Development Cycle Archive

Thread: Jedi Punchlist Response 6/24/04

CannabiCannibanoid
Thu Jun 24, 2004 5:48 pm
#53



Please fix the double death penalty (losing 2 deaths on disconnect+killed)This happens with some regularity and is really going to hurt people if they are losing XP each death pre-knight.



Fixed.The penalty is only calculated on cloning now.



You gotta be kidding, you mean we can get rezzed w/o penalty now? If not than why did you just say so?



Crafting stations in the enclaves.



I understand this would be very convenient, but the Weaponsmith crafting station with its current art asset dramatically takes away from the look and feel of the enclaves and it doesn’t passthe Art team'squality test.There are no current assets available at this time.This is a feature request that will have to get tacked end to the far end of the schedule, but I’ve talked to the team about doing that in the long term and they agree.Don’t forget, Jedi will be able to have lots so you can craft in your home and you can also have a crafting droid too.



Not that its really a big issue at all or of my concern, but if the reason you guys wont put one there right now is because of 'look and feel', then you guys have FAR more than just that to address, I could citenumberous instances that would contradict this standpoint, but like i said, its not so much my concern.



Allow people to board shuttles even if in combat On TC2/3 Jedi with force run can engage an overt and dance out of range without attacking to grief them into not being able to shuttle.



No, we cannot allow this.It opens up too many opportunities for grief and PvP exploits.



You mean in addition to the Temporary Covert Flag? Like base jamming, overt hiding, countdown timer stopping, FD+d/c run away, overt rezzing by opposite faction? Surely you guys are aware of this issue that opens up too many opportunities for grief and PvP exploits, but disregard it since it was implemented.



Thundernerf wrote:


Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range.This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.



So why are fencers the most devasting anti-jedi class? Especially a jedi/fencer/tk hybrid, which is FAR more powerful than just your normal fencer w/o FS skills, this template will devastate even the highest of level jedi w/o the proper skills. Or why is whoever has the fattest stack of dots the best jedi killer now?




Thank you for addressing many of the hot issues as of late, however i would suggest in the future not making official statements which so heavilly contradict yourselves.




--------------------------------------------------------------------------------------------------------------------------------------------
Col. Cannabi -ATR- Unmastered Proffesions - Image Designer
Kannabai -RA- Jedi - Noob Master
Please visit my weapon smith vendor at Makkir's Armory, 169, -5572.
Enhanced Weapons Only!
TheLateAnakinSolo
Thu Jun 24, 2004 5:49 pm
#54

Real fast not that I'm VERY disappointed with...


45% of the time you spend leveling to guardian (noted numbers in one of my posts... I believe arjun sent this to you) is spent to earn up to padawan, yet with this revamp, we are only getting less then 25% the total xp.


In the system you had before where padawans got 89 skill points, that 94% filled the expectations for compairisons. Yet with the new system, it is less then 55%!




Anyways, I would like an explaination on why you havn't used one of the 2 systems that work out almost perfectly below.

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=403208

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=409662


If you could give the community an explaination, it would settle things down quite a bit.



- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
mochloD
Thu Jun 24, 2004 5:52 pm
#55

Can anything be done aboue keeping a lightsaber powered up while in combat unless it is unequipped? Currenty when we are grinding, our sabers shutdown after we kill our target yet power back up a moment later. Not only is this annoying because of the sounds but its not very immersive either.



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

Renairdor
Thu Jun 24, 2004 5:54 pm
#56

TKM's- the masters did not have time to become a Master Doctor, Master Fencer or whatnot. What's really 'insulting' is that a single Elite melee profession with less then half the required skill points is even compared to a jedi who had to use full skill points. It's a 2 day 'hard' grind that the player running Arryth on Naritus has now done *5* times for friends accounts (I think he's addicted to grind... funny he never wanted a Jedi. He always had TKA *Grin*). He's literally the professional and can be contacted for 'How to TKA in 2 days'. He should write a book


It's just so out of proportion and balance what's required for a jedi to level, vs what a TKA is required to level, and use in combat. If we want a "REAL" TKM, there should be some god-awful difficult trials, quests, training, etc... , and certainly not one (Er 3) on every corner, being the PvE flavor of the month. Everyone has one. I do, half my guild does. They are 'common' in SWG.


That's actually not terribly important to the core argument- where Jedi require large amounts of time to unlock, large amounts of time to level, and suffer XP loss on Death. These make them particularly special, and as a result the class needs to be rewarded for the work put in. OR , just reduce the XP requirements and declare jedi 'common'. Just an alternative. The work could be used on opening the slot, but it's 'no big deal' to level them and use them in regular play.


