Teras Kasi Archive

Thread: Top Three Issues Compiled Thanks

oldschoolmedic
Tue May 31, 2005 6:07 pm
#14

TKA Issue:

the cool down time is way to slow after attacking something, we just need to be sped up….


Non-proffesion Issue:


action is use way to fast with any attack.

Ciao
Tue May 31, 2005 6:30 pm
#15


TKM: No Aggro ability. Taunt is great but damage is better.


Other: Center of Balance is killing us. We need it but due to the server lag we dont know if it will stick or not. We hit the icon, watch the warm up and then move on and no CoB because the server is lagging!!! An easy fix is to allow COB on the move or make it last longer. Making it on the move is probably the best solution. No CoB and we melee types are dead regardless of what we do since the game is biased towards ranged fighters.




Roboute Guiliman
Melee Master
Rebel’s Bane
PurpleWarrior
Tue May 31, 2005 6:33 pm
#16

TKA: Taunts need to annoy the creatures more and for longer


Non-TKA: Docs should heal players more than Jedi do





Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
Chessack
Tue May 31, 2005 7:46 pm
#17

TKA:

COB needs to be apply-able when moving. The problem with it as it is now, is not that you can't stop, but often even when you are, the server doesn't seem to know you are stopped. People have reported (and I personally have experienced) standing still and having COB fail up to 4 times in a row, before it finally "sticks." Meanwhile you are standing there stock still like an idiot getting tooled on by your enemies. It's stupid and it makes us look like fools on the battle field.

C



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Jonril
Tue May 31, 2005 9:27 pm
#18







Jeisyn wrote:


TKM-


Force of will needs fixing


non-TKM


Center Of Being is absolutely necessary for the survival of a Melee player - the restrictions on firing it should be looked at (I agree with not being able to attack/heal during warm up, but standing still seems a little much).










/sign


balancing action costs come a close second




Jonril Ashen -> Rebel <-


I fought the empire and all I got was this lousy shirt!



Rouge
Tue May 31, 2005 9:34 pm
#19

TKA: While more accuracy would be nice, lets get some actual martial arts moves, even if we just steal them from Tekken or any other fighting game....... what I wouldn't give for some red ribbons right about now. Less cool down time would give us more DPS



OTHER: how about we the players, get the bonuses that the critters get for being higher level than the thing they are attacking






Chessack wrote:
TKA:

COB needs to be apply-able when moving. The problem with it as it is now, is not that you can't stop, but often even when you are, the server doesn't seem to know you are stopped. People have reported (and I personally have experienced) standing still and having COB fail up to 4 times in a row, before it finally "sticks." Meanwhile you are standing there stock still like an idiot getting tooled on by your enemies. It's stupid and it makes us look like fools on the battle field.

C





As a Master Dancer / TKM both before the after the CU..... all I can say it.....


You cannot do that in your current state.....
You cannot do that in your current state.....
You cannot do that in your current state.....


Times when you will see these, when trying to meditate (pre-CU), when trying to access the Ticket Collector (Pre-Publish 14?), When activating a Deed for a harvester/house/factory.


You cannot do that while skill animating......
You cannot do that while skill animating......
You cannot do that while skill animating......





vRhianna Redmoonv
TFirst Human Master Dancer on the Scylla Server T
Est. July 11, 2003

Many patches ago, on a server far, far away....
"Don't start trashing my brother, you cantina rat.
Take that back or I'll smack you so hard your head-tails will pop off!"
- Mission Vao -
Mankind00
Wed Jun 01, 2005 12:05 am
#20

List has been posted. Thanks everyone.




Top 3 Issues - Read all before posting.



Just been asked for a Top 3 Issues list so below please post your single one (1) top issue realted to TKA & then your single one (1) non-profession issue.

Please just do a quick bullet point of eash issue issue, no long paragraphs dancing around the issues just like the lay out below:

- TKA Issue
- Breif Description

- Non-proffesion Issue
- Breif Description

Remember: Just one issue, if everyone gives three it gives way too many to sort though to get a good Top 3.

