Development Cycle Archive

Thread: Publish 9 Feedback: Secrets of the Force

Thunderheart
Fri Jul 02, 2004 8:27 am
#1


Publish 9 brings us The Secrets of the Force. In The Secrets of the Force, existing Jedi may now re-allocate their skill points based on the type of Jedi they would like to create. When you log on, you will see a window pop up that will prompt you to convert your Jedi to the new Jedi skill system.

In the new Jedi skill system, you may remain PvE (with the exception of the occasional Bounty Hunters wanting to prove themselves) or may choose to go on to the new PvP Force Ranking System (FRS). Jedi must choose their path to Force mastery by following the path of light or turn to the dark side. The FRS is a PvP mechanic that allows a Jedi to advance beyond the rank of Knight. It consists of two skills trees, one for Light and one for Dark. Each skill represents a Force Rank. Experience to attain these Force Rank skills is gained and lost through PvP actions. Light Jedi will vote on advancement and Dark Jedi will fight for advancement. To advance, the Light Jedi and Dark Jedi have gathered into groups and have set up their own secret Enclaves, hidden away from the Empire, allowing only a set number of players to advance into the various Force ranks. Only a set number of players may attain a given rank within each Enclave. Therefore, in order for one to advance, another must be demoted. Jedi who enter the FRS are automatically set as always overt for their aligned faction (Rebel for Light and Imperial for Dark). As long as they stay within the FRS, they can not go covert or resign/change factions.

Please visit our Jedi Conversion Guide for further details. <link>



As part of the Jedi revamp, Jedi will find that they will have to deconstruct their lightsabers via a new radial menu option. Jedi will be able to use their crystals and pearls as they will be reclaimed using the new system. Please make sure you have enough free inventory space before attempting to deconstruct any lightsaber. New lightsabers are a weapon that is also a slotted container based on a player's level. The only items a Jedi may place in the lightsaber is 1 Color Crystal and 1-4 (based on lightsaber type) “tuned” Force Crystals or “tuned” Krayt Pearls. The stats of the basic lightsaber will remain at its crafted values, however stats will go up and down based on the values of the crystals placed within. The lightsaber’s blade color will be determined by the “Color Crystal”. Lightsaber's without a color crystal cannot be used. Based on its generation, lightsaber's will gain slight stat bonuses along with more container slots to put crystals in. There are 4 styles available to each lightsaber skill line now.

A Jedi will now be required to “Tune” the crystal or pearl he/she wishes to use. A Jedi will use the Force to tune the crystal to their body. Once tuned, the crystals and pearls will only fit within lightsabers crafted by that Jedi. Jedi may only use lightsabers that they have crafted. Lightsabers, tuned crystals, and pearls will all be tradable to others. There will be a description on the crystal and pearl after it has been tuned to the player who tuned and the stats will be visible at the time. Lightsabers may not be sliced. All crystals and pearls must be tuned. A lightsaber must have 1 color crystal in it to power on. All crystals must be in the lightsaber prior to equipping it as once equipped the lightsaber inventory cannot be altered. A player must unequip a lightsaber if they wish to change the setup of their crystals. Lightsabers will no longer decay; now, crystals and pearls decay based on damage. Once the condition of a crystal or pearl reaches 1 or lower it must be replaced. The crystal/pearl’s text will change to red when it is no longer usable.

These changes will affect players who have already unlocked their Force Sensitive (FS) slots. Players who have not unlocked their FS slot may continue to master professions for credit, but no new players will become Jedi until Publish 10, The Jedi Trials. Players may still unlock their slot, but it will not be active until Publish 10.



Please post your feedback on:




  • The Jedi conversion process

  • The lightsaber reconstruction/deconstruction process

  • The Jedi Robes

  • The Force Ranking System

  • Light Powers vs. Dark Powers



Kurt "Thunderheart" Stangl
Community Relations Manager
Ellenore
Fri Jul 02, 2004 8:38 am
#2

Robes got no resists and are ugly colored. Heals got to long delay. Otherwhise it went smooth for me, altough some confusion on fs skills




Ellen
Selling high quality pharma 4 stims and area stims
Bastion, Lok -200 -2575

redimaster
Fri Jul 02, 2004 8:41 am
#3



To be honest at first I was quite skeptical of the publish while waiting to get home from work and try it out. All the screaming bloody murder and the sky is falling had me nervous to log in. Overall though I'd say the publish is a good one.


