Development Cycle Archive
Thread: Jedi Punchlist Feedback
DeathUponYou-Dp wrote:
Jedi Conversion System
Please leave Padawans as they are. A padawan in the old system has put more than enough time to deserve 89 skill points in the new system. Apprentice may be unbalanced with only 8, but please do NOT take them out of Padawan.
I dont believe they were talking about removing sp from padawans. I believe they were talking how there is a huge gap between 4-4-4-4 and padawan. I think they were talking balancing that out a little more.
Message Edited by GuanYing on 06-22-2004 07:18 PM
Here is what I and the players feel needsto be addressed beforePublish 9 goes live(in no particular order). Thunderheart, feel free to give your feedback to the following:
1.e.Let tailors craft regular hooded cloaks thatJedi could wear over thejedi robes (and regular players over normal clothing and the clothing from 1.c.)in addition to the now-available tailor-made cloaks as discussed insection 1.a.
This would immensely further the roleplaying aspect of being a Jedi.
2.a. Granthigher level Jedi (More than 125 skillpoints spent on Jedi and forcesensitiveskills) a /makemypadawan command, to acceptone lower level Padawan learner (less than 125 skillpoints spent on Jedi and force sensitiveskills). This relationship will stand until it is revoked by using /makemypadawan on the padawan again (the higher level jedi shouldhave to wait a week to be able to choose another padawan!) or until the lower-level 'padawan'gains the/makemypadawan skill himself (spends more than125 skillpoints on Jedi and force sentitive skills), where the master/padawan relationship is automatically revoked and the former Padawan now gets to pick his own Padawan, if he chooses to do so.
This would yield many benefits for both masters and padawans alike:
I. If the Master and his Padawan are grouped together, they will get a 35% Jedi XPbonus for everything (in addition to the normal grouping bonus), including force power use.
-Visit all points of interest in thegalaxy
They should be a string of quests revolving around delivery of Jedi related items and helping people in distress and should be wrapped in nice dialogues that further the story and make them fun. Also include items that are neccessary for Jedi, likecrystals, as rewards.
- A farmer is under attack by rabid creatures, stop them (You can do so in many ways, by either killing them or alternativelyusing animal calm/scare or just heal the farmer all the time so he can fend them off himself - moral choices)
- Resolve a hostage situation (Use mind trick, bribes or whatever non-violent to succeed, but you could also kill the kidnappers)
Youwould nowhave severaloptions (inluding moral choices that are most important for Jedi and roleplay alike!):
I. Attack the Dark Jedi or do not attack but aid your master by healing/supporting him: After successfully saving your master,you can talk to him and he willoffer you your Knightrobe, a personal gift (a useless holocron for decoration,maybe).
I.a. If you accept, he willtell you that you have now ascended from Padawan to Jedi Knight and give you the waypoint to the light Jedi Enclave. (Thisdecision should also give youaround 2000FRS XP (one fifth of the FRS XP required to get the next forcerank) for making the 'right choice'to becomeLightJedi)
I.b. If you refuse, you will be able to attack and kill him to join the dark enclaves after all (This is if you wanted to be dark but accidently helped your master). You can 'loot' your robe and the waypoint to the dark enclave from the fallen dark knight and join the Dark Jedi Enclave. (This decision will not give you any FRS XP for the dark side, as you have previously made a mistake and havenot slain your master immediately)
II.a. Accepthis offer, hegivesyou a Dark Knight robeand the waypoint of the Dark Jedi Enclave and you joint the Dark Enclave. Thisdecision should also give youaround 2000 FRS XP (one fifth of the FRS XP required to get the next force rank) for making the 'right choice'to become darkJedi.
II.b.Refuse his offerand attack/fend off the dark knightin a change of heart and remorsefully take the light Knight robe thelight jedi enclave waypoint and join the light enclave. (This decision will not give you any FRS XP for the light side, as you have previously made a mistake and have slain your master)
III. You do not interfere in the duel at all and just observe: After the fight is over, you can talk to the winner and choose to eitherstay with him/joinhim or attack and kill him to choose the light or the dark side (As explained insectionsI.a., I.b. and II.a., II.b.)
