Jump To Lightspeed Archive

Thread: SKILL POINTS

CplVausha
Sun Mar 13, 2005 9:20 pm
#157

Dodge only works if you're holding a pistol or a one-handed weapon. So the answer is.. maybe. If your Jedi is using a one-handed weapon (One-Handed LS does NOT count) or pistol, then the Dodge should work.



[Sunrunner]
Eksor Nivag - Bounty Hunter
Pre NGE - Master Bounty Hunter - Master Carbineer - 0-0-0-4 Pistoleer - Novice Medic


[Scylla]
Leha Vausha - Jedi
Pre NGE - Master Pikewoman - Teräs Käsi Master - Master Brawler


4-LOMBH
Tue Mar 15, 2005 2:25 pm
#158

what about + melee and ranged defenses?



Master Marksmen, NBH x121, and Pistoleer 1x11


Bartender: Why'd you shoot him!? He just wanted some spare change, he's blind you know!?

Me: Oh...asking me? I uh...just don't like wookies...

Bartender: ...huh...neither do I!
Poiscail
Fri May 06, 2005 1:40 am
#159

Here we are, It's made 1 year and half that I play SWG and there is some stuff who's appear me strange.


We have 250 skillpoints, which correspons roughly has our capacity to be able to learn certain thing.


But I shall like that we explain to me why it is more difficult of learn Novice LS, for example, than Master LS.

Not in term of xp but in term of points. If it is less necessary of xp it is because it is easier, if it is easier why does it cost so expensively.


The tables of skills are symetrique, I would was seen well the opposite.


NOVICE = 1
2222
4444
6666
8888
And
MASTER = 8.


That shall change almost nothing the safe final,just that we can find people check has everything but appropriate has nothing.


If you know what that want to say.

It is more easier to know how to tinker in everything one than know's one at the top


That think of it you.?


Friendly


Wone
lovisa
Fri May 06, 2005 2:33 am
#160

becourse it gonna make people have loads of more force really and alot more skills



---------------------------------------------------------------------------------------
Wepon/artisan/BE vendors outside cornet (farstar)
/waypoint -323 -5620
Talus Two rivers -6221 1763 (deliver my winnings here)
loads of ENHANCED wepons
all wepons made by 12pts force enhanced weponsmiths



INGAME NAME LOVISA
Poiscail
Fri May 06, 2005 4:01 am
#161

Message Edited by Poiscail on 05-06-2005 04:09 AM

Poiscail
Fri May 06, 2005 4:03 am
#162



yes but, what for skills.



For exemple:


Sombody take


All tree 2222, that make 190 + 26 FS make 216.


But what does he have for skill nothing. because after the bow are very expensive. In the view of tree cost anyway the same as before, it's just more easier on start. it would be better in the CU for young padawan to have 5000 pts of force but no hard skills. that permit to have all the time approximatly the same pts of force but adavnced skill at the end


Message Edited by Poiscail on 05-06-2005 04:08 AM

Hemmil
Tue Jul 05, 2005 8:23 am
#163

What do people think of adding skill points that can only be used on certain professions?


An example would be 250 artisan points, 250 combat points, and 250 jedi points that would need to be earned through quests and badges.


It seems that the Jedi professions is no longer a profession but the end game sought after by most. Jedi cannot hide the fact that they are Jedi because they have no other skills to use.


I do not know of anybody who has split their points between combat and artisan. I see either all artisan or all combat. Most every vendor I visit has no stock. the vendors that have things have scatter pistols, and clothing, since BH and Jedi are so overwhelmingly popular professions.


Splitting up the points allows everyone to become Jedi (happening anyway), everyone to be able to craft, and everyone able to fight.


This would enable Jedi to go into hiding and some tougher penalties could be added for those who choose not to hide. It will also let people participate in more of the game giving them the ability to craft and fight on the same character.


