Development Cycle Archive

Thread: Jedi Punchlist Response 6/24/04

Shiznat9000
Thu Jun 24, 2004 7:42 pm
#79






Thunderheart wrote:




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.








Don't forget to do it when getting rezzed too.

GrafBenDa
Thu Jun 24, 2004 7:47 pm
#80

Hey Derpy, I read everything


Thunderfart was trying to make a point by quoting this story, that aTKA can combat and win against Jedi.


The Jedi fought without his force powers since it gave him an unfair advantage in the Jedi's eyes. If the Jedi used all his training and called upon the force, he would have easily won!


The Jedi fought the TKA with one hand tied behind his back


On that note, I am honored that I have taken up 1 of your 6 posts
Barb-Wire
Thu Jun 24, 2004 8:04 pm
#81






Thunderheart wrote:






The ability to color the Robes would be a welcome addition. Even an extremely limited palette would be great, considering we will be wearing those robes for the rest of our gaming life as Jedi.



This was implemented as non-hueable because of art and design restrictions.For the robes to work like armor they had to be created in the engine differently than the other virtual clothes items.Changing the colors once they already exist (as opposed to picking a color during the crafting process) is not possible at this point.This makes it a feature request that would go onto the category of dye kits for armor because they have similar development.This is something that we can revisit in the future.FWIW, there is one issue to consider here and that color also denotes rank.If you change your color, you’d be hiding your rank and that has the potential to lead to some ugly situations.That will also have to be considered.







i dont like the idea of "forced" robe wear at all. they look silly. i want my Jedi to be something other than a robe wearing freak of nature.


so my feeling being said.. will jedi be viable without wearing those robes?? i live and die by fashion and looking good.





Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Epitaxial
Thu Jun 24, 2004 8:07 pm
#82

"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."

What if you get a doctor to revive you? Does this mean you avoid the penalty? I can see it now - every jedi will have an afk doc bot on standby at the nearest outpost ready and waiting to revive them.




Raum Kjar
GKeeper316
Thu Jun 24, 2004 8:13 pm
#83






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.











dont do it, TH. it is a pre-req that has nothing to do with the skills used. LIKE MASTER SCOUT TO THE BOUNTY HUNTERS!!!!!!!!! if you do this for the jedi, its only fair to return the favor to the bounty hunters. we are forced to master a profession that has no bearing whatsoever on the final profession.


i could be just as effective a bounty hunter withalmost noscout skills as i am now with master scout. every other elite profession in the game has pre-reqs that benefit the class but bounty hunter. master marksman i understand. we use a variety of weapons and tactics for different situations. sometimes its best to go after a mark with a laser carbine, sometimes a scatter pistol or a solid FWG5. but aside from the ability to see a marks defenses (NPC only) i get with hunting 1, i never use scout skills while hunting a mark, and neither does any other bounty hunter.




Telos Radd
Honor is a gift a man gives himself.
aibo220
Thu Jun 24, 2004 8:20 pm
#84

All I'm seeing is....


Paying Subscriber with Jedi: Could we please get this with our Jedi as it makes better sense and would make playing Jedi that much more enjoyable.


Developer: Sorry no as we are too lazy to spend 5 minutes on that but have an entire month to devote to bringing the game down. (Actually we don't even get that good of a response, it's justa big rude NO)



"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Ko-aIri
Thu Jun 24, 2004 8:32 pm
#85


Thunderheart wrote:

The ability to color the Robes would be a welcome addition. Even an extremely limited palette would be great, considering we will be wearing those robes for the rest of our gaming life as Jedi.

This was implemented as non-hueable because of art and design restrictions.For the robes to work like armor they had to be created in the engine differently than the other virtual clothes items.Changing the colors once they already exist (as opposed to picking a color during the crafting process) is not possible at this point.This makes it a feature request that would go onto the category of dye kits for armor because they have similar development.This is something that we can revisit in the future.FWIW, there is one issue to consider here and that color also denotes rank.If you change your color, you’d be hiding your rank and that has the potential to lead to some ugly situations.That will also have to be considered.




Ok, two problems with this statement.

1.) You seem to indicate that robes are NOT equal to clothing, they are instead equal to armor, with how the game treats them. Ok, fine... my composite armor allows me to shift colors on it at any time. Why is this not possible to impliment with the robes? A simple 5-6 color palatte would seem to be quite easy, the code already would seem to exist for more complicated changes to armor coloration.

2.) The whole "hiding your rank" business... I don't buy it. No other profession is "given away" by their choice of clothing. I can't tell a master pistoleer from a novice medic by their clothes. And Jedi seem to look the same to me with just a slight variation in STYLE not COLOR at ranks... Dark Jedi have dark tones, Light Jedi have light tones. I can tell a Jedi is FRS ranked by the color of their robe (if it isn't blaze white, they must be ranked), but that's it. The perma-overt status probably would have given it away as well, you know? Does this really matter?

