Teras Kasi Archive

Thread: URGENT: Need information to compile the requested 20 Questions

Ryutek
Fri Apr 02, 2004 12:51 pm
#1




As has been brought to our attention by Smuggler_Caylin (thanks for the info btw) we need to compile a list of 20 "Questions" to submit to TH by the 9th of April.


Please post your issues here in this format:


Issue:

Length of time this has been an issue:

Background Information (If Any):

Importance of Issue to you: (scale of 1 to 10, 10 being most important)


I'll get everything compiled if Jherad does not return in time to submit these.


I'll also take the ones that are presented most often and make certain our Top 5 reflects this.

Link to Caylin's Post so you know the facts

Message Edited by Ryutek on 04-02-2004 05:02 PM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Fri Apr 02, 2004 12:53 pm
#2

No problem man, good luck getting this together. If you need me, say my name and click your heels three times, or just send me a PM.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

BoomBoz
Fri Apr 02, 2004 2:31 pm
#3

My two credits....


1) Ditto on Center of Being. What's the point/purpose?


2) Mission selection for TKA skill level. As I levelled TKA and wanted to take on tough mobs, I found that mission terminals were almost worthless if I was in a buffed state, and even sometimes in an unbuffed state. The missions selected seem underpowered and I generally whip right through them. Would love to be able to choose my own difficulty instead of having the terminal select the difficulty for me. If I want to have some beatdown applied to me by choosing a mission that's too difficult, then let me have that choice (this is more of a General Game/Core System function here). Still think TKA missions are too "easy"/underpowered for the skill level of the TKA requesting the missions.


3) There are a number of attacks that once you reach the next level, the original move becomes pointless (unarmed 1/unarmed 2). Once you get unarmed 2, you don't ever use unarmed 1 for example. I'd like to see some variety or benefits to still wanting to use unarmed 1. Give our attacks more variety


Other oddities:

1) Why can't further meditation while powerboosted allow me to either a)refresh my powerboost timer or b)start a new powerboost


2) More variations of virboknucks. I know this is an unarmed prof, so I don't understand why vibroknucks made it in to this prof in the firstplace, but if we have vibroknucks, why can't we have some variations of this that have the potential for different types of damage. This is stretching it here but, why not: fireknucks, electoknucks, acidknucks, needleknucks. I'm not talking equipping TKA's with LLC', or scatter pistols now. Something that has a small proportion of damage applied to certain damage types. Wouldn't want it powerful enough to replace commandos, pistoleers, carbineers, etc. It'd be nice to dole out a little bit of electricity damage from time to time, or have an increased chance to apply a small bleed. Enough to be a nuisance to the mob that I'm fighting, but not enough to replace our battle hardened cousins or even make them think...I'm dropping commando to go TKA.








Urlrayy - Tarquinas (silent)

Master Medic, Doc, Swordsman
Former Master Scout, Marksman, Bounty Hunter, Architect (1), Merchant(2), Musician (3), Entertainer, Artisan, TKA
Ryutek
Sat Apr 03, 2004 1:02 am
#4

Current Incarnation of the Top 5 (for reference)

I know all of these need to be included, and that leaves 15 more issues to gather. I also would like for the community to help give feedback on how important the issues are to them (including these).



Updated Top 5



  • Defensive Acuity & Center of Being - We need clarification on what these do and whether they are working as intended. We curently do not see any / very little effect.


  • Many members of the community feel we need a second damage type. We are limited to Kinetic Damage only, and many higher level mobs have 100% Kinetic Resistance. We need some way to be able to damage these.


  • Ineffective Specials - Combo 1 & Combo 2 spread damage over all HAM pools, which is rather pointless when we can do more damage faster by targeting a specific pool. Are these working as designed? Is there some other effect on these combos that we are missing?


  • We would like to see the timer for Powerboost appear in the buff window.


  • What is the Developer's vision for our profession? It has been cited in the Expanded Universe that the Teras Kasi Order would hunt down Dark Jedi and eliminate them. Is this what the Developers have in mind? Are we just a front-line combat profession?


Message Edited by Ryutek on 04-02-2004 03:02 PM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Smuggler_Caylin
Sat Apr 03, 2004 1:03 am
#5


Oh just clarifying, it's not so much a top 20 questions, as it is issue/problems... things that need fixing. Or things you would like to see done. Work off your in-concept, your discussions here and state of the profession.


