Development Cycle Archive

Thread: Post Fan Fest response concerning Jedi Conversion.

LeBob
Mon Jun 07, 2004 3:21 pm
#40






RedDragon133 wrote:
@LeBob: why do soem ppl try to break fun in the name of contuinity? why or whatever this is supposed to be in fantasy/SciFi game.

Anyway, are you just another scared BH? Just asking, no flame. You know how much I enjoy the TC2, to PLAY my Jedi?






@RedDragon133: something that is worthwhile to keep in mind about fun (especially in MMOs) is that what is fun for you or me is often not fun for another person... being a SW fan way before I ever played my first MMO, continuity is very important to me... once SWG has gotten to the point that continuity has zero importance, the game is no longer SWG.... it will just be " G ".... the huge response to this game is due to the fact that it is indeed Star Wars.... once this has been beaten down to nothing the appeal of the game will be much lower


no, I am not a BH..... actually I'm a non com on live. I am sure you do enjoy playing your jedi on TC2........... I do too, but (just to imagine an extreme of what we are talking about) do you think it would still be fun if every player in the game was exactly the same as the ones in Theed on TC2?


I do not.




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LeBob
Mon Jun 07, 2004 3:22 pm
#41






BabyRancor wrote:





LeBob wrote:

Jedi should not be allowed to go neutral. If this is allowed, there will be three factions in the game... Rebel, Imperial and Jedi... furthermore the occurence of seeing a saber-wielding Jedi will be too frequent as these neutral Jedi will not have to worry about a TEF and therefore will not have to worry about being ellimated by a factioned player. In addition to this, as far as continuity is concerned, the Empire would never sit idely by as Jedi roamed the streets with their sabers in hand and using force powers in the streets... any Jedi during this time period is either against the Empire or is one of the Empire's servants... please design the game to reflect this.


thanks





AFAIK the Jedi visibility system is still active - Jedi that get flashy in populated areas would wind up on the terminals. If the combat balance makes BH capable of taking on Jedi, and the issues with Jedi Bounties are sorted, this would be enough.







that's alot of ifs...



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Deerhunter716
Mon Jun 07, 2004 3:25 pm
#42

We still need to know how this conversion works though. Some folks are holding off training say a 1.6 million XP box and stockpiling like 3 million XP to use in coversion. We need to know this so we know which boxes to target and go for before conversion.
Limobacca
Mon Jun 07, 2004 3:27 pm
#43

ok here is my question though.


your just saying a 4-0-0-0 initiate part which i agree with.


however it is much muchmore difficult to get that 800k for the lvl 4 boxes in initiate than it is to get the 1.6 mil for a lvl 4 in both apprentice and guardian.


the time to lvl just to getpadawan is almost equal to the time needed to get to both knight and guardian 4-4-4-4 combined. but it seems that in the new system the time we put into getting padawan willsimply be not truly given credit for since it is such a lower amount of xp.






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Seomon
Mon Jun 07, 2004 3:29 pm
#44

Forgot 1 point and since I can't edit...



  • Lightsaber exp shouldn't be as hard as it is. If you really want to make it a challenge, up the requirements for other skills and lower the requirements for the Lightsaber line. Without a good lightsaber to level with, you're killing every new and low Jedi's leveling ability. We depend on that for our experience, especially when you don't have the Force Power to do Specials. Also, it would be nice if our Saber specials cost HAM instead of Force. Please put that into consideration, because we can't hold our own at low levels against anything because we just don't have the Force Power to do any attacks.

Another thing I was thinking of is that you could possible switch the Force Power gain around. More at lower levels, a little less at higher levels. I think this would fit into continuity, because you still have the same amount of Force use, you just don't know how to quite use it all to the best of your ability. This would also help with leveling. You guys really need to recognize the hard work that most of us put into just becoming a Jedi, and not worry so much about nerfing us.





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Morwen
Mon Jun 07, 2004 3:30 pm
#45






ArjunThakur wrote:



If you are a 4000 initiate and are arguing this case because you want 4000 in the new Saber tree, that's not fair to anyone that comes after you now is it. Go grind some boxes like the rest of us and you will get an equal reward.





Actually, that's perfectly fair. Like it or not, those *abilities* were *earned* under the old system. I don't give a flying [edit] what the new requirements are, as long as there isn't basic parity between levels of ability and xp earning capability between the two systems it's a breaker. And, those coming after won't have to do the hologrind... I think they come out significantly ahead.

ArathSilenta
Mon Jun 07, 2004 3:34 pm
#46

I think most Jedi would agree that Iniate tree is 2/3 of the Jedi Profession. Ive heard people doing the Guardian tree in 2 weeks, Knight Tree in less than a month.



