Development Cycle Archive

Thread: Jedi Punchlist Feedback

ltgrifter
Tue Jun 22, 2004 7:31 pm
#105


Stupidfly wrote:

16. 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.

50% run increase? Huh?

17. 06:57 PM





Yup, 50% run increase.

This is about where it looked like you just started to act like your crying.
ServerDown
Tue Jun 22, 2004 7:32 pm
#106





Thunderheart wrote:




  • Jedi Conversion Process





Please fix it. Rather than make you follow a link to the existing thread. I'll include it here.


You can find the original thread here: http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=409662



ServerDown's Recommended Initiate Grid


This post is an attempt at providing SOE an alternative payout for pre-9 investment in Jedi. I hope for the sake of the game that they listen up.



The current (TC3b) conversion point (cp) payout grid for initiate appears to look something like this

24 Padawan
1 3 3 3
1 4 4 4
1 5 5 5
0 6 6 6
8 Initiate


There are some open questions about the relative weightings of the 1st column and box1 of the second column but that's mostly irrelevant for this discussion. The problems with the current grid are primarily above 4111.



It addresses a number of complaints about the TC3a grid. See my 06-19-2004 12:22 PM thoughts here:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=406980&page=2


It is an abysmal failure in that it fails to meet one critical criteria: You should never be punished for spending experience on a pre-P9 box. There are a many reasons for this; I'll list a few. Every time you spend on a box you are taking on more risk of having a higher level box tossed if you are death-prone. Also you can't surrender a box (at all) in pre-P9, much less get back the XP; as such, people that invested "too much" relative to the "grid of the day" are punished. Further, being blocked by capped XP might force you to either (1) not play or (2) make a net-loss investment of P9-convert-result just to keep playing (and earning XP). Ideally you want to make it such that your post-conversion build is roughly the same regardless of whether you bank the XP or spend it.


So how do you make such a grid? Well let's start with the famous 8/32 box. I concur with the Guide that it makes sense to have Novice Initiate be worth 8. Novice Initiate gets the Novice box of one P9 tree. Simple, clean. For flexibility, let's say it needs to be at least 8. [1]


Next, the current grid has the property that pre-P9 Padawan has enough (89cp) to buy an entire P9 tree. That's a nice property. I'll keep it. [2]


Next we need to look at the XP costs in the current system from Initiate to Padawan.

1500Jkxp
75Lkxp 800Jkxp 800Jkxp 800Jkxp
25Lkxp 400Jkxp 400Jkxp 400Jkxp
15Lkxp 200Jkxp 200Jkxp 200Jkxp
2.5Lkxp 20Jkxp 50Jkxp 50Jkxp


"Lkxp" and "Jkxp"?
Lkxp = "Thousands of Lightsaber Experience"
Jkxp = "Thousands of Jedi Experience"


First let's talk about Lkxp. If you add up the entire first column, you get 117.5LKxp. That's a mere 11.75JKxp. As such, if you are anything above 4000Initiate then you really shouldn't get any conversion points for the 1st column because you get it "for free" kinda like the inverse of how Combat XP works in the Marksman tree. Put another way, the 1st column should only "contribute" in an interesting way to your conversion points if you don't have any boxes in columns 2-4. Otherwise, you're getting paid twice. Before invested, that Jkxp from getting 4--- is still around as loose XP so you don't deserve any cp for it really. [3]


Another property of the current grid is that 4111Init (29cp) has enough points to buy LS4000. That's also a nice property, which I'll keep. [4]


Now let's consider the relative effort of the boxes in the non-LS columns. Unless SOE wants to admit it did a horrible job of balancing those three columns against each other, then the L2-L4 of each of those three columns should be valued equally since the XP cost is the same. And even if they did horribly balance, then all players have an equal chance of picking 'the right column to invest in first' so it's not worth making them separately valued. As such, the 4th row of columns 2-4 should be equivalently converted; similarly for the 3rd and send row. [5][6][7]


The L1 of the Healing column, on the other hand, is clearly out of whack with the L1 of Power and Manip since it's XP cost is 20Jkxp vs. 50Jkxp. Here, I think we have two requirements - one hard, one soft. The hard one is that Healing1 should be worth less cp [8] than Power1 and Manip1.The soft one is that the ratio should be roughly in the 2.5:1range, so I'll set the ratio between 2 and 3 (9).


