Development Cycle Archive

Thread: Feedback: Jedi Bugs and Issues

Nono_LO
Fri Jun 04, 2004 1:21 am
#599

1/Gameplay:


Everybody now knows thatJedi damage output has been tremendously reduced.

But we have to remember we are the first class to be scaled on the combat balance.

And I quite like the feeling to be affraid of rancors, even as a Jedi. This scale down is healthy for the gameplay.


But the brutal effect of our offencive power to be so reduced is our effectiveness in PVE which is our main XP source, if we are not adept of AFK rooftop duel macro to death (which ouput also have been tremendously reduced too, hopefully even more).


Calculation of current model have shown that anybody who, starting at padawan, get one weapon to box4 in less than 800 hours, is very fast. We can compare that to the initial 2 hours grind to get to initiate 4000.


Now, the design has changed. Dev didn't annouced it but some guesses are that it is needed to have Jedi xp everywhere because of the Jedi xp death penalty, based on the xp itself.


Proposal:

- Let s agree that the damage output is ok, the turn of the other being nerf too iscoming soon.

- Current calculations model shows that if the Jedi xp is granted at the level of weapon xp and not of Combat xp, the grinding speed feeling will catch up with current initiate speed. Only the beginning will be much harder, getting to box 4 of a weapon which would need 80 hours in that case (still better than 800 hours),contrary to the 2 hours we all got as new born initiate. All Jedi power tree would need roughly 80 hours of mindless grind, it is long, boring, but acceptable and may be rewarding.

Mastering 4 tree and a box would be around 400-450 hours.

Mastering to knight would be around 1000 hours of grind. (current model is around 10 000 hours of pure grind, with good sabers and pearl in abondance)


Around 1 year and a half instead of 12 years in the current model, if you grind every day 2h-3h.

I think this is more acceptable.


Keep in mind that this proposal is not a boost at all comparing with the old model. Even with this, I think it will take up to 2 times the time former needed to get 250 skill point of Jedi skills than getting to Guardian 4444.


And again, before flaming, I beg all Tester on TC2, to take one of their 3 char and reduce him to padawan.

Take your nice training saber and level Lightsaber novice and then 1 weapon tree during the weekend.

Tell us your experience.

Right now all our test are flawed because we get boosted too high. Test WHAT you will be.

This proposal is the least they could do.





2/ Transition :


Low level Jedi suffer from the loss of 6 boxes, taking 6 lines of sensitive skills.

Before complaining, let s see the facts:

We get the first24 sensitiveboxes, which cost Jedi xp, at the cost of6 boxes, mainly the 4 weapon box andthe 2 first Jedi power (70K Jedi xp).

This can be achieved currently in 1 day.

Then all box are converted 1-1, for quite an xp boost I must say.


Proposal :

-A fair solution, would be to do an xp to xp transition, but low level initiate would suffer MUCH more.

If the devs agree to remove the cost of the 6 first box, watch out it is not to do an xp to xp transition !

-another solution is the dev to give us the sensitive skills for free, but why would they do that?

It could be done by adding an offset +6 during transiton to compensate the 6 first choices.


I put this here because it is "the community top priority". But I see this one has a selfish demand of already existing Jedis.

If we can get those box back by grinding normaly, there is no issue here.

But If the current xp model goes live, then I put my selfish cap on and I scream to get free boxes.



3/Dabbling : (note that I'm for full dabbling efficiency, hybrid is FUN, but we can already see, it is not gonna happend)


If current system goes live, Jedi have to make choices.

A lot of voices have been heardon"how bad"the Jedi dabbling would be.

The dev have taken care of a lot of things.


-No armor for LS or Force power.

-Armor timer to avoid exploit.


I continue to extensivly test dabbling with my Jedis (note the s) on TC2, but I holding further results until the main points have been addressed. And we still need to see the robe to come into action, andI really fear them now.

Thanks for reading, all inputs are greatly appreciated too.


MasterYoan
Fri Jun 04, 2004 2:37 am
#600

Log in TC2 yesterday

No jedi on live so I m Padwan. I was able to choose all my skill. I have made a TKM/Master Fencer some medic and scout and choose the Force healing Jedi power.

the commande healHealthself works fine (after a relog) but I GAIN no JEDI XP for that.

