Force Sensitive Archive
Thread: Force Sensitive Top Issues
JediYuDanJa
Sat Jan 15, 2005 9:04 pm
#53
Master pilot pretige points should be convertable to fs xp. either for combat or for reflexes or both. And the Sith are too hard. I will have to grind grind grind just to take them on and then grind some more for fs xp. I thought we were getting rid of grind?
Ravashack
Sun Jan 16, 2005 12:17 pm
#54
Ok, I have a few issues with how the FS conversion rates go and a few other items, even ones listed in here are talking about. -----Ok, first off, this is Star Wars, and based off of the books/movies/etc. etc. Anyone else remember Luke in the X-Wing making a bomb run on a target 2 meters in diameter? Yeah? Remeber what that dead jedi said in his head? I do. "Use the Force Luke!".... so for the dev's to say the force can't help anyone in space is bunk... missile/ bomb accuracy? There are mods for it in the skill trees... why not add it in? ------Secondly, is anyone else who is almost solely a crafter PISSED OFF at how bloody difficult it is to get your hands on the Aurellian resources? I can only get them from killing Sith Shadows... I am almost master swordsman (by neccessity on Naritus to get loot parts) and even with full 2400+ buffs, mind buffs, 400+ brandy, and area attacks, I can't remotely begin to hurt them. Granted, my damage is reduced by 55-80%... since I wield a Power Hammer. My other option is to buy the damn resources off of other people. The best thing I have found is crap on the bazaar for 6K a pop... or I could get remotely decent items for 10-100K a pop. So, lets go at the 6K mark. Not only is it unreliable, and not good if you want to try to get the prize, but when you figure it out, each UNLOCK costs you 1.2 Million credits let alone travel expenses all over the galaxy if you don't have JTL. ------Third, there have been complaints of the xp requirements of crafting to get to purchase your FS boxes. Let's look at weaponsmith, shall we? It took me over 500,000 units of steel to reach master. This is also 37 hours of non-stop grinding!!! All this to get 896,000 XP. Oh, and we cap at master around 125000 xp. At the current 5:1 rate, it takes us around 8 hours of non stop grinding to OPEN up FS Crafting. Now figure in all 4 trees? The trees themselves not including the initial 50K FS xp needed to open them up in the first place is 4.9 Million FS xp... this converts to 24.5 Million Weaponsmith XP. Rounding up (for sake of mathemetical ease) to say that in the 37 hours you get 1 Million XP... it would take approximately 906 hours of NON-STOP GRINDING to get all four trees of FS crafting done. Ya know, I like being a master artisan, and a master weaponsmith. But I do not like the fact that I have to spend 1.2 million credits to try and unlock fs crafting, or the 914 hours of non-stop carpal tunnel inducing grinding to get to where I want to be! That and having to mine (just for the grinding) 50 million steel to do it either! My friends can take master TK, or Fencer, or Swordsman and max out both weapon xp and combat xp completely in less than 8 hours. During that time, they have MADE well over 1 million credits. For the master BH or Commando... forget about it, its even faster. With 30K FS XP in 8 hours from weapon xp alone, and then the additional 30K FS xp from combat xp. On the other hand, in that time period, I have made about 25K FS XP and spent well over 1 million credits (figuring 2 cpu for bulk resources which seems to be the case on Naritus). ------Final: I shouldn't have to have an entire guild working to pull my happy ass through becoming a padawan because I don't want to be a combat monster. What happened to combat not being a neccessity of the game?!?!?!?!?! Honestly, I enjoy crafting, talking , ROLE PLAYING, and being helpful to people in an environment that is fake, surreal, interesting and fun. Don't strip that away because I want to make better goods and have more flexibility. Sorry, had to rant, thanks.
