Teras Kasi Archive

Thread: Your top 5 issues Take 2

Baelish
Wed Aug 13, 2003 8:42 am
#27

Speaking as a master ranger vamps who had to sit on my ass and do camps for hours on end, you don't want meditate xp. It's much much easier right now as unarmed, even if it doesn't' "make sense"so to speak of.


I think in our next list we need to phrase things in a way that they have to provide more detailed answers to our questions. Although they will probably answer that with "well that's a big question to answer, we'll get back to you soon with info on that" lol.

RunemonIV
Wed Aug 13, 2003 8:43 am
#28

thunder... man.. ranged combat falls under a different profession man... not ours.. rather it would be best to fix attacks in transit..


look the devs are not going to make us able to charge a gunner 40m away.. sorry but this aint gonna happen.. we are melee we have 150+ skill points left over after tka mastery.. this is the point they are tryin to make without actually saying it..





Day one Veteran of the game.. just a little fed up.. /tiny
RunemonIV
Wed Aug 13, 2003 8:55 am
#29

1) attack in transit... this is my biggest bitch


2) improved ranged defense


3) faster specials.. as it stands bounty hunters can use underhandshot faster than we can blink an eye.. arent we supposed to be the masters of close fighting?


4)unarmed lunge needs to actually stop an opponent from running


5)reduced ham costs for moves... right now you can kill yourself using UAlunge after 4 tries without knucklers.. this should be fixed as it does no damage


i would like to put emphasis on number 1 and 3... these pertain directly to pvp within our claus and it makes us inferior to BH and pistoleers who will continue to spam knockdown no matter the ham cost




Day one Veteran of the game.. just a little fed up.. /tiny
-Krillin-
Wed Aug 13, 2003 9:17 am
#30

Okay...be constructive, be constructive...


1) Kiting issue. Really, this is a broken game component and a PRIMARY problem with this profession. In the Holo post from yesterday he alluded that some kind of "realism" was at play here and kiting defies realism, reason, contemplation, etc. It's not proper that mobs are easily able to track down and stop kiting players, but fellow players can't. Try kiting baz nitches....not going to happen now. We need whatever /stick that those mobs have. Alternative is to make us more proficient sprinters and able to toggle that on and off instead of having it stuck until we "are tired".


2) HAM costs. I agree with Ninjafish....this is not balanced relative to other professions that do similar dmg (see pistoleers). Lets spam this complaint like a bodyshot2.


3) Defensive mods. Not working for any profession.


4) see 1) and 2)


5) we want to be able to throw our VK's up in the air and catch them behind our back (if pistoleers can have a twirl, we should have our special flourish) /end sarcasm


G/L TW. I'd be clinically depressed if I had to correspond for this community.




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IG: Nail
Rembering the pumba....sleep well, sweet princes.
-Krillin-
Wed Aug 13, 2003 10:25 am
#31

please add that the new HAM costs KD for melee are completely INSANE. Can't spam, but can't use x2. Now, that is RETARDED. Compared to a pistolwhip HAM costs.....ARRRGGGHHHHHHHHH



-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
AU-Scorpion
Wed Aug 13, 2003 10:53 am
#32






-Krillin- wrote:

5) we want to be able to throw our VK's up in the air and catch them behind our back (if pistoleers can have a twirl, we should have our special flourish) /end sarcasm







I was thinking more on the lines of one of those "Bruce Leepoppinghis neck and moving into a stance" type flourishes. Maybe with a nice"Wooaaaa!!!!!" or something of the sort.


But seriously. My top five.


1.Defense: I agree, I want to know for sure if these mods actually do anything. And no weak"Yes, they are working perfectly " answers. I want to know how the "to hit"system works and exactly where our modifiers come into play.


2. Hit the ground running: I can deal with the cost of knockdown, andI can deal with the cost of lunge. But whyare players allowed toimmediately spring back up and run as if nothing occurred? If this alone were fixed, I'd shout a fewpraises to the dev team before getting up tight about another issue.


3. /stick. I need say no more.


4. Armor penalties to walking/running speed. They've already got HAM penalties, what have you got to lose? This way a speed advantage can be takenby any class, at the cost of some protection.


5.Positive to-hit at melee: You know that -8 thing when TKAs are fighting....heck when any brawler is fighting? That needs some looking at.






----------------------
"There are three kinds of death in this world. There's heart death, there's brain death, and there's being off the network."
-Guy Almes
josfe
Wed Aug 13, 2003 4:34 pm
#33

All right I’m a little upset at the dev’s responses to our major issues. However I’m not ready to give up quite yet. Thunderwulf; I’m going to list a 2 problems and solution to said problems and I hope that in your next submission to the developers that you make this the top most priority because if this gets fixed 95% of the problems with all melee classes will also be resolved.



1) A large majority of the melee classes have in one form or another requested a /stick command. Currently melee classes have 2 choices in battle predict the movement of the player/NPC and attempt to get far enough ahead of them so that we can stop wait for the player/NPC to arrive and use a hit then repeat the process. This doesn’t work so well in cities where player lag is huge because everyone and their brother have their large pets out. The second method we have for tracking down our enemies is the /follow command. /follow is a great command however at it’s core it’s meant for following a leader on your way out to do a mission and as such it doesn’t serve us well in combat. The reason is simply that when follow is applied your velocity is set to that of the object you are following until it stops moving in which case you slowly close in. Now I’m sure the engineers on the team can demonstrate how two objects that move at the same velocity with out any outside force will never be able to meet. This is our problem; we do not have a reliable method of taking on enemies that move. Let me describe how the /stick command should work. Once /stick is applied your players velocity should be set to your targets velocity. From that point on your players velocity should increase until your maximum running velocity is reached. This will allow players to “close in” on a creature. and as previously mentioned distance needs to be resolved on the server side for this feature or it's practically useless to us.