4.a. Give FRS XP for incapacitation only, not for deathblows. This would resolve the issue of Light Jedi having to kill to advance, dark Jedi, however could still deathblow their foe, if they choose to do so (Of course, light Jedi coulddeathblow as well, but at least roleplaying light jediwouldn't have to do it to advance). It would also lighten the Jedi XP loss during PVP to at least some extent, as some will choose to spare their opponent at least.
- Decrease the Force cost of the force powers by half or more
-Double or triple thedamage of offensive force powers
- Adjust the accuracy modifier of force powers to 150 at level IV and200 at master (Force powers should almost never miss!)
6.a.Increase the Jedi XPgain for healing others to a amount that would let Jedi healers levelalmost exclusively byhealing. To avoid effective AFK macroing,include a 5 minute timer to get full Jedi XP for healing one and the same person. That way, if you are not AFK and heal several persons in a medcenter or in battle, you get full Jedi XP to be able to level up just by supporting and not having to kill.
6.b.Someskills should be added like:
-The Novice Force Healer box should include commands like /diagnose and /dragincapacitatedplayer. There is no reason why a Jedi healer shouldn't get them.
- There should be a fire dot removal in the Master Force Healer box at least
- There should be area heals included in the Force Assist branch and the master box of the Force Healer tree
- There should be a skill to revive others using the force in the master box or the Force Assist IV
6.d.Healing animations shouldn't glue you to the spot while you execute them, you should be able to move anddo other things while they unfold, like defending yourself while healing.
7.a.Add +50 terrain negotiation to the Novice Force Enhancer box and change forcerun 1 speed to be halfway between regular running speedand forcerun 2 speed.
8.a.Lightsaber Accuracy and Speed should be dramatically increased (combined +100until theIV boxes and at least another +50 for the master lightsaber box for a total of +150)
9.a.Make all the force sensitive skills useful for Jedi
- Ranged Accuracy I-IV mods should stack with all accuracy mods of all force powers
- Ranged Speed I-IV mods should stack with all speed mods of all force powers
- Melee Accuracy I-IV mods should stack with all lightsaber accuracy mods
- Melee Speed I-IV mods should stack with all Speed mods
II. Enhanced Reflexes
- Survival I should grant the /forage ability
- Survival II should grant the /maskscent ability
- Survival IV should grant the /harvest ability
III. Crafting Mastery
- Force Experimentation I-IV should grant you several experimentation points for Lightsabers, Lightsaber crafting tools and Color Crystals (read section 8.c. for more)
- Force Assembly I-IV should dramaticallyincrease the chance ofamazing success on lightsaber, Lightsaber crafting tools and Color Crystals assembly (read section 8.c. for more)
- Repair should grant better repairs on everything, including crystals and pearls (read section 8.c. for more)
- Crafting Technique should allow a Jedi to craft a higher generation lightsaber one skillbox below the normal requirement (for examplethe ability to craft a4th Generation in each tier IV Lightsaber box instead of Master Lightsaberist)
IV. Heightened Senses
- Healing I-IV Injury treatment should increase the healing potential of the healing powers in the Force Healer skilltree
- Surveying I should grant the /survey and /sample skills
- Persuasion I-IV should add speed, accuracy and potential to force powers such as animal calm, animal scare, animal attack and Jedi mind trick and mind blast
- Luck I-IV should increase the chance to loot a color crystal, damage crystal or pearl as well as decrease the chance tobe listedon the Bounty Hunter Terminals
10.Force Defense
10.a.Jedi toughness has to be fixed. It is currently not working at all, unless the lightsaber is unequipped, then it is working fine.
10.b.Abolish the Force Defense skilltree. Sprinkle defensive modifiers like Jedi toughness, ranged, melee, force and jedi state defense throughout all skillboxes boxes of all other Jedi skilltrees just like it is with Force Power max. and force regeneration, just make it so the lower level branches get a littlemore defensive mods than the higher level boxes. That way, it would make dabbling in multiple skilltrees as good an option as getting as many masteries as possible.
11.Death Penalty
11.a.The penalty on death is too harsh at the moment with up to 200,000 points of Jedi XP lost for every single death, except for force ranked PVP. This is especially problematic for lower level Jedi, that realisticallywill have no means to make it up. Please reuse the deathcount/death decay system from live to give people a death buffer before loosing XP (instead of a skill like it was in the old system). If you die because of lost connection, a bug or the server going down unexpectedly while you are in the wild, you still loose 200,000 Jedi XP, which could be fatWith the Deathcount/decay system, a Jediwould be able todie twice without loosing XP. Now, Jedi could take the risk to die again and enter the skill loss zone. The other option would be to sit out a week and play the main character in the meantime instead. I think this would be the best solution until the developer-mentioned 'more elegant solution' is found.
