Development Cycle Archive
Thread: Publish 9 Feedback: Secrets of the Force
Thunderheart wrote:
Please post your feedback on:
- The Jedi conversion process
- The lightsaber reconstruction/deconstruction process
- The Jedi Robes
- The Force Ranking System
- Light Powers vs. Dark Powers
JEDI CONVERSION
I have to say, it went pretty well for me. However, I waited a couple days and read a lot of posts about problems people had had. So I had a lot of advice to go on when I did it.
One feature I think that would be good to add to the conversion is to have a single "UNDO ALL" button at the very end, before you "COMPLETE" the conversion process. Of course, it's a little late for this now for most folks. But it may help the next few people a bit. Because at the very end, each Jedi would then have a chance to look over their character completely and make sure they are happy with the end product.
LIGHTSABER DECONSTRUCT/RECONSTRUCT
The deconstruction was simple. One thing that I didn't like, though, was the fact that we didn't get a COLOR CRYSTAL when we deconstructed the saber. I realize that the old color crystals were actually "power crystals" in a sense... but we still should have gotten a color crystal out of each saber we deconstructed. Because at one point in time, it DID have a color.
The crafting process for the new sabers is pretty straight forward. There's some controversy about the spawn time on the Colsion Gas on many servers, but I don't see anything wrong with that. It's been the same with a lot of professions. The biggest gripe from a Jedi's point of view is that those higher gen sabers (3rd and 4th) are really really needed for them to properly hold their own at the level they are at.
The Jedi Robes
The big question remains (for me, at least): Do the robes offer any addition DEFENSE abilities as earlier stated? Or are the 2 stats listed the ONLY stats on them? (+force pool, +force regen)
The robes themselves are kinda cool, but don't offer a whole lot of variety for people. Personally, I've always enjoyed the ability to make yourself look unique in SWG. Even with armor, you can get different colors. There is little variety on the robes, except as you advance. Is there a better way we can implement these sometime in the future?
The other two areas I have not yet had a chance to check out, so I have no further comments. ![]()
This particular post details a small list of possible solutions that would allow Jedi to play completely PVE, yet not allow Jedi to run around town freely, which has bothered a great deal of players.
The problem: Jedi don’t feel rare because players see them walking around all the time.
The goal of this change: To decrease the visibility, meaning how often player see Jedi, while allowing non-FRS Jedi to stay entirely PVE, with the exception of bounty hunters.
The point is that these solutions keep Jedi “feeling” more rare, even though the system is still PVE and it doesn’t change the number of Jedi actually around at all. This is a repost from the publish 9 issues thread, but there were over 20 pages in that thread, so it may not have been read.
Here is the general idea before discussing the possibilities:
Jedi can be a PVE profession, but in order to keep Jedi “feeling” rare, we must reduce their visibility in the areas that are the most traveled by players. Being a Jedi with a saber out, in the middle of a town, could be like being overt. On the other hand, a Jedi running around in the wilderness using force powers alerts no one, except for the occasional bounty hunter.
So here are some of the possible Solutions that would allow PVE Jedi, but reduce their “feeling” commonplace:
- Jedi get a TEF for using their saber or a force power in town.
- One option: This applies only in developer created cities.
- Another option is this TEF occurs in all cities, player or dev built.
- Jedi get a TEF for using their saber or a force power within a certain range of a town. For example, if a Jedi is within 500m of Coronet and they use their saber or a force power, they get a TEF.
- Jedi get a TEF if “seen” by players. The developers could then discuss the appropriate range at which a player must be at for a Jedi to be considered “seen.” This is not the best option, because players should not be able to grant TEF’s to Jedi, at least not if the system is to remain PVE viable. This could cause exploits to the system, but I am mentioning it nonetheless as a possibility. However, if this choice is considered, there are some options:
- Jedi get a TEF if seen by a single player of an opposing faction, which smells of exploits.
- Jedi get a TEF if seen by x number of opposing faction members, perhaps 5 or even 20. This still smells of exploits.
- Jedi get a TEF if seen by any one person, opposing or not. Again, this smells of exploits and I recommend against this option.
- Jedi get a TEF if seen by any x number of people, like for example 20 people in the starport in coronet. (Sniff, Sniff, exploits)
- Jedi get a TEF if “seen” by an NPC of another faction. Players seeing a Jedi does not grant the TEF, which is probably a good thing if the system is to remain PVE viable. With that said, if there are NPC storm troopers in a Jedi’s local area, the Jedi must be wary as to pulling out her saber. This makes sense, because if storm troopers see a Jedi they probably would want to attack him (It being a suicide mission aside).