Message Edited by Ravashack on 01-16-2005 11:23 AM
SumaTrig
Mon Jan 17, 2005 2:54 pm
#55
My $0.02
I have been playing for about 4 months and have 3 branches filled (Commando 4040, TKM). I was FS within2 months of starting the game. Early on a friend sent me a list of the POI badges, and in my spare time, I managed to get all of them. This was before I knew I needed them to become FS. Also, mastered TK before I knew I needed a master profession badge to become FS. It was about the time I mastered TK that I began looking into what I needed to become FS. Within a week of that I was FS and a week after that I was at the village doing the grind. IMO, it is too easy to become FS. I know many new players (have played less than1-2 months) that are FS. That seems absurb to me, but then again, I was FS in less than 2 months. So, practiacally everyone I knowis FS and is doing the villiage grind. Kinda of fun, but ittakes something away from it as well. I would like to see a system where it takes longer to become FS, and then shorten the villiage grind to 2-3 months (from the present 4-6 months). I do not advocate reducing the overall time it takes to make Jedi. I will get there in time, and when I do, I know that I will be among the few that had the determination to stick it out and reach the goal. I also know that when I finish the villiage, I have a lot more grinding to do. I do not think Jedi should be made easier to obtain, nor do I think the time required to obtain it should be shortened. It's a prize for those players willing to put in the many hours required to obtain it. It's the ulitmategoal in this game IMO. BTW, I have done all the phases once now and have 4 unlocks. My first phase was Phase IV and I thought it was the best thing I have ever done in this game. Too much fun, and relativley easy to complete. I just finished Phase 3. It took me 2 try's and a team of 6 players, including 1 doc. It's not impossible and I like it very much the way it is. Phase 1 and 2 were boring IMO. Make them more like phase 3 and 4. Difficult, but not impossible. One final observation. I am not sure why it even makes sense that non-combat characters can become Jedi. Seems to me in the Movies, Jedi was the ultimate combat profession. Why then should a entertainer, crafter, or doc be able to become a Jedi? BTW, I have a Chef alt, and I have no plans to make him FS. I understand why the maker of the game wanted to allow everyone a chance at being a Jedi, but IMO, it just seems out of sync with the basis of the story.
Have fun!
corbantis.suma
Squirreldriver
Tue Jan 18, 2005 6:16 pm
#56
SumaTrig, you're going to try to tell me the Jedi Librarian was some kind of combat master? It is made plain the Jedi were more than combat masters. There were many branches of specialty. It is entirely appropriate for all professions to have a path to Jedi.
And I completely agree with Ravashack--one shouldn't have to go broke and be bored for three months of game time. And that's if your crafting profession even converts, which Shipwright doesn't. I failed the last cycle because I wasn't about to ask my guildmates to turn over all their lootedresources and I couldn't afford to buy it in time. I had no plans for this character to keep any combat skills and yet it seems unless you are otherwise capable of soloing the Corvette missions you will not be able to finish crafting tree missions. Perhaps this was an intentional measure to force cooperation with other players?
Dariane_Kamutsovy
Wed Jan 19, 2005 2:16 pm
#57
Just my point of view from my other character who has entered the Jedi trials.
She's a Master Artisan, Master DE, working on Master Chef with NO combatskills whatsoever. Previously she had a little bit of brawler and tka but gave those up for novice scout/hunting (resources for chef) and novice medic (heal herself and able to _CRAFT_) instead.
Why? Cause the intention is to get full Crafting Mastery and Luck/Senses.
First trial: phase 3 -> Quaharek's Quest.
Getting the sith loods is impossible for a non-fighter. Luckily, as being part of a guild and having saved some credits already, getting those items from fellow guild members who do kill those sith or to buy themselves on market/bazaar at sometimes ridicilous prices.
Since it is so hard to get, no attention was payed to the quality of the resources, but just enough to get the items made in the quantities required to complete the quest.
====
Dropped the game for a month or 2 cause of a bit of boredom (endless trying to grind the xp to fill in the tree) and some irl issues.
