Teras Kasi Archive

Thread: Teräs Käsi Issues/Bugs/Features 16 November 2004 to Present

Ryutek
Thu Nov 18, 2004 8:48 am
#14

Technically that is correct, and I probably should have reworded that one. However also make note that I was leading with examples and not posting what I felt were issues at this time



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]
Ifisa
Thu Nov 18, 2004 12:34 pm
#15

Hehe, quest items you say? I'd like to be able to quest for ROBES. I'm sure I don't need to go into detail, because that idea surfaces all the time here. Just give them some bonuses so it would be worth it to wear them instead of armor. TKM robes = Happy Ifisa. My armor's ugly, so I use my flight suit now (smuggler-esque as i'm a privateer)
Thazi
Thu Nov 18, 2004 4:38 pm
#16






Noxik wrote:

If you made VK's take color components and added moded robes for TK, just wait till the jedi communtiy crys about that...






ROFL, I can also see all the other proffesions whining about it too!



Xenocaw Metteec
Deadly Medic Nub
Shadowfire
Losing faith in SOE one CU at a time.
SWG Veteran since Sept. 2003



http://swgrip.ytmnd.com/
just-wondering
Thu Nov 18, 2004 6:05 pm
#17


MilleniX wrote:


Non Combat Issues



  • A powerboost2 or bonus to powerboost at master would be great.
  • I think a change to the basic ribbons, or ability to have alternate ribbon colors or something would be a nice improvement. Maybe something we could put in a VK similar to how jedi change the color of their sabers.
  • Quest based item for the profession, as currently we have no items to seek... (i.e scythe, nym slugthrower, ns pike, geno pistol)

Combat Issues



  • I agree on fixing defensive acuity... This should be our #1 issue
  • I also agree on Unarmed Combo 2... worthless
  • Powerboost2 could be that meditate bonus we need at master...
  • I also agree on the Force of Will timer
  • Increase to defenses if they won't fix defensive acuity... with melee and ranged defenses not working well, we really need this


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


Agreed.




Onix Coldstone/Eclipse
The-Crow /Ahazi
Cr4sh
Thu Nov 18, 2004 6:43 pm
#18

Teras Kasi is already the most independent profession in the game with meditation, powerboost, and only one weapon to choose from. Giving Teras Kasi a weapons(and possibly more weapons) helps tie TKA into the rest of the game, especially crafters but also smugglers. SWG is as much about economy as it is about combat and buying/selling weapons is a massive part of that economy and TKA is has a growing population of its own. There are several different routes that coudl be taken as far as adding "weapons" to the TKA profession. They could add vareity to the 'knuckler' weapons, they could add weapons somehow for the feet of TKA(This would especially please trandoshans since they can't wear any footwear at all as it is), alternatively they could add 'gauntlets' or 'leggings' that help in some way. Perhaps add damage(different types of damage) but maybe think outside of the box and have negative speed modifiers on gauntlets and leggings. These modifiers would only really matter to lower level TKAs as they should be small enough to be negated by the overall speed of a TKM.

I understand that TKMs are supposed to be absolute masters of their bodies but most forms of martial arts incorporate weapons of some sort and it only makes sense that in universe with jetpacks, thermal detonators, lightsabers, acid blasters, rocket launchers, land speeders and spaceships that Martial Artists would have found a way to enhance their effectiveness through technology. having no weapons at all would hurt TKAs(there would be absolute 0 chance of getting damage types other than kenetic) and it hurts the economy.

More weapons = teh good
(Intentional typo brought to you by IRC and Valve)

EDIT: This post was in reponse to Noxik's post.

Message Edited by Cr4sh on 11-18-2004 07:47 PM



Jarrol 'Longshot'Krylln==============================Kiru Re'tul
Profession: Tri-Master || Server: Tempest================Profession: Money Maker || Server: Tempest
Master Pistoleer || Marksman 0/4/0/0 || Master Smuggler=====Brawler 0/0/0/4 || Scout 2/0/1/1
Teras Kasi Master || Brawler 4/0/0/0 || Imperial Pilot 4/3/3/3===Artisan 0/0/0/0

Former Master Marksman
Former Master Scout

Noxik
Thu Nov 18, 2004 11:52 pm
#19






Cr4sh wrote:
Teras Kasi is already the most independent profession in the game with meditation, powerboost, and only one weapon to choose from. Giving Teras Kasi a weapons(and possibly more weapons) helps tie TKA into the rest of the game, especially crafters but also smugglers. SWG is as much about economy as it is about combat and buying/selling weapons is a massive part of that economy and TKA is has a growing population of its own. There are several different routes that coudl be taken as far as adding "weapons" to the TKA profession. They could add vareity to the 'knuckler' weapons, they could add weapons somehow for the feet of TKA(This would especially please trandoshans since they can't wear any footwear at all as it is), alternatively they could add 'gauntlets' or 'leggings' that help in some way. Perhaps add damage(different types of damage) but maybe think outside of the box and have negative speed modifiers on gauntlets and leggings. These modifiers would only really matter to lower level TKAs as they should be small enough to be negated by the overall speed of a TKM.

I understand that TKMs are supposed to be absolute masters of their bodies but most forms of martial arts incorporate weapons of some sort and it only makes sense that in universe with jetpacks, thermal detonators, lightsabers, acid blasters, rocket launchers, land speeders and spaceships that Martial Artists would have found a way to enhance their effectiveness through technology. having no weapons at all would hurt TKAs(there would be absolute 0 chance of getting damage types other than kenetic) and it hurts the economy.

