Teras Kasi Archive

Thread: Your top 5 issues Take 2

Thunderwulf
Wed Aug 13, 2003 5:21 am
#1

In light of the recent update, I think we should start a new top 5 for the next report.

I know many of you are very disappointed with the last update (myself included), but lets try to keep this as constructive as possible. The only way I can see getting movement on these issues is to be as positive as we can. If we can come up with better, more realistic ways to change the profession, I think they will be more open to suggestions.

So lets not give up. I know im not ready to throw in the towel after one update.





Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
dnm998
Wed Aug 13, 2003 5:35 am
#2

My Top 5 in order of Importance: (These area all PvE by the way. I don't get involved in PvP)


1) The Attack Range The farthest I've ever been able to connect with an attack is 6m. However, as I've grown bolder and more able, I'm taking on bigger MOB's. The problem is that the bigger MOB's apparently like to be 8+m away for their attacks. As such, I'm consistently being made Out of Range.


2) Unable to Move and Attack at the same time. Ranged players can Run and Shoot all day long. Why is it impossible for me to Run past/up to/away from a MOB and throw a punch at it?


3) The HAM costs for special moves can be pretty harsh. Of course the already written resposnse was "They shouldn't be stringed." Excuse me? I earned those attacks. I should be able to use them much more effectively than every 3rd,4th,5th, etc attack. God forbid I use VK's. At that point the MOB might as well take a smoke break, as I'll effectively kill myself.


4) Still being attacked thru that hill in front of me.


5) Alright, maybe it's just a Top 4. For now.




-Ja-le Ba-te Master Merchant and Proprietor of the Emerald Star Merchants' Guild in Ironcaster

The Emerald Star Merchants' Guild is a subsidiary of Mortalis
dnm998
Wed Aug 13, 2003 5:50 am
#3






dnm998 wrote:

My Top 5 in order of Importance: (These area all PvE by the way. I don't get involved in PvP)


1) The Attack Range The farthest I've ever been able to connect with an attack is 6m. However, as I've grown bolder and more able, I'm taking on bigger MOB's. The problem is that the bigger MOB's apparently like to be 8+m away for their attacks. As such, I'm consistently being made Out of Range.


2) Unable to Move and Attack at the same time. Ranged players can Run and Shoot all day long. Why is it impossible for me to Run past/up to/away from a MOB and throw a punch at it?


3) The HAM costs for special moves can be pretty harsh. Of course the already written resposnse was "They shouldn't be stringed." Excuse me? I earned those attacks. I should be able to use them much more effectively than every 3rd,4th,5th, etc attack. God forbid I use VK's. At that point the MOB might as well take a smoke break, as I'll effectively kill myself.


4) Still being attacked thru that hill in front of me.


5) Alright, maybe it's just a Top 4. For now.






Ok here's number 5. When I'm in battle with multiple targets, I'd like to actually be in control of my character. If I wanted him to attack the second, third, whatever MOB then I'd "tell" him to. I don't need or want the game deciding for me, on who/what should be attacked.



-Ja-le Ba-te Master Merchant and Proprietor of the Emerald Star Merchants' Guild in Ironcaster

The Emerald Star Merchants' Guild is a subsidiary of Mortalis
awolghostrider
Wed Aug 13, 2003 5:55 am
#4

I agree hole heartedly with the hole shot me threw that hill thing. This is very, very annoying. I also would like to what people think about an unarm attackor disarm attack? I put a post up.



"Not bad for a little furball." -Han solo

"What a piece of junk!" -Luke Skywalker

"The emperor does not share your optimistic appraisal of the situation"-Darth Vader
YetiIronfist
Wed Aug 13, 2003 5:58 am
#5

I think the biggest issue overall is the defensive skills being disabled - defense vs stun / blind / knock down / etc... And it looks like ranged and melee defense don't work either, although this is less certain since folks don't know whether they're supposed to decrease damage, or make you harder to hit.

