Development Cycle Archive
Thread: Feedback: Jedi Bugs and Issues
generelz
Mon Jun 14, 2004 2:44 pm
#807
Thunderheart wrote:We'll be autobuffing you soon and the armor thing will get tweaked soon too. That was discussed this morning.
DarthMaul73 - cool story
izzysplace wrote:Hey TH welcome back it was great meeting you at Fan Fest you guys did a good job showing your passion for the gameThanks - it was great meeting all of you too. I had a blast!
generelz wrote:
this is how it was working until the last server cycle. R5 had set up a script to buff people when they logged on and when they re-logged. Any idea why it was removed?
Not specifically (I was gone), but that's why it was an issue that was discussed this morning. We'll get it turned back on soon. We're having daily meetings so I'll be getting up to speed pretty quickly...
Thanks TH, the entire population of TC2 will be greatful for getting their buffs back
Nono_LO
Mon Jun 14, 2004 3:09 pm
#808
I still don t understand why those issues are not taken care of.
Right now people are blind on TC2 but when they will be back on real grind, the reality will strike hard.
The grind is still, despite some improvement, outrageous. Especially for newly Novice Lightsaber, until they get tech 4 and 1 weapon to 4 (6 000 000 Jedi xp, an impossible grind IMO starting from a new Jedi).
The dabling on profession will help for defense, but not to the point where armor are not needed any more. And the offense get squat...
Killing savage quenker, give 600 xp grouped, that s 50% more than on live.
But to kill one, at Lightsaber 0042, with defense 4002 (defense dabling feeling), and ForceArmor1 (A necessity for a 20% dam reduction!), the Jedi needs 3 to 4 times more hit to kill the quenker as on live.
That means the xp rate is still twice as low as on live, and with already Weapon 4, which now requires Jedi xp, and excuse me, but 3 000 000 !!!
A novice lightsaber just need 8-10the times to kill one, and put is life in danger for an awfull 200K Jedi xp penalty, that will stick up to millions (minus 200K should be the cap,don t you care about unluxky death any more, lag issues or camping?)
Also, more hit = more decay...
So I assume that the weapon tree won t stay like this, but if you are gonna change that, you have to change it before we convert, because I guess the people who are initiate won't like to spend whatever piece they will get on something that will require less in a near futur (I am,, only initiate 4443, and it was hell on earth to go there, I really hate the idea to start back a hard grind, when I was approching the faster Jedi grind !!!)
You also have to explain the conversion, because Box to box was IMO very good and fair as it gave easy box at all level, and even if you are at apprentice, you get more than 1 tree to master ! I really hope the hard initiate grind won t be taken like **edit** because it its the hardest path, and if it is grounded, then we have to go their twice. It makes me feel like we are punished. Not a good feelling for a revamp.
Also, don t point that we can get doctor or thing like that in the conversion process, I have already grind doctor twice, it is not fair to get doctor skills for the Jedi grind (or any other profession).
I hope we will hear clear statement soon enough to avoid massive disappointement.
VempireAtDusk
Mon Jun 14, 2004 3:12 pm
#809
Fixing the jedi conversion would be a start i still cant play!!
i have guardian 4444 on live but all i get on TC2 is my 6 force sensitive skills 8 jedi skillpoints and 218 skillpoints on mundane skills like dancer
VladimirDrake
Mon Jun 14, 2004 3:22 pm
#810
1. Increase Force Wielder Damage output.
2. Sprinkle defensive modifiers trhought the Healer/Wielder/Enhancer Lines such that if I were to master healer and enhancerOr (Healer/Wielder) etc our defensive bonuses would be 1/2 to 2/3 that of a master defender.
3.Move Regain conciousness to Enhancer line and Move avoidIncap to Defender line.
4. Increase Force run to what is on live now, and force run 2 to what is on live now, and force run 3 to something more.
5. Improve Force meditate to be more in line with TKA force meditate.
6. Add Resist Wounds/Resist Fire to enhancer
7. Add Heal Fire dot to healer
8. Reduce Healing Speed Timers for Healers as they advance in that level, so that master healer can force heal very fast.