Robes *NEED* some sort of resists, no other professions are forced to spend skill points to be able to resist anything.

Don't mind the robes I think its a welcome change, if i could just have some sort of resists I'd be happy like pappy. Doesn't have to be 90% comp resist just something to help take the edge off.


Death XP Penalty is ok, maybe you could scale it based on how many 4th tier boxes the jedi has to help out low level jedi? There should be some *Middle* ground everyone could agree on. 200k xp to someone in the system who only has novice lightsaber will eat them up and discourage them to even play very quickly. Not a very fun experience for a brand new character.


I didn't like the way my -9fc pearls not in sabers didn't come out better than -5 in conversion. My pearls that weren't as good came out better. I think this is just silly. I also think we should have gotten a color crystal (random color or previous blade color) when we broke down lightsabers. If we had 3 functional ones beforehand we should have had 3 functional after patch not just one.


I do like the new lightsaber construction process and crystal/pearl tuning i think its a good idea and will help keep costs down (I hope) due to the no stats until tuned issue.


Seems like the knight trials are just a kill list. We were under the impression before test center that these would be some sort of interactive and actually interesting quests? I guess flying around for hours is a great quest idea?


The issues I have with the patch listed here are minor. I still found it to be rather enjoyable and made the game actually interesting again. I give you guys 1 THUMBS UP, *you could have had 2 had you addressed our earlier feedback on these issues pre-patch*




Message Edited by redimaster on 07-02-2004 08:50 AM



Nixx Hexx
Scylla since 09/03

Panties aren't the greatest thing in the world... But they are right next to it!
AnXdiety
Fri Jul 02, 2004 8:42 am
#4

We still have no armor resistances. The innate defences are the same as every other profession in the game yet they all are still allowed to wear armor of some sort.

The knight trials are a joke. There was no response given to our feedback in JustG's thread. If you notice the majority of that thread was negative feedback yet nothing was done to the trials themselves.

XP loss needs to be scaled to how many skill points are invested in Jedi skills. For example an Iniate with just the novice lightsaber box should lose 32000 XP where as someone that has invested 250sp in the Jedi skills should lose 250k xp. 1000 xp loss per skill point invested would make this a fair ratio and not over penalize people that may only have 0040 saber with 200k xp loss.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

Vissix
Fri Jul 02, 2004 8:42 am
#5

Well the Jedi conversion seemed great at first, but after a few minutes of hunting it became painfully obvious that it was the same boring grind just in a different wrapper. The exclusive jedi content that was promised months ago is nowhere to be found, so we're still stuck killing X amount of monsters. The design of the enclaves is nice I guess, but the knight trials seem to be a poor attempt at content. "Go to this planet kill monster X, X amount of times", it just doesn't work for me sorry. The idea that knights are permanently overt is a great addition, but the removal of the TEF really was a bad idea. The Jedi skill trees seemed to be an improvement over the cookie cutter pre-publish jedi, but the only template that seems to work is Master Lightsaber, Master Enhancer, 4/0/0/4 Healer, because the rest of the skills are either broken, or completely useless, for example, why use Force Knockdown 3, when I can use Saber Throw 3 for the same effect which not only knocks down my target but does incredible damage. It's poorly designed in my opinion. Not to get to pessimistic but in general this publish was a huge let down, and the last straw for me.

Message Edited by Vissix on 07-02-2004 11:43 AM



Vars


InsaneDms
Fri Jul 02, 2004 8:49 am
#6

Overall the patch plays much more "fun" for me, so kudos for that!


There are still a few issues that bother me:


Robes - We were promised robes with resists comparable to armor... instead they are comparable to a T-shirt.


Heals - Since we have no armor, the delay on low level heals is just long enough for us to loose about 3/5 of what we just healed, making them almost worthless.


Cure Poison/Disease - It takes too many uses of this ability to clear high level poisons. We will be dead before we can clear them. Please makethem clear all poisons/disease, but raise the force cost for healinghigher level poisons/diseases.



Really, that's about it. Like I said before, the patchseems more "fun" forJedi to play under. I guess that makes it difficult for me to find more issues that bother me!