Returned late december to continue. Didn't even bother to go and check/convert xp (even tough merchant xp wsa topped at 40k), cause i felt it was no use. Tried to figure out how to make it work; to get the xp without breaking the eula (AFK-macro crafting!) cause doing it manually is for on medical bases out of the question for me (to much mousemoving/clicking in a too small window port also called RSI). Even using a non AFK version involves too much small mousemovements and double-clicks 
Thankfully I had some fun things to do. The guild had gathered me some droid resources so i started building various droids. Watching the xp go by. Well, to go by but not really to increase dramatically.
As a master DE i depend on FACTORY BUILD items for construction. These don't give XP at all. Second, there are still items, when crafted manually, that don't give XP either. To get the XP based on DE alone = NOT DONE (considering the cost and huge number of resources).
Since i'm not a master chef yet, (which also needs a ridicilous grind), making alchol which gives about 40xp per item is not very helpfull either. All the other stuff need subcomponents or even identical items (ie factory crates). Chef is also out of the question to grind for XP to be used in FS.
I got enough ARTISAN xp by just making swoops/bikes/x34s manually so i could finally learn the novice CM box. And now i'm back where i started. I think, with the ratio it is now, i might get the 1 box (level 1 in CM) filled in, lets say... 1.5 - 2 years from now. At that time, I very much doubt that I'd be still playing or at least try to get to jedi with this character.
As it is, i might be faster unlocking _all_ the branches then being able to fill 1 CM box! Since merchant, and scouting XP are used for HS (luck/surveying), it goes slowly but steady. Surveying is not something I like to do... Also because of the lack of XP it gives when needed for conversion
In Phase 2 I was able to unlock Surveying in less than an hour. Just sampling!?!?! Same for Phase 3, Luck!
From those I received the necessary resources for phase 2's Quhareks "another dumpload of items" quest which will be simple now cause i've got already 5 backpacks stacked with only those kind of resources (thanks to my fellow guildies).
In short, as a pure crafter, become Jedi is hell! And then also to hear that "Luck" (as in luck in experimenting, assembling?) is not working or undetermined.... great. I might just try to unlock all the branches and stop it then.
Just my frustrations....
Iakimo
Wed Jan 19, 2005 4:10 pm
#58
In general, I'd really like to see all the FS skills have more usefulness for the professions. Here's my two credits' worth on five of the skills:
- Healing: Make this accessible to Entertainers as well, who unlock the skill by holing up in one of the huts in the center of town and giving Dancer and/or Musician buffs to x number of combatants. As a corollary to this, have it so the village activates an emergency cloning terminal on-site, both to facilitate combat-class players' effort to defend the village and to provide a steady stream of customers requiring new Mind buffs after cloning. And give a special item to doctors who set up shop and give out buffs there, too. I've heard that a bacta tank has been given for some activity, but I can't confirm that.
- Survival: Broaden this category's benefits forscout/rangers, and rename it "Natural Harmony." Prime candidates would be Force-enhanced terrain negotiation, bonuses to animal-resource harvesting (including an ability to glean valuable items like woolamander harrower bone fragments and such), and Force-enhanced foraging in which players get a chance for discovering rare resources (and for that matter, let Force-sensitive medics also have enhanced medical foraging).
- Persuasion: Broaden this to include quests appropriate for entertainers and creature handlers, and rename this category "Empathy.". Entertainers work with Mind enhancements; it seems like a natural thing for them to discover ways within the Force to improve their craft. Likewise, Creature Handlers are attuned to the minds of wild animals; let them have some perks here, as well -- like bonuses to creature taming and an ability to tame higher levels of creatures. Maybe a few exotic mounts, too.
- Luck: Since no one really knows what this does, I'll simply offer my opinion as to what it should do: First, it should affect any situation where chance plays a role. Armor and weapons might serendipitously be saved from damage in a battle; a powerful aggressive creature might fail to notice the player intruding on its territory; a smuggler might get a better slice; or that woolamander harrower might have a higher chance of dropping a usable bone fragment. And it also might occasionally pop up in combat, in the form of a horrible hit that miraculously fails to damage the player or a venomous bite that fails to release toxins.
