Development Cycle Archive

Thread: Jedi Punchlist Response 6/24/04

BobaMeng
Fri Jun 25, 2004 5:49 am
#105






Drterror wrote:


TH, It takes DAYS to grind master TK, it takes MONTHS to get to the highest level’s of Jedi. The balanace there is none existent. If you are gonna make Jedi grind all day for months just to be useful then why not do the same to TKM’s? There is a huge contradiction there. Why be a non FSR Jedi when I can be a master fencer, tkm, rifleman and take down anyone?







how long does it take a TKM to blow lightning from his finger tips?



point is, without special a tkm should win, but with specials, a jedi has the advantage. granted a dizzy/kd special from a tkm is deadly.



but i also think being KD'ed lightning should still work.




_________________________________________________________
Meng'lor Jedi Padawan
Glzmo
Fri Jun 25, 2004 6:05 am
#106







Thunderheart wrote:


In the evening air of the final purple-hued moon of the season, the formerly undefeated Danva was humbled in teräs käsi combat by new Palawa Band champion Phow Ji. Ji ended the exhausting 47-minute bout with a rancor-rising, aryx-slash, nexu-grin combination.






This means the Jedi lost against a Teräs Käsi in a Teräs Käsi fight not even utilizing his lightsaber. They were engaged in a Teräs Käsi/unarmed tournament. Therefore, this only proves that a Teräs Käsi Master should be able to barely beat a Jedi in unarmed combat after 47 minutes.A Teräs Käsi Master will still be no match for a skilled Jedi with ignited lightsaber.

From these revelations I see no reason for a Jedi notto be able to use the lightsaber to block melee attacks.

Message Edited by Glzmo on 06-25-2004 06:07 AM



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sce33
Fri Jun 25, 2004 6:07 am
#107






glorfindel23 wrote:

"There is a significant difference between *DONT USE* and *CANT USE*."


Sure is. And you -CAN- use some of those force sensitive skills. The Melee and Ranged defense -do- work from what I've read on the Jedi forums, the Vehicle line will work when JTLS comes out. Jedi Luck works...


Seems to me, depending on which trees you choose to take, you are in the same position of the BHs: skills that you can use, but only sometimes are worth it.








Take a secong and look at the jedi skill tree. Mastering the defence line pretty much maxes you ranged and melee defences. Force Run2 is easier to use and nearly as fast as a speeder bike. Again depending on your build these Force sensitive skills do not work in you favor as a jedi. Worst case seniro, you have no force run and zero jedi defence and can actually make use of these 3 lines, what good are the other 3? Jedi luck so i can look 150 instead of 100 credits off a meat lump? Persuade, I dont pay to train = no use. Crafting, im not sure crafting bonus effect a jedi ability to craft his/her saber but from what i read the expermintaion yeilds rather low results by design. Repair we wear no armor and can t repair pearls and crystals.


Like I said before, Force Sensitive skills need to aid a jedi. Weather these are passive skills that are activated as we travle further the ranks or weath we can surrender the skills and place them in a more appropiate place for out template. The talk about novice professions is null, padawan is out novice profession that requires about 6x the xp as other elite profession does. I think we deserve these skills.





Dark Lord Odium
-SITH-
Hate, Fear and Anger are my Ally
kardia
Fri Jun 25, 2004 6:13 am
#108

I just want to thank TH for responding



Kardia
Guild Leader of Republic Liberation Front RLF
If you fight one of us you fight all of us!!
If you are a rebel Jedi and you need help spell my name backwards and call for aid.
If your a rebel and you need help with imps spell my name backwards and call for aid.

Seshemw
Fri Jun 25, 2004 6:14 am
#109


Thunderheart wrote:
Ability to drop the Force Sensitive Skills once we hit Jedi Knight.
We’ve discussed this a lot and basically what you are asking is to have the ability to “drop the novice profession” to have more skill points to spend on elite profession skills. No profession has this ability. It would be like being able to surrender Novice Marksman Skills in order to have more points to spend on Pistoleer, Commando or any of the other elite professions that are built on top of the novice profession.