Message Edited by Glzmo on 06-24-2004 08:46 PM
Respectfully: Arewe are forced to take the Defender tree to protect ourselves and dillute skill points while other players can purchase and wear armor? This is confusing in terms of overall "combat balance" and "Jedi Diversity" for skill selections as well as comparisons to other combat professions.
Please reconsider this and drop the Defender as a tree completely and scatter the defenses into the other four trees so that we get our defenses the way other combat professoins do as we progress into these focus skill trees. That solves the defense issue as well as the dilluted skill point issue of 2.5 / 5 trees. Most everyone would feel less dilluted with 2.5 of 4 trees.
Stupidfly wrote:
It saves us the trouble of parking a dancer alt next to our doctor alt out where we hunt. So now I guess I need to buy another account.
(snip)
Please, we are not Jedi because we think it is neato to shoot lightening. We are powergamers. We will gravitiate to whatever is the most powerful FOTM. Period.
"We" are powergamers ???
YOU are a powergamer, mister I'll-buy-three-acount-so-I'll-have-no-downtime.
Don't speak for the rest of us.
Here yah go...
The Jedi Correspondent has distilled a lot of the feedback and produced a Punchlist. The team thought it was a pretty good list and I liked the community mechanics, so between now and the publish; we will update you on this Punchlist.
Please post your Feedback!
I almost want to question why? Considering it feels that most or our points have already been shot down.
are the questions and the answers:
- XP loss: Mostly my concern is that you will be forgetting about Jedi below the Knight level.
The changes made to mitigate Force Ranked Jedi from losing XP for fighting each other will solve most of that problem. The rest of the problem should be solved by not throwing yourself into the meat-grinder.
Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a "Death-credit" loop.
However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.
- XP loss should have a decay timer. Negative XP should decay some amount every week to help people get back on their feet.
An Idea I had posted earlier, is to have the system of Tracked Deaths and Decayed Deaths used to determine the level of Xp loss, with what would amount to a Skill Box loss in the old system be the peak of XP loss in the new, and at that point, resetting the tracker as happens now. The fist few hits could be less severe, and serve as a caution to the Jedi to shape up as they get higher.
Do you understand how much time and pain this amounts to for us? this is full 8 or so hours of grinding lost, peope will quit over this point, it is far too severe, it needs to be scaled and buffered.
We are making some tweaks to the combat system to increase accuracy across the board. It should no longer be possible to never hit or always hit an opponent.
heheh Finally.
WE NEED YOUR FEEDBACK ON HOW PvP and PvE feels after this change.
So far, A Lightsaber Master always wins. It will be impossible for anyone without this template to succeed.
- When toughness was modified to not work vs. sabers, it is actually not working now at all if you equip a saber yourself vs. anything. If you unequip your lightsaber then it works properly.
This item is fixed.
I really like to understand the reasons for making Jedi Toughness not work against Lightsabers, it needs to be clearly explained. A Jedi not being able to defend against a weapon universally wielded by their own kind makes no sense at all. And also, it is beginning to feel that you refuse to listen to the players and the fact that they hate this change. Not everyone wants to be a Master Saber wielder, and we recieve no bonuses to defence against this weapon except at Novice and Master of the Lightsaber Tree. In order to survive we will need to be a Master Lightsaber wielder.
- The changes to the defense tree have made it very undesirable. There is literally nothing in the entire tree until Master when you get avoid incapacitation which is overall pretty useless.
Melee mitigation is going away for PvP for everyone very soon. We are evaluating alternate ways to make the Defense Tree more desirable.
Once again, you focus on PVP only, ignoring the fact that we have to go through building milions upon millions of Xp in a PVE enviornment. Not all of us want to PVP, and yet we are forced to now, since otherwise, we are denied both Knight and Master Titles....
I do think that spreading the tree out over the entire remaining boxes is a good step considering the exorbant skill cost-to-power ratio or this system.
- Meditation is the core of being a Jedi. It is the first thing every Jedi does in canon. Meditation should be moved to the Enhancement Novice box, with +meditation mods up the Synergy Tree along with Power boost EXACTLY like the TKA meditation line.