- Jedi get a TEF, again in town etc, if they have their saber out, use a force power, or have their saber equipped.
- Jedi get a TEF, again in town etc, if they have their saber out, use a force power, have their saber equipped, or have their robes on.
- Jedi get a TEF, again in town etc, if they have their saber out, use a force power, have their saber equipped, have their robes on, or have a Jedi Title above their head. (Note, the bug that has existed for some time with titles, it reverts incorrectly to a previous title after you log off, must be fixed for this option to be viable)
My own suggestion would be a combination of number 1, 4, and 6, although this post is just one possible set of ideas to fix the problemof Jedi "feeling" to common, and reducing their presence without forcing PVP. There are thousands of posts on the board; sorry if this was mentioned already. This would mean Jedi can play the game completely PVE, up to the force rank system, yet they cannot use their saber around town, or next to a group of storm troopers, without getting a TEF. Conceptually this sort of idea makes sense, because a Jedi brandishing his saber in a highly populated area like a town is exactly equivalent to a rebel going to the recruiter and going overt. If a Jedi throws around force powers near an armada of storm troopers, he very much should get a TEF. However, as long as a player unequips his saber, turns off his title, takes off his robes, etc, the player is guaranteed to not be forced into PVP. In other words, it is just like saying you don’t have to do PVP as a rebel if you never declare yourself overt.
The last topic is about warnings to the Jedi, so they don’t accidentally go PVP. If a Jedi forgets to take off his robes, lets say upon entering a town, it would be nice for a system message to pop up saying, “You have 30 seconds to hide the fact that you are a Jedi, by unequipping your saber, removing your robes, and taking off your title(Or whatever criteria from those listed above), or the empire may find you! Hide!!!” This would give the Jedi 30 seconds, and a reminder, to take off his equipment and not show off.
Using this system, Jedi must not show off in the middle of town or pay the price, just as rebels must not go Overt, or pay the price. Jedi are warned if they are about to get a TEF and it is their choice whether to prevent the TEF from occurring. They can always, under all circumstances, avoid the TEF described in this post(In other words, bounty hunters can still attack like usual, that is a different system not under discussion in this little essay). Jedi will still never be forced into PVP(Again besides bounty hunters), which in my opinion is a good thing, but Jedi also won’t be able to show off in town. Jedi doing any of these things outside of town never grants a TEF, just like it is under patch 9. Consequently, the player base will see Jedi walking around less often, and Jedi will feel more rare without forcing PVP.
Thanks for making a fun and rewarding game to play. There is a huge array of great changes that were made in this patch. With a little more tweaking, make force powers do more damage, and defender work better Jedi vs. Jedi, and perhaps a change analogous to this one that makes Jedi feel more rare, it could be truly excellent. Thanks a ton for doing the revamp!
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- The Jedi conversion process
- The lightsaber reconstruction/deconstruction process
- The Jedi Robes
- The Force Ranking System
- Light Powers vs. Dark Powers
11. XP loss should have a decay timer.
Should be moot with XP Loss removal
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OK so now thatXP LOSS has NOT been removed can this point be revisited?
Honestly, if you guys are going to tell players things, firstly make sure they are ACCURATE. If something changes which makes a previous statement false UPDATE the information you give us.
There is already a thread with 35 pages of feedback on this publish, all ofwhich has been ignored, apart from a question on new dances and songs for entertainers ![]()
The question of xp loss is not moot. We lose xp accumualted from doctor resses/force res when we cloneeven though it appears we don't lose xp when ressed by a doc/force powers.
Where are the promised defence stats on the robes? Better yet, where is the communication from SOE about the lack of them?
Thunderheart wrote:
Publish 9 brings us The Secrets of the Force. In The Secrets of the Force, existing Jedi may now re-allocate their skill points based on the type of Jedi they would like to create. When you log on, you will see a window pop up that will prompt you to convert your Jedi to the new Jedi skill system.
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Where was the information posted prior to release of this publish on which existing jedi could base their new templates?
Even now with the publish being live we still have no descriptions telling us what certain Force Sensitive skills do.
Perhaps we should all include a question about dancing in these posts to get a response?
For starters....
1.Jedi are no longer a rare thing to see.....Im a jedi myself and i see about 100 others walking around in cornet
2. 50k in xp loss from one kill.....your **edit**ing joking....
