Teras Kasi Archive
Thread: Gameplay Issues Post Here
I think all classes should have some kind of defensive posture (reduced damage dished out + increased defense), but, of course, TKs should be able to practically dodge bullets *grin*.
imho
Shims
Did anyone play an unarmed in Asherons Call? they had access to every type damage possible, granted it was fantasy swords and sorcery type stuff but thats all I want. It would also be sweet if the blades glowed a color depending on the damage type, green for acid, ect. Granted thats asking alot (the effects glow that is) but plz just give us more damage types hehe. Also would like to see if it would be possible to give ALL melee classes the ability to snare, or at least Bola's to knock people off mounts(when there patched) put em at master box if need be.
Points:
- I’d love to see the end of the “Vibro Knuckler”, in a profession that is supposed to be “Unarmed”. However, I accept that this will never happen. Instead, I’d like the use of vibro knucklers to be far more token. With them equipped you would not be able to perform any sort of defensive manoeuvres. Such an implementation would drastically effect the use of this foolish device. As it stands, anyone who refuses to use a vibro knuckler is at a severe disadvantage when in fact they are being true to the Teras Kasi profession in its essence.
- Vibro Knucklers should be visible on both hands and be coded so that any attack that is delivered with the foot should not have the qualities of the vibro knuckler.
- Teras Kasi emotes would be a nice touch, but I would much prefer actual content on the Teras Kasi to enforce the profession’s overall image. The development team has seemed to all but ignore the culture of Teras Kasi, relegating it to a mere preference of melee combat when in fact it has far greater standing in the continuity. I would like the grandeur and mysticism of Teras Kasi reflected in this game.
- More animations for combat and a more varied use of the animations we currently have. As it stands, when in combat the avatar is depicts three or four different animations out of the seven or so we have via the “attack” command. I’d like the attacks to look far more random and to also have distinct Teras Kasi techniques beyond the special moves we can perform. Right now, the only way you can distinguish a Teras Kasi exponent from a common unarmed fighter is by application of the advanced special moves. This shouldn’t be so. We should have distinct stance, hand and leg animations for our regular attacks.
- I would like to see the ability to make an opponent bleed however, not through a single technique. I propose that through extended combat, if an opponent is heavily wounded in one particular pool, you could cut them via a “Precision Striking” technique. Since it’s hard to deeply cut someone with your bare hands I think it’s only right that an opponent could be made to bleed only by being intensely pummelled in a particular spot. If you’re wielding vibro knucklers and perform an attack with your hands then this too should provide an opportunity to make your opponent bleed.
- “Unarmed Leg Hit1” via the “Precision Striking” branch should have the chance to lower your opponents posture due the damage you inflict to your opponents obvious balancing appendages.
- If your opponent is kneeling, “Unarmed Head Hit1” should have the chance to knock your opponent over.
- “Unamed Lunge 1” should be reanimated to depict a flying kick to facilitate the application of the technique. You’re supposed to travel some distance and attack an opponent. Thus posture change should be removed as Teras Kasi already possess knockdown techniques which are superior to simply pinning your opponent.
- Like the Pistoleer profession, Teras Kasi should have a “Disarm” technique to combat weapon users at close range.
Game mechanic idea:
In context with the continuity, Teras Kasi should have some affinity with the Force: How about if one receives "Sense" and "Force fortitude" mods via the "Meditation" and "Balance Conditioning" branches respectively so that, if you were to become a "Teras Kasi Master", you'd receive only half the damage of any Force attack directed at your person via the total amount of mods. The "Sense" mod would come into play with the "Sense Force" command.
At the top of the "Meditation" branch, "Sense Force" would allow a Teras Kasi exponent to scan their environment for Force sensitive individuals via the meditation stance. A Teras Kasi Master would have far greater range and success at feeling out Force sensitive individuals, naturally. It's a fundamental part of the Teras Kasi art that all exponents should aspire to do, in keeping with the continuity.