The HUGE difference being that unlike Jedi, the novice profession for any other elites actually benefit from their novice profession. It may not be a benefit they want to use, or that applies directly to their end profession abilities (like BH regarding Scout tree), but it does add abilities and modifiers to their character that are OF USE even if it's marginal use.

We've been told that the FS picks are useless to Jedi because we've 'moved past them'.


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.


Er. Except that we're getting extreme resistance to ADDING any resists or armor value to the robes. So what 'work like armor' are they performing? They have no sockets, can take neither clothing nor armor skillmods. You can wear no undershirt, no cloak, no backpack, so they're MORE restrictive than armor. Where is the functionality these were designed around, that makes them different to the engine?


Allow people to board shuttles even if in combat On TC2/3 Jedi with force run can engage an overt and dance out of range without attacking to grief them into not being able to shuttle.
No, we cannot allow this.It opens up too many opportunities for grief and PvP exploits.



Then you must allow player city shuttleports to function as starports. There's a basic denial of service that's possible on BOTH ends of any interplanetary hop. You can hold them from departing by putting them in combat mode (and staying around corners/out of reach), to allow time for reinforcements, and you can load kill them on the other side if they DO get to transit.
Right now, unlike cloning (where you can at least pick a shrine), there are severely limited choices of starports, both destination and departure point. Hit and run pvp exploits are something to worry about, but the guarantee of pvp exploits to pin FRS Jedi (who don't have the option to go covert for travel that a normal declared has) should weigh into this too.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
DeathUponYou-Dp
Fri Jun 25, 2004 6:17 am
#110

any feedback on padawans being jobbed?



~FaTaL~ Retired Bounty Hunter - ~Revun~ Light Jedi Knight

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IlyaMasool
Fri Jun 25, 2004 6:53 am
#111






Seshemw wrote:


The HUGE difference being that unlike Jedi, the novice profession for any other elites actually benefit from their novice profession. It may not be a benefit they want to use, or that applies directly to their end profession abilities (like BH regarding Scout tree), but it does add abilities and modifiers to their character that are OF USE even if it's marginal use.

We've been told that the FS picks are useless to Jedi because we've 'moved past them'.




Very good point.


Then the solution should be putting in some smallbenifitable modifier to those FS skills that Jedi would no longer use. Not give back the points all together.


I guess perhaps +15 to max force


+5 terrain navigation


and stuff like that.


(I always though that FS skillsalready give these small benifits)


You are right. most of the novice skill does add small modifiers and specials that no one use. Jedi should get them too.

TK-3529_SG
Fri Jun 25, 2004 6:56 am
#112






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.





hmmm.... TH.... if the robes are built on the concept of armor models, what would be the difference between this and the composite armor fix they did for us last year? Obviously the code for that is still around...


as far as rerendering the robes in the different colors, assuming there isn't an auto script to do all the colors for you, it would still only take a single person a few hours to go in and redo the colors for all 5 robes in maya to give us a choice of 5-10 colors... we arne't asking for the whole pallet or anything... just SOMETHING to let us semi-customize our stuff...





For the Empire!

Cam Viscera

-c
l0ngsh0t
Fri Jun 25, 2004 7:05 am
#113






Arjunwrote:








This to me even means we should giving Rank 0 to start. So why do all the G-4444 after long months of grinding on the old system, and then waiting around 3-6 months for revamp, have to now spend another 2-6 weeks camping and running around to do Knight Trials.






Thunderheart wrote:


The reasoning for this change can be found in Keldarin’s follow up on the issue here:



http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=34475&page=1






Keldarin's postdoesn't have anything to do with the question asked. G-4 have done nothing for months while the lower levels have caught us up, now these bs trials. Why shouldGx4have to doweeks ofmindless mob camping to get back tittles we already had. Putting us in at rank 0 is the least youcan do.





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Lires
Fri Jun 25, 2004 7:06 am
#114






Thunderheart wrote:



I have an update for you on the Jedi Punchlist items.The first items are new Punchlist items and I’ve updated some of the older issues throught the post and towards the bottom of the list I included some cool info from Shug_Ninx:




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.