2) The ability to enable/disable Auto Attack/Defend. Auto attack is a great and wonderful thing but it causes far too many problems for melee players than we typically notice. For instance when you close in on a target and your range is say 6m, auto attack may attempt to attack your enemy at 7m and you receive an out of range message. That’s all fine and dandy but you have to wait another 2-3 seconds to perform your attacks now, and by that time the thing your chasing is out of range again. The second example I have is that you’ll be running around when all of a sudden a single agro sees you and starts running at you. His buddies don’t notice you right off hand but wait! Your auto defend caused you to attack that single agro and now all of his family members are chasing you around the planet. The moment you attacked that agro “automatically” his family members were all notified that you were there and now you are doomed to die unless you've got burst run. This scenario has been happening to me alot lately it's as if the radar doesn't show agro mobs until I'm standing right in the middle of them. Next thing I know I'm trying to out run an entire camp of red cons right after using up my burst run the last time this happened to me. If we had the ability to disable auto attack we could have out ran that agro with out much of a problem. Melee classes need the ability to determine for themselves when an attack should happen not let some automated system do it for them or they are at a huge disadvantage even against NPC’s.



Other things like defensive capabilities can be brought up at a later time in my opinion. The above 2 things need some serious attention from the developers and if we flood them with our other requests I feel that they will not get the attention that they deserve. I personally know for a fact that with a stick command and the ability to toggle autoattack on/off I can stay alive much longer than I can could with even some of the best defensive capabilities in the game right now. I know for a fact that the above two suggestions can be added with minimal effort to the developers and I hope that with these above examples of what's happening and how to fix it for us that they will give us more than a shoulder to cry on next time they evaluate our requests.

BlueBlahBleh
Wed Aug 13, 2003 4:46 pm
#34

1. our defenses suck. We are supposed to be elite martial artists, yet we get eaten alive.


2. HAM costs are waaaay too high for special moves. If you have a high ham cost, make the special move do a LOT of damage. If you have low ham cost, make it do not so much damage. do something. but do not do high ham-low damage special moves please.


3. We should be able to hit something if we are moving, and still at melee. Have some penalties or whatever (in real life, movement can be a bonus, as the momentum actually increases the damage of an attack)


4. i like the idea of meditation EXP, gained from healing your damage with meditation. (not gained from having full HAM and just meditating) Also, extra meditation EXP when you use meditation to heal bleeding, poison, etc.


5. I would like to see more martial arts animations. Maybe something that involves grabbing or grappling.... for instance, instead of head butting the enemy as "knockdown," you could grab the enemies arm, twist them around and throw them to the ground. Just an example. Perhaps some type of high-level sweep that knocks the person down (one leg sweeps behind their legs, your arm sweeps at the neck and the enemy flops over) I guess these animations wouldn't work against things like frogs.



Anyway, please fix TKA soon. I have confidence that you will hear the cries of every friggin TKA here and change things soon.


Thanks

Buddhist
Thu Aug 14, 2003 6:06 am
#35

Bump.






BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA


DrBonzai
Thu Aug 14, 2003 6:36 am
#36

Thunderwulf. I just want to thank youand I know your trying your best for us all.


1.Way less HAM cost when we use special moves like knock down for defence.


2. Way less HAM cost when we use special moves with vibro knuckles even though I understandthereisstill more HAM cost using vibro knuckles with special moves.


3. Slight change increase in range.


4. Perhaps another weapon other than vibro knuckles.


5. Perhaps a special move that allows us to dodge or block.


DrBonzai.

FortunoFiasco
Thu Aug 14, 2003 6:52 am
#37

1) revert ham cost of KD where it was and instead set a timer to it or don't allow a KD on someone already down (same for lunge when prone)


2) fix the HAM cost reduction on experimenting VK for weaponsmith


3) please have some defense, even special moves, dodge, toughness or whatever, something that would makes us feel artists instead of no-brain puncher and kickers. (especially now we're supposed to not be able to chain specials !)


4) Add a checkbox in the graphical option menu to be able to remove or add the red ribbons on the unarmed specials (a lot of us don't like them and would rather have them not to enjoy the awesome mocaps)


5) Instead of nerfing, try to have a real balance by having tests with master of all combat profession against the same mob and see how each behaves, then test with a different mob until you really get that balance... All masters should be kind of equal.




NN

" O O O o o T i i i n i i i i i i . . . "
Kruge99
Thu Aug 14, 2003 7:20 am
#38






FortunoFiasco wrote:

Teras Kasi Artist
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."






I don't think I've been able to EVADE blaster fire once in a PVP fight... Where are our defensive moves/capabilities DEVS? I haven't seen me dodge a blaster bolt once unless I have a pistol in my hand and I thought is was some side effect of LAG the first time I saw it... (Yes, I was that much of a newb when I first equipped a pistol that I didn't realize that I was actually dodging blaster fire - I thought wow, why did they do this for Teras Kasi??)


Kruge99.






Krellian's #1 SWG rule for Jedi:

This game is SWG - it is NOT Return of the Jedi, You are not Darth Vader and you are not Luke Skywalker... you see someone you don't know personally - run, run like all the demons from hell have been unleashed on your gimp a$$!!
FortunoFiasco
Thu Aug 14, 2003 7:22 am
#39

Hahem... I didn't write that it's in the SWG Strategy Guild -Page 267 !



NN

" O O O o o T i i i n i i i i i i . . . "
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