Jedi Archive

Thread: to Improve the SWG experience.................

Plexar-KDS
Sun Oct 30, 2005 5:43 am
#27

I think all of it is a very nice idea and the devs should take their time to read throught as they lack the imagination for this kind of stuff, seeing as they have copied most of new updates from Everquest 2


/tsk devs
tntsnipe
Sun Oct 30, 2005 6:23 am
#28

OK here's what i think:







Cojonelso wrote:







I had made a post about the patch notes we all want to see....


for some reason I have no Idea of....it was deleted by SOE....


SO Im making another post.. feedback I did get in the 24 hours before deletion was ppl wanted to see exact improvemnets per each Jedi tree so I add a few things.


But this is a Idea..a wish list so if you see something you disagree with cross it off. IF you feel there is something I didn't mention ... please add it


so here is the start.....


All professions


*Any player caught by a local scanning Crew with contraband such as Spice or sliced Items will be attacked by


- the scanning team and reported as a criminal, Gaining Visiability on the Bounty Hunter terminal.


* removed all the partical effects to reduce lag and give a more star wars feel to the game fine here


Galactic Civil War


* FRS active Jedi will no longer be allowed to be Imperial or rebel Faction. I disagree, fit very well in the GCW IMO but not to the storyline, but what does?


Armor smith


* Added a armor enhancer that can add to any set of armor resistance to Light saber damage (see below in Light saber ) meh, fine


Bounty Hunter


* New Bounty hunter Ranking system (see below for details) dosn't work for me


Smuggler


* Added new smuggler missions as currently on the in concept forums


Jedi


* All Jedi robes and clothing for Jedi are no longer race restricted (Added on 10-30-05) good


* New Force Ranking system (see below)


* Made changes to Jedi professions (see below)


* Added a few innate armor points to each Jedi skill box in all professions No, I think only defender should have innate armor, and SOME of Lightsaber, therefore not making defender a must!


* Boosted each Jedi skill box +50 force and + 2 regen Blowing force way out of proportion dude


* Moved basic mediate to Jedi padawon as a +10 regen (see enhancer for improved meditate) thats good


* Added Master/ Padawan system. A Ranked active member in the Jedi FRS may form a mentorship to a padawan.


- Each FRS jedi may only have one padawan at a time and padawan my only have one master at a time.


- Padawan will recieve a 25% increase to there Jedi xp while grouped with master and the master will get no xp while grouped.


- Master will recieve full FRS xp even if grouped with padawan, tho the padawan is non ranked will not get any FRS xp for assiting master. I see this as a way of Fightclubing, unless extreemely little FRS is given, but then again, AFK grinding FR xp


- Master and Padawan may assist each other Vs Bounty hunters. Would make it VERY hard for one BH


- Master may not help the padawan once he begain the Knight trials and the connection is at that time ended.


Bounty Hunter Guild system


Simular to the Jedi ranking system Hunters will now gain Guild xp for killing player marks.


This xp can be used when a box is full to perform a favor for a BH guild master.


Upon completion will grant the Hunter skill mods to help in his/her proffession at no skill point cost and recieve a Item relevent and benifical to the hunter.


This Guild XP can be lost if a Hunter fails to complete a mission by way of dieing to the player Mark. If enough xp is lost it will cut into and cause loss of a Ranking box earned.


Repeated losses could result in all Guild boxes earned lost and back to zero Guild points but will never be allowed to become a negative number.


Any mods to skills gained in Ranking boxes will be lost if that box is lost but can be earned again by completeing the Ranking points earned back and the quest taken over.


Also failing a mission a mission on a player will generate Visiabilty on the BH terms. If you engadge a target in combat and then drop the mission YOu will also get vis...... but not before hand in case of a Mission logging out or is afk in a private structure or other odd situation. doesn't work for me bud, I can't see this kind of system for BH,


Improvemnts to the Jedi Professions


Force Defense (Note addons fromn above in all jedi trees)


* Removed snare effect from Avoid Incap and increased effect time I'm guessing your a Mdefender, right? It needs a snare, it's not a getaway skill, and the effect timer should only be increased if there was a cooldown on it


*Added to to each box of Prenatural defense Line +to block force ability mods as in powers? LOL it's already gimped enough dude


*Added to each Force defense tree + to Dodge mods there's enough in aura


* Lengthed effect time and both Aura and valor abilities that's ok I guess


Force Powers (Note addons fromn above in all jedi trees)


* Removed all "zipper bars" from abilities Much needed


* Slight decrease in cool down timers on all abilities Not really a big one on them anywau


* Slightly Lowed the force cost on all abilities POWERS NEEDS A MAJOR DECREASE IN FORCE!


* Weaken causes a temporary damage modifier to damge done to target. Target takes 2x normal damage from user only. Improved has longer duration to effect.Fair enough, maybe an armor break effect too?