It was working this week-end tho.

Voila


/bow

Nidacae Jedi Padawan



Skaan
Master Doctor MHS
Aartan Ridge Tatooine Farstar
Thadios
Fri Jun 04, 2004 4:26 am
#601

I am noticing a lot of squelching sounds, shrieking feeback when I use my lightsaber in PvE. I do not have this problem on the live servers. This is only happening on TC-2.
Knightemplar
Fri Jun 04, 2004 6:55 am
#602

Im at Jedi Padawan level with Lighsaber Novice. I created a first gen one handed lightsaber on my master smuggler. Even with the weapon upgrade kits we are not able to slice lightsabers. The option does not come up on the radial. I had Engineering 4 when trying to construct the lightsaber parts, i was not able to experiment at all in their construction. My MD took the Force experimentation at level 4 and got 1 box to experiment on his lightsaber.


On the character status hud, if I have my MD buff my smuggler all the normal bars change in relation to their points except for my force bar. So my health and action bars were around 3k and as long as the force bar with 300 points in it. This is a bit confusing.
Ackeag
Fri Jun 04, 2004 7:51 am
#603

After deleting my char on TS2 and creating a new one ( xinon ) for changeing race from human to zabrak i have right now no jedi skills and now other skills ...


plz Dev fix my acc.






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LeBob
Fri Jun 04, 2004 7:56 am
#604






Knightemplar wrote:

Im at Jedi Padawan level with Lighsaber Novice. I created a first gen one handed lightsaber on my master smuggler. Even with the weapon upgrade kits we are not able to slice lightsabers. The option does not come up on the radial. I had Engineering 4 when trying to construct the lightsaber parts, i was not able to experiment at all in their construction. My MD took the Force experimentation at level 4 and got 1 box to experiment on his lightsaber.


On the character status hud, if I have my MD buff my smuggler all the normal bars change in relation to their points except for my force bar. So my health and action bars were around 3k and as long as the force bar with 300 points in it. This is a bit confusing.






the Jedi archives says that sabers will not be sliceable...



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JediBohemian
Fri Jun 04, 2004 7:59 am
#605

Was unable to perform regular attacks last night while dueling someone. Was only able to perform specials.


Transfer Force has no animation.


Weaken is overpowered and needs to be scaled down.


Saber damage too low.


Xp grants are too low.


Unable to experiment when crafting a lightsaber.


Regain Consciousness does not work when incapacitation is brought on as a result of force choke.


No Jedi Robes are available to test.


Meditate grants a TEF.





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kooloky
Fri Jun 04, 2004 8:28 am
#606

When a character drops all force progressionboxes, he/she can no longer drop the passive jedi enhancement skills (crafting mastery, hightened senses, etc.) Therefore locking those skillpoints as used, and having force power while not even force sensitive. I tried this after I dropped Novice Healer, but that might work too or the other Jedi skills also as well.


Dropping Force Sensitivity should wipe all of the Jedi-related skills on a player, but dropping it should not be possible in itself. For instance, let's say Mary J. wakes up one day and says, "I think I'll become normal today... Get all of the Force out of me. Yeah, that sounds good! (does)"


/healHealthSelf1 didn't work on Wednesday for that character, but last night (Thursday) it did. Good job devs. Keep up the good work.
NewHopeFan
Fri Jun 04, 2004 8:28 am
#607

I logged in on TC2 yesterday, and am very impressed with the jedi skills, as i am a padawan on TC2 i created 1st gen lance and saber, saber does more dmg than saber special but gives no xp, lance is same but does more base dmg (about 50 more pts) created master fencer, but seem toi get hit more when i fight with LS or fight other jedi, not sure if this is a combat balance in my opinion i should be hit the same amt with or without the gaderiffi. The xp system is way too slow to be able to actually test the lower lvl jedi, as it will take at least 2 months to be able to grind out a skill and then to know i cant be trained in it .... what is the point. As i can barely take down a Stormtrooper i dont think i can test the drop rates for you at this time. Am more than willing to try to get the stuff done, if possible maybe a dev can in game email Apoth on TC2 and point me in a direction to help. Thank you