3.major bounty hunter bugs....i went to cornet and got killed by a bounty hunter only to clone and see 7 bounty hunters all with my mission taking turns in killing me and running back and getting my mission only way i managed to stop them was log and i still lost 400k xp now im -400k
4. shrines dont work on dant for me...i went to a shrine because it was close to where i died and before i could even load Force Crystal hunters killed me
5. The robes make it so jedi never want to take them off....how about you make a Cloak or something with the special 15+ force regen etc it would work alot better
6. jedi are now HATED by almost everyone
7. we are no longer able to stay "secret" as we were able to before
JUST BRING THE OLD SYSTEM BACK!!!!
and minus a few things!!!!!
MAKE US OVER AND FLAGGABLE BUT NO MORE 50k XP LOSS!!!!
- The Jedi Conversion Process
Seems fine, went smoothly with no problems. though it was too bad the skill point costs seem miserably high. If we are getting our skill points worth, only time will tell.
- The Lightsaber Reconstruction/Deconstruction Process.
Seems fine as far as I can tell, no issues except that I feel that crafting a color crystal as part of Saber construction (replacing one of the two refined crystal packs) would be a nice alternative. We asked for simplification, not addition of a second loot component.
- The Jedi Robes
Very... White
, Please give us a palette, please?, pretty please.
I seriously doubt this would cause people to 'exploit' robe color to goad people into combating higher or lower level Jedi. But it would be satisfying to not run around feeling like we are in THX-1138, and to give us some customization during the loooong time we will be leveling Jedi in the PVE part of the game.
- The Force Ranking System.
Wont know for at least a half year or so at the current rate of Xp gain, get back to you then. I still hate being denied Knight unless I want to join into a part of the game I dislike, not all of us want to be involved with PVP.
- Light Powers vs. Dark Powers.
Dark in name only. Really, you have to be kidding me that you think there are differences. We have exactly the same skill trees last time I looked. Have the decision to follow the darkside come earlier, and have the powers that appear in those boxes be determined by what side of the Force you have decided to follow.to follow.
Joah Saett
Message Edited by JoahSaett on 07-02-2004 10:22 PM
nolan007 wrote:
Chianti wrote:
There is a major imbalance now that curepoison and curedisease have been nerfed to hell and back.
Essentially, curepoison and disease now hit for a little over 100 strength, meaning most PVE poisons and disease actually take two heals to cure. Wow. PVP strength poisons and disease are MUCH stronger than pve, so I'm confused over what the devs were thinking when they nerfed this one.
Lets place this in a pvp scenario:
Jedi goes to pvp with friends
Opposite faction combat medic throws mind poison from 90m
Melee classes from opposite faction group gang up on jedi
Jedi is forced to use healpoison and disease several times to cure
Because of the required healing, the jedi has no time to fight the melee classes attacking him
By the time jedi is cured, combat medic hasthrown 10 more poisons because of the effects of Havla
Jedi Never has time to defend or attack being stuck in healing constantly
Jedi never had time to effectively cure poison because the poison took effect before it subsided
I tested this with a 533 effect AREA mind poison last night, and it took a master healer 5 shots to cure the poison. By the time it was cured, his mind was entire drained (unless he used totalheal, in which case it still took 5 shots to heal the poison, but it healed his mind each time too).
It is IMPOSSIBLE for a jedi to pvp if they are left healing themselves constantly. Additionally, healing will make little difference since it takes so long to cure, the poison will already have done its work several times over.
THIS IS GAME BREAKING. The devs need to make curepoison and curedisease for jedi an instant cure. Additionally, robes need to mitigate and resist combat medics disease and poison, ultimately leading to invulnerability for the council members and leader. That is, unless it was the intent of the devs to allow a single combat medic to do away with all 11 members of the jedi council.
For reference, devs, poisons with > 400 effect are pretty common these days.
Message Edited by Chianti on 07-02-2004 12:42 PM
When I think Star Wars, I don't think uber poisons and uber diseases.
I really wish the developers would make poisons and diseases something is a secondary attack... not the meat and potatoes of every STAR WARS PvP event. PvE? Sure.. have some uber poisons and disease; however, inPvP, itshould be a secondary attack.
I agree 100%. My main is a combat medic. However, I would be happier than a pig in SH*T if they completely did away with the combat medic profession.
Until such a blissful time arrives, poisons and diseases need to be easily cured, and their damage mitigated so we arent stuck in a perma healing loop.
Message Edited by Chianti on 07-02-2004 03:03 PM