Questionsare stuff like... when are our 10 questions going to be answered? (One I can understand) but not the purpose of this.


Think of it as a state of the profession that you are putting #'s to in order to give them a priority. Saying 'Why aren't we getting dev love' is not an issue of your profession, such as it is an issue that the community has.


*Edits a bit* Going to sticky this thread, because this really does need to be done if you want the developers to give you the attention you deserve.

Message Edited by Smuggler_Caylin on 04-02-2004 12:09 PM



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

BatosaiB
Sat Apr 03, 2004 2:58 am
#6

1- Tk Buff timer.


2- Center of being? ok what is this? seems to me I get to land more KD's with this done before fighting


3- Make TK do something like a special mission terminal to get awarded $$$ for killing Dark Jedi NPC's


or other Force charc. We dont get any hard missions (I usually group with 10 people on Dathomir and solo all Enranged and ancient rancor missions to get paid more)


4- A Dmg other than Melee, some Mob's are 100% to melee and lot of armors are 90% to melee so it's almost useless....


5- If the KD/Dizzy nerf continues I rather have Dizzy/Posture Change move, I mean a Martial Artist can easily change your posture, So I would prefere that.


6- Terrain Nego ability, I mean Ranger and Combat Medics have it why not TK's? We are bare handed fighters but we cant run fast? lol


7- Reduce the Timer of Will Power to 10 min instead of 1 hour


8- Make our specials worth using, Our unamred combo 1 and 2 are basicly nothing


9- GIVE US BLEEDING DMG, we can cause Bleeding by breaking someones neck or slaming them against something so we can do Bleeding Dmg.


10- A weapon other than VK, we need another type of weapons like knifes or Wires or Arrows



Thats all for now.....


LET THE FLAMING BEGIN..............................



Batosai-x
~ Master Swordsman ~
~ Master TKA ~
" And there was much teasing.............."

ITK5
Sat Apr 03, 2004 9:40 am
#7



I have a few issues:

Mission terminals: I think TKAs once you reach Master you should get Missions to combat Harder NPC
If not Jedis(I know i have no proof that we are jedi hunters)maybe Force Senstive NPCs.

VKs: maybe get some VKs that have a certain Damage...maybe VKs that a Master TKA can Modify from NPC loots.


COB: Does it work? no really does it?



Kiters: we need somethign to beable to compete against Kiters...maybe a Stealth action...where they wont beable to target us for 5 secs.


I really love may character...so im not going to complain.

I just have a few issues.

Thank you for your Time.




Jaedon Amigo -KU-

TerasKasi Master/Master Brawler/Doc

Pre CU TerasKasi Master/Master Lightsaber

Combat Upgrade Alpha Team

CU Master Lightsaber/Defender/Enhancer/Healer

NGE Elder Jedi

www.beishaolin-kungfu.com

Valor
Sat Apr 03, 2004 9:43 am
#8






BatosaiB wrote:

1- Tk Buff timer.


YES


2- Center of being? ok what is this? seems to me I get to land more KD's with this done before fighting


I'd ask for when this was gonna be fixed.


3- Make TK do something like a special mission terminal to get awarded $$$ for killing Dark Jedi NPC's


or other Force charc. We dont get any hard missions (I usually group with 10 people on Dathomir and solo all Enranged and ancient rancor missions to get paid more)


Not too important to me


4- A Dmg other than Melee, some Mob's are 100% to melee and lot of armors are 90% to melee so it's almost useless....


Damage other than melee? you mean other than kinetic? I'd like to know if/when we'd be getting another dmg type.


5- If the KD/Dizzy nerf continues I rather have Dizzy/Posture Change move, I mean a Martial Artist can easily change your posture, So I would prefere that.


Not a bad idea, but why would we need kd2 nerfed?


6- Terrain Nego ability, I mean Ranger and Combat Medics have it why not TK's? We are bare handed fighters but we cant run fast? lol


sigh this is needed imo...esp to stop kiters and hills


7- Reduce the Timer of Will Power to 10 min instead of 1 hour


10 mins would be nice, 20 or 30 would still be acceptable


8- Make our specials worth using, Our unamred combo 1 and 2 are basicly nothing


combo1 is good in pvp, but combo2 is still sucky.


9- GIVE US BLEEDING DMG, we can cause Bleeding by breaking someones neck or slaming them against something so we can do Bleeding Dmg.


