Teras Kasi Archive

Thread: URGENT: Need information to compile the requested 20 Questions

evetsleep
Tue Apr 06, 2004 11:10 am
#27

I have been a TKM 3 times since opening day (and not one of them due to a holo thank you very much). While I disagree with many people on these boards about some of the issues, we still have to make a list of 20. While I personally don't like the thought of more damage types and bleeds, there are still a signifigant portion of our community that feels that we need these things. I think that it should be presented as such...that the community is divided on these particular issues and a DEV response on the balance effects would be appreciated prior to trying to implement more damage types and bleeds. So, for example, say we go to the DEVs and say...we want stun damage (or any other damage type really)....instead of them looking for away to implement it..I would rather them come back and say what the effect would be in terms of the big picture should they plan to implement it and keep things balanced (from their point of view). Would we still want stun damage if they make meditation less effective? I don't know, but I would at least like the chance to debate it.

Message Edited by evetsleep on 04-06-2004 11:12 AM




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




Mori-Mori
Tue Apr 06, 2004 11:24 am
#28

Actually, what bothers me most about being a TKA is the targeting system. We have to chase runners and sometimes we have to use our overhead map to locate them. What would help us (and other players) tremendously would be some labor-intensive upgrades to the overhead map. For example, the overhead map really really should show your current target, just as it does on the radar. The overhead map is still the best way to see if a mob is facing you or not, and that does actually make a difference. Sometimes on hills or in dark places I have to use the overhead to follow targets--it's much less helpful because they don't highlight. This feature would also be very popular with professions that sneak up on things (bioengineers and creature handlers especially), so it would be handy if this forgotten bit of functionality was included.


It's not TKA-specific, but certainly an issue for me, at least. If the list doesn't fill out and you end up having to put in items like "TKA-specific sandals", put this one on instead!
evetsleep
Tue Apr 06, 2004 3:52 pm
#29






DannieQuee wrote:

you guys keep saying 'isnt this what COB and defensive acuity are supposed to do"



do what? according to doumentation they are supposed to increase the chance of a dodge, counterract, dodge and/or block.



tka have none of t his in any of their trees. so what is it supposed to work on?




therefore cob and acu ity do NOT work at all for us. give us a skill that it does work for.








I am not sure what you mean. No one is saying that CoB and Defense Acuity does work. It has only been stated that the ability to dodge, counter attack, and block are supposed to be what Defense Acuity does (and CoB is based on). There is no argument that they do work because everyone knows that they do not.




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




DannieQuee
Tue Apr 06, 2004 5:05 pm
#30

we dont get dodger, counterract or any other reflexive defense for cob to work on, that's my point.



before i started workin gon fencer, there was no dodge, counterrattack or any other defensive skill listed on my skill boxes.



if it doesnt exist, how can you make it better?



this is where acuity and COB are broken.



give us some form of evade and dodge that is unique to tka and they will worki can guarantee.


DannieQuee
Tue Apr 06, 2004 5:11 pm
#31

Defensive Acuity

This modifier improves your chances of reacting to a successful hit with a dodge, counterattack or block.


Center of Being

This command will cause your character to focus on avoiding combat blows. This will only apply when you are wielding a melee weapon.



TK dont avoid blows, they try to absorb them. if you do tk and no other melee profession you do not receive block, dodge or counterattack at all. so how can this 'modifier' help or apply to something we dont even have?


and center of being doesnt work for the same reason. i propose:


1) increase unarmed toughness and make our COB effect that toughness, doubling it


2) give us evade or dodge, something that works with acuity
evetsleep
Tue Apr 06, 2004 5:13 pm
#32






DannieQuee wrote:

we dont get dodger, counterract or any other reflexive defense for cob to work on, that's my point.



before i started workin gon fencer, there was no dodge, counterrattack or any other defensive skill listed on my skill boxes.



if it doesnt exist, how can you make it better?



this is where acuity and COB are broken.



give us some form of evade and dodge that is unique to tka and they will worki can guarantee.








I don't think you understand. Defense Acuity is supposed to give us all of those (when it succeeds you will either dodge, block, or evade and attack). Other professions get only one form of defense. Defense Acuity gives us all 3 (supposedly)....if it only would work. No one is arguing on whether it is broken or not...because it is. And you very well may be right, that because we don't have any specifically defined dodge, evade, or blocking skills is why it is not working....no one is arguing about this....just the specifics to be clear on how its "supposed" to work. Defense Acuity is our unique defense skill...its just borked.




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




TheJediMaster628
Tue Apr 06, 2004 5:23 pm
#33

Give us an idea of why KD2 is so hard to use on the higher level MOBs now.It sticks the dizzy alot but no KD,do the NPC's have higher KD resistance,I want to know.If so then it matters to all professions and not just TKA.



Eosa Eelo: NOOB EXTRAORDINARE!!!
Smuggler_Caylin
Wed Apr 07, 2004 1:27 pm
#34

How is it coming Ryutek?


Running low on time, just like those who need to do their taxes...





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Jockothemonkey
Wed Apr 07, 2004 2:33 pm
#35

TKA Specific:

Improvements:
1) Add new weapon schematic similar to other professions limited use weapon schematics that does a different damage type than kinetic. Currently there are a lot of mobs in the game that we flat out can't fight because they are 100% kinetic resist.

2) Add status effects to combo moves, for example combo 2 could have a 30% chance of applying either stun or blind, while combo 1 has a 30% chance of applying blind.