This is extremely unbalancing and not a viable course of action. However, meditating is part of what it means to be a Jedi and we are looking into adding meditation emotes for Jedi after this publish goes out.
How is this extremely unbalancing? Thats a hard one to understand...Lets see, having every player in the game run around with TKA meditation isnt extremely unbalancing? Wow, 14 skill points of TKA gets you the ability to heal poisons, bleeds, diseases, break an incap, and buff yourself. And we are denied ANOTHER abilty that is common to the star wars universe.
- Instead of "block" as the Jedi's only ranged defense, Jedi should have a small chance to "counterattack" exactly like Carbineers. This will let Jedi deal a small amount of damage back to ranged attackers and would easily fix the request for "reflection."
I agree.
The animations and extra graphics for this are done, but the design and programming is going to push this feature out. We are looking into the balance implications of allowing the ability to actually reflect ranged weapon damage back on your opponents. This is something we are seriously considering, but it will not happen for this publish..
Please seriously consider this, sounds neat.
- The skill points granted for the Apprentice box needs to be tweaked, its not giving anywhere near the amount of points it deserves. Additionally the 0444 boxes in Padawan are only giving +3 skill points each for 800k of xp, while Padawan gives +24, that doesn't equate.
We will adjust this in the player's favor a bit.
Good.
- Robes of all levels should have *some* sort of armor resists. Padawan who are just starting out in the world could use a Robe with some resists. Higher level Jedi Robes should have +resists to certain things like poison/fire/etc.
The Jedi Development team is against balancing these combat features with the robes. We will work to balance resists to poisons/fire/etc. in a different manner and report back to you.
Inever cared for the 'Armored Robes' concept, we now have no Armor type defences.
... and please, at least give us a colour palette that increases the number of choices as you advance? All Padawans being in white is really annoying.
- Master Healing should be able to cure a firedot.
Done.
Good.
- Move Forcerun1 to Novice Enhancer, it really only adds some terrain negotiation and its silly that Jedi have none to begin with.
No. Jedi have a 50% run increase which helps with this and Jedi can choose terrain negotiation skills along the way if they choose.
Where can we choose these 'Terrain negotiation skills' from TH?
LOL, do you realize that as we advance as Jedi, we no longer can run as fast uphill? For gods sake, why the cant this one simple request be given?
Is it so unbalancing to put some INNATE TERRAIN NEGOTIATION BONUSES IN? If you are so hard pressed to ignore this then have the common decency to explain why.
Jedi were not supposed to use the force for every menial task, they had a hard regimend of physical training also,so least put the bonuses into the FS survival tree. Are you seriously saying that a Jedi Knight could not compete in a footrace with a Scout without relying on the force?
- Move healbattlefatigueself1 to Novice Healing Box
No. This is considered a powerful, earned power and not a novice level skill.
How?, what does Battle Fatigue do other than make you use more stims-that you can no longer use since you are a Jedi Knight and seem to have forgotten how to stick a stim in your arm?
- Master Healing/Force Power need mods to +speed for their respective skills. Why would anyone use force lighting if the delay is 3 seconds when they can saberthrow at 1/second. Additionally Master Healing has no benefits other than Total Heal which is no longer even a total heal.
The +speed benefits exist within the Force Ranking System.
Once again, what about all the people who will not be anywhere near completing the millions of Xp needed for months, and the random Council ordered MOB kill list that lets you enjoy mindless content-free PVP. There is a great deal of time which will be spent in PVE, remember this.
- Force Sensitive skills are useless for Jedi.
Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.
Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for "regular" characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.
Either allow us to gain utility from our skill point expenditure, or let us drop them as we advance, otherwise, we are being forced to waste even more skill points, which as I remember a DEV once saying, was bad.
Also, does this mean that Jedi luck, and Persuasion are more useless than they currently are, I have not once been able to see benifit from puchasing them, do they even work?
I like the concepts, really I do, but for gods sake, dont lower our power levels further by make us waste even more points.
- The bonus damage against lower level mobs needs to work with the default auto-attack as well. Low level Jedi can hardly do specials, so this is a catch-22 if only specials get the bonus.