Does the cost-in-effort-or-time-per-kxp change as you level? Put another way, should Power4 be considered worth the same XP as Power3 and Manip3 put together? That's seems to imply that Jedi skills earned at Power3 aren't all that useful. So that's clearly wrong. Yet, Power4 has to clearly be worth more than Power3. [10][11][12][13]


Now let's talk about that Padawan box. It's nearly twice the cost of a L4 box. As such, similar rules should apply to those described in the last paragraph. [14][15]

q
m n o p
i j kl
e f g h
a b c d
r


Criteria:

[1] 8 <= r
[2] 89=a+b+c+d+e+f+g+h+i+j+k+l+m+n+o+p+q
[3] a=e=i=m=0
[4] 28 <= r+a+e+i+m+b+c+d
[5] n=o=p
[6] j=k=l
[7] f=g=h
[8] b
(9) 3 >= c/b >= 2
[10] p>l>h>d
[11] 2*d > h
[12] 2*h > l
[13] 2*l > p
[14] q > p
[15] 15*p/8 > q


Repeating for proximity readability, the grid that we're seeing on TC3b...

24 Padawan
1 3 3 3
1 4 4 4
1 5 5 5
0 6 6 6
8 Initiate

...fails for [3], [8], (9), [10], and [15].


If you zero out the first column, drop -1-- to 3cp and add 6 points to Padawan...

30 Padawan
0 3 3 3
0 4 4 4
0 5 5 5
0 3 6 6
8 Initiate

...the resulting grid satisfies all criteria except [10] and [15].



Now let's look at this more closely.


Criteria [15] is trying to keep the value of the Padawan box at a reasonable level. In the TC3b gridand in this modified grid, Padawan is weighted too heavily. What's the result of this? Well, the relative weighing of the rest of the grid is compromised. This is exactly what various posts have been saying -- often you lose by investing in the Initiate tree unless you're lucky enough to make it to the promised land of the Padawan box.


Failure on [10] reinforces that by driving home the point that the higher boxes are currently undervalued.



How do we fix it? Pull points out of Padawan and carefully distribute them among the lower boxes without compromising the other criteria. I'm gonna time myself here...


3:40PM PST Begin
3:49PM PST End



This grid satisfies all 15 criteria:

10 Padawan
0 7 7 7
0 6 6 6
0 4 4 4
0 1 3 3
21 Initiate


Now let's try out a few sample conversions {unused cp}:


  • 0000 = 21 points. LS1000 {3}. For unlocking before P9, you get 1 skill box in the LS tree. That seems a little generous but definitely fair.

  • 4000=3000=2000=1000=0000 What about my XP? Your Jkxp is exactly where you left it - banked. Your Lkxp was fun in P8 but has no place in P9. Thank you drive thru.

  • 4100 = 22 points. LS2000 {0}. Nice payout for that easy Healing1 box.

  • 4010=4001 = 24 points. LS2000 {2}.

  • 4110=4101 = 25 points. LS2000 {3}.

  • 4011 = 27 points. LS3000 {1}. Good thing you didn't waste it on Healing1.

  • 4111 = 28 points. LS4000 {0} vs. LS3000+50kxp.

  • 4112 = 32 points. LS4000 {4} vs. LS4000+200kxp via 4111.

  • 4122 = 36 points. LS4001 {0} vs. LS4000+400kxp via 4111.

  • 4222= 40 points. LS4001 {4} vs. LS4001+200kxp via 4122.

  • 4123 = 42 points. LS4002 {0} vs. LS4001+400kxp via 4122.

  • 4223 = 46 points. LS4003 {0} vs. LS4002+200kxp via 4123.

  • 4233 = 52 points. LS4004 {4} vs. LS4003+400kxp via 4223.

  • 4333 = 58 points. LS4104 {2} vs. LS4004+400kxp via 4233.

  • 4334 = 65 points. LS4204 {3} vs. LS4004+1200kxp via 4233.

  • 4344 = 72 points. LS4404 {4} vs. LS4104+1600kxp via 4333.

  • 4444 = 79 points. LS4414 {3} vs. LS4404+800kxp via 4344.

  • Pada = 89 points. LsMast {0} vs. LS4414+1500kxp via 4444.

Because the use of cp involves wasted points, there will still be points where it doesn't make sense to invest*. But overall, it's much more palatable to level. I've colored the transitions green if it was worth investing the xp before conversion, red if i wasn't. Note that for some it is worth it if it's break even, because you free up some XP cap.


