Teras Kasi Archive

Thread: Grandmaster Skills

Elite_Techno_Ninja
Sun Feb 06, 2005 1:32 pm
#14

I think it is a good idea to have a post master quest. I'm tired of the endless grinds, that people complain about. I'd be happy if it were just a badge, a cool robe, or something to that effect (As long as it isn't tradeable). The dojo idea, is a great for more fun in the game. It would bring back some good ole PvP. The grandmaster title would be awesome to have too. I agree it should take a lot of skill points, but it should not take all. (I think around 200 would be fair.) Well it is good to see someone has a few good ideas.



Ragu (Master Noob)
Ryutek
Mon Feb 07, 2005 6:12 am
#15

I like the thought, and it is a tried and proven method for Class-Based games to have "Elite-Elite" classes, but the foundation in SWG is a bit different. Don't get me wrong, I'd love to have something beyond Master for all professions, but I'm not so certain it would really fit the principles the game was designed around.

I wouldn't mind seeing the idea expanded a little more, though, as it would provide a nice avenue of adding an "Elite-Elite" if SOE did decide to go that route at some point in the future



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]
Cebus
Mon Feb 07, 2005 10:21 am
#16

Personally I think that the reason people want elite elite classes is because there isn't enough content for their class to play =\. I also think that it is too easy to master professions and it leaves people looking for other ways to distinguish themselves in combat from every other 2 day master, and elite elite professions seem to the the route to take. However whether or not elite elites belong in swg is a debate all in itself. A lot ofveteran playersquit Ultima Online when powerscrolls were added that let you get to elder, and then legendary after you became a grandmaster. I thought your dojo idea sounded fun though.



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Rebecka
Mon Feb 07, 2005 3:59 pm
#17

I already have had my house as a dojo for a while. Just name and deco tho =)
Funny it has been thought of by many others to widely, yes the idea is great and can be refined with ease.

There was a thought some while ago with mates about Dojo house with duel tournament function, owner of dojo could activate the Dojo's tournament feature up for people to register with Max participant amount. Then it could select 2 people randomly for a match, loser is out winner stays for second round etc. But i quess this is just wishfull thinking.

In the Dojo meditation would get +20 boost and with it slow BF healing. Just a thought.

Message Edited by Rebecka on 02-08-2005 01:00 AM









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LordBranamar
Mon Feb 07, 2005 4:05 pm
#18

The term elite-elite is a bit overused when it pertains to this thread. I am suggesting a way to give the fighting classes a much need source of release. I don't know about other servers, but on Scylla I think we seriously have some of the best fighters which is why we have the most drama :-)



I am gonna take this time to type out a detailed version of the way this system should work. I want to start off by saying thank you to Ryutek for all the great service as our Correspondent. Hopefully we will be replaced by a person compentent enough to fill his shoes. Much love man and we will all see you soon.



Ok I just want you guys to imagine having to grind all the way up the TK ladder and at master you are granted the ability to open a training facility. This facility would require its occupants to pay a fee to enter and inside would be accomodation for sparring and meditation. As there are a limited number of dojo's permitted within the cities limits, your competition is not very stiff. While your dojo does not grant any experience gains for progressing in the TK profession, you offer a number of rooms that facilitate sparring.


This building is roughly the size of a cantina and has 3 rooms. Two of the rooms are for sparring and one room is for meditation. While sparring within the dojo, you cannot die by any means, but instead by incapacitated for a (short) period. After losing or winning you are required to sit out on a 60 second timer to allow for usage of the room by others. All skills are permitted for use in this dojo.


With everything that sounds this good comes a catch. The first catch is that you have to have the permission of the mayor of the city before you place dojo. The next catch is that you will have had to have finished the themepark thats grants the innate abilities of a (true) master. Those that open schools without having gained their innate abilities as masters are subject to more challenges from other dojo owners. If you lose a challenge, you lose the school. The extra abilities coupled with proper implementation can quickly boost you to fame or gain unwanted attention.


As a "grandmaster" you are open to use a range of different techniques. The ability to awaken in fury if attacked while meditating is a key skill. This skill is activated after meditating for an amount of time to be determined. With this ability you can only use your bare hands, but you mysticaly do a form of blast dmg with each hit. (I would imagine this skill would work a little bit like berserk mode w/o the dmg intake made and cap on specials.)


While meditating you can boost your immune system through an innate ability that allows you to disregard the effects of poisons and disease. While potency still dictates whether or not the poison/disease sticks, the effect is lessened. This helps mitigate a form of ranged damage that combat medics use generously, but does not hamper them.


