call it Dark Jedi, say it was done for balance and call it a day". Sorry if I sound rude, I know you did not do that but thats what it looks like sometimes.
2. Crystals for lightsabers looted for surface marshalls on dant...well what can I say but "lol". I think you will agree with me.
3. I am a bh. It's a hard profession to master. I think people will expect me to say mbh should be more effective vs jedi, but no. Jedi are way too weak. These are the people that have mastered 20-30 professions, and then the jedi tree.... all you bh's that claim that "Jedi Master should be just like any other master, its not a combination of 20 professions and Jedi are not supposed to be rewarding anyway" are so wrong. Look at SW...the best BH in the Universe (which is like the best MBH on all servers in SWG) could not beat a pretty good Jedi Knight, and he had no chance against the Jedi Master. What happened to the first BH that attached Obi in the beginning of episode 2? She got owned. When I see a Jedi in the game, I am not awe struck. I come up to him and demand 100k in exchange for his life. This is stupid.
4. Jedi wearing armor and Jedi doing20% damage to composite...If I am not mistaken Windu's lightsaber went though Mandalorian armor like hot knife goes through buttor. And I have never seen a Jedi wearing armor in any SW movie. I also remember Episode I, when light sabers went through "impenetrable" blast doors in a few seconds. I want to see a TKM knock those doors down...
5. Star Wars website clearly states that "Sith are armed with red lightsabers, which are made from synthetical crystals, which makes them sligth advantage". As of now, color system is random. Theoretically, this creates variety and makes the game more fun; practically a Dark Jedi with a light blue light saber looks retarded.
My suggestions:
1. Change up the trees. Make up new skills, make Dark Jedi more of a "tank" kind of Jedi, focused on direct combat and damage. Jedi should have more variety, and require more skill to play, but a skilled Jedi should have an advantage as long as he really knows what he is doing. (i.e. fencer+rifle+healer+ some tk(jedi) vs. master commando + tk (dark jedi) ).
2. Crystals have to be quest items, and only to be looted by fs characters.
3. Master Jedi = Krayt Dragon and then some. Jedi Knight = 2 MBH or better. Padawan = Expert BH.
4. I really like this idea of mine. Jedi Ligth Saber is a separte kind of thing, with its own damage. No armor or creature has any resistance to it whatsoever. The down part is, Jedi cannot wear armor and have to rely on blocks and dodges. Talking of which, they should be able to reflect shots more often because I never had a single shot of mine hit me back. And make them immune to dizzy/stun and stuff like that, I mean come on!
5. Make Sith do the crystal quest to get the elements needed AND craft the crystals. Jedi just get the crystals. Dark Jedi can only have red-colored sabers, and they get 1% damage bonus or something like that. Also, there should be a period of "getting used" to the sword, because Jedi are supposed to have an almost-personal relationship with their weapon, and the more they use it the better it works for them. It has been implemented somewhat, but not enough.
Thank you if you have read at least some of it, good luck!