[Edit]*BelowI've detailed how to fix this problem.[/Edit]


You'll see that you still have some consecutive red zones but they're shifted down to the 4112, 4122, 4222 range. IMO, this is more palatable that having the huge mostly red zone between 4223 and Padawan.


This isn't rocket science. It took me 9 minutes to fix your grid after describing all the criteria.




How to fix the conversion payout problem


It's actually twoissuestriggering the"don't invest"decision. The second is that boxesdecreaseupward which is in reverse of xp cost and value.If you switched that, so that it's 2 for L1 and 8 for L4 inP9 then the results for mygrid get even better with respect to 'investing is good'. Note that you'd want to rearrange the payout grid a little bit because with this inverted expenditure it's being too generous, but you get the idea...


  • 0000 = 21 points. LS3000 {1}.

  • 4100 = 22 points. LS3001 {0}.

  • 4010=4001 = 24 points. LS3011 {0}.

  • 4110=4101 = 25 points. LS3011 {1}.

  • 4011 = 27 points. LS3111 {1}.

  • 4111 = 28 points. LS4000 {0} vs. LS3011+50kxp.

  • 4112 = 32 points. LS4011 {0} vs. LS4000+200kxp via 4111.

  • 4122 = 36 points. LS4012 {0} vs. LS4011+200kxp via 4112.

  • 4222= 40 points. LS4003 {0} vs. LS4012+200kxp via 4122.

  • 4123 = 42 points. LS4013 {0} vs. LS4011+400kxp via 4122.

  • 4223 = 46 points. LS4023 {0} vs. LS4013+200kxp via 4123.

  • 4233 = 52 points. LS4114 {0} vs. LS4023+400kxp via 4223.

  • 4333 = 58 points. LS4124 {2} vs. LS4114+400kxp via 4233.

  • 4334 = 65 points. LS4134 {3} vs. LS4124+800kxp via 4333.

  • 4344 = 72 points. LS4144 {2} vs. LS4134+800kxp via 4334.

  • 4444 = 79 points. LS4244 {5} vs. LS4144+800kxp via 4344.

  • Pada = 89 points. LsMast {0} vs. LS4244+1500kxp via 4444.

If you toss explicit criteria...


[14] q > p


...and pull 3 points from my Padawan grid and distribute them among the L4 of column 2-4 (i.e. 7 for Pada, 8 for L4s) you fix the 4444 case so that it gets 82 points, and thus could affordLS4344 and be worth it. This wouldn't really diminish the spirit of criteria [14] because the 7 point delta for the Padawan box (1600Jxp8) is still huge since it gives you 2 boxes worth (4800Jxp9).


This inversion suggestion is about conversion points not about skill points. Inverting the conversion point usage doesn't affect the "limit dabbling" property of the skill point layout.


Conversion Point cost of boxes and Skill Point cost of boxes don't have be in sync.




Cheddar [Fenix], ex-[WotS]
Ar4000, Br4000, Ma4004, Ri3001, TKMast, SWMast
M:BE,CH,Ma,Sc,BH,Ca,Ra,SL,Ps,Md,Sm,CM,Dr,En,ID,At,Br,Da,Mu,Ac,Fe,Sw,Pk,Mr,Co,AS,Ta,Ch,DE,TK,WS,Ri,Po,Sw
CSRTimV: I would suggest sending in a ticket, as there has never been a bug with the jedi system.
PuntaSur
Tue Jun 22, 2004 7:32 pm
#107


With the current bottom heavy design that was obviously (and quite cleverly) designed to limitnon-Jedi professoin "hybrd" dabbling as well as intra-Jedi dabbling to some degree (and I agree with that thinking),please understand that we are seeking a blend of skills that meet your desire to have a wider diversity of the Jedi population and our desire to have a balance of skills at our disposal to meet the demands of PvE, PvP, solo training, andfun grouping. At the very least (since 2 masters + 4444 was rejected), could you solve this problem with one of the two methods below:


a) Remove the 8 SP cost of novice boxes (since they don't have anything too powerful in them anyway) and apply a 24 SP cost to the "progression tree" Padawan box to keep a heavy low level gate intact. This would allow us to master two trees and two columns of our choice from a 3rd and 4thtree. Example: Master LS, Master Enhancer, 4000 Healer, 4000 Powers.


b) remove the 1 SP cost for master boxes so we can at the VERY least get master in two trees, a column in a 3rd and three boxes in a 4th. We currently fall 2 points short of that third box. Example: Master LS, Master Enhancer, 4000 Healer, 3000 Powers.






PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

Arialias
Tue Jun 22, 2004 7:32 pm
#108


TH said





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.




This one thing has got to be a joke. I am going to spend months and months to get to a high lvl dark council. And I am suppose to be weary of 1 class that can be had for 3 days worth of work?







DARK SIDE FORCE MASTER

(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)




PuntaSur
Tue Jun 22, 2004 7:33 pm
#109





There are a couple of points to consider.There are community resources to help find and identify these resources and also to purchase them on the open market.The other concern to consider is that Culsion is only required in 3rd and 4th generation.As far as the challenge of crafting the saber goes, this is the nature of the crafting system. More advanced components require the rare specific resources. We can see that all servers have had a spawn of this material within a reasonable time frame.


This gas is selling for upwards of 2000 credits per unit now (look at galaxy auctions) thanks to a market that loves to gouge Jedi. Most of us have been using the top drawer lightsabers for six months or longer and this conversion is stripping us of that weapon level if we can't find the rare resources. I'm sure Riflemen would be screaming if T-21s were deconstructed and required a rare resource to make the new ones (just as an example).


Could you at least drop a "conversion" start-up pack along with the robe into our inventories that contained 1K of each required resource, 1 color crystal, and the robe? Most of us prepared for this already, but you know there will be issues and problems out there.





PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

PuntaSur
Tue Jun 22, 2004 7:34 pm
#110






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.



Could you at least add the ability to slow/stop bleeding, poison, disease, cure BF, wounds over a VERY VERY long timer while in a meditated state similar (even longer if necessary)to what TK have? What about a temporary power boost option like they have? Respectfully: Why is the TK meditation so much stronger than that of a Jedi? Why is it not "extremely unbalancing" for a TK to have such a powerful meditation skill and power boost, who also gets defenses higher than Jedi, and powerful physical attacks that currently topple Jedi all in a single skill tree?




PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

Wengel
Tue Jun 22, 2004 7:36 pm
#111


it's the usual bull... they have made up their minds.. they extended the date for the publish because of technical difficulties... NOT because of revamp bugs/issues ingame. Now they are trying to getting up the hopes again with a thread that looks like they are addressing a few issues.

I mean... they never listen... so why would they this time? the good ol' top 5 list is virtually unchanged... or no.. it isn't... it's not top 5 anymore... it's top 30!

The most fun thing about this is that they expect diversity among the selected skills for the jedis. 95% of ALL Force ranking jedis will consist of the same template. Because they found out what worked and what didn't.

To refuse to accept that is just plain stupid. Only a tiny amount of the general player base is roleplayers, and how many of those do you expect to see in the enclaves?

I can answer that.. NONE! Because their template will not be up to the task.


We will be gimped... and in 6 month they will admid that they made a big mistake (again)... and then make it even worse. IF the game still exists at that point. At this rate the combat balance will never hit the streets, because the players have left for other games before that.


No players - no money - no income to pay for server maintenance or devs - game dead. Killing the playerbase that has jedis = killing the powergamers.



==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

Death Watch Bunker - The Complete Guide - By Wengel

swgsoul
Tue Jun 22, 2004 7:42 pm
#112

Ok to start.......


21. 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.


ATM on lowca I have my main charaters fo 2 accounts about to do both PVP and PVE with out help, yet my jedi can't even live safely at his low level with out protection from others. Now your saying the remap isn't changing this...we will still depend on others to survive untill we are uber? why is this...last I knew jedi only needed himself to suvive.


Now that I've said that the following is some things not answered in the QA....


Crystal Drop Rates......on live this is very, very bad...after 10 days of non-stop I looted 2 (both twin, and useless to me as a noob jedi). As for the TC it's been all over the forums that they have become even worse. Unless your looking to make jedi the "poor white trash" of the galaxy this is a MAJOR issue and needs to be address.


Lightsaber Crafting.......The force sensitive skills we pick are useless and don't give us the +2 experamental points it should, and as far as TC crafting goes the sabers crafted are very, very weak compared to even my weakest on live server. my weakest saber live (no experamenting as you know) is 5th gen 1-hand saber with 6.2 speed 879-1006 damage and estimated force cost of 16 (using saber slash 1). This compared to all I've seen (screen shots) from test center is way better. Most on test center never even get past 500 damage, even with experamenting. this is way too low...most weapons on live servers are well above this, for example...Flame thower 3.0 467-847 (speed slice) T21 5.2 368-983 (speed slice)...why is this? and why was nothing in the punchlist answers mentioned about this?


