Development Cycle Archive
Thread: Jedi Punchlist Feedback
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.
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
1 3 3 3
1 4 4 4
1 5 5 5
0 6 6 6
8 Initiate
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.
75Lkxp 800Jkxp 800Jkxp 800Jkxp
25Lkxp 400Jkxp 400Jkxp 400Jkxp
15Lkxp 200Jkxp 200Jkxp 200Jkxp
2.5Lkxp 20Jkxp 50Jkxp 50Jkxp
Lkxp = "Thousands of Lightsaber Experience"
Jkxp = "Thousands of Jedi Experience"
m n o p
i j kl
e f g h
a b c d
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...
1 3 3 3
1 4 4 4
1 5 5 5
0 6 6 6
8 Initiate
If you zero out the first column, drop -1-- to 3cp and add 6 points to Padawan...
0 3 3 3
0 4 4 4
0 5 5 5
0 3 6 6
8 Initiate
Now let's look at this more closely.
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...
3:49PM PST End
This grid satisfies all 15 criteria:
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.
- 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.
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.
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?
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.
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?
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?
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.
Message Edited by Gaenjin on 06-22-2004 07:48 PM
Message Edited by Morph1ne on 06-23-2004 03:53 PM
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
- 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.