- Vehicle Operations: Come on --this one is ludicrously obvious! WHY is this skill not applicable to pilots' skills in Jump to Lightspeed?? All the modifiers as described simply scream to be applicable to starship combat.
So, that's my "wish list" for these skills.
And didn't someone say the new process for becoming a Jedi was supposed to be QUEST-based, rather than GRIND-based? /rofl!!
Message Edited by Iakimo on 01-19-2005 05:28 PM
Message Edited by Iakimo on 01-19-2005 05:28 PM
Firioc
Fri Jan 21, 2005 7:10 am
#59
Hi all,
I know that the force sensitive conversion ratios are allready mentioned as a top issue but I like to emphasize the importance of it. The point is that the system was meant to work so you could get to Jedi just by playing the game. As I hate grinding, and I hardly did it to reach master Armorsmith (took me 6 months but I enjoyed it as I sold off all of my armor in that time at normal prices), as long as you play long enough you should be able to reach this goal keeping in mind that the time span should be reasonable. There is surely something wrong with that idea as it is now.
I like to illustrate this with my own toon.
I am a master armorsmith and because I like to balance my template I chose no other crafting professions but a combat one instead. This means I only have one real profession to generate FS crafting xp with, like most people (I assume). I really would like to get all 16 FS crafting boxes as they all suit the Armorsmith profession.
I did some calculations to see how long this will take me and I came to the following conclusion:
- I am a regular player (every day) but I am not spending my time crafting all the time. This means I get about 10k armorsmithing xp per week.
- this converts to 2k FS crafting xp per week.
- I need 4950K FS crafting xp to get all 16 boxes.
- I need 2475 weeks to reach this goal or roughly 47,5 years.
I bet in 47,5 years time the game is not even there anymore and I might have died of old age.
I was thinking of a system where your toon gets "age" xp. Maybe like 1000 or 2000 for every day your toon exists (even when you are offline). This converts 1:1 ratio to any other FS xp type at the village. Two benefits here.
- The regular player who wants to have fun accumulates enough xp over time without a grind to get the boxes he wants just by playing and getting "age" xp.
- People who don't want to wait for this free xp to roll in can grind the necessary xp and get to the jedi status faster so still have the benefit of the extra effort. The faster they are the less benefit they get from this free xp.
This should still keep the game balanced without all the servers being overrun by Jedi. Even so because a lot of crafters just want to unlock the extra toon and not speffically make a Jedi. At least there is a possibility to unlock as now there is next to none. "Age" xp should only be earned once you are glowy and stops when you reach the padawan status.
Just trying to be constructive,
Firioc
I know that the force sensitive conversion ratios are allready mentioned as a top issue but I like to emphasize the importance of it. The point is that the system was meant to work so you could get to Jedi just by playing the game. As I hate grinding, and I hardly did it to reach master Armorsmith (took me 6 months but I enjoyed it as I sold off all of my armor in that time at normal prices), as long as you play long enough you should be able to reach this goal keeping in mind that the time span should be reasonable. There is surely something wrong with that idea as it is now.
I like to illustrate this with my own toon.
I am a master armorsmith and because I like to balance my template I chose no other crafting professions but a combat one instead. This means I only have one real profession to generate FS crafting xp with, like most people (I assume). I really would like to get all 16 FS crafting boxes as they all suit the Armorsmith profession.
I did some calculations to see how long this will take me and I came to the following conclusion:
- I am a regular player (every day) but I am not spending my time crafting all the time. This means I get about 10k armorsmithing xp per week.
- this converts to 2k FS crafting xp per week.
- I need 4950K FS crafting xp to get all 16 boxes.
- I need 2475 weeks to reach this goal or roughly 47,5 years.
I bet in 47,5 years time the game is not even there anymore and I might have died of old age.