What I see as major positives in the current revamp:


* Skill diversification for Jedi

* Unique lightsaber damage (though personally I see this more as a 'fix' that should have been in place for a long time)
* Removal of Saber TEFs/Jedi power TEFS
* Jedi look Jedi like due to introduction of Robes
* Lightsabers have a more interesting manner of upgrading and using. You could tune your saber for high force, high damage for short PvP, or low force, moderate damage, for long term PvE

* Jedi can use their free skill points for other skills allowing for a interesting mix of characters

* Ranked council allows for high end 'challenge' and being the master of such a council would be a badge of prestige (Badge please?)



What I see as major negatives:

* Skill diversification does not take into account basic jedi abilities. We have certain brawler requirements to get to TKA that provide basic brawler skills. There is no entry skills or tree for Jedi.
* Jedi lose ability to Survey (minor loss, but it's a loss)
* Jedi lose armor (major loss)

* Jedi lose a number of socketed clothing items or must make do with lower force regen and force (if thats all robes do, I'm usingBE enhancedclothes!)
* Jedi lose majority of powers (big big nerf. Gone is the real Jedi 'feeling' to even a master Jedi player as they are required to at least get some lightsaber to level, and then specialize in one or two trees at most to be most efficient with skill points)
* Jedi lose ability to wear unique clothing (All padawans in training have exactly the same outfits. This is actually worse then composite- at least Jedi could have custom colors)
* Jedi lost any buffer on Jedi death, and take a large XP loss on EVERY death regardless of crashes, LD, circumstances. In a MMORPG this is a pretty big issue.

* Jedi have become weaker in PvP, especially susceptible to DOT attacks and group TEFing, due to a lack of skill diversity. Be a 'tank' jedi, and DOTs wipe you out fast with no defence. Be a 'healer' and your defence will likely be very poor and you will be overwhelmed. A TKA/Fencer/Doctor is far tougher in PvP then the best Jedi template?

* Crystals and pearls appear to be changed into RANDOM stats,altering the very valuable pearls and crystals you tried to gather into...?

* Knight trials have RANDOM missions, so some knights may get a extremely rare or difficult spawn, and others something simple. I don't like this 'luck factor' to the missions. Lack of instanced dungeon/missions was odd. Lack of any real 'Jedi content' was disappointing. Mobs such as the 'Death Watch Bunker Overlord' are nearly impossible to reach on Live for a single jedi, and some 'extremely rare' mobs were introduced. I suppose it can all be worked around, but I don't actually see the knight trials as a 'plus'. It just appeared to be a random time sink to getting into the FRS. Not really a 'ceremony of completion' to help give a feeling of Jedi immersion.


Ren
TheLateAnakinSolo
Thu Jun 24, 2004 5:57 pm
#57






ArjunThakur wrote:

Thanks TH. We look forward to being crazy hermits in hooded robes


And thank you for bringing up the fact our Force Sensitive skills do not carry into our Jedi tree, that's our biggest problem with having to spend 24 points there, we just want our "Novice" profession to give us our novice benefits.


Great TKA story by the way, I didn't want it to end!






Arjun, is the 89 skill points for padawan going to be brought up in the next punchlist thing?



- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
Thorolfsk
Thu Jun 24, 2004 5:57 pm
#58






Thunderheart wrote:



Please remove boots from the Wookiee robe models.



The robes are a one piece item and would take a lot of work.I’m sorry, but the code doesn’t support an easy switch here.This item is a lot of work and in the future when we can revisit these items, we all feel its more important to pursue getting hoods onto the cloaks.







I was hoping this would get done....but your right, hooded cloaks are more important.


Guess I better clip those claws!!!
BFDVepier
Thu Jun 24, 2004 5:58 pm
#59

BH's would like our camping, traps and rifle requirements taken away since we don't use them. I believe Smugglers and Commandos would also like unarmed 4 removed as a requirement too. It's only fair right? or does the game just revolve around what Jedi want?



"The dev team would never allow any kind of imbalance so that one group of people would "cut swaths" through crowds of people." - Thunderheart
Renairdor
Thu Jun 24, 2004 5:59 pm
#60






ThanGhil wrote:


Firstly: Im a bit of a hurry so i dont have time to read the intire thread. so im sorry if this was posted before.


About Teräs Käsi and Jedi.

Knowing your probably gonna slap me with "combat balance" standard post, ill try any way.


As it is right now the only way to do PvP is by beeing some sort of range weapon user and use burst run to "kite" away from your oponent. Melee PvP is totaly useless, not even bothering to try any more. I even gave up my faction as i had no chance what so ever to win in a factional skimerish. Indoors perhaps yes. But give me a covert Rebel or Imperial soldier thats stupid enugh to go in to the cantina without armor and unbuffed and still be overt...´


Please give us melee fights. Give us a chance to compete with the world around us. Make really sure that even the jedi need to run and hide at times. I'd love to seea jedi cutting thru 50 or so riflemen/combatmedics (or what ever) and beeing stoped at a mere TKA/Fencer (or any combination of your liking). For once we could contribute to something, not just beeing stupidmindless macrorunning tanks infront of some ones pet and rifle.I want to help out, be of use. Im not saying TKA should have it all. What i am saying is give it all to the BRAWLERS in general. As i said before, give the jedis a reason to run and hide. Give brawlers a reason to excist in the PvP part of SWG.