The last skill you unlock is a schematic for a uniform. This uniform is made of course by a tailor and not an armorsmith, but the recipe creates something similar to a suit of armor. You are granted the majority of the resistences, and as well get a set of stat mods of your choosing. The level of success and actual mods themselves are determined by the experimentation of the tailor themselves.



This is my proposal. The actual "grandmaster" title is not necessary, but the skills and the themepark are most definitely possible. The game engine accomodates most all of these concepts. The only thing lacking is concept art and scripts.




Ryutek
Mon Feb 07, 2005 4:18 pm
#19

With the influx of "FRS/Village/Unlocking" type ideas I thought that to be more along the lines of what you were thinking to implement. I have a couple of ideas to respond back with, but being at work I don't have time quite yet. I'll post later tonight/tomorrow



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]
Mavarus
Mon Feb 07, 2005 7:52 pm
#20


I love this idea, it sounds like great fun and some wonderful content. But the possibilty of it beingadded to the game,within the foreseeable future, is unfortunately small.



Telkhar
^-^-^-^-^
-I would support keeping & balancing the current combat system.
But I get the feeling they don't care.

LordBranamar
Mon Feb 07, 2005 8:14 pm
#21






Mavarus wrote:


I love this idea, it sounds like great fun and some wonderful content. But the possibilty of it beingadded to the game,within the foreseeable future, is unfortunately small.





Haha but again this is where everything can come to fruition right here. The forums are the first step guys, and from here our ideas go to the development team. This is an awesome new team with some great ideas and we are only trying to help them along with what we want to see. Who could ask for more?!!!!!



The reason this is easier said than done is that the game has had such mechanics but at different times in this games short history. Thereare already modifications that can be made to dmg output and deathblow ability with no problem. Timers for incap can be reduced with a few hours of work. I can make up the scripts and quests for the themepark myself (I already have ).



All that is lacking is some concept are and people that are excited about seeing this happen. SoE responds to their customers, but they don't listen to complaints. We just have to keep a prospective on the reality that this is a possibility. Everyone here knows its the right thing to do.I would like this to work in all the melee classes favor. But TK is the only class with a REAL history, so the story has to start here.



I have the neccessary material for the story, I'd need some help with art, and a few extra locations for the themepark. If we gave it to the devs to throw in there, we could seriously get this in 2-3 small patches or 1 big one.


SordDaPlaya
Tue Feb 08, 2005 1:44 am
#22

I really like it. The way you suggest dojos and player controlled training centers would work well for any of the melee classes. Or maybe they could make it so that you could be the ultimate melee fighter and have you train under all the different types of melee dojos and such, training with each weapon, and it doesnt even have to grant that much of a bonus to PvP stuff, just allow a new title or cloths... or the ability to start your own dojo for others to train in... It could be huge, and add a ton of conent to the game.



Something like that would never get added. By never I mean for at least 2 years, lol.

-sord



--------------------------------------------------------------------------------
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Ryutek
Tue Feb 08, 2005 7:06 am
#23

I think the easiest way to do this is in Bullet format, responding to each point seperately.

  • The Teräs Käsi Dojo

    I think it comes as no surprise that I want to see some type of building implemented, but I have two main concerns with what you propose here:

    1. The "Challenges" that you mention. If a Player purchases a building, then places and maintains said building, then that building should not be taken away fom that Player.

    2. The Access Fee. This should be determined by the owner of a Structure, just as it is with buildings now. I understand the reasoning, I just don't think it needs to be forced upon the structure owner to require an access fee.

  • The "Grandmaster" Techniques

    This is the main portion that concerns me on implementation. Provided something was available for every profession it would be a great idea, but then the skill tree changes to having one box above Master (could be called anything, but we'll say Grandmaster for now), which requires further concerns such as:

    1. Balance
    2. Skill Point Cost
    3. Exact Abilities Granted (should be limited to a couple in my opinion, much like current Master boxes)

  • The Uniform Schematic

    I disagree that it should be akin to armor, though that may just be a difference in our personal preferences. Perhaps go back to the sash idea I presented in my discussion thread, and make it a different color for a Grandmaster, and in addition grant some bonuses to different modifiers that are presented in the TK tree (examples could be anything from Defensive Acuity or Unarmed Damage to Melee Defense or Ranged Defense).



Just my thoughts



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]
LordBranamar
Tue Feb 08, 2005 9:52 am
#24






Ryutek wrote:
I think the easiest way to do this is in Bullet format, responding to each point seperately.