SpaceJunk Ltd
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tib-infinity
Fri Jun 04, 2004 8:41 am
#608

- choose to master crafting FS skill

- get the first 2 skill trees for another FS skill

- choose novice lightsaber

- get 1000 jedi xp

- message appears sayign you now qualify for the skill luck 1

- go to your trainer

* trainer says you cannot learn that skill


* cannot Teach another Jedi


* when trying to teach the message you do not have access to that container appears


*neutral jedi's have no TEF and are no vunerable like reb or imp jedi



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ChuckAltair
Fri Jun 04, 2004 8:47 am
#609


Firstly, I am writing this as a reply, because I have tried to post a new message in the testing forum in order to contribute,and the new message option is blocked to me. I thought as a tester I was supposed to express my bugs in the testing forum? Anyhow, here are my observations to date:



Bugs:


1. I was killed by an Imp Jedi at Ft. Tusken, and upon return after clone, all items in my datapad were missing in the "data" section. No bikes or vehicles, all gone. I had to completely log off and reboot in order to get items back.


2. With each hit of my training saber I get a whopping 5XP. Is this all that is intended. XP seems painfully slow coming, if we need 200K xp just to move up one skill level?


3.As far as balance goes I can't complain I suppose, since I can always fall back to my master TKA skills if I am being hurt too badly, and I understand new Padawan's aren't supposed to be "Uber" by any means, hehe...


4.Lack of direction on what the new jedi skills really do? Seems like we should have a tutor on what to pick, and just what are those new jedi skilss we had to pick in the begining. Even tho I have all green boxes my jedi trainer refuses to let me train these skills?


5. All in all, I am very impressed and excited about the new Jedi classification. Makes me want to play all day and night. hehe...


6. Why doesn't my saber have any effect on Lairs? I can't put a dent in them. Even tho it shows 5XP each time I hit a lair there is no damage done to it?


7. Thanks developers for a great game, and testing experience.



CHiP2sum
Fri Jun 04, 2004 8:52 am
#610

I don't have time to read 27 pages of bugs to see if these are reported earlier so here are ones I found last night (03 June).


Bugged:


/bug


teaching


xp for auto-attack when using llightsaber


xp for using lightsaber (way to low)



I will be back with more...=)
Nazrab1
Fri Jun 04, 2004 8:52 am
#611

Sabers do state changes, stun, dizzy, bleed, etc...


A Master of Force Defense has a +45 toughnessresist to all these. which is fine. However since these are done by a light saber. The other players light saber toughness should be added into the comparision to see if the affect is applied. so if my LS toughness is +20 i should have a 65% resist to the effect being applied, instead of the 45% if its coming from a light saber while in a duel.


------------------------------------




Well after several tests at it. A Master of Force Powers will insanely destroy a Master of Denfense.


Nearly everytime using ForceLightning and Choke can drop someone before they can react with even a simple heal. The Defense Mods do not seem to protect at all.


We have all seen that Light Sabers can absorb a force lightning attack. The blocking and toughness of a saber do not effect the damage taken.


A Master of Force Defense should be so protected that force lightining or even choke should barely affect them. Offense and Defense should cancel each other out. leaving thier skill with the lightsaber to decide the duel.


A suggestion for the devs: when using force powers, especially ones this insanely powerful. force the player to be standing still before being able to use the power, nobody runs around in the movies lightning and choking everyone, it takes a great deal on focus for these powers. also if they move at all, break off the attack. being able to choke/lightning your opponent and run around is not believable and unbalanced.


A Master Force Power should be very powerful, dont get me wrong. However, a Master of Force Defense should be very protected. In these tests, all thatdefenseoffers nearly no protection at all. at +95 force protect i should be at about a 95% resistence to all Neg.Force Powers.


Also, i thought bleeding was a state, its listed as a state, its in the state box on the top. but heal all states will not remove it. heal all states will also sometimes not remove all states on a player.

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