With the addition of Force Pool and Force Regen to the Padwan Robe along with increased Force in the skill tree we have already significantly boosted the lower end game. No longer is a lower end Jedi limited to 600 Force and 5 regen. Coupling this with the addition of higher end saber specials sooner, we have in fact greatly enhanced the leveling potential of the lower end Jedi.
I agree with the new changes, the Xp increase was noticeable, before I lost it and another 200k. ![]()
Now, if we did not loose 200,000 points of xp with every death, this would mean something.
- Jedi cannot block melee attacks....at all. This is unacceptable.
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.
I dont think that Lightsaber block, i.e. 'Blaster Deflection' should work against melee, a parry of some type would do.
To say that the most feared melee class in the starwars universe was ineffective against MELEE is astounding, Jedi were meant to act solo, and to defend as well as their training could against threats they found on missions, which included 'Melee' threats, we need some way to deal with melee opponents and it is considered unacceptable by the playerbase, I have seen no praise for this decision.
- Polearm saber is superior to the other 2 sabers in everyway given the +100 speed rating at master. This means that every Jedi will be using one for the most part. Please bring the other 2 sabers up to par.
We have been testing this internally. All three sabers will have similar appeal and functionality and we will see even more balance to this issue in the Combat balance. Once the speed formula is altered in the Combat Balance, a Jedi will have the choice of a slower, heavier hitting saber or a quicker lower damage lightsaber. Another factor is special choice, while different Jedi may prefer a body hit while others may prefer the mind hits.
Interesting, cant wait to see how this part pans out.
- Jedi should be able to wear a backpack. Losing the 50 item carrying capacity because the art might not mesh perfectly simply isn't fair.
This may be, but it's a reality of the engine. We are currently investigating giving the robes themselves backpack functionality because Jedi are always pulling neat stuff out of their robes, but it will not happen with this publish.
I like the utility belt idea lol
'Jedi Bat-Robes' LOL
- The force power tree overall is weak, especially Force Choke. Right now there is no reason to use these skills other than possibly Force Cone 2 which still has worse DPS then a ForceSaberThrow3 attack. The delay coupled with mediocre damage and high force cost makes this tree undesirable.
Balance tweaks are still constantly being made to all the Force Disciplines. Force Powers are intended to be a viable alternative to sabers. This doesn't mean equal, but still viable. They should both have their uses and places.
I would, for one like to see some more kinetic alternatives to Force Lightning placed in the Psychokinesis tree, varying levels of 'Force Blast' that does kinetic damage (and maybe a dizzy/stun), ala Cartoon networks 'Clone Wars' cartoon. I dont want to run around shooting lightning from my arse all the time to be honest, and I do think that the animations need to be a little more subtle, use the same style of opacity seen in the geo pistols. And please, speed the animations up, it takes for ever to do anything, and the fact we activate our saber EVERY TIME is annoying.
- Hooded Cloaks. Yes its not going to kill anyone if we can't have a hooded cloak, but they are intrinsic to the look and feel of Jedi, and we've been teased with pictures of Jedi in them since pre-release. Can you just give tailors the ability to craft these darn things? 1 per species model if needed... There's no reason only a Jedi should be able to wear a simple cloak with a hood, and more people running around in them will help us hide ourselves.
The desire for hooded cloaks will never go away.
Hooded cloaks (as with all wearables in the game) are far more work intensive and very time consuming to produce than they appear to be. Huge actually. It's not 1 cloak or 2 cloaks, but somewhere around 120 cloaks would have to be produced internally for all Jedi robes to have hoods in the game. Here's how it breaks down: There are currently 31 unique Jedi Robe Models. For each of those to be hooded, there needs to be a special version for Wookiees, Twilek and Mon Cal's because of their heads and a version for the rest of the species, except for Trandos which get a special version because of their feet. The time and manpower to create 120 cloaks isn't available at this time. We want and will do this in the future, but it is just not possible right now.
Then quit teasing us and get cracking LOL
- Overall skill point requirements need to either be reduced or one tree collapsed.
Having to spend 24 skill points in force sensitive skills that do NOTHING for Jedi and having all skill boxes RAISED in skill cost is a very bad combo.
8,6,4,2 is simply too restrictive. We have jedi coming from a system where you can have all powers, to a system where you can not possibly have even the most basic powers and be viable.
That's just not "fun." This revamp is about what is fun, as much as what is good for the game as a whole.