  • The Teräs Käsi Dojo

    I think it comes as no surprise that I want to see some type of building implemented, but I have two main concerns with what you propose here:



    1. The "Challenges" that you mention. If a Player purchases a building, then places and maintains said building, then that building should not be taken away fom that Player.


    2. The Access Fee. This should be determined by the owner of a Structure, just as it is with buildings now. I understand the reasoning, I just don't think it needs to be forced upon the structure owner to require an access fee.


  • The "Grandmaster" Techniques

    This is the main portion that concerns me on implementation. Provided something was available for every profession it would be a great idea, but then the skill tree changes to having one box above Master (could be called anything, but we'll say Grandmaster for now), which requires further concerns such as:



    1. Balance

    2. Skill Point Cost

    3. Exact Abilities Granted (should be limited to a couple in my opinion, much like current Master boxes)


  • The Uniform Schematic

    I disagree that it should be akin to armor, though that may just be a difference in our personal preferences. Perhaps go back to the sash idea I presented in my discussion thread, and make it a different color for a Grandmaster, and in addition grant some bonuses to different modifiers that are presented in the TK tree (examples could be anything from Defensive Acuity or Unarmed Damage to Melee Defense or Ranged Defense).



Just my thoughts





Sounds like my ideas just need to be scaled down a bit then. The sash idea is awesome and it could apply to the combat aspect granting mods, but the innate abilities are more what I'm focused on. I changed my mind on the "grandmaster" title only because I feel like these abilties and the schematic could be granted like prizes in a themepark. (Sorry I don't exactly know how to do bulletpoint on the forums)


Maybe the uniform can be downscaled to a robe of some sort that works more like ubese, but with less encumberance. If it came down to it I know it would be either the sash or the robe so I'll say the sash is the better idea.


My last point on the skills is that TKMs will have to give up at least 2 branches of one of the alternate professions for this last box. But I hope I can speak for the majority when I say grinding is old, the unlocking of this box should be contingent upon completing a themepark and having the proper sash to go along with the final fight with an NPC grandmaster. And to an earlier point of mine, TK are one of the only professions besides Jedi/BH that have an ACTUAL history with a good story to it.BH is already invested heavily with intricate missions and a PK system.I, in no way, think TK should be equal to jedi, but when it comes to content, Tk has to start getting some love.



The dojo aspect I completely agree on Ryu, I was thinking morelike a real martial arts teacher hehe. But the challenges, should an owner lose, should have and adverse effect on the school itself. With penalty can comereward on the other side of the spectrumthough. Say a school that hasn't been defeated in a certain amount of days (voting cycle) gets reduced maintenance costs or some type of interior decoration signifying their excellence.



I am also for cities with the space to get something like a speedball arena for ranged combat. That would satisfy the ranged professions as well, but with the changes in the CU/R/B and the fact that these professions are "generic" at best, there's no need for extra content when they have the GCW.

SITHDUKE
Tue Feb 08, 2005 9:55 am
#25

Teräs Käsi Dojo


For a dojo i'd simply like somewhere to engage in some friendly PVP. A place to goto where i don't need the most expensive armour, weapons, every buff and foods to stand a chance. A place of evenly matched 1v1 duels. Possibly the rule sets (set by the dojo owner)for the dojo could be viewed by a panel on the wall of the dojo or by meditating in the meditation room.


Teräs Käsi Grandmaster


Having something above master would be nice. I've thought of GrandMaster simply being achieved by completion of a quest. Once that quest is completed you can only be trained in Grandmaster by maybe...meditating at a dojo for X period of time perhaps? Maybe even every dojos meditation room comes with an NPC where the TKM can learn grand master. Of course every Teras Kasi dojo could probably come with Brawler & Teräs Käsi trainers.


Upon attaining grand master the TKA has the certs to wear special TKA robes. See next section about TK Robes.


Teräs Käsi Robes & Formal Dress


Personally i'd love to see some variations on Teräs Käsi robes. I'd like there to be some like:


Formal Combat Robe -Thisis the type of robe you'd wear out in the world in PVP's. This Could have the appearance of maybe the Mortal Kombat Ninjas robes. Maybe not, but just an example to illustrate the "Formal Combat Robe" type style. The colors of this robe can be set the same as composite armour can.


Sparring Robe - This is a Martial Arts style Gei (Can't remember the correct spelling but i mean those Whites you wear while performing martial arts) This would be a less intmidating style of clothing designed for use in PVP whilst in TKA Dojos.