I think the biggest issue for pvp is still, and will always be until they PROVE they can fix it, the inability of melee to hit moving targets in an online game - it's been like that in just about every online game... and this is no exception.
FerretLlama
Wed Aug 13, 2003 5:59 am
#6

well they said they are working on this stuff already so i think new issues should be put to the devs.



Brawlers dmg compare to guns. Wulf vampro says when he gets on. he will msg you with the new changes. He is going to test out the new dmg system gun range and his. If we are to do heavy dmg upclose we should at least do more then guns i think. because it is not fair that a gun can do same dmg as a tkm upclose

Mori-Mori
Wed Aug 13, 2003 6:03 am
#7

the targeting system is bad for everyone, but i think melee fighters in particular would benefit from being able to select a "nearest target", even if it's behind them. it's a small concern but you could get enough support from the other classes to not have it be a "TKA issue" (and thus less worthy).



the problem about not being able to hit large, long, or flying mobs is probably my biggest one too. i don't mind if i suck because the class sucks, but i don't want to suck because of technical issues.

that "designer response" saying it was by design and not a technical flaw seemed to be a lazy excuse for bad programming.
Fool-on-the-Hill
Wed Aug 13, 2003 6:09 am
#8

That first response was like a slap in the face, and it really hurt. We get basicly nothing on our top 5 Major issues while classes such as pistol users get pistol twirling and holster graphics, wow. I can't believe that but oh well, will try to be constructive still.


1.) Attacking while running. This is my biggest problem still. Even if you can catch up to an NPC or player in PvP you can't attack him if your both running. However, he has an easy time just shooting you in the face while you take it like the punching bag we are made to be i guess.


2.) HAM costs are still very high. Knockdown still needs to be worked on in my personal opinion. I also still dont see why ranged users can knock people down from afar while we have trouble doing it from 0 range. Hmm, lets think about that one for a second.


3.) More Special moves would be nice. I would really like to see some of our more useless moves such as taunt thrown out and replaced with something useful. Maybe a slight run speed increase? We, being TKAs wear no armor and basicly have no weapons, shouldn't we be just slightly faster than a guy running with a huge rifle shooting at the same time?


4.) Resistances? They don't seem to work except for on armor on the tests i've run personally. I think skills like power boost should be replaced with a line of working resistances because my god, we despretly need them. This would help us take kiting a bit easier and let us actually do something useful in a group situation as a tank type player.


5.) If VKs are going to stay in game, (which i have no problem with seeing as we are not unarmed anymore, we are now TKA), theni think that we should get at least 1 or 2 more weapon types to choose from. This wouldnt be that hard to implement i wouldnt think. They couldnt do it like say a marksman skill tree, add a new weapon skill at each tier. The types of weapons im thinking of could be like brass knuckles, some steel toed boots, maybe a poison dart or something to slow someone just a little, or maybe something as simple as claws or something to wear like a glove.


Just a few ideas that come to mind atm, i will add more if i think of anything else that is bugging me.


Mordoc Lightcrest




Mordoc Lightcrest -=Doctor/Teras Kasi Artist=-
Teras Kasi Artist
"Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."
"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
-Page 267, SWG Strategy Guild
Baelish
Wed Aug 13, 2003 6:22 am
#9

This is a combo of my Top3 and some suggestions to discuss:


1. Defense. The major thing above all else we need to have looked at. We definitely should have some kind of innate dodge or block skill especially v ranged attack. Counter-Attack would also be nice. This is by far the most important thing TKA need. This includes revision of the melee and ranged defense modifiers and more explanation from SOE on what each type of defense modifier does in the game ( in fact what every skill modifier does in the game would be nice ).


2. Damage Types. We need more of them either via new weapons, skills or whatever. I liked the idea of 'stances'. This is an alternative to my already suggested idea that TKA (not unarmed brawlers) should do stun based damage when not equipped with a VK. Either way we need better damage types, I also suggest adding internal bleeding to the precision line attacks.


Maybe use a combo style system such as 'if X target is stunned using Y skill will do 50% more damage' to encourage use of currently pretty lame debuff attacks which don't seem to do anything. Though I am hesitant to suggest this as it would require actual code time and hence may never happen.