Not to mention, truthfully, a Jedi can choose to wear any clothing at any time to disguise themselves. Is it game-breaking that my Jedi wears pants? No, but you sure won't be able to pick me from another player by my clothes alone. The only problem I see is my Jedi loses force regen and power bonus from not having my robe on, from the simple desire to not look like I'm confined to white pajamas. So what's the issue, please explain this?

I'd like to repeat my previous proposal on the robes:



I understand the problems with the hooded robes/backpacks... fine, I can live with it.

What I CAN'T live with (from an aesthetic point of view) is that at this time, regardless of the 31 robes you claim to exist, it would seem the breakdown is 15 light-side FRS robes, 15 dark-side FRS robes, and 1 Padawan robe.

The padawan robe, as we have all seen, is a very plain white tunic with brown boots. And, it is a virtual requirement to wear it, because of the bonus to regeneration and force pool.

Because of this, I am begging, pleading, whatever... can we PLEASE get a limited color palatte to adjust these robes to customize our character a bit?

My reasoning is based off the following: First of all, SWG has one of the most robust character customization systems of any MMORPG, or any game period. The fact that an Image Designer and Tailor profession exist speaks volumes about this. Forcing all entry-level Jedi and even those Jedi who never enter the FRS to look virtually identical is contrary to the system, considering Jedi is one of the main "end-game" content points we have at this time.

Secondly, as I mentioned above, many Jedi will not choose to enter the FRS even when "mastering" their skill points, and for any Jedi that does not convert over from 4/4/4/4 guardian, or future new Jedi, we have a long grind ahead of us staring at blaze-white pajamas.

Thirdly, in the movies, no "padawan" that I saw wore this pure white. Obi-Wan in Episode 1 had a more cream-colored tunic, and Anakin in Episode 2 had very dark padawan garb. Obviously, there is no "standard uniform" for padawans in SWG movies, why should there be in this game with its fantastic customization system?

So in conclusion, could we please have (ideally) a 3-part color palatte to choose a tunic color, pants color and boots color from a selection of white/tan/brown/grey/black? That way, we'd have a better variety of appearances while still staying within the "earth tones" that Jedi favored (no ridiculous colors are being requested) and we can feel more comfortable that are characters still retain a shred of uniqueness. Worst-case scenario, can we have a single color palatte that chooses from the white/tan/brown/grey/black that modifies the tunic/pants the same color and leaves the boots alone?



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
Twi'lek Creature Handler / Rodian Dark Jedi Knight / Human Bio-Engineer / Ithorian Shipwright
Dark Order Guildleader


Creature Handler Correspondent & Combat Upgrade Alpha Participant
...has been recognized as having an exceptional biography (Ko-a)
...has been recognized as an exceptional soldier in the war (Ko-a, Aosa)

Bryan1138
Thu Jun 24, 2004 8:40 pm
#86


TH said: ________________________________________________________________________________________ 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. ________________________________________________________________________________________


Just curious but what about invisible crafting stations? IE: Through the mystical power of the force, the enclaves are imbued with the power to aid the Jedi in crafting his lightsaber with only his field crafting kit and a well-meditated connection with the force.



No art needed





Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

BenkeiHami
Thu Jun 24, 2004 9:10 pm
#87






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.








Also take into account other proffesions consider some of their prerequesists usless and a waste of skill points. For example Bounty Hunter, I consider Rifles, Trapping, Hunting, and Camping to be a waste of skill points as these skills are not built up in the Bounty Hunter tree. I would hope other proffesionswould get the same consideration asjedi.
KyleKnox
Thu Jun 24, 2004 9:32 pm
#88






BenkeiHami 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.









Also take into account other proffesions consider some of their prerequesists usless and a waste of skill points. For example Bounty Hunter, I consider Rifles, Trapping, Hunting, and Camping to be a waste of skill points as these skills are not built up in the Bounty Hunter tree. I would hope other proffesionswould get the same consideration asjedi.




not exactly comparable. Jedi are getting double nerfed with skill points as it is. They expanded 3 trees into 5, and reduced us to being ableto get ONLY 2.5 trees of skills because of very high skill point costs....each one of our trees costs 89 points, as opposed to 77 and 63 for mundane profs....BH's have points to master all of marksman, scout, BH and still have 20+ left over. And dont worry, you'll get your own nerfing when the devs get to you. The 24 points the useless fs skills cost us represent more "pain" because of our much higher skill point costs....




Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
Twentytolife
Thu Jun 24, 2004 9:33 pm
#89

Rock on.


The communication continues.


Thanks TH.


/props

neinnunb
Thu Jun 24, 2004 9:34 pm
#90






Derp-on-Flurry wrote:






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.






I didnt know that.


But like a previous poster said, what about that ability to revive yourself? With that ability coupled withthe XP loss tied to cloning directly, a Jedi can bypass the XP loss. Unless they tied XP loss also to the revive ability for Jedi.




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glorfindel23
Thu Jun 24, 2004 9:53 pm
#91

"Don't forget to do it when getting rezzed too."


Or Jedi's "overcome death" power. Otherwise, I see that skillset being taken by everyone to get back up every single time they die and effectively remove the death penalty altogether.





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