9. Add Dual Wield Sabers to Master box.
10.Add Self Buffs to Enhancer Line
Djferio
Mon Jun 14, 2004 3:24 pm
#811
Thunderheart,
Any eta on force regeneration fix? I can play for 30min then have towait 2hours on regen.
It really limits the testing for some of us.
Also can you create a sticky tread on the jedi forum what the ranking mods do?
Thanks!
BeWary
Mon Jun 14, 2004 3:45 pm
#812
This has prolly allready been mentioned, but Ranked Jedi ( the Perma-overt flavour) are attackable by covert members of the opposite faciton. Is this intended?
Have you simply moved the same old Jedi TEF to the FRS system and made it permanent? Why bother calling them "overt" then? Simply call them attackable. No one will ever attack a ranked Jedi w/o bein covert for the first shot advantage. That is flawed IMO.
Have you simply moved the same old Jedi TEF to the FRS system and made it permanent? Why bother calling them "overt" then? Simply call them attackable. No one will ever attack a ranked Jedi w/o bein covert for the first shot advantage. That is flawed IMO.
Darklord2121
Mon Jun 14, 2004 4:48 pm
#813
My number one bug is the Force Regen, but I found another one.
I am a Padawan and the other night in Theed I declared to help avoid confusion with GTEF, since then I have tried to go covert and have got the message 1 hour later and I am covert UNTIL someone attacks the opposing faction, not me attacking themjust anyone around me,then I am Declared again.
At this point after going covert several times and going right back to declared minutes later I'm just playing declared, gonna have to at knight anyway, but I just wanted to post the bug.
DuffStone
Mon Jun 14, 2004 6:59 pm
#814
It'd be nice to get some feed back on some of the more mundane issues like the conversion process for low/mid-level jedi. Nothing has been said other than you will weight the blocks.
Also, what about twin and single crystals. How will the process go? Will they be random conversions, or will one type do x and the other do y? will twins just be furnature?
I'm really concerned at the lack of feedback and information. This is information that should have been determined by SOE by now. There are less than 8 days remaining. If it is your wish to keep this information private, I can respect that. But can you atleast tell us as much?
I for one don't want to log in and convert my jedi sight unseen. further, I don't want to loose my opurtunity to convert my jedi due to a time limit. However much I doubt that this could happen, I have no information to believe otherwise.
We've fought for change, and work with you on TC2 to get things (better or worse) changed and balanced. don't you think a little feedback is in order?
Reguards,
Duff
Also, what about twin and single crystals. How will the process go? Will they be random conversions, or will one type do x and the other do y? will twins just be furnature?
I'm really concerned at the lack of feedback and information. This is information that should have been determined by SOE by now. There are less than 8 days remaining. If it is your wish to keep this information private, I can respect that. But can you atleast tell us as much?
I for one don't want to log in and convert my jedi sight unseen. further, I don't want to loose my opurtunity to convert my jedi due to a time limit. However much I doubt that this could happen, I have no information to believe otherwise.
We've fought for change, and work with you on TC2 to get things (better or worse) changed and balanced. don't you think a little feedback is in order?
Reguards,
Duff
cheserna
Mon Jun 14, 2004 7:14 pm
#815
I've been trying to find a play to post this, so that someone who matters might be able to see it:
*** ultimately the only half decent solution to the problem of balance and cookie cutter templates is as follows:
-make force defence unable to defend "well" against force powers.... 25% reduction in powers from the whole mastery of the profession... therefore the tree's can be broken down as follows:
lightsaber slowed down by defence
powers slowed down by enhancer
(this is assuming your already aware that force powers are far too weak at the time of this post)
this will force a choice....
if you want to defend against BOTH lightsaber AND powers, you'll NEED to master BOTH enhancer and defender... therefore you can't heal yourself, because you'll need to dabble in lightsaber or powers to have any offensive moves...
if you want to be able to hurt everyone.. you'll need both lightsaber and powers... but you will have crappy defence to either a lightsaber or force powers...
If you want to be able to heal yourself against any oncoming attacking with the heal tree.. you will sacrifice either some form of offence or some form of defence...
this is balanced, this is fair.. no ungodly template will result if they can get this balance right...
as of right now... defender makes both powers and lightsaber relative crap.... thus making enhancer useless.... and causing a multitude of problems....
draws(no one winning) in the system should NOT be possible.... simply make the defence and enhance lines able to slow but not completely stop the offence from working..
numbers to shot for: average hit of 100 damage with defence/enhancer, average 200 damage without any defences/enhancer***
balance it right and jedi is perfect.... get the balance wrong and you've destroyed the end-game for a LOT of players.....