The mechanics of "Sense Force" could work just like the treasure map disks that you can find as loot on NPCs: A successful "Sense" would hint at a direction, but not an actual waypoint. Once you felt you were close enough to where you sensed the presence, you'd repeat the process and so forth. Of course, there's nothing stopping the Force sensitive individual from moving, and this allows the command to be fair towards the potential target.
A single exponent would most probably be led on a wild goose chase, if they're lucky enough to feel a single presence at all. While a group of Teras Kasi could coordinate their search becoming far more effective. A Force sensitive with a band of Teras Kasi Masters hot on its trail would have to be cautious.
This is a minor issue but still makes my mind boggle everytime.
When I equip the VKs, they go to my right hand. Why on earth do I always attack with the left hand, then? (when not using specials, that is)
I don't get it. ![]()
We need an accurate indicator of the true distance between us and the target, even if its just an arrow with a number under it i don't care, today i chased a target from -12m (behind him) to 20 m infront of him spaming lunge and got no hits that to me says the error in acuall distance was at least 32m.
Also i think we should be able to meditate when ever we want. For example when poisoned there is no way to end combat before the poison incaps us even thought he cowardly combat medic is headed for the hills and in reality the fight is over.
Ok, here's a brief summary of the gameplay requests.
Some of the requests on this thread are more balance requests, like adding knockdown to head hit. Just as a reminder, gameplay issues are "fun-factor" requests. Things that won't really change the balance of power, but will make the class more immersive/fun.
- We'd like to have the VK combat animations fixed. Right now you hold a VK in one hand, but all your attacks receive the VK bonus. Turning it into a "pair" of VKs and not having kicks be a part of VK attack animations would help some of the immersion problems created by VKs
- Many of us still don't like using VKs at all. We'd like some way to feel that we didn't need to use them to compete damage wise. Something along the lines of bare fists doing stun damaage, or some other lateral advantage for being truly unarmed.
- Make greater use of the varied combat animations we presently have. Right now we seem to only use a few of our animations unless we're doing a special.
- We'd likethe option to toggle off the "red ribbons" for specials
- We'd like the option to toggle off the auto defend AI
- Allow us to meditate while in combat.
- We'd likeTKA-specific animations and emotes, like Katas and a martial-arts sound for warcry.
- Many of us would like a Dojo, either as a player owned building or as a class-specific theme park type of thing (combat the rival Dojo)
- We'd like the combat system to be more immersive. This is a big request, but a dev mentioned somthing about the possibility of a combo system, where stringing multiple moves together ina particular would become important.
- We'd like TKA-Specific quests. Some kind of epic mind/body adventure where you quest for some forgottenloreof the ancient Teras Kasi deep in the hidden mountains. The reward could be something like a schematic for a legendary component that you could place in a VK (instead of the rancor teeth perhaps).
Let me know if I've left something out.
Ok this is more of a personal idea: Don't drain all the HAM bars when doing force of will.
Maybe use a portion of the bars with life in them to slightly fill the empty bar.
ex.) PVP I get incapp'd by a pistoleer, he comes up to deathblow me. In desperation I use Force of Will and stand up. He's shocked, but since I now have 1 in each ham he looks at me hard and I fall back incap. Similar situations have arisen in PvE areas as well.
Just an idea, atleast give us enough to do one special move, I.E. knockdown so we could try to make a run for it.
~Merc
Teras Kasi Master
Eclipse
1. No knuckles please. We are UNARMED supposedly.
2. Some way to actually pin down ranged combat people
3. I propose 4 Kata animations. One for each of the trees. Each kata will reflect a different idea, dependant on the tree it's from. So perhaps 5 katas:
-Mind(Meditation tree)
- Balance (Balance tree)
- Power (Power tree)
- Precision (Precision Tree)
- Master Kata (after TKA is reached)
Everyone loves the idea of katas!!!
Grimhand wrote:
I'm getting bored of having only one weapon choice.
let me get this straight......you are 'getting bored of having only one weapon shoice'!?
you do know this is an unarmed, without weapon, (as opposed to armed, meaning with weapon) profession? right?
your lucky u have evn one weapon choice
the true unarmed fighters actually odnt even want the stupid vibro knuc, because, i dunno, it takes away from the unarmedness i guess. *shrugs*