Development Cycle Archive
Thread: Jedi Punchlist Response 6/24/04
How about you make the skills actually DO SOMETHING FOR US THEN. Other novice professions give mods, etc that work for us.
Wrong not all the novice profession gives mod you use on elite ones, look at all the artisan elite profs, artisan prereqs don't do anything to them. What about marksman combat line for CMs? DO CMs use aim or tumble to throw theyr poisons? What the use of unarmed for smugglers and commandos? Do BH get any advantage from trapping IV when hunting theyr marks?
Please stop to gry about your prerequisites, accept them or change profession.
Thunderheart wrote:
I have an update for you on the Jedi Punchlist items.The first items are new Punchlist items and I’ve updated some of the older issues throught the post and towards the bottom of the list I included some cool info from Shug_Ninx:
Thundernerf wrote:
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.
HAHAHAAHA!
Was wondering if you did this, TH, or if you weren't paying atention?
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.
ROFLMAO, this phrase "unforeseen technical difficulty" has been used about inventory so many times now. I know it's something you guys decided to use for the situation, but come on, you are not fooling anyone.
lol, not flaming here... I just think it is very funny. No big deal really. Unless some people don't hear about it... Perhaps send out an email to all jedi the day before patch warning them?
Thunderheart wrote:
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.
TH, I see your argument, but what about the reverse situation?
By doing this, you're openning up Jedi to a whole bunch of grief and PvP exploits. Some kind of solution to this problem must be figured out because you know exactly how this will turn out.
Jedi *will* be griefed hardcore without some sort of protection from this.
Rival Jedi will be camping star ports in large groups. BH as well will be camping star ports looking for their prey. Once combat is started, the "starter" will just run off an hide to buy time while an army of soldiers and/or Jedi arrive to finish the job.
As you said once in the past, if something provides the potential for griefing, people will use it to grief.
This is an open-ended invitation to make life for Jedi hell. If this is abused, we'll just end up with a ton of unhappy players.
Can you ask the devs to work out some solution to this problem? Should this happen on live, it will definately be considered a game-breaking issue.
-- A6
neinnunb wrote:
So if a doctor rez a Jedi, then the Jedi can bypass the penalty? I see this as possible loophole to penalty.
Im not sure where you've been for the past six months? Jedi can no longer be rezurected.
AtPlay wrote:
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.
So Jedi can't use Terrian Negotation that they can pick up in the FS trees? They can't use ranged and melee defense that they pick up in the FS trees? AFWIR, all characters are certified on CDEF weapons so Jedi can *USE* ranged weapon and melee weapons and they can use the accuracy and speed mods in the FS trees as well, correct? That's FS branches you *CAN USE*. You *WON'T USE* them... but, then again when was the last time you saw a MBH fire a rifle or throw a trap? Or a Commando switch to his carbine for a leg shot 1?
So what were you saying about *DON'T USE* and *CAN'T USE*?
Atteke wrote:
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.
Ask them if BH can drop the Rifle tree from Master Marksman and 3 trees from Master Scout while your there since they don't help us at all
p.s Do Commandos need Unarmed 4? if they don't then they may want to drop that tree as it doesn't help the Proff in any way.
GrafBenDa wrote:
If this Th's story was meant to show how TKA's can effectively combat Jedi, doesnt the Jedi in this story admit he fought without using any force powers or force enhancements?
If he did, he should have won by a large margin
Mr.Spanglwasnt telling a story he was quoting.
Obviouslyyou did not read any of the PUNCHLIST other than what interests you, do us all a favour and stop wasting our time with meaningless posts of non-sense.