More weapons = teh good
(Intentional typo brought to you by IRC and Valve)

EDIT: This post was in reponse to Noxik's post.

Message Edited by Cr4sh on 11-18-2004 07:47 PM





I never said tk wasnt independent, sure things have advanced in technology, but teras kasi is an art, it is based on having no weapons for combat, becoming one with yourself, your mind, and your surroundings, unfortunately we cant use our surroundings in this game heh. But look at the jedi theyve been around for thousands of years and they have almost stayed the same all that time, the lightsaber has been the weapon of choice for who knows how long...



A z rael'Ta' v uan±N ox'ikTa' v uan

i do not respect anyone who's main character is a jedi
Noxik
Fri Nov 19, 2004 1:34 am
#20

If you made VK's take color components and added moded robes for TK, just wait till the jedi communtiy crys about that...



A z rael'Ta' v uan±N ox'ikTa' v uan

i do not respect anyone who's main character is a jedi
Chaosium_451
Fri Nov 19, 2004 2:17 pm
#21

How about at Master, Powerboost increases both the primary stats and the secondaries as well?



Merlinda Oban
Elder Jedi - Radiant
Sibhoan Oban
Officer - Radiant
Brenna Oban
Engineer - Radiant

Iscushi, T'wesmynn, Ilmeimi
Test Center


MilleniX
Fri Nov 19, 2004 2:20 pm
#22






Chaosium_451 wrote:
How about at Master, Powerboost increases both the primary stats and the secondaries as well?





I like that one, but I honestly think we have better odds of getting a 25-50% increase at master on the HAM bars than the HAM secondaries... I'm with you though.



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


Chaosium_451
Fri Nov 19, 2004 2:23 pm
#23



MilleniX wrote:
I like that one, but I honestly think we have better odds of getting a 25-50% increase at master on the HAM bars than the HAM secondaries... I'm with you though.




It doesn't have to be much. Any boost to secondaries under powerboost would be cool, IMO. Even 50 to each secondary would be something I'd like to see. Anything is better than nothing.



Merlinda Oban
Elder Jedi - Radiant
Sibhoan Oban
Officer - Radiant
Brenna Oban
Engineer - Radiant

Iscushi, T'wesmynn, Ilmeimi
Test Center


Cr4sh
Fri Nov 19, 2004 4:42 pm
#24

Noxik, I wasn't trying to offend. Just took the opportunity to explain my point of view and express my opinions on where this profession could go.



Jarrol 'Longshot'Krylln==============================Kiru Re'tul
Profession: Tri-Master || Server: Tempest================Profession: Money Maker || Server: Tempest
Master Pistoleer || Marksman 0/4/0/0 || Master Smuggler=====Brawler 0/0/0/4 || Scout 2/0/1/1
Teras Kasi Master || Brawler 4/0/0/0 || Imperial Pilot 4/3/3/3===Artisan 0/0/0/0

Former Master Marksman
Former Master Scout

kgmkiorys
Fri Nov 19, 2004 6:14 pm
#25






Ifisa wrote:
Hehe, quest items you say? I'd like to be able to quest for ROBES. I'm sure I don't need to go into detail, because that idea surfaces all the time here. Just give them some bonuses so it would be worth it to wear them instead of armor. TKM robes = Happy Ifisa. My armor's ugly, so I use my flight suit now (smuggler-esque as i'm a privateer)






You know what, you can look smuggler-esque because you're a privateer, and i can't look smuggler-esque because i'm a smuggler, don't you think there is some kind of trouble there?


If you want to look smuggler-esque, be a smuggler. The only smuggler content that is in game is the one that anyone can get and which needs no skills, try to come and say your sentence on the smuggler forum and you'll sure get flamed, and badly.




As for what i would like to see in the near future here is my christmas list :


Having VK replaced by some gloves and boots, of a few types, corresponding to damage types. I think it better suits the unarmed combat definition. You can even go along with this idea and add bracers and pants, but gloves would already be a great step. Additionally this would make the TKA a more discreet fighter, one can walk in the street with gloves, not with a knuckler.


Losing the ability to heal my wounds but gaining the one to power boost my secondaries. I don't like to see people healing themselves with no medic skills, that's not their job. However they can meditate through some toughness that would materialize into primary and secondary stats improvements.


Having some dedicated spices (sorry, i pray my own church here ) that would help in some way, either by increasing CoB, or Defensive Acuity (once it works).




That's all i see for now, i would like to see some unarmed features added to smugglers too, so i have to keep some for there




_______________________________________________________________________
Rik'kar Kiorys : Bothan Triple threat on Tyrena, Kauri

Scalime : Human Smuggler & Commando on Theed, Naritus
Chepaki : Human Smuggler Desperado on Coronet, FarStar

You never get a second chance to make a good first impression

Noxik
Fri Nov 19, 2004 7:17 pm
#26






Cr4sh wrote:
Noxik, I wasn't trying to offend. Just took the opportunity to explain my point of view and express my opinions on where this profession could go.





yea i understand im was just stating my point of view



A z rael'Ta' v uan±N ox'ikTa' v uan

i do not respect anyone who's main character is a jedi
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