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Kalelz
Fri Jul 09, 2004 5:09 pm
#196

Arjun, how abt the part where you get FR xp when killing overts of your own factions?



====/\__[ Dark Jedi Guardian ]__/\====
of Flurry
Valkoth Tyrannis
Kalelz Kent
"And you, young Skywalker; we shall watch your career with great interest." - Palpatine
ArjunThakur
Fri Jul 09, 2004 5:10 pm
#197






Kalelz wrote:

Arjun, how abt the part where you get FR xp when killing overts of your own factions?






that's a bug that has already been submitted



-=BLUE GLOWIE=-
Kalelz
Fri Jul 09, 2004 5:13 pm
#198






ArjunThakur wrote:





Kalelz wrote:

Arjun, how abt the part where you get FR xp when killing overts of your own factions?






that's a bug that has already been submitted



Ah nicely done, thanks.




====/\__[ Dark Jedi Guardian ]__/\====
of Flurry
Valkoth Tyrannis
Kalelz Kent
"And you, young Skywalker; we shall watch your career with great interest." - Palpatine
bioshock2
Fri Jul 09, 2004 5:14 pm
#199

Well, it occurs to me that if force run is going to be a constant drain, it needs to be a toggle that can be turned off as well as on at will, such as force armor is.
Thodious
Fri Jul 09, 2004 5:15 pm
#200


I support #5.


I suspect as it stands nowforce run 3 is going to get nerfed by the devs. Better to make this livable change now, then really see it under the nerf bat.



Thodius



heh, Arjun beat me to it.

Message Edited by Thodious on 07-09-2004 08:20 PM



JAJTSTQ
williamwallac3
Fri Jul 09, 2004 5:16 pm
#201

What i don't understand is why people go overt if they don't want to pvp. They only cry when they get owned but they have no reservations about coming after a jedi with 10 other people when he's not expecting it. All of the sudden being overt is ok then? Taking away FRS xp from overts won't help anything. If I see an overt imp in a city, whether i get FRS xp or not, I'm still going to attack him and kill him before he attacks me. I'm not going to think "oh well i don't get xp for it I'll just stand here and wait to see if he groups with 5 other imps and they gang up on me." That would just be stupid, he's going to die whether i get xp or not and he's still going to cry.



Someone make me a sig
ArjunThakur
Fri Jul 09, 2004 5:17 pm
#202






bioshock2 wrote:
Well, it occurs to me that if force run is going to be a constant drain, it needs to be a toggle that can be turned off as well as on at will, such as force armor is.





Is that really more desirable than a 1 time use that keeps going as long as you want? You can regen more than 5 force a second after Knight easily



-=BLUE GLOWIE=-
Optik_Virdeen
Fri Jul 09, 2004 5:18 pm
#203

still nothing about neutral bounty hunters? so what risk do frs jedi's have from neutral bounty hunters?



Optik Virdeen
makimus
Fri Jul 09, 2004 5:22 pm
#204






ArjunThakur wrote:
1. Increase the Jedi vs. Jedi FRS XP by a factor of 5 making Jedi vs. Jedi very desirable


  • This will most likely increase the pace at which Jedi fill the ranks, but will give focus to Jedi vs. Jedi fighting and allow the challenge systems to act as the stopgaps like they should be....not just a pure lack of FRS XP.








why not just an overall FRS xp increase, or add some other way to gain FRS xp without having to farm overts all day.

light jedisupposedly areproblem solvers, perhaps they get some missions from the enclave, like go defend this city (like how tuskens raid bestine)

dark jedi should be like, go assassinate this corellian politician and his army.

thats way better content than having to kill other players over and over. and over.







ArjunThakur wrote:

2. Remove FRS XP for normal overts






hell no







ArjunThakur wrote:

3.Increase the penalty for dying to an Overt by a factor of 5


  • This will encourage players hunting Jedi to go Overt, and discourage casual "griefing" of starports and other high profile areas by Jedi







yea maybe. there needs to be more of an incentive to be overt rather than a penalty. maybe something like 5% to fp gain and 2% to xp gain. i dunno, maybe that sucks too.







