Force Sensitive Archive
Thread: Issues: Force Sensitive Post Publish 19
Reborn_Warrior wrote:
The timing for the phases needs to be tweaked. Before the CU they made it change every three weeks because that's about how long it took you to get all the exp you needed before the next shift (for the normal player). They timer should be reduced to one week or around there so you still have time to get the exp you need, but aren't waiting around for 2 more weeks to unlock another branch. The loot needs to be revamped too, but the timing should be the highest priority
this is not an issue, nor does this need to be changed. If anything it needs to be longer, not shorter. It's supposed to be hard to get jedi, not take 6 weeks.
HuntinHeads wrote:
Reborn_Warrior wrote:
The timing for the phases needs to be tweaked. Before the CU they made it change every three weeks because that's about how long it took you to get all the exp you needed before the next shift (for the normal player). They timer should be reduced to one week or around there so you still have time to get the exp you need, but aren't waiting around for 2 more weeks to unlock another branch. The loot needs to be revamped too, but the timing should be the highest priority
this is not an issue, nor does this need to be changed. If anything it needs to be longer, not shorter. It's supposed to be hard to get jedi, not take 6 weeks.
Please.
Nothing is hard in this game. Tedious, yes. Time sink oriented, yes.
But not hard, unless you have a very short attention span, which I guess is what the devs are counting on.
Phase 3
Escorting the Commander:
1) First of, he is so slow, that the 2 closest bases (2300m away from the village) are the only viable bases from which, the mission can be completed. There is up to an 8 hour wait, or more at each of the 2 (Yes, TWO) viable bases on Bria. Any farther than the 2900m away, and the commander commits suicide.
2) The commander does not negotiate terrain at all well, so he often finds it fun to run away from you, when you are trying to escort him through rough terrain, wasting valuable time, in which to get him back to the village
3) 2 player credit limit. This mission is sufficiently hard enough, that even at level 80, while it is doable, this mission would benefit allowing a full group to get credit for supporting eachother, and also, do away with the 8 hour wait. lol, might only be a four hour wait, then.
SpottyGekko wrote:
The whole FS profession needs to be revised after the CU. Quite a few things in the FS trees, as well as the quest rewards, are now obsolete:
- Heightened Senses - Persuasion Quest reward -> +5 CM Experimentation Necklace (skill no longer in game)
- Combat Prowess - Melee Accuracy Quest reward -> Power Crustal (mind buff - useless after CU)
- Crafting Mastery - Technique tree - Critical failures are no longer a game feature, so what arethe benefits of this tree ?
- Enhanced Reflexes - Survival IV - +5 Creature knowledge (is creature knowledge still a valid attribute ?)
- Heightened Senses - Healing tree - Wound Healing (Music) and Wound Healing (Dancing) are irrelevant post-CU
And the question has probably been asked and answered a thousand times, but what exactly does "Heightened Senses - Persuasion" do ?
Sois injury speed& injury treatmentsince healing efficiency is the new mod
WTH does luck do exactly?
- Combat Prowess: Melee Accuracy/Ranged Accuracy.Melee and ranged accuracy are still stuck at +12. Pre-CU this was a fair bit, but post-CU it's not nearly as much. Add dimishing return formula's... Raise to +20 for the entire tree to match melee/ranged defense?
- Heightened Senses: Luck. ??? *if* it does something, it definitely needs to be a tad bit more noticable. Improve the loot rolls would seem like a good use for it, making it a sought after skill.
- Heightened Senses: Healing. Needs some healing effeciency to replace the now broken mods.'
Also, the mind and health crystals needs some love and balance, respectively.
AgentSmoke wrote:
For the crafting types, shipwright XP cannot be exchanged for FS XP.
They have told usthat JTL content would be considered completely separate from the rest of the game, to include Jedi. I am not a shipwright, but I would assume that falls under the JTL expansion, and, like piloting xp, would not be convertable.
I recently saw a CL3 player in the village of Aurilia. I would guess that he was a craftsman, but I am interested in finding out if it is possible to become a jedi without the combat skills. I imagine it would make it extremely difficult to grind the experience needed to convert to the huge amounts of FS experience, etc.
I do agree that the CU has created issues, such as rendering certain skills and items obsolete. If the developers could do something about this would be good.. heh heh.
AgentSmoke wrote:
For the crafting types, shipwright XP cannot be exchanged for FS XP.
The seperation of the ground and space games have rendered space completely moot. Its probably one of the biggest oversights in the game. Before you acuse me of posting in the wrong place, though...
WHEN OBI WAN TOLD LUKE TO "USE THE FORCE", LUKE WAS IN AN X-WING, NOT A LANSPEEDER!!!!!!!!!!!!!!
And as "Specific Named Resource" intensive as Shipwright is, and when you consider that it is NEAR IMPOSSIBLE to make money as a SW with al the better ships now being lootable, they could throw us a bit of a frickin bone here. I'm going to have to drop a profession that costs a ton to re-grind, to take up a different crafting prof for the village, and then regrind SW? Sorry guys... you stink... PEE-YOO!
How about integrating the FS into space? You never know... you haven't given anyone else ANY REASON to go up there, except traveling to Kashyyyk... maybe the ability to grind out FS experience will do the job.
Does that count as an issue? And don't tell me its "Working as Intended"... I'll only tell you "WATCH A FRICKIN STAR WARS MOVIE YOU CODE MONKEY!!!!!"
Message Edited by tkm-111 on 08-06-2005 09:53 PM