Perhaps the jedi robe need not to have the best protection against kinetic? or maybe a dmg bonus for melee fighters against lightsabers? What ever you can figure out is good im sure. I have complete trust in you pulling this of. I belive that me staying TKM for 4monthts now is not for nothing. I so much want to be a part of the player community in SWG, i am so tired of mobs...







Hint-- get Master Brawler with your melee template, and use the Lunge2 moves. 21m range KD... all a Melee class ever needs against the ranged class 'kiting' them. Use a DOT weapon if you need. Every class has ways to PvP.


Ren

ronin688
Thu Jun 24, 2004 6:04 pm
#61

TH i wanted to bring up a response you had to the punchlist issue of having HealBattleFatigue1 moved to novice force healer.


You stated something to the effect that this was a valuble earned skill and it was not going to happen......


BUT


This is the ONE single ability granted to each and every current jedi, you get it in the Novice Initiate box.. meaning as of now it's earned simply by unlocking!


How is it unfair or unbalancing to have this in a Novice Box? If we want it we still have to dedicate SP to that box, and actually have to earn the Jedi Xp for it, as opposed to it being automatically granted as it is now.


In a 3 hour buffset i've hit 300-400BF easily and now i'm going to have to head to a major city from the adventure planet i'm on and spend probably a minimum of 30 minutes there and back.... ends up just being a time sink.


Healing my own BF was one of the things that made me happy to play my Jedi, i know it's a small thing, but it set us apart being able to wave the hand and heal wounds and BF. It was a small thing that felt like a bonus to me personally, a reward for the countless hours spent grinding through professions to unlock in the first place.


Yogol
Thu Jun 24, 2004 6:07 pm
#62






KyleKnox wrote:

(in the signature)

"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."-TH From Jedi Archive #1




If you keep bashing devs for what they said two months ago, the reaction will be very easy : no more information untill the last second when everything is final.


Is that what you want ?




000000000000
000000000000Yogol Elder Jedi.
000000000000
000000000000Yoggie Trader on Corellia -320 -5500.
000000000000
000000000000Yogu Wannebe Medic.
000000000000

Cookie Cruncher.
KyleKnox
Thu Jun 24, 2004 6:11 pm
#63


What good is information from them when it is worthless? When they make changes irregardless of community requests and fairness to players?




Nope - just would like them to live UP to there statements/promises - especially when they make the difference between losing 9 skill boxes and not losing 9 skill boxes. I am not going to congratulate them for lying or breaking promises. Im sure some fanboy somewhere will though....

Message Edited by KyleKnox on 06-24-2004 06:12 PM



Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
RozhlokLightningskull
Thu Jun 24, 2004 6:22 pm
#64






Thunderheart wrote:





BabyRancor wrote:

TH - the sticking point here is that the FS skills currently do nothing for the Jedi. People would accept keeping those skills if the bonuses applied to the Jedi (Melee accuracy, defence, etc).


Currently it's not like novice marksman - as that has usable skills and bonuses. It's more like taking away 24 skill points completely from a player.


Simply make sure the bonuses in the FS trees function properly and the problem goes away.







Fair enough BR - - I'll bring it up in tomorrows meeting and make sure we get that confirmed.






LOL. Just like that. Withflick of the wrist and a Jedi Mind trick...


If Jedi get to drop their novice skills I know a bunch of BHs who would love to drop all of Scout and the rifle tree in Marksmen after they get MBH. Oh and while you're at it Smugglers don't use any hand-to-hand moves from UA4 and neither do Commandos. Commandos also have no use for carbines and rifles either. God knows BHs could use those extra SPs as well.





/+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
| Razhlok Lightningskull: Master Bounty Hunter ~ Master Rifleman ~ Alliance Pilot -- Wanderhome Galaxy |
| Lynsana Jantal: Teräs Käsi Master ~ Master Swordswoman ~ Privateer -- Bria Galaxy |
\+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/

AtPlay
Thu Jun 24, 2004 6:26 pm
#65



BFDVepier wrote:
BH's would like our camping, traps and rifle requirements taken away since we don't use them. I believe Smugglers and Commandos would also like unarmed 4 removed as a requirement too. It's only fair right? or does the game just revolve around what Jedi want?




There is a significant difference between *DONT USE* and *CANT USE*. While I agree that the Survival and Rifles line are wasted (there have been hints at Fan Fest that BHs will get traps to use vs. humanoids), you can still use rifles with mindshot, throw out Adhesive Mesh and pitch an Improved Camp. Aside from a couple of the Force Sensitive skills, a vast majority *CANT BE USED WITH JEDI SKILLS*! See, there is a difference.



Sagax/Chilastra
Master Creature Handler forever...
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