Could this work?
GarnerReese
Tue Jul 05, 2005 8:35 am
#164

The skill point system is set up so that you must make choices about what you want to do in the game. If you want to build things, you're not going to be as effective of a fighter, or vice versa. Kinda fits with the real life idea of specialization. Same thing with Jedi. If you want to be a Jedi, you must sacrifice all else and devote yourself fully to that path, just as it is portrayed in the films. While I understand your reasons for suggesting this, I think it would ruin the game if everyone were allowed to do everything equally well. The entire concept of player interdependence would be gone, i.e.,there would be no player driven economy at all ("Why should I buy that from you when I can just make it myself?").





Teh Prophet of Teh Holy Okra

Jobs with internet connections are great! I can't beleive I'm getting paid for this!!!
Flakey_lightmoon
Tue Jul 05, 2005 9:18 am
#165

I dont think there should be 250 for each proffesion but i do think there should be more so you can learn at least three proffesions such as swordman bountyhunter and carbineer or something like that



Flakey lightmoon
radiant
Home Wraith Fortress on Lok
Guild - Wraith squadron
Cuit
Tue Jul 05, 2005 10:19 am
#166


its not an entirely bad idea . . . but some thoughts


1) as far as Jedi SP . . .jedi don't need them . . if they want to do something else. . . they have an free alt


2)having separate SP for combat/med vs. craft/enter . . . isn't necessarily bad. Those profession that involving crafting and entertaining would be more based on the time the player puts into them. Yes you could craft but you wouldn't be as good as Mr. X unless you put the time and effort into it to get good. Same thing for entertainers.


Would this piss off those professions . . . probably though some would like the idea of being able to experience higher end content that is unaccessible to them now.


Currently I hear alot of complaints by crafters as they can no longer get to their harvestors or factories due to creature spawns . . . where even the lowest level critter can incap them in 2 hits. Entertainers (like myself) are angry that we have SP invested in branches that grant no benefits and we can't experience certain content. Some are even calling for an SP reduction as the SP cost doesn't equal our in game function . . . especially with BF being removed.


Grantedif something like was done . . . they would have to separate it into combat profs vs non-combat .



Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Hemmil
Tue Jul 05, 2005 10:51 am
#167

It would be a big change. I just don't see many crafters around. If most everyone is going the Jedi route there is no need for weapons or armor. This makes those professions useless.


I don't see a player economy because there is really nothing to buy. I spent alot of time going to different vendors just to find them out of stock everytime.


I think by adding those points it makes other things more useful. Yeah a Jedi can make another character but is that person going to put the time in on that character to make him a master artisan the way he did his Jedi character?


It's just an idea, but I think something needs to be done to prevent the game changing into Jedi Vs Bounty Hunter.


Kalibur57
Tue Jul 05, 2005 4:03 pm
#168

The skill points need to be changed some, maybe not the 250 part but other things about it!


1. It shouldn't take 15SP to just get a basic novice. Its like saying you need to have a pre req to get in to the class, You need xp before we can train you to be novice.


2. Why does TKA have to be Unarmed & Two-handed weapon, why not Unarmed & One-handed / Polearm.


4. Raising the SP would not creat a bunch of uber beings. Common, Where are you goning to have time to Fight, craft, go after bounties, survey, harvest. I am a MA. I know I don't have that kind of time. But what could be done is allow you to have the SP for more specific type things. for Example;


a. As a M.Artisan, I should be allowed: M.Merchant, M.TKA (optional, maybe not the full chain), 2-3 Elite Professions (Droid, Architect, Weapon, Armor, Ship, Tailor, Chef), Survival Skills, & one lvl IV weapon category (melee or non-melee).


b. As a M.Brawler, I should be allowed: M.Smuggler / M.Commando / M.SquadLeader / M. BountyHunter, M.TKA(optional), 2 of the following M.Fencer, M.Swordsman, M.Pikeman or non-melee weapon, Medic (general healing, wounds mostly). Reverse Engineer weapons & armor but only that of the category thye choose (since they deal with them most of their lives)


c. As a M.Entertainer, I should be allowed: M.Image Designer (should ID be even under ME, shouldn't it be under Artisan like tailor, or cook, domestic arts) & either M.Musician or M. Dancer. Reverse Engineer music equipment if a M.Musician.