Orevore -- Master Swordsman
Da'mien Dogwood -- Novice Brawler
Aerius
Fri Jul 02, 2004 8:49 am
#7



Jedi conversion process:

>Very good, most of the exploits were patched in. There was a bit of dissent in the various point values, but I think everything worked out good. Very little problems.


Lightsaber deconstruction:

>Horrible. In my mind, the worst change in the system. How does a saber of -9s convert into -4s? C'mon devs, you said that pearls would be converted based on their preconversion stats; instead we got a system of tune anything and have random results.


Jedi Robes

>A bit dissapointed that it does not have resists. Earlier TH said that robes would have resists comparable to high end composite and this certainly is not the case. I understand that this is in preparation of CB though, so its not too bad.


FRS

>Don't know yet.


Light vs Dark

>What are supposed to be the differences? Some documentation please?






Aerius - DS
DS Armory: Home of 39/67 Stun Armor and 20k 48% Stun PSGs / -500, -4123 Senia, Naboo
Now buying Premium rated Crystals/Pearls - contact me ingame

OldGrooSWG
Fri Jul 02, 2004 8:52 am
#8

I'd just like the ability to restart the conversion for a week or two, to try out different skilltrees.

Yes I know this could be done on test, yes I did it some on test before patch went live.
I had a problem on test as I had no crystals to make a saber (until the free color crystal popped up on test) and so, wasn't able to really get a feel for anything (prior to that).

I STILL think we should get either more points, or make saber innate to being a jedi (costing no points) ... spreading guardian 4444 into 2 1/2 trees is no fun.

--
Saber deconstruction worked fine for me, altho as everyone says, the quality of what was in the sabers didn't really equate out.

---
By jedi robes, I guess you mean the jedi tunics?
They don't look like robes to be, but I have only seen padawan and first rank frs ones....

---

FRS...due to patch delayed (when I had set up my vacation time to BE home/online for it... I haven't completed trials yet to know much of anything)

---
Dark vs Light powers, same answer as above.




OldGroo
sunrunner
nolan007
Fri Jul 02, 2004 8:53 am
#9




Thunderheart:



Overall, I suggest thispublish was a success.



However, I suggest the following:



  • Please cap the negative Jedi XPto -1 million as opposed to -10 million. No reason forthe lowto be -10 million. It punishes players that are trying to play the game. Also, it doesn't stop the people that don't give a flip about how low they can go. That's why I say -1 million is more reasonable.



  • Is Force Powers worth anything? The last day I tested on TC2, it felt like the red-headed stepchild of the force disciplines. How so?


    • The force throws don't cause any damage to the target. I suggest Force Throws shouldmatch the damage of Saber Throws.

    • All animal specials were basically worthless. Maybe combat revamp will make these creature specials worth something? However, once you have mastered your profession -- chances are you won't be scaring creatures... you'll want to kill them. Also, Creature Handlers are rarer than gorax and as effective as a gnort for PvP. As you can see, these animals specials aren't worth much.

    • Jedi Mind Trick will be rarely used. How many times do we even interact with NPCs in this game?

    • Force feedback stops this profession in its tracks.

    • How about introducing Jedi Sense into the Master Force Wielder Box? See my signature below. It would act like Ranger tracking except only find players of the opposite faction that are declared.

      IsForce Powers for role-players?






~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

SarakKye
Fri Jul 02, 2004 8:57 am
#10

Saber/Crystal or Pearl conversion - really whacked my pearls. I had a 149, -.32 AS -9 FC pearl in a 1st gen saber. It returned a 38, -.18 AS, -2 FC pearl


Robes are not providing the force regeneration mod. Its listed but has no effect.





Qodis, Imperial Officer (-CU-)

Dark Jedi Knight / Ace Storm Squadron Pilot
...and an all around nice guy


RabidEwok2
Fri Jul 02, 2004 9:00 am
#11

Overall, a very nice revamp. I'm having MUCH more fun playing my jedi now. There are however a couple of issues:


- Robes. They don't provide any versatility in look. They paint a bullseye target on jedi. I for one want a dark robe since I'm roleplaying a dark jedi until I can be one in the FRS. A better solution would be to simply limit jedi to wearing clothing and not put any stats on the robe.