Force sensitive skills....This skills may need to be done by ppl working to get there jedi, but being useless to jedi is a bit beyond my understanding. We must pick 6 trees of useless skills and spend 24 points on them? my main character doesn't need to pick 24 skills to have his novice boxes, how is this "Balanced" how is thi "Fun" it's not will be the answers you come back with. So they need to work or not be a requirements for jedi!!! and I belive all jedi support this. how is giving us an extra 2 points in experamenting on "Lightsabers" a jedi only weapon (no one else can craft, sell or buy them) how does this hurt the "Balance", other things like melee speed or melee acc. well my TKM never misses now and well I kill Mokk lairs in about 30seconds...my swordsman never misses and killes the same lairs in about 45sec. Might wanna rethink everything about FS skills.



Jedi Conversion Process...All we really want is the point converstion...what does 4/2/3/3 give in the new system. if ppl are looking to know what each skill does well go to this web sitehere( http://swgexplorer.dras.us/tc9/menu.htmincase links aren't working yet) and read all you want about them.


Oh and look at TC more often...I have a jedi live and still can not test on any of the TC


well i belive thats all I have for now......but I'll have more later I'm sure!




SoulMJ - undesided
Frost'cold - Jedi Elder

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Gaenjin
Tue Jun 22, 2004 7:44 pm
#113



Hmm. It's difficult to give constructive feedback on a class rework, that I've been so passionate about since November, butam so massively disappointed in seeing develop. My biggest disappointment, is seeing the repeated "will be tweaked/fixed/addressed in the Combat Balance", which gets pushed further and further since January. How long do I have to wait for all these imbalances and poorly designed systems to be "fixed"?



My biggest disappointment is seeing the "combat balance" excuse used over and over again and again throughout almost all the dialogue. The Converson is disappointing to me, because I have a low level reroll that I haven't felt like grinding much, and it looks like all my Skillpoints from Conversion will have to be spent on "Force Sensitive" skills that my Jedi doesn't need, can't use, yet will still cost me TWENTY-FOUR skillpoints from my Jedi experience pool gained from grinding for hours in the past. How is this even considered fair?!?


There's emerged a certain template base that will have to be copied by most all Jedi to compete with each other. Master Lightsaber w/ at least 0/4/0/4 Enhancer. No other template seems to be able tocompete with a Master Saber 0/4/0/4 Enhancer, yet we read Dev comments such as: "we want diversity with Jedi" or "this will be addressed in the Combat Balance".


It seems like "Combat Balance" is the excuse for "we can't fixanything criticaluntil our A-Team gets done with the Expansion that The Powers That Be want released this Fall." I mean, Image Design and Droids were placed before Combat Balance?? Jedi class,or any other combat class,is revamped before Combat Balance?? I just don't see how Hologrinding was more game affecting than Combat Balance, nor do I see how any Combat profession can be reworked before Combat Balance is designed and completed.


Iwas the 2nd unlock on Sunrunner. Out of the first 5 unlocks on the server, I am the last actively playing. I'll go out on a limb and say that I think I may be the only one left out of the first 10. That says something, because we've been putting up with crap for ~8 months, lobbying for changes, waiting, etc. That's a lot of passion and faith in the game.


I believe that there's a sense of "well meaning" from Dev, and a true desire todesign a good, fun and enjoyable class, and game, but with this Combat Balance thing being phantom crutch, nota reality... you all are asking for a LOT of trust from us players. Speaking for myself, I am just all out of Trust Points... they got spent on Unneeded Waiting Skills.

Message Edited by Gaenjin on 06-22-2004 07:48 PM

Morph1ne
Tue Jun 22, 2004 7:49 pm
#114


its good to see that not all of the punchlist was accepted, if anyone disagrees with the Devs, all u are doing is making yourselves look like the spoilt kids from "willy wonkaand the chockolate factory". jedi on tc2 are already more powerful than MBH's, and u want more??


think yourselves lucky that u are getting your revamp now (think of the poor smugglers who have to wait till after the JTL expansion. or the BH jedi missions which are still borked the last time I tried one on tc2).


my only question is I thought hooded robes were already in the game?? (well 1 hooded robe anyways).