This would be nice


10- A weapon other than VK, we need another type of weapons like knifes or Wires or Arrows


um, I'd ask for another type of VK, like a stun dmg type, or poison craftable VK that's very very very very very hard to get components for




my biggest issue atm is being able to stop kiters. for example, yesterday i incapped a tk/rifleman, but he FOW'd up b4 i could db (server slid him 10m away). so then he starts runnin and i'm 3m away according to me and it says outta range for even lunge1...this is a major problem imo.

Message Edited by Valor on 04-03-2004 11:45 AM





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
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| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
dewolow
Sun Apr 04, 2004 6:16 pm
#9

Just two questions:


1)Can we get an additional damage type?


2)If so when can we expect it?



In Space no one can hear you spam.
TheJediMaster628
Sun Apr 04, 2004 7:19 pm
#10

FoW timer needs to be shortened.



Eosa Eelo: NOOB EXTRAORDINARE!!!
josfe
Sun Apr 04, 2004 8:40 pm
#11





Many members of the community feel we need a second damage type. We are limited to Kinetic Damage only, and many higher level mobs have 100% Kinetic Resistance. We need some way to be able to damage these.





This topic has been debated multiple times, and if we ever hope to achieve some sort of "win" in this area we need to give the developers options. So lets break this down simply:


TKA's are limited to kenetic dammage. However there are PvEMOBS in the game with over 80% resist to kenetic dammage and some even have 100%. Granted these beasts are supposed to be tough, however they are not supposed to be invunerable. This gates us TKA's on hunts. We TKA's want to be able to go out with friends and kill some of these high kenetic resist enemies just like every other combat profession does, the problem is that we are practically useless. Does a group of 19 take a TKM on their hunt for a Peko Peko Albatross or do they choose another rifleman? The choice is quite obvious, rifleman because the TKA won't do any dammage. So we either need another dammage type OR NPC enemies kenetic resists need to be lowered and put in line with the other resists of the enemy. For example, a MOKK Rockshaper who's got 100% kenetic resist and 60% resists to everything else needs to be set to 60% kenetic resist as well.


One of these suggestions only effects PvE while the other effects PvP (different dammage type) as well. Either way we need to have some sort of balancing happen in this case, because as it stands now we are completely ineffective against some of the enemies in the game, and there is absolutely no other profession that has the same problem. Even the jedi can fall back on the restraint dammage done by their force powers if their kenetic dammage sabers aren't getting the job done.
KeyTokikoMima
Mon Apr 05, 2004 4:38 am
#12

-> /unarmed combo 2 ALWAYS reports '<TKA's Name> uses Forraderi Death Weave on <Target Name> for 1 damage!' to the TKA using it, even though it inflicts muchmore. When it is being revised please consider adding in something to make it more useful, like a bleed, or an increased chance of wounding.


-> Mission Difficulty for High level TKA's is still reflective of the pre-Melee Balance difficulties. The missions they get are excrutiatingly simple, and boring. The only known solution is to join the Empire, get an AT-ST, and call it while taking the missions. This is percieved by some as cheating the system, because AT-ST are no longer intended for non-Faction missions.



-> More of a Combat system Balance, but Dizzy is useless on creatures, but overpowered on NPC's. A Knockdown after a Dizzy on an NPC guarantees that the NPC will be dead before it can stand again. A Knockdown on a creature lasts for about 3 attacks at most, and doesn't justify the HAM cost for Dizzy or Knockdown.



-> We are called 'Teras Kasi Artists' but there is no content in game to explain that beyond 'they use Unarmed or VibroKnucklers.' Many of us would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with. For example, something that would make me say: "I'm a member of the same Order as those NPCs that give out difficult missions on Yavin!" would be sufficient.



-> Defense Acuity needs to be more clear about what it does, and/or report when it is working. The TKA Community has little or no idea if it's working or not. Does it stack with Center of Being? If so, it is not firing at anything close to the rate other professions see in their defense mods. If not, why?



-> Pet peeve of mine, but when welearn a special move, can we see it's charactaristics listed like they are in the SWG Prima guide? e.g. I would like to know if Unarmed Hit 3 has a small chance of Blinding, because I think it does now.



-> More of a personal question. Is Force of Will in it's completed form? I heard a rumor it was being revised, but nothing since. The timer is a bit long, but It works for me.
Ryutek
Mon Apr 05, 2004 6:34 am
#13

Thank you for the responses so far, I'll get a compiled list up later today for everyone to look at so far, however I still need more input



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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