Bug Fixes:
1) Fix defensive acuity and our CoB.

Downgrades:
1) Change +unarmed damage mods to include both a +min and +max damage. Currently melee damage mitigation is useless when fighting against us since our range is so small.

2) Reduce length of dizzy effect.

3) Increase ham costs when fighting w/out VKs currently it is too low.
General Combat:
Improvements:

1) Change how +weaponspeed modifiers work for all combat classes so not everyone can shoot at 1/second. The advantage of pistols, unarmed, swords etc vs heavier weapons like rifles, heavy swords and pikes is negated by +speed mods those classes get, resulting in an unven DPS.

2) Allow dizzy to affect creature type mobs the same as NPCs.

Bug Fixes:
1) Fix out of range problems, espcially on very steep slopes such as dathomir.

2) Fix 1 point combat log display of all multipool attacks.

3) Put range to target before target name in user interface.

Couple of thoughts, not a complete list by far but all I can come up with right now.

For those who think we should be fighting completely without weapons or armor, remember that this game uses a player based economy. A single combat class that does not rely on crafters for weapons and armor would impact that economy.



Arako Karsi

Evil pure unadulterated comes-in-bottle-or-can evil.
BatosaiB
Wed Apr 07, 2004 2:42 pm
#36

As I said Before Combat Medics have Terrain Nego+ and can chase you down and hit you


Now I asked for us to get Terrain Nego+ too so we can catch up with people who run away from us.


Doesnt make sence that we are unamred masters and jump over walls and move this fast but cant run just


as good as a scout or ranger or Combat Medic? so consider this "TERRAIN NEGO+"



Thanks





Batosai-x
~ Master Swordsman ~
~ Master TKA ~
" And there was much teasing.............."

Ryutek
Thu Apr 08, 2004 5:53 am
#37






Smuggler_Caylin wrote:

How is it coming Ryutek?


Running low on time, just like those who need to do their taxes...








Not too bad actually Caylin, I pretty much have the list compiled. I'm going to finalize the layout today and have it ready, and I guess I'll be asking you to forward it on to TH since I have yet to hear back from my PM to him.


Thanks everyone for the help, I'll post what I have finalized a little later today.



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]
Ryutek
Thu Apr 08, 2004 7:12 am
#38

20 Issues Thus Far




These are listed in the order I have them. I know some of them are not completely agreed upon, but after reading through a lot of posts on the forum and through the In-Concept Thread, many of these issues seem to reappear. I know speed was mentioned as an issue for some, but I believe the hard cap is 1 second and will not be changed, so I think the question would be what will happen with the combat balance instead (and note that the Combat Balance should address many of these issues as well)




  1. Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended. (according to the description Defensive Acuity is supposed to enhance our ability to Dodge / Block / Counterattack, but we do not get those skills).



  2. Gameplay - (Old Iss) - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. The community is fairly divided on this issue, but the majority do seem to want another damage type, or maybe one special attack that inflicts another type of damage (such as restraint, which would make sense). (See Note Below)



  3. Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.



  4. Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.



  5. Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).







  6. Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones). (See Note Below)



  7. Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with.



  8. Gameplay - Mission Difficulty - The Mission Difficulty still reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.



  9. Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?



  10. Gameplay - Dizzy has no effect on creatures. - The Dizzy State has no perceivable effect on creatures, and seems overpowered on NPCs when combined with a Posture Change Attack. (Probably a Combat Balance Issue)



  11. Gameplay - (Old Iss) - HAM Costs - HAM costs on many of our specials are very high, are these meant to be this way? (probably a Combat Balance Issue) (See Note Below)



  12. Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.



  13. Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start. Basically the animation needs to stop when we start to move).



  14. Feature - Automatic Defensive Skills - As Close Quarters Combat specialists we should have an increased chance of evading or blocking melee attacks. (Similar to Dodge, but would need to be a separate skill that does not stack) - We realize this may be what Defensive Acuity is supposed to do, but if so it is broken.



  15. Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy. (Basically the range penalty should be removed)



  16. Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)? (Possibly even a choice to allow brawlers to distinguish themselves)



  17. Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.



  18. Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.



  19. Feature - Terrain Negotiation / Maintaining Melee Range - We are adept fighters who rely on speed and agility against our opponents, but we have no way to attack our opponent when on the move in order to keep them close. We need some way to chase down our opponent, or a way to keep them within melee range. (At the very least the ability to use a posture down attack while on the move would be beneficial)




NOTE: We want to make certain that any Combat related changes are thought through, as we do not want to have our current abilities "lowered" just to bring about some changes to combat. For example, we do not want to lose a working special to implement a DoT attack. We realize we have some very unique abilities, and do not want to lose those to have a new damage type. Basically, we do not want "balancing nerfs" if they are deemed necessary to fill a request.









This is what I have thus far, and it has to be in to Thunderheart tomorrow (April 9th).





Thank you for the input everyone.











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]
Smuggler_Caylin
Thu Apr 08, 2004 3:42 pm
#39

Alrighty,


Ryutek sent me what he has worked out for all of you.


I have uploaded these for you to look at and get an idea of what is being sent to the developers. This is very well done, and looks a helluva lot nicer than what I worked out. Great job Ryutek.



Excel Full: The 20 Issues with the extended description.


Excel Summary: The 20 Issues without the extended description.


These have been sent to Thunderheart, and he has acknowledged that he has received them. I'll be unstickying this thread and we will see what happens from here on.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Page 3 of 4