* Master Box ability "Life drain" added, this ability slowly over a 1 minute time reduces the HAM of target by 50 points / 5 sec and adds that ammount to user 50 points? LOL, gee what a great master ability


* Added new ranges to Lightning and psychokinesis. Teir 1 = 30m / Teir 2 = 40m / Teir 3 = 50m / Teir 4 = 60m / Master = 70m Good, but I think powers needs Advanced lightning aswell, this would be good, possibly improved choke in master box


Force Enhancement (Note addons fromn above in all jedi trees)


* 33% increase over all to Force run Speeds Not needed, only for FR3 maybe, that should be faster


* Added option for user to selcet which level of Force run to use via tool bar or /forcerun1 , /forcerun2, /forcerun3. given the user has the ability. PLEASE YES!


* moved force tranfer to Novice enhancment Good


* moved channel to Synergy Teir 1 No need really, but shouldnt we all have channel at paddy?


* added improved meditate to synergy teir 2 as a + 20 regen


* added advanced meditate to Synergy Tier 4 as a +30 regen Good, maybe improved at 3 and master at master though


* added range mods on both force wave and force suppression to be equal to new range in Powers tree. Teir 1 = 30m / Teir 2 = 40m / Teir 3 = 50m / Teir 4 = 60m / Master = 70m Good


* Resist Tree is traded with Asist Tree from Healer This would make no use of healer what so ever besides the healing line, and these are de-buffs not enhancments like the resists


* boosted Sap and shock abilites and lowered there FC a few points.


Force Healing


* Resist Tree from emhanment moved here and added Mods in the tree to resists the new states added in CU, root, snare, etc.


* Total heal will clear all states, debuffs and Dots as well as root snare and statisis. Should COMPLETELY heal your health and action bar, using a fair bit of mind tho.


*Added New Ability to master box. Force revive. to awaken a dead player. has a 30 sec wind up and 1 min cool down for 500 FC good


* removed mind and action costs from all Healer abilities NO WAY, this is way too unbalancing, I think our mind costs should go down slightly, but not all away, and action is barely there.


* Added ability to Force restoration Teir 2 Force pulse heal, area heal with in a 15m range for 500 health and Improved on teir 4 for 1000 points Great


Light Saber


*Changed damage from energy to Light Saber Damage So long as normal players have LS resistant armor, yes


* Fixed Light saber speed mods and now calculates correctly K, lol


* Changed crafting of LS from current system of 10% craft/90% loots item added to 50%/50% to bring Sabers on par with other elite professions.


* slight increase to % of effect on armor break not needed


* Added + 2% to Block to each box in the follwing trees One handed LS, two handed LS, and Dbl LS. ( 4 boxes/tree x 3 trees = 24% + 10% from master box = a 34% chance to block attack as a Master Light saber) no, put block mods in the FRS


* Added new passive skill mod to techniques tree of chance to refelct Damage to user. Teir 1 +5%, Tier 2 +5%, Teir 3 +10%, Teir 4 +10%, Master +15%



Force Ranking system


THe new Force Ranking sytem is the path of progression from Knight to Jedi master. This system will use FRS xp which is earned by defeating a player of the oppsing faction


to prgress through the varies stages of the FRS not Jedi xp. FRS xp will be loss if player losses to a Oppsing faction member or a Bounty Hunter with your mission and the Bounty Hunter


Loss will be 25% greater then normal loss from a faction Jedi. Repeated Losses will incur Loss of a FRS box to a possible no boxes and 0 FRS xp but will nevre go negative.


There is no decay on FRS xp over time.


There will be 3 faction of Jedi from which you can choose your path. Jedi Order, The Sith, and the Outcasts. All Jedi order and Sith will be perma aggro to opsing faction members.


THe Jedi order are the hiding remains for the Jedi order that once helped Protect the Old republic and still follow there IDeals of peace and Protection. The Sith are those


that follow the Darkside and use it to gain power and glory, tho not traditinal sith and sith only in name they are the Natrual advesaires to the Jdi order. The Outcasts are


Force wielders that either reject the ideas set in the Jedi order but do not feel the power in the Dark side and choose go into Exile and hide from both sides in the Jedi war.


In the last mission of the Knight Trials which is a solo quest from Jedi shrine on Lok. there will be a choice at the end that will dictate and send you on your path of the 3


factions for Progression. The Jedi order will enhance Ligt saber, defender, and healer trees. The sith will enhance powers, enhancement and Light saber trees. THe outcasts


Jedi will have a all PVE baised set of quests granted from NPC in the outcast village to earn FRS xp. there mods will be alot less the ranked Jedi and Sith and there skills


will be more focused on support and pve group based enhancements, and still be subject to the possibility of being hunted by Bounty HUnters if they aquire visiability.For "the outcasts" there is absoutley NO pvp besides BH, what's the point? There's alot in there I don't agree with but I can't be bothered.



This is all I have on my own, and desire input , feed back, and opinions on what can be left out or what needs to be added.


Thank you all for the time to read this lenghty post and I hope maybe together we can make something presentable to the game developlers to help our game.


EDIT: from feed back... thank you posters for your sugjestions



Message Edited by Cojonelso on 10-30-2005 02:40 AM








NSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiN// Isis' Rah
SiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSi//Dark Jedi Enforcer
NSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiN R.I.P SWG
SiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSi// Kangaroo' Rah
NSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiN//Sniper - Ranger
SiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiR.I.P SWG
NSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiN// Naso Flyrider
SiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSi//Imperial Marauder
NSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiN
SiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSiNSi


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