.... no pressure
*** ultimately the only half decent solution to the problem of balance and cookie cutter templates is as follows:
-make force defence unable to defend "well" against force powers.... 25% reduction in powers from the whole mastery of the profession... therefore the tree's can be broken down as follows:
lightsaber slowed down by defence
powers slowed down by enhancer
(this is assuming your already aware that force powers are far too weak at the time of this post)
this will force a choice....
if you want to defend against BOTH lightsaber AND powers, you'll NEED to master BOTH enhancer and defender... therefore you can't heal yourself, because you'll need to dabble in lightsaber or powers to have any offensive moves...
if you want to be able to hurt everyone.. you'll need both lightsaber and powers... but you will have crappy defence to either a lightsaber or force powers...
If you want to be able to heal yourself against any oncoming attacking with the heal tree.. you will sacrifice either some form of offence or some form of defence...
this is balanced, this is fair.. no ungodly template will result if they can get this balance right...
as of right now... defender makes both powers and lightsaber relative crap.... thus making enhancer useless.... and causing a multitude of problems....
draws(no one winning) in the system should NOT be possible.... simply make the defence and enhance lines able to slow but not completely stop the offence from working..
numbers to shot for: average hit of 100 damage with defence/enhancer, average 200 damage without any defences/enhancer***
balance it right and jedi is perfect.... get the balance wrong and you've destroyed the end-game for a LOT of players.....
.... no pressure
izzysplace
Mon Jun 14, 2004 8:48 pm
#816
Can someone please tell us poor sods when you Devs intend to address the Bug that prevents us from using force powers?
noble64
Mon Jun 14, 2004 11:04 pm
#817
im not whining about jedi cause i hopefully will get to play one. but the whole jedi concept is completely ruined. as it stands if anyone says anything bad about how the jedi were done in this game its banned an erased from the boards as probably this will. anyway the whole lightside jedi path is messed up i think your actions should decide you outcome not what YOU choose to do. im sorry but ive seen lightside an darkside practically holding hands an killing anything that moves i really dont think thats how it works. and as far as the enclaves thats even worse how exactly would the emporer or vader for that matter miss something like that? the emporer had inquisitors that tracked down force users and took them down and the only competition a jedi has is a bugged BH that has no chance to take a jedi down after the publish. i think the jedi were geared to try to get people to play the game or stay in the game to cover up the glitches an unfixed problems. the SWG concept was great but soon its going to be nothing more then power gamer jedis running around flexing on people. but the space expansion does sound promising as long as it doesnt turn into another backburner project to buff up jedi more. btw as far as jedi coming back to life after dying thats not anywhere holding to the storyline no book movie or even comic has had a jedi magically coming back to life. im disappointed an i prolly wont play a jedi if it is going to turn out the way it looks like.
Heswindu
Mon Jun 14, 2004 11:26 pm
#818
I'm a Jedi master and member of the light Jedi Council on TC2, and with the new FRS power bonuses going into effect with today's update, I've noticed very little to no change in my ability when combatting opponents. I mean I'm a Jedi Council member here, that's one rank from Jedi Chancellor which is the top of the pyramid, and I can't phase a Jedi Knight Master Defender at all. The rank powers bonuses need to be upscaled majorly, there needs to be a significant difference between ranks and the scale of their power. I just don't see the exponential bonus that was described.
Seshemw
Tue Jun 15, 2004 5:39 am
#819
Thunderheart wrote:I have a question for ya.Have buffs on TC2 been:
- Readily available
- Kind of available
- Rarely available
- Not available
If you have been getting buffs, what kind and what's your source?
Thanks very much.
Prior to the 'buffscript', buffs were more or less nonexistant. The buff script itself seems a little high (to me), providing huge boosts to all 9 stats, but ... it shows the evils of buffs quite well. =)
Spices (muon and the like) and chef foods (sythsteak, brandy, etc) are notably absent still, which will have strong impact on PvE and PvP both on live.