Force Sensitive Archive
Thread: Issues: Force Sensitive Post Publish 19
Not for CM's and Doc's
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 ?
you can't prevent people from becoming jedi just by nerfing conversion rates. by nerfing quests though, yes.
so most of above comments are valid issues! they spoil the fun & the community!
for me so far, the main issues are:
* walking npc in escort missions on a timer - ridiculous. as mentioned: this leads e.g. to several of the forts in phase 3 to be useless since too far away and thus camping at the closest occurs. where is community & fun in waiting 2, 3, or more hours for your turn??? or getting up and playing at 5 in the morning??? people get aggressive and not helpful since they want to get it over with.
* spoiled conversion rate for combat xp. why???? for balance??? ridiculous reasoning. change the nade xp instead as someone suggested, not that many use nades (costly & rare on some servers).
KaingPu wrote:
As of Publish 21. Medical xp now trades at 30-1 (up from 10-1) for FS Sense xp. Combat xp now trades at 30-1 (up from 3-1!) for FS Combat or FS Reflex xp. This was bugged in the TC notes and as it went live while not being listed in the notes I assume it was a known issue allowed to go live (as often happens). I can however understand how they would like Med xp to trade at 30-1 as it is as easy to get as any weapon xp with the same cap range now, BUT for Combat xp to trade at 30-1 is assine (if this is how it is intended to work).
Vorpaks thinks that it is an issue that the Survival Tree of Force Sensitive Reflexes is so unlinked to Ranger and Scout that it needs to be corrected, as it should be incorrect.
Trapping and Scout xp do not contribute to an innate bonus to trapping and other Scout / Ranger abilities?
The Force Sensitive healing quest in Phase IV needs to be revamped. A single group can kill the Siths so fast that there's no one to heal so there's no incentive for them [groups] to actually invite healers instead of damage dealers. I don't think I got hit by a Sith for more than 150 damage.
On another note, would it be totally out of line to allow people to trade Piloting XP/Prestige XP for Vehicular Control. I know I'd like to actually kill something something other than Bols. I have no other xp optionssince the lastpublish. (BH XP got changed from 3 to 1 forProwess and 1 to 1 forReflexes to 5 to 1 for both).
Message Edited by _Reflex_ on 08-12-2005 08:07 AM
Message Edited by _Reflex_ on 08-12-2005 08:08 AM
Sack_of_poos wrote:
On Thursday, August 18th, 2005 at 4:00 AM PDT all servers will be taken down for a hot fix publish
Profession: Shipwright and Pilot
- Force sensitive xp will now be granted for these.
Combat
- experience points (XP) for combat will now have a 3:1 ratio again, Grenades will no longer give Combat xp and will give "thrown weapon" xp
Quests
- The commander in phase 3 will now walk alot faster and timers have been removed.
- Quest Rewards for the various phases have now been updated with many new exciting rewards to suit the new combat experience!
It is now past 3 publishes and the plant that took over 2 months to mature still produces food that is completely useless and broken...
stats are still:
filling 10
attribute modifiers 3
health -2147483648% for 0m 0s
stamina -2147483648% for 0m 0s
obj_attr_n:[poison]: -2147483648% for 0m 0s
Message Edited by Bea25 on 09-01-2005 11:50 PM
If all of JTLS was supposed to be separate, why can you have the two JTLS races in "non Space" roles? Any justification you apply to this also applies to SW XP in the village...