Tomorrow (or the day after, RL deppending) I will be compiling this & posting up our top three so please respond ASAP.

Message Edited by Mankind00 on 06-03-2005 12:27 AM



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Raithax
Wed Jun 01, 2005 12:19 am
#21


-Taunt


-Taunts simply do not generate enough aggro or last long enough for us to be effective tanks.



-Healing


-Healing in general is unbalanced. Make healingprofessions the healers, lower stim heals (maybe timer too) and allow jedi to heal themselves not everyone else, orperhaps to a lesser extent.




Message Edited by Raithax on 05-31-2005 03:19 PM

Ryuukon
Wed Jun 01, 2005 12:28 am
#22

- TKA Issue


TKA damage output needs to be scaled up, simply as that. A large part of agro control is damage. Taunts help nicely, but damage helps more. And a solo TKA is a dead TKA. Should be able to take even level mobs.


- Non-profession Issue


Cybernetics need tweeking. The melee cybernetic arm from the doc in the Myyydril caves is useless. -10 melee defense +5 melee accuracy and a worthless special that lasts 5 seconds, does nothing, and has an insane recharge timer.





Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Kyodor
Wed Jun 01, 2005 2:28 am
#23

Profession issue:
Taunt does not generate enough aggro, and it needs to have a shorter cooldown. Currently, it is a struggle to keep a mob off the healers, due to the insane amount of aggro they draw.

Non-profession/General issue:
Healing. Healing is completely out of whack.

"No profession can match the healing abilities of a Doctor" <--- That should be true. Doctors should be the primary, and best healers. It is crazy that a Jedi, who only takes one tree in Healer, can outheal a Doctor three-fold, and for a longer amount of time.

Doctors should be the best healers, plain and simple. To clarify on how this is related to TK - we require healing in order to keep tanking, and in all cases, a Jedi is superior to a Doctor. Rather worrying, and I hope this issue will be adressed.



Logic
Grammar
Ratification

Got Coherence?

Mankind00
Wed Jun 01, 2005 3:01 am
#24

Keep them coming guys.

At the moment I have two I'm thinking will go on the list, still waiting on a popular third & non-proff one.

At the moment they are:

Aggro managment - either via an up in taunt or an up in damage we need to be able to hold agro better as we are still losing agro to the likes of rifflemen & commandos.

TIA - There are many things that can bug TIA after wearing normal armour often even if it doesn't suply any protection.

The second one I don't think has come up much yet but I do feel it's a very big issue so it will probably go in, but that might change yet.

Anyway keep them coming, I want to submit my list tonight.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


ckclyde
Wed Jun 01, 2005 3:18 am
#25


TKA Issue: Aggro - Either increase damage or increase taunt effectiveness.


Gen-Melee issue: We need an area attack.






____Guerrilla War Project_________________________

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Emotehp - Master Ranger / Master Teras Kasi (Now Jedi...sigh)
Yrrtm - Hairy Commando Beast (housetrained, and has all his shots)
(gnn[[[[[[[[[[nnnnWX9gggû ûgggggg)

__________________________The NGE broke my lightsaber!___________________

Kaylais
Wed Jun 01, 2005 3:18 am
#26

TKA Issue
- Most TK weapons provide no bonus over unarmed (fists)
- Accuracy is very very low (eg. I miss with armor break about 75% of the time, and dizzy about 50% of the time)
- /Taunt shoud have an area of effect and have a greater effect
- CoB suffers terribly from server lag...Make it a client side function,or usable when moving (I know that's 4, sorry)

Non-proffesion Issue
- Please ask them to turn off that 'auto preview' function in the inventory (the left side window). It's very annoying and I don't use it. At least give us the option to disable it.
-Mission lair spawns change level at random (most usually from level 80 to level 43.
-Group direction/distance arrows sometimes don't work if you are more than 250m away from the rest of the group.

Thank you Mankind, and give my thanks to the Devs for an interesting CU



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