There could also be robesthat areSkill level specific. They should be retroactive based on your skill mods. If a TKN wore a Teräs Käsi Formal Combat Robe they'd gain +2 to unarmed damage & +2 to Defence Acuity. Yet if a Teras Kasi Master wore the same robe they'd gain skill mods of upto +25 Unarmed Damage & +25 to Defence Acuity. The types of robes i have in mind are:


Teräs Käsi Artist Robe


General robe giving average skill mods across the range of teras kasi skills. Giving average bonuses to Teräs Käsi skill mods. Something like:


+15 Unarmed Damage


+15 Defence Acuity &/or CoB


+15 Unarmed Toughness &/or Mitigations and melee & ranged defences


Then there's skill specific robes that are specifically suited to specific tasks of the Teräs Käsi Master. These robes could be restricted to TKM or GrandMaster at one of the two levelsyou will gain the Certs to use them.Such robes like:


Teräs Käsi Medation Robe


+20 Meditate


+Increases Powerboost Effectiveness and/or increases resistance to states (could even be made into PowerBoost2 for Grand Master).


Teräs Käsi Balance Conditioning Robe (For lack of a better name)


Various bonuses to state defences, Ranged & Melee Mitigation, Combat Equlibriumand Unarmed Toughness.


Teräs Käsi Power Techniques Robe (For lack of a better name)


Increases to Unarmed Damage and maybe reduces HAM costs of current special attacks.


Teräs Käsi Precision Strikers Robe


Provides increases to skills such as Unarmed Accuracy, Defence Aquity, Center of Being Duration and Efficiency.






--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




Darter
Tue Feb 08, 2005 10:54 am
#26

The real key would be, I think, expanding ALL elite professions beyond Master status, and not just Teras Kasi Artist, though we're all a bit biased here. To have to sacrifice other skills in order to proceed further in a given profession should be rewarded, since you're giving up other potentially useful skills for gains in other areas.

That would require a LOT of work, and I'm certain that the devs have probably given it some thought in one regard or another. The way they did this in City of Heroes was that for characters who have reached level 50, you have the option of evolving into something greater with additional skills on top of what you already have. That prevents people from hitting that wall and thinking "Now what?" Sure, there are plenty of missions to run in SWG, plenty of quests to do, but once you hit that Master status, you're kind of stuck. Becoming a "Grandmaster," for lack of a better term, at the expense of other skills, would definitely help that, but it would create some pretty powerful characters. I, for one, would not like to see a Grandmaster Rifleman or Grandmaster Swordsman coming my way in a PvP battle (although I probably wouldn't even SEE the Grandmaster Rifleman), nor would I as a Jedi Padawan like to see a Grandmaster Bounty Hunter approaching. Then again, a Grandmaster Bounty Hunter shouldn't trivialize himself with such things as beginning Jedis.

I think one of the things that this would cut down on, though, is template stacking. Currently, people take up professions to get the bonuses attached to them without thought or regard to that second or third profession. Yeah, I could get Pistoleer 0-0-3-0 to go along with my TKA, but that defeats the purpose of being a TKA if you're a closet pistoleer just for the Defense vs. X bonuses. Maybe make Grandmasters only be able to enter the Grandmaster program once they've dropped all other elite combat professions? After all, Smugglers and Commandos both require hybrid basic combat professions, and it wouldn't work if they could only have one combat line at the basic level. But that way, if you want to become a Grandmaster Smuggler, you don't get to be a Pistoleer and BH to get the extra pistol attacks, either.

And make it hard. Really hard. Not necessarily with the difficulty of missions, but in terms of total XP required. It should literally be a grind, something to work towards over a long period of time. Becoming a Jedi once you glow with the Force currently takes several months, and so should Grandmaster. Many elite professions can be mastered in a matter of days, hours even, and Grandmaster should not be similarly easy.

Of course, Grandmaster status as I present it only seems to work for combat professions. I have no idea how to apply it to crafting and healing professions, short of more items to craft and more powerful meds. You can, after all, only go so far and add so many items to the game before it becomes overwheming. Docs are already pretty powerful, being able to heal states, buff stats, rez, and pretty much take a person from 0-60 in a short amount of time medically. What else can they do?

In any case, the devs have a super-secret expansion in the works as stated by the last studio update. I can see them adding a third tier of skills in the future, and that may be it. If not, then this is something that would definitely add to the game. I can't speak for others, but for me, the journey is more important than the destination. Sure, I could master TKA in a matter of days at the expense of other things in my life, but I prefer the somewhat slower, more methodical journey. Once I reach Master, though, I won't have any clue what to do next.



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