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Iggep
Mon Jun 07, 2004 3:35 pm
#47






Keldarin wrote:



One of the goals of the Jedi Revamp was to add some diversity to the Jedi population. Not all Jedi have the same abilities with the Force and we wanted to open up the possibility to create different kinds of Jedi with different strengths. Perhaps one Jedi is a master of lightsaber combat with no equal in that arena but doesn’t have as much ability when it comes to the more mystical Force powers, while another is only mediocre with their lightsaber but has incredible enhancement and healing powers. In order to accommodate this we created an entirely new skill structure with a lot more Force abilities split across a greater number of Force professions. This disparity made the conversion process quite difficult.




Well since you removed XP from all non offensive skills, guess you can cross this off your list of goals for the revamp then. Because there will be NO diversity if everyone has to pick up saber to advance. You pick up saber, you have to pick up the defense branch to one extent or other. Most Jedi will be two lines of saber and master def. That leave 4 rows out of all the other skills to pick up. Going to place the majority of skills out of reach for everyone, so we'll see cookie cutter Jedi the vast majority of time. Woot.




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LonelyGhost
Mon Jun 07, 2004 3:40 pm
#48

People complain about the time to grind jedi. STOP GRINDING and play the game! The grind is an evil beast the Devs want to kill! It should take a long time to get our skills. I wonder how long it took people in the movies to get their Jedi Master title? 3 weeks? a month?


Not!



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Zarathustra
Mon Jun 07, 2004 3:43 pm
#49






Renairdor wrote:

Thanks for the update Keldarin. It was nice to meet and chat to the dev team at the Fan fest.


A question: Why not start with the Initiate tree for the Jedis FIRST skill tree, then split off into specialists? The Jedi canon has the perception that all jedi have some basic skills. Basic saber skills, force run, basic defences, basic self healing etc... the Initiate tree in the old system reflected this very well. You could definitely put 'high skill point cost' skills in this first tree that all Jedi would use, to avoid odd template stacking that the new proposed system provides. Then upon completing the 'Padawan' tree and having a basically trained jedi, they could specialize in the new trees.


I think this would match the canon a lot better, and keep players a lot happier. I think the new system actually isn't very flexible for dabbling in multiple trees of the jedi skills, since the initiate skill point costs are so high.


Please consider... I've tried out 2 jedi templates on test 2, and chatted with 8 other jedi friends on test 2, and we all feel the new system just feels somehow lacking in skill diversity. But we do like the skill tree specializations. That's fun.


Ren








Amen, Dev's please consider this!!!! The biggest feeling that has been in most jedi's guts at first has been that they are losing so many basic skills that you feel so weak in some way. Even though not all jedi are as powerful as others, all have some basic skills in all force disciplines.


The Innitiate profession should still be part of jedi, there needs to be a basis to build off of before specializing in the prof. Right now, you are FORCED to start in Lightsaber. There is no way you are going to ever get enough xp to advance as a jedi by going into Powers (your first skill there costs 200 force points, you have a 200 point pool, you don't have enough points to use it), Enhancements (no force skills), Defense (no force skills)or Healing (heal health 1, would take forever to get a skill box).


If you are going to force people on the advancement anyways, why not just have the Innitiate profession in there to get that basic training. That should be the heavy entry cost into Jedi before you dedicate yourself to the Jedi Discipline areas.


It really seems like there is a step missing in the process. You go from "unlocking" right to studying for advanced force disciplines. This is also part of people feeling like progress is going too slow as well. We're spread to thin with the new system. Either jedi has to be really easy to level in, or you're going to see people who want to be a Force Power/Healing/Enhancement build going in Lightsaber first, then having to go into the other areas and drop out of lightsaber. This shouldn't be how it is.


Consider?




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Popojiju
Mon Jun 07, 2004 3:58 pm
#50

Can we get some kind of fair ETA of when the Test Center (not TC2) will have their Jedi's fixed? We've already lost over 2 weeks of grind time due to not getting changed over properly under the new system and we're on the back burner till this publish gets more ironed out. I don't think it's fair to make us, the Jedi on TC1 wait till this publish is done before being assisted at all. Afterall, we did do the work to unlock too and waiting a month or longer to be able to use our Jedi again is just plain wrong. please help us. None of us can even test the new Jedi stuff because we have little or no skills. It would be great if someone can finalize what the final goal of this publish is, and then meet us in game to fix us so we can go back to leveling, and possibly, having some fun.



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Chianti
Mon Jun 07, 2004 4:01 pm
#51

I'm also significantly confused over the preemtive combat revamp stats on our sabers.


I understand the need for the combat revamp and eagerly welcome it. However, doesn't having to code a back end damage compensation system for our sabers and resistance compensation system for our robes require more work than just leaving saber and pearl stats normal until revamp?