d. As a M.Marksman, I shoulld be allowed: M.Smuggler / M.Commando / M.Squad leader / M.BH, 2 of 3 weapons (pistol, rifle, carbineer), Medic (general healing, wounds mostly). Reverse Engineer weapons & armor but only that of the category they choose (since they deal with them most of their lives)


e. As a M.Medic, M.Doctor / Bio-Engineer, Combat Medic (optional), weapons (optional). Reverse Eng. any medical stuff


f. As a M.Scout, M.BH / M. Commando / M. Squad leader, M.BioEng / Creature Handler, M.TKA & one weaponry of choice, general healing (wounds mostly)


Elite


g. As a M.Smuggler, I should be allowed: ID (general facial changes), either TKA & 1 weapon or 2 weapons cats, Medic (basic healing), & Merchant.


h. As a M.Commando, I should be allowed: M.Squad Leader, M.TKA, All weapons category, General wound healing, Reverse Eng. weapons & armor


i. As a M.SquadeLeader, I should be allowed; M.TKA, All weapons category (but with limitaions), General Wound healing, Reverse Eng. weapons & armor (but with limitaitons)


j. As a M.TKA, I should be allowed; One weapon category of choice (melee type), wound healing, Their should be a Grand Master of TKA.


k. As a M.Musician or Dancer, nut much for this.


l. As a M.Bounty Hunter, M.TKA, 2 weapons of choice(lvl IV), scouting, general wound helaing. Reverse Eng. only weapon cat chosen.


m. As a M.Doctor, I should be allowed; Combat Medic (optional)


this is just some of what should be allowed. It only makes since for some of these professions to have these abilities, If some of these can actually be done let me know. Their should be enough SP to allow for common sense stuff.


Anyone should be able to at least master on weapon, people do it for hobbies every day learn a trade or something.





None yet, It will come to me once I have foudn my path
Cuit
Thu Jul 07, 2005 4:59 am
#169






Turkana wrote:

I do not know of anybody who has split their points between combat and artisan. I see either all artisan or all combat. Most every vendor I visit has no stock. the vendors that have things have scatter pistols, and clothing, since BH and Jedi are so overwhelmingly popular professions.


I happen to be one of those "anybodys" who has split my skill points between combat and artisan. I have to say that it's not an easy template to maintain and there's not a day that goes by when I wonder if I should drop one aspect or the other.


I've mastered Artisan and Architect. I've also mastered Carbines. At this time, I maintain two fully stocked vendors (which have provided me with more credits than I could ever imagine). After the CU respec, I had 4 skill points left and I have a measly combat level of 54. I will need a total of 24 skill points to complete the FS quests in the village. Eventually, some of my skills are gonna be dumped. Part of me thinks it's best to let the combat side of me go.


Having a CL of 54 ain't much but I figure it's better than nothing. Still, I think as time requires, my Carbine experience is going to get cut, little by little. When I think of the number of FS trees that are eliminated by not having combat skills, it makes deciding a much more difficult concept. Skills prior to the CU which required X amount of skill points now require X amount more. I have no clue while templates were forced into this design.


Not a daygoes bywhen I wish I had an extra handful of skill points available. But then again, if everyone could craft amazing stuff while standing formidable in the face of a Krayt Dragon, it would pretty much be like the game was prior to the CU.







question . . . are you planning on going the jedi route or are you just unlocking the extra character? The reason I ask is that it may be unwise to drop the combat skills in lue of the 24 SP needed for FS when in fact, you'll need that combat skill to complete the trails . . . and to survive as a new padawan.


Now if it was me . . . and I'm kinda in the same boat with Dancer rather than Archi . . . I'd amass as much crafting XP as I could . . . and hold onto it. Drop the crafting SP to complete the FS training and unlock the alt. At that point . . . drop the combat (unless you're going jedi) and use the stored crafting XP to regain your lost abilities.


The





Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Page 13 of 14