3. Useless Skills. Force of Will. Doesn't work 2/3 of the time. Make it work 100% or remove it from the game. Power Boost: Make it do something worthwhile both in stats and duration or replace it with something decent. Open to ideas from the community on both of these skills replacement possibilties.


For the record I am not overly concerned with the HAM costs pre patch. I never use VK equipped specials unless I am about to die, dueling and within a 1 punch kill shot, or finishing blow. Most HAM costs without VK equipped aren't so bad.



Bad_Bad_Leroy
Wed Aug 13, 2003 6:32 am
#10

#1 Issue: We need to be able to tank.


Possible solutions:



  1. Decrease HAM special move costs so we can skillfully control our melee enemy withspecials without killing ourselves.(although I think high HAM costs onKD is fair, due to its power).

  2. Better dodge/avoidance abilities (or a "defensive" posture for the times when you need to tank whileothers in the group do the damage...although I guess you could just stand there in full armor, and use stims all the time.)

  3. Revamp XP so that we get something in return for all the hits we have totake when we're up close. For every point of damage we deal, allow .5 points of damage we receive to count towards combat or unarmed XP. So if in a battle we dished out 1000 damage, and received 400 points of damage. We'd be granted 200 extraXP for this. If we gave 100 damage to the enemy, and received 500, we'd still only get 50 extra XP. This would force you to hurt the thing you're in combat with, but would reward your bravery for staying on the front line.


#2 Issue: Better range calculation when fighting large/long enemies.



  1. My char will stand there and get killed bya fanned rawlwhose body-centerexactly6 meters away. I haven't tried on larger, longercreatures, but I've heard it's even worse. Imho, if you're in a melee battle with something of reasonable size, then you should be able to hit it. (a "/stick [target] [n]" command would be PERFECT, where you can set a range to stay with a target when you're in melee battle.)



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
FerretLlama
Wed Aug 13, 2003 6:36 am
#11

Ok major issue i think is that we are getting owned upclose when we should not. Panic shot and other things we should have a major defense vs upclose.
redeye81
Wed Aug 13, 2003 6:49 am
#12

I dont mind not spaming specials, nerf to beserk, etc... make us kill the mob slow.. BUT FOR THE LOVE OF GOD INCREASE OUR DEFENSE. It is IMPOSSIBLE to tank higher lvl mobs... We take WAY too much damage.
Mister_Heavy
Wed Aug 13, 2003 7:04 am
#13


#1) Responsiveness. If we get more single sentence answers to the next round of issues, I'll probably just stop giving them feedback. I'd like to either be taken seriously, or not taken at all.


#2) Range. It goes without saying that we need more range. I know the devs want to keep us close, but the game is just too laggy for a 3-4m range to be reliable. As others have brought up, the range is so small we can't even hit larger creatures at all.


#3) Ineffective specials. While it's possible that they've buffed head/ body/ leg hit enough to make it worth the HAM, I doubt it. It's also possible that they've made power boost, combo 1 and combo 2 useful (although how they'll make those combos useful is beyond me ATM). Again, I kinda doubt it though. I'll have to test these but I still think that combo 1 and combo 2 need to be completely replaced with some kind of bleed attack or with 2nd level dizzy/stun/ type of skills that will actually be useful on high-resist mobs.


#4) Defensive skills besides toughness are not working. This is more of a game-wide issue, but it's important to this class none the less.


#5) They need to just de-code the "you cannot do XYZ while running" messages. It's stupid. Why can't I begin to meditate while running? Jsut have the meditate button cause you to stop and sit. Why must I stop, click the meditate button, get the error message, wait 4 or 5 seconds, click the button again, get the same message, and then bleed out? Forcing you to stand still before starting the med command serves no purpose, and with the amount of lag this game has, they should just scrap it. It's also kinda lame that they never fixed the bug where you have to be sitting to start meditating. That's why you always get the double message "you sit down" "you begin to meditate". It's not game-breaking, justa little sloppy.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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