I was thinking of a system where your toon gets "age" xp. Maybe like 1000 or 2000 for every day your toon exists (even when you are offline). This converts 1:1 ratio to any other FS xp type at the village. Two benefits here.
- The regular player who wants to have fun accumulates enough xp over time without a grind to get the boxes he wants just by playing and getting "age" xp.
- People who don't want to wait for this free xp to roll in can grind the necessary xp and get to the jedi status faster so still have the benefit of the extra effort. The faster they are the less benefit they get from this free xp.
This should still keep the game balanced without all the servers being overrun by Jedi. Even so because a lot of crafters just want to unlock the extra toon and not speffically make a Jedi. At least there is a possibility to unlock as now there is next to none. "Age" xp should only be earned once you are glowy and stops when you reach the padawan status.
Just trying to be constructive,
Firioc
ravingbantha
Fri Jan 21, 2005 12:54 pm
#60
Hear are 2 thigs that I think if implimented will resolve alot of problems.
* Remove xp Caps for crafting, entertaining,and healing xp once your reached master. This will allow players getting this xp, the chance to take the occasional trip to the village to turn in their xp,without loosing a ton of it. This will still prevent people from mastering a class, gaining a ton of xp, dropping it and remastering it.
* Give crafters back the ability to get xp from pulling items from a crate same as if they crafted it. This was once ingame but carters would grind a class by removing items from crates that a master made, and not have to use any resources. Now if you allow this as a Master Level ability and only for xp pertaining to that class. You can elimitate the exploit.
Both of these would allow Crafters to do what they do, and not have to worry about running back and forth every 30 mins to trade in their xp. It will also allow Medics and entertainers to do what they want without worry of capping xp quickly.
SonGouki
Sat Jan 22, 2005 9:21 am
#61
Ikooga wrote:
Is Ranged Speed/Accuracy still bugged?
Does one still need Melee Speed/Accuracy for that?
Thanks
They're still bugged. Myself and a few other Correspondents are working hard to get it fixed though...
Ikooga
Sat Jan 22, 2005 1:25 pm
#62
Is Ranged Speed/Accuracy still bugged?
Does one still need Melee Speed/Accuracy for that?
Thanks
Does one still need Melee Speed/Accuracy for that?
Thanks
Coreena
Sat Jan 22, 2005 1:30 pm
#63
ravingbantha wrote:Hear are 2 thigs that I think if implimented will resolve alot of problems.* Remove xp Caps for crafting, entertaining, and healing xp once your reached master. This will allow players getting this xp, the chance to take the occasional trip to the village to turn in their xp,without loosing a ton of it. This will still prevent people from mastering a class, gaining a ton of xp, dropping it and remastering it.
No, please don't remove the caps on Dancing and Entertainment XP!
900k and 500k take ages to get anyway and are apropriate, and I'm *sooooooooo* glad that I'm capped, and don't have my Status window spammed with the XP messages.
Not everyone converts every XP to FS.
I agree with the Crafting proffessions there. The cap there is so rediculisely low, that you can cap it in the course of 30 minutes easily, which makes leaving the Village pretty pointless. Since they already have to craft in practice mode (most don't sell their single wares, and just use grind products), and not "for real", now they aren't even somewhere near their factories/shops/customers and do even less of what they are "supposed" to do.
chali2ner
Wed Jan 26, 2005 12:48 am
#64
from what i know, persuasion is a skill you use to evade searches...you know, when you get searched by ST's at random to see if you have anything illegal, persuasion can be used to evade the search. As for luck, it just increases the credits you get when u loot corpses
memnoch37
Thu Jan 27, 2005 2:06 pm
#65
SonGouki wrote:
Ikooga wrote:
Is Ranged Speed/Accuracy still bugged?
Does one still need Melee Speed/Accuracy for that?
Thanks
They're still bugged. Myself and a few other Correspondents are working hard to get it fixed though...
Glad to know they're aware of the issue. Thanks for pounding onthem for us ![]()
Did you, by any chance,ever get a response on the inability to drop the padawan box?