Personally, just add a few skulls and some candles and maybe that nice little Sith flag on it and it sure passes my test Anything beats going 7km to the outpost. Maybe add fire on it too and what not.


For lights, well just add a flag and some happy faces and maybe a happy meal and that should do it. Rank 1 and above get a toy, sorry rank 0's I don't want to make you guys a sad panda, but someone has to do it.





Erzenzia Silver s Goddess of Delta
s Delta s Vulcan's In-game Girl s
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Otegu123
Fri Jun 25, 2004 7:07 am
#115






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.






so does this mean that a doc can rez a jedi and he wont lose any xp? If so then how will jedi ever lose xp, most jedi will be able tocall a doc and within 10mins or so they'll get rezzed, leaving no penalty for jedi dieing.







+| Otegu | +
+Teräs KäsiForcewielder +


IlyaMasool
Fri Jun 25, 2004 7:08 am
#116






sce33 wrote:



Take a secong and look at the jedi skill tree. Mastering the defence line pretty much maxes you ranged and melee defences. Force Run2 is easier to use and nearly as fast as a speeder bike. Again depending on your build these Force sensitive skills do not work in you favor as a jedi. Worst case seniro, you have no force run and zero jedi defence and can actually make use of these 3 lines, what good are the other 3? Jedi luck so i can look 150 instead of 100 credits off a meat lump? Persuade, I dont pay to train = no use. Crafting, im not sure crafting bonus effect a jedi ability to craft his/her saber but from what i read the expermintaion yeilds rather low results by design. Repair we wear no armor and can t repair pearls and crystals.


Like I said before, Force Sensitive skills need to aid a jedi. Weather these are passive skills that are activated as we travle further the ranks or weath we can surrender the skills and place them in a more appropiate place for out template. The talk about novice professions is null, padawan is out novice profession that requires about 6x the xp as other elite profession does. I think we deserve these skills.





All you pointed out is that these skills give small benifits that are no longer used when you get past them. Just like most of the novice profession benifits TH pointed out.


The talk about novice profession is not null because it was an analogy. He wasn't saying that these FS skills are Jedi's novice profession, he is trying to convey the concept where you go past the skill which is no longer all that much significant to you but you cannot drop them and reclaim the points to use it on something more useful.


CM must have master medic. Medic only give doctor skills which CM no longer use. They also must take marksman. There is NOTHING in medic or marksman skills that any CM wouldn't drop in a heart beat and put it into say, TKM.


I am sure that Dev are all impressed by the 6x the xp you put into Jedi compare to other profession. I am sure they will give medal to everyone who got a Jedi if they can, but they are kidna busy.


What that tells Dev tho' is that you invested a heck of long time into your Jedi. And it is 6x more unlikely that you will drop your jedi or cancel just because your FS skill give you +5 to Terrain nevigation instead of +15.
LordMaxx
Fri Jun 25, 2004 7:13 am
#117






aibo220 wrote:

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)







All Im seeing is.....


Paying subscriber whiner with jedi: I want this! I want that! I want to be powerful! I want to solo everything and no one in PVP should stand up tome because on pg 49 of X Book it said blah di blah about Jedi doing TikNata moves and destroying worlds!


etc etc...Most elite professions have pre-req stuff that they just plain dont use. Plenty of examples have been shown I dont need to repeat them. And you guys just want more and more for your "time spent grinding professions I deserve X" What about my time spent? I mean Im sure Ive played as much as some Jedi...but I spent that time doing other things, but since you played this other part of the game you deserve to have a character that can kill my TKM with a look I see...


I do hope your robes give you some more protection. And I do hope the crystal drop rate is good and sufficient enough that you dont spend too much time hunting crystals. But please cut back on the hate posts about how they are screwing you over etc etc....Learn to play the system your given. If they arent giving you absolute power its not because they are ignoring the "people" its probably because its a stupid request in the first place. And if everything is not perfect well Ill be glad to take your subscription if you dont want it any more...I could use a jedi alt to play on the weekends maybe....


Some of you folks may not end up being the best warriors on your servers like you want, but you always be the king of whine to me




Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
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