- The force wielder tree. It is underpowered. Mostly because force enhancers get very powerful abilities that nullify the offensive power of wielders (I'm referring to forcefeedback mainly). I think you did a pretty poor job in ensuring that force wielders are viable.





ZEER
Sith Lord | Hatched May 2004

Chianti
Fri Jul 02, 2004 9:03 am
#12



There is a major imbalance now that curepoison and curedisease have been nerfed to hell and back.


Essentially, curepoison and disease now hit for a little over 100 strength, meaning most PVE poisons and disease actually take two heals to cure. Wow. PVP strength poisons and disease are MUCH stronger than pve, so I'm confused over what the devs were thinking when they nerfed this one.


Lets place this in a pvp scenario:


Jedi goes to pvp with friends

Opposite faction combat medic throws mind poison from 90m

Melee classes from opposite faction group gang up on jedi

Jedi is forced to use healpoison and disease several times to cure

Because of the required healing, the jedi has no time to fight the melee classes attacking him

By the time jedi is cured, combat medic hasthrown 10 more poisons because of the effects of Havla

Jedi Never has time to defend or attack being stuck in healing constantly

Jedi never had time to effectively cure poison because the poison took effect before it subsided


I tested this with a 533 effect AREA mind poison last night, and it took a master healer 5 shots to cure the poison. By the time it was cured, his mind was entire drained (unless he used totalheal, in which case it still took 5 shots to heal the poison, but it healed his mind each time too).


It is IMPOSSIBLE for a jedi to pvp if they are left healing themselves constantly. Additionally, healing will make little difference since it takes so long to cure, the poison will already have done its work several times over.


THIS IS GAME BREAKING. The devs need to make curepoison and curedisease for jedi an instant cure. Additionally, robes need to mitigate and resist combat medics disease and poison, ultimately leading to invulnerability for the council members and leader. That is, unless it was the intent of the devs to allow a single combat medic to do away with all 11 members of the jedi council.


For reference, devs, poisons with > 400 effect are pretty common these days.

Message Edited by Chianti on 07-02-2004 12:42 PM

JediMasterCarlito
Fri Jul 02, 2004 9:05 am
#13

I'll say overall I like the Jedi changes, with these glaring exceptions:


  • Jedi Robes- Resists/Armor: They have no resists whatsoever. This is extremely unacceptable, as any other profession in the game can wear 90% composite in the game.

  • Jedi Robes - Sockets, Backpacks, & Color/Style: Robes have no sockets whatsoever, which means we can't put any skill tapes in them. We also can't wear an undershirt/shirt under our robes like we can for any armor in the game. Why is this? I'd also like to mention that I despise the color on the robes. I think you should give us a color palette to work with here. I don't care for the "color denotes rank" excuse, as it just seems like a lazy one. Why not make different robes for council members? In the movies I don't recall Padawans wearing different robes than anyone else.

    Quite honestly, if you've not going to give our robes some defenses, why not just add the force power/regen bonuses to whatever level you currently are so we can wear whatever clothing we want?

  • Jedi xp loss upon death: This should definitely be in the game, however this needs to be tweaked/scaled. I like the proposal made by someone on the Jedi boards, where your xp loss would be determined by how many skill points you have invested in Jedi skills (not including force sensitive skills). For example, you have 20 SP invested in Jedi, you lose 20,000 Jedi xp. You have 226 points invested in Jedi (the max), you lose 226,000 Jedi xp. I feel this is a fair solution, as low level Jedi are going to die much more than high level Jedi.

  • BH Missions are still bugged Yeah, so everyone knows this. Although there are the obvious things wrong with BH droids and whatnot (which you guys have been way too slow to fix), my issues are from a Jedi standpoint.BHs are able to kill their targets multiple times if the target continually gets rez'd. This is wrong. Once the mission is complete the TEF should be gone and the Jedi non-attackable. Also, when can the BH/Jedi battle be 1-on-1? BHs are still able to group with, and have their groupmates attack, their Jedi targets.




Vamir Daba Hermit of Naboo Eclipse
Sarynn Daba Jedi Knight Eclipse

Star Wars Galaxies Developers: "Much work remains to be done before we can announce our total failure to make any progress."

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