Why nerf us preemtively and have to compensate? Just leave everything be until you nerf everyone at once with the combat balance. That way it doesn't seem like a nerf at all. Going from hitting mobs for 8000 damage even when they have kinetic resists, to hitting for 400 or so when they are vulnerable to lightsaber damage. Wow.
Renairdor
Mon Jun 07, 2004 4:27 pm
#52






Iggep wrote:





Keldarin wrote:



One of the goals of the Jedi Revamp was to add some diversity to the Jedi population. Not all Jedi have the same abilities with the Force and we wanted to open up the possibility to create different kinds of Jedi with different strengths. Perhaps one Jedi is a master of lightsaber combat with no equal in that arena but doesn’t have as much ability when it comes to the more mystical Force powers, while another is only mediocre with their lightsaber but has incredible enhancement and healing powers. In order to accommodate this we created an entirely new skill structure with a lot more Force abilities split across a greater number of Force professions. This disparity made the conversion process quite difficult.




Well since you removed XP from all non offensive skills, guess you can cross this off your list of goals for the revamp then. Because there will be NO diversity if everyone has to pick up saber to advance. You pick up saber, you have to pick up the defense branch to one extent or other. Most Jedi will be two lines of saber and master def. That leave 4 rows out of all the other skills to pick up. Going to place the majority of skills out of reach for everyone, so we'll see cookie cutter Jedi the vast majority of time. Woot.







Exactly! And with these new Knight trials coming in, I expect 'majority' of Jedi will be master defence, at least 4/0/0/4 (or some mix of 2 fours ) in lightsaber, or master lightsaber, and then a slight diversification.


Imagine levelling up the healer tree.... folks just won't do it. Perhaps the existing 4/4/4/4 guardians can pick 4/0/0/4 lightsaber, then master defence and master healer, but those following them will have a very hard time to do the same.


And... if as Arjun says you can make your jedi a Doctor for self buffs/state cures, why in the world would you want to work on the Jedi healing line since it's sooooo long to level it? And only master gets a decent heal self of all ?


Houston, we really have some problems here... I think the whole skill tree/levelling system needs to be reviewed. Or we will have a Jedi Revamp, Revamp 2 in a few months and the Devs wonder why no one is trying to aspire to enter the Jedi PvP ranking system, accounts are cancelled etc... it's looking pretty grim to me right now.


This is a summary of the new system from my perception on playing on live to guardian , compared to a 'knight' on test:


a) Skill nerfing across the board. Jedi are a whole lot less fun in the revamp then in pre-revamp. Less diversified for sure. Specialization is 'neat' but at the cost of being completely unable to learn any skills from 2 other trees is 'ridiculous'.


b) Potential Defence additions, but they are overcome with some exploits/bugs in scatter type hits anyways. And to take all the defences means pretty much no ability to heal one-self.


c) Lightsaber MAJOR nerfage. AP is a moot point, damage is ridiculously low, the damage multipliers are nerfed accross the board, saber specials cost a lot more for less gain. The whole Lightsaber revamp disappoints me greatly. Folks should be able to craft their own color crystals, then loot is out there for variety of crystal stats. Damage should be at least 100 per crystal, though I think very rare crystals in the max 150 range should be possible. Two jedi saber/defenders dueling each other right now, even unbuffed, results in a battle that never ends. (Enter one TKA/Commando who can wipe out both in literally a matter of seconds. I can arrange a demo if folks want to see...)


d)Crystals are still not a quest item. They are a random loot drop, and sure you cannot see stats until you tune them but we'll see folks offering millions of credits for these rare items, and we will see a massive increase in nightsister camping.


e) Levelling is severly crippled. The private jedi difficulty is very low to start, saber damage extremely low to start, and the xp requirements to train up the saber are extremely high. I expect a lot of new jedi to flat out quit the system (likely the game from what I've heard) if this isn't addressed appropriately. How long should a jedi with their 'best' saber need to level the level 1 boxes? Level 2? Etc... and have any development/QA actually tested this levelling?


While the PvE grind in the old system was 'very harsh' requiring 100's of hours of mob grinding, it seems the new system is making it even slower, more boring, and less rewarding.


Again, the best way I see out of this quagmire is add a 'Padawan' tree to start, and offer jedi a variety of the basic powers, then diversify into the speciality trees. In the Padawan tree skill points are used to leave about 150 after mastering, then each of 3 of 5 specialist trees would require 50 to master, or allow dabbling in all 5 trees. Specialist trees could require skill points such as 1 to enter the tree (granting a basic 'advanced' skill, such meditate, or heal other health in the healer etc...), then 2/2/3/4 to master a line, then 5 skill points to master it (and XP increases exponentially). This makes a LOT more sense to me then the current skill system, which the 8 pts to enter a specialist tree, 8 to learn a basic ability just seems 'silly'.


In this way we'd achieve


a) Each jedi has basic skill toolset, but the skill points can be controlled so padawans cannot get uber templated

b) Specialization after padawan training is complete in a linear manner where more XP and more skill points are required for the better powers

c) More dabbling in the various trees

d) more fun!


Please consider!


Ren
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