I got a fewscreenshots from near the end of beta with what looks like player jedi (dev controlled?? from an end of beta contest) in a hooded robe.


http://morphine.qgl.org/183_Jedi1.jpg

Message Edited by Morph1ne on 06-23-2004 03:53 PM

Sportiva
Tue Jun 22, 2004 7:50 pm
#115


Thunderheart wrote:





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.



Absolutely the revamp is about fun. 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.







TH,

I completely understand what you are trying to do here, and I'm greatly in favor of more diversity, but most Jedi fear this will lead to FOTM cookie-cutter templates. If the intention is to keep Jedi to a maximum of 2 masteries and 2 lines in another tree, couldn't it be adjusted to allow Jedi to master 2 & get 1 complete line in two other trees. For example Master LS, Master Enhancer, 0/4/0/0 Defender, 0/0/0/4 Force Power.

There are probably a few ways to do this, but the first one that comes to mind is adding 24 points to a Padawan box and then removing skill point requirements from novice boxes. If necessary for balance reasons you could then remove any/some powers, bonuses, max force power, regeneration, etc. from the novice boxes.

Message Edited by Sportiva on 06-22-2004 07:55 PM

Message Edited by Sportiva on 06-22-2004 07:57 PM

Message Edited by Sportiva on 06-22-2004 08:00 PM



________________________________________________________________________

Dulymus Jenod Bounty Hunter v Level 90 v Alliance Ace Pilot
Errik Jenod Jedi v Level 90 v Alliance Ace Pilot
Mischa Theron Jedi v Level 90 v Smuggler's Alliance Ace Pilot
Salene Chi'vas Smuggler v Level 90 v Smuggler's Alliance Pilot
E'tien Isa Trader v Structures
"Impressive. Most Impressive."
Caedet
Tue Jun 22, 2004 7:52 pm
#116

You guys keep asking for feedback, but have you yet to listen to it?


At this point, it is completely useless to give you feedback.We have an unlimited number of creative posters giving you ideas that you completely ignore and give us some utter BS.


Here's my creative suggestion:


Make the Jedi Profession only cost 1 skill point.

-Abilities gained


  • Jedi Title

  • Ability to equip any weapon and make it look like a lightsaber (Can't wait to shoot my Krayt FWG5 from a lightsaber)

  • Access to the enclave (so we can sit around and talk about how great the revamp could have been)

Sounds much more fun. You will solve the ability to wear armor and not make jedi over powered.


Truly... this was a BS suggestion, but in myhonest opinion, it's much better than anything that you guys have done with this revamp. Terrible job. I know it's not your fault ThunderHeart, but whomever came up with the current Knight Trials, fed you answers to the PunchList, decided the way the robes work, well really anyone whom had any decision making in this revamp needs to be suspended until after the combat balance.


This revamp was a waste of our time and my whole goal of having this game. I can't believe that I have to leave it up to 50+ players to determine how far I can go with my Jedi. I can't believe I'm expected to walk through Theed with Overt status and no way to protect myself with any type of resistance or armor. You have given us a variety by spreading our skills all over the place, but as everyone says, It's not a variety any more, it's now a template stacking game. Everyone will now have the same template. I don't expect to be able to take on Theed by myself, but I believe I should have some ability to atleast be able to stand my ground against a few people without having to use the specified "Survival Template".


Sorry for the rant, but it's not like anyone with SOE is going to read or even care anyways.




A Kennygo Production
Master Weaponsmith
-5667 3420
Just outside of Theed, Naboo (Gorath) or
356 -5732
Just outside of Coronet
Robbed
Tue Jun 22, 2004 7:52 pm
#117

Wow, this stinks. Too bad I wasted 6 months grinding for little/no reward.


Everything in this response reads, "we are too close to a deadline to fix anything."


If you were to make a new set of responses try using the word "balance" less. These are jedi. Try using the words "strength, power, reward"


This was a rediculous post.


Right now:


Force healers can't heal, Defenders are not at all actively defending, Enhancers defend. Sabers are wiffing, and Powers are not Powerfull at all.


Rename the Skills:


Defender - Skill Tape suppliment

Enhancer - AFK Macro Tank

Saber - Wiffle Ball Bat

Powers - LightShow

Healing - Stim B suppliment



-------------------------------
Bounty Hunters Killed- 11
Dark Jedi Incapped- 1
Runs from a fight- 37
I became a jedi soley for the purpose of killing bounty hunters.
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