ArjunThakur wrote:

4. Remove the FRS XP penalty vs. Coverts



  • This will discourage players from abusing the group TEF bug and encourage more Overt play
  • This will also fix the bug where Coverts with a TEF can grant Jedi FRS XP







and tweakthe Group TEFwhile you are at it. 10 combat medics with 1 overt is fun.







ArjunThakur wrote:

5. Change Force Run to be a Force over time based skill....i.e. it uses5-10 force per second...which is not crippling but also would prevent a Jedi with 0 force pool from running indefinately.







nah. we dont even have armor (and dont say we have force armor) so most have to run.

still, pretty much takes another fr3 jedi to kill another fr3 jedi.







ArjunThakur wrote:
6. Make Force Choke cancel Force Run


  • This would prevent Jedi from fleeing any battle at anytime and make the Force Power tree more desirable (yes I know it needs a lot more help than this)






the best force choke is being locked in a saber animation for 5 seconds.

but really, i thought force choke would hold the person in place for a duration. and maybe stop all ham/force regeneration while choked.



Akurei Mishimaro |DS| to alcohol: the cause of, and solution to, all of life's problems


archontas
Fri Jul 09, 2004 5:22 pm
#205

if this goes through most of us will stop playing as we did in the past wih permadeath.


Please arjun we need to be taken out of the GCW thats the easiest way to solve all problems and yes force choke countering force run is a good idea. But if force run III drains constantly we should aswell get the ability to /restartconversion.


If we get subfactions everything would be fine force run could stay as it is atm and choke would be the counter.


But still, there should be a way for light Jedis to gain xp without PVPing. Light Jedis should advance through votes not combat.



Alexandros -_-
Djferio
Fri Jul 09, 2004 5:23 pm
#206

See Here



iOziss Zirzosski

Where ever there is Light Darkness will shine

iiDark Jedi Knightii
makimus
Fri Jul 09, 2004 5:26 pm
#207






Chianti wrote:




Arjun, this is a very simple andfast solution I have. They can implement this rather quickly, and then rethink the frs xp scheme for some time.



The current XP for overts is minimal... especially when you raid in a group, its not uncommon for you to get 20 or less points per kill (obviously unless you kill them solo, in which case it can range from 80-100 based on your pvp rating vs their pvp rating).


Implement a /jediduel command. When issued, this /jediduel command will:


  1. REMOVE overt status on both jedi (so other faction overts cant effect the outcome)

  2. Only work if they are solo ungrouped (to avoid gtef)

  3. Disallow forcerun

Each jedi death should give in the range of 3000-5000 xp (vs the 50 or so you get from normal overts) to encourage jedi vs jedi combat instead of overt hunting.


If you ignore too many jedi duels by rejecting or simply not accepting, you are demoted a rank (somewhat like that dark jedi duels).


If you die from the duel, the other person gets frs xp, but you dont lose any.


If you accept the duel, and end it before its over (to avoid a db), you lose the duel and the other jedi gets his xp. Additionally, you lose a significant amount of xp for ending it prematurely.


There are balance issues here, since obviously a council member would completely destroy a rank 1, so perhaps handicaps can be implemented? I'm not really sure, but its a start I guess



Message Edited by Chianti on 07-09-2004 06:32 PM






you are smokin crack chia. go dark jedi lol.




Akurei Mishimaro |DS| to alcohol: the cause of, and solution to, all of life's problems


bioshock2
Fri Jul 09, 2004 5:26 pm
#208


ArjunThakur wrote:


bioshock2 wrote:
Well, it occurs to me that if force run is going to be a constant drain, it needs to be a toggle that can be turned off as well as on at will, such as force armor is.


Is that really more desirable than a 1 time use that keeps going as long as you want? You can regen more than 5 force a second after Knight easily




Hrmm.

If you can regen faster than it drains...then what is the point to the drain at all? I thought the purpose of having it drain was to prevent the ability to keep it going forever. If that is so, then it would have to have a high enough (ongoing, not initial) cost in order to drain faster than force regens (which I think is reasonable and fair anyway).

And if the ongoing drain from having it on is high enough to eventually empty out your force pool, then it needs to be a toggle for when you want to conserve force.
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