We aren't looking for overpowered here, but we would like to be able to have viable templates and still have enough points to learn some of the necessities such as Meditate and Force run.
Please lower the skill requirements to 7,5,3,1 which will let Jedi master 2 trees and achieve 4444 in another. This is hardly overpowered, will still allow for great diversification between Jedi, and will discourage dabblers. Please do us this one favor, it is not asking too much.
I totally agree.
Absolutely the revamp is about fun.- It is not feeling that way, believe us when we say this.
We worked too hard to unlock to what is being reduced to a regular character Profession. We NEED the pre-Jedi Knight level Jedi to be worth what it took to even get it, to havethe Profesionreduced to regular levels is a slap in the face to us.
This is causing a great deal of resentment and has disillusioned many. Please do reconsider the skill point cost issue and/or the Defence Bonus distribution. The Xp costs alone, and the fact that we can be killed for just gaining the xp, is bad enough. To top that off, our dying will cause us to loose that xp and more. This is far too many penalties for what is power-wise, a regular Profession. Either give us the power, or get rid of the penalties. There needs to be a reason to give the negatives, and removing the positives negates the reason for them to be there.
The FS slot at ALL levels, especially the PVE portion needs to be the reward it was promised to be. No one had to grind 30+ Professions to get a TKM.
- It's also about adding depth and choice to the experience of being a Jedi. Adding additional skill points or reducing the skill costs just further homogenizes Jedi making them all have the same basic abilities. That is completely counter to one of the major goals of this rebalance.
Either way, placing the ability to compete against one another, or even survive, in to a few trees forces everyone to not choose anything other than a specific template( and players will discover one, so far Master Lightsaber seems to be the first requirement). Distributing Defences across the trees at least assures that Jedi will not be left in the cold when it comes to Defence and allows us to feel a little better about what we paid for in Xp and skill points.
The other option would be to lower skill point costs and spruce up the defence tree.
Joah Saett
Corbantis
By the way, excellent ideas Gizmo
Pie for you.
Message Edited by JoahSaett on 06-22-2004 10:17 PM
Burr wrote:
I keep seeing this repeated but I have yet to see anyone actually point to any official text stating this as fact. I'm a TKA and would gladly accept this role if it is canon, I just have yet to see any proof. As one that really would like to see more continuity in this game I would appreciate it if someone could point me in the right direction. Everything I have seen in SWG canon about TKA is about 5 paragraphs and none of it relating to keeping Jedi in check.
Bountyhunter wrote:
Teras Kasi are in the cannon watchdogs of the Jedi Council...
and serve on thier own council thats only job is to keep the all powerful jedi in check..
in the cannon TKM are pretty much FS.. but they use it differntly than Jedi do...
I do agree that TKM to fit in the cannon should be almost as points intensive as BH as it should be a super elite profession.. dabblers in TKM and defence stackers are completely unbalacing specially Med line dabblers....
I really think its cool that the devs are using such a little known profession like TKM to be the jedi counter exactly as it was in the books..
but again this should be a special damage from TKM only.... like lightsaber only for TKM only so that stops uber dabblers from making jedi killers with the uber FOTM defence/melee template.
I agree with you on this one. I never knew TKA were supposed to watch over the jedi... Actually, the place I'm pretty sure Teras Kasi came from was Steve Perry's book Shadows of the Empire... I'm sure star wars fanatics know of it, but in that book it only made passing reference to Teras Kasi artists, and certainly nothing that indicated they were supposed to be oversight monitors for the council.
If there's anything in the books about TKA being meant to keep the council from getting out of line, it was some freelance author inventing new ideas. Just like the cortosis being used in mandalorian armor and being able to resist lightsabers...
The changes made to mitigate Force Ranked Jedi from losing XP for fighting each other will solve most of that problem. The rest of the problem should be solved by not throwing yourself into the meat-grinder ![]()
I totally agree about the "meat-grinder" comment. However, the thinking in the current system was to provide a "buffer" of deaths for the technical reasons a Jedi may die (LD from network or server failure, etc).
---> Can we at least get a single death buffer that decays in a week for these situations beyond our control? Losing 200K xp due to technical outages is a bit harsh.
---> What is the status of the bug:2 Jedi Deaths for getting killed while LD?
Message Edited by PuntaSur on 06-22-2004 09:35 PM