Teras Kasi Archive

Thread: Old Correspondent Is Gone--Time for a New One...Again

OnlyMaestro
Wed Jul 28, 2004 10:34 am
#40

Btw...I don't want anyone to get hopes way up there...Rifleman are on day 57 of no Correspondent.


I'm hoping that just means the Devs are insanely busy on the Combat Balance.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
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4"Never stop fighting till the fight is done."
- Elliot Ness

TerasKasiShal
Wed Jul 28, 2004 11:03 am
#41


I don't come to the TK board often,but from what I've read, I think OnlyMaestro would make a great correspondent.

Message Edited by TerasKasiShal on 07-28-2004 02:05 PM




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v
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Ryutek
Wed Jul 28, 2004 11:53 am
#42





1) How well do you understand the mechanics of the profession? For example, if someone asks you what the multiplier for a prone opponent in PvP is for UH3--do you at least have a rough idea of the answer off the top of your head?


2) What percentage of time do you spend engaging in PvP and PvE?


3) Do you do the high-end (Corvette and DWB)dungeons with any regularity?


4) What other professions do you have along with TKM?






  1. I agree that understanding the mechanics is a valuable asset, but the role of a Correspondant is not to understand the mechanics of the game to that extent. (When attacking a prone opponent you deal 50% more damage by the way, provided you do not add in other factors ) Let us make sure we do not get wrapped up in core knowledge and ensure that we look at other abilities (such as objectivity, analytical reasoning, and the ability to get the point across in a concise manner) as well.


    That being said, I will admit that some of the more intricate calculations are not my strong point, but I know where to go to get an answer if I cannot seem to grasp it immediately.



  2. I participate in both PvE and PvP rather equally anymore (I would guess 60% - 40% respectively). I tend to enjoy PvE aspects more, and have been leaning toward more participation in PvE. However, testing changes and knowledge of how things work as things change is easily done, and is something that should be tested by multiple people (including the Correspondant) in order to ensure teh information gathered is accurate.


  3. I go to the Corvette and the Geo Caves quite regularly, and I tend to head to the Deathwatch Bunker at least twice a month. Personally, I enjoy the Vette and Caves more due to the relatively small groups I tend to hunt with, and save the Bunker for large organized hunts that I participate in.


  4. I was a "Triple Master" for quite some time (Master TK, Master Smuggler, Master Pistoleer). I changed to TKM and Master Swords not too terribly long ago, and am now trying out TKM, Swords 0-4-3-4, and Ranger 0-0-4-0 (just to play with something different). Honestly, I'll probably play with a TKM and Limited BH template sometime soon too, and I tend to change templates around quite a bit. I'll never drop my TKM though




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]
AuleyDavyds
Wed Jul 28, 2004 2:32 pm
#43




1) How well do you understand the mechanics of the profession? For example, if someone asks you what the multiplier for a prone opponent in PvP is for UH3--do you at least have a rough idea of the answer off the top of your head?

I have read over a number of the posts looking at the specific numbers in calculating damage, etc. While I do not know them off the top of my head, I have a good understanding of the calculations and would be sure to brush up on the numbers if needed.


2) What percentage of time do you spend engaging in PvP and PvE?

I do a good deal of both. My PvP often takes the form of roleplaying in a rather controlled environment, so I PvP as much unbuffed as I do buffed. I PvE now as a TK on Dant to raise credits, as well as on some of the high-end areas.


3) Do you do the high-end (Corvette and DWB)dungeons with any regularity?

While I have yet to visit the Corvette (don't have enough high-level friends to join me), I frequent the DWB relatively often with a few friends. I have been there four or five times this month.


4) What other professions do you have along with TKM?

Currently I am a Novice Pistoleer (0-0-0-1) with intention of going to 0043 for defense and some speed. I am also working my up to Master Smuggler. As such, I'm rather dependent on other players for buffs, etc.


5) I have one question: Who amongst you (or anyone else here, for that matter)has a character on Test Server? Preferably a TK, but any character there tells me something about you.

I do have a charcter on testcenter, but have yet to get that character up to TKA. My intention is to make a TK/Commando character there, although it will take longer than anywhere else.




------------------------------------------------------------------------------------------------------------------------------------
"Do not fear death. Death is always at your side. When you show fear, it will spring at you faster than light. If you do not show fear, it will only gently look over you." - Old Man Bull
Slicer17
Wed Jul 28, 2004 2:36 pm
#44

I eLEcT 00over0


=)




^ Demitri Indurain^
Server: Kettemoor
PA: Holy War

Buffs need to be Droid Servicable. THe hole galaxy stands still when the doctors are on vacation.The Armor market is perfect, dont change it a bit. Weapons need more variation, and to be stronger for PvP
Slicer17
Wed Jul 28, 2004 2:43 pm
#45

Auley ALso seems like a very good candidate. I like his view of the profession, and the game on the whole



^ Demitri Indurain^
Server: Kettemoor
PA: Holy War

Buffs need to be Droid Servicable. THe hole galaxy stands still when the doctors are on vacation.The Armor market is perfect, dont change it a bit. Weapons need more variation, and to be stronger for PvP
MCORipper
Thu Jul 29, 2004 6:34 am
#46

I must say at this point I would be happy with any of the candidates as our Correspondent. Keep the questions and answers coming.



Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
LordMaxx
Thu Jul 29, 2004 7:47 am
#47

Guess Ill ask a question of myself answer it and open it to the other guys

1. What improvements (within the abilities of the SOE team) do you think could be made to the TK profession?

I had to put the disclaimer in because we all have grandiose ideas of really cool stuff that could be put in for TKs, but we all know that the design team does not have time work on them just yet...we could start another thread of great ideas for the future. But Im thinking more along the lines of Mini adjustments that could help the TK profession during this period of mini combat balance fixes that the devs seem to be pondering (HAM system changes, Buff system changes, Armor changes etc etc)

in answer:
The TK trees themselves are extremely well balanced no other profession has the shear ability granting of meditation, and sheer brute force of the power tree. The one area I think we lack is actually our defenses, more importantly our state defenses. Combat equilibrium and Defensive Acuity do not seem to work as well as they should. It seems that states are applied easier to the non stacked TKM then a defensively (with fencer) stacked TKM. I believe the fencers should overall have better defenses then TKM, but we should be able to rival them in some aspects.

If the Armor/Buff nerfs go through during this time that would fix our one damage type problem, but I would still like to see the RKs and possibly a master level weapon come through for us. The pistoleers love the DE-10 and I wouldn’t mind trying to get us, and all other professions, master level weaponry.

Our Melee/Ranged defense is on par with many other elite professions with concentration towards melee defense. This is fine, but I think we should either get a full understanding and full functionality of Combat Equilibrium, or we should get more state defenses in the combat and balance lines of TK. I would think that defenses against posture down and KD should be boosted slightly and possibly more defenses to intimidate. Im not talking huge numbers, but a +10 or +15 here and there would allow us to tank better.

I also think bonuses should be given in master box as well. We get a huge combat equilibrium boost in Master TK, but we are not sure of that working, if it were to work I would call it a good reason to take Master TK along with the great boosts to accuracy and speed.

Along with the state defenses I believe we could use a restructuring or adding to the meditation tree. Right now 4000 TKA is about as good as TKM for all purposes except the master heals faster and powerboost lasts longer. I would propose a new skill to meditation where we can fortify (as masters only) with powerboost. i.e. another form of powerboost where as you meditate for 1 minute and then get to pick from a number of abilties first and foremost I would say a speed increase that lasts for 10 minutes, much like forcerun 1...(but harder to use since you have to meditate for it) it gives you a VERY slight speed increase maybe 1 or 2 kph but enough to make the difference in PVP combat. Or possibly pick from other bonuses Def vs KD +10 or Def vs Dizzy +15 or even Def vs Poison +10 etc etc...this would give the needed boost to TK state defenses (or defense against kiters) but not overpower us too much. and it would be a bonus to being a TKM and not a 4000 or 4300 dabbler.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Hrodric
Thu Jul 29, 2004 8:27 am
#48

This is shaping up nicely. biwan:


Peace.



-=H=-
Saint Hrodric
Patron Saint of Cyber-\/1rg1/\/s
Hrodric - Bria Server
Ryutek
Thu Jul 29, 2004 8:56 am
#49






LordMaxx wrote:

1. What improvements (within the abilities of the SOE team) do you think could be made to the TK profession?





I would always love to see new weapons for any profession (including TK), and definitely think that it would be a welcome improvement to our profession. I would almost rather see a revamp of NPCs and creatures so that nothing is 100% resistant to any damage type. If either of these happen (and we know the Razor Knucklers will eventually happen) then I would be satisfied on this issue.


My main goal is to see some content added to explain the purpose of the Teras Kasi (such as an implementation of the Teras Kasi Order within the game, or at least something that gives us a purpose), but i view this as an issue for all professions also.


As for TK specific items, I would like to see stronger defenses versus states (especially KD) as well as Defensive Acuity being revised in a manner like Dodge / Block / Counterattack was for the other professions. Defensively, I think this would put us where we need to be in the game. Offensively I am very happy with my TK, except for the lack of a second damage type, which I already mentioned.


Masters of every profession should get additional bonuses, so that mastery is well worth the effort. At the same time, however, dabblers must be kept in mind and not punished. Exactly what I would like to see added at Master I am unsure, but this would definitely be an issue that the Community would need to get together and decide on.


The meditation animation needs some tweaking (such as going straight to kneeling instead of sitting first, as well as the goofy grin while meditating) and I would like to see some additional bonus in Master for meditation (maybe being able to meditate states away as well?).


I wouldn't mind seeing profession specific armor (I remember someone mentioning robes for TK), but I wouldn't really consider it a big issue for me personally.


I could mention some more, but they really are subissues of the above, just a little more specific. Basically, I feel we have a very solid profession that just needs some "tweaking."



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]
lammergeier
Thu Jul 29, 2004 10:36 am
#50

I've got two TKA's on TC now, and may add another. I've applied for the rifle correspondent position (the OTHER profession without a correspondent), but I have an assortment of toons on two accounts on TC and spend as much time testing ranged combat as melee.

our crew made the first mandalorian armor... on our first try. we've got about a dozen RK's floating around. more than a few of us drive around in shiny AV-21's (unfortunately, I'm still on a speederbike).

we test. we work with devs when we can, and QA's daily. we've got access to a number of the correspondents (those that play on TC, specifically).

I'd love to represent the TKA community as a correspondent, but I've been waiting on the naming of the rifle correspondent, an opening which appeared (and which I applied for) before the TKA position. instead of applying for a 'back-up' position, I'll keep doing what I've been doing: testing. working with devs, QA's, and correspondents.

whoever is tapped for the position, feel free to swing on by TC. we've got a lot of testing to do.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Spuzzed
Thu Jul 29, 2004 11:18 am
#51

To answer Over's questions:

1.) Im afraid that damage multipliers and other game mechanics of the like are not my strong point. Some people like that kind of thing but I personally dont. I feel that if the correspondent needed to test something like this he/she would take a group of dedicated Teras Kasi Artists on TC where they all can get together and test the problem and get solutions. I feel that the correspondent is only as good as the community he/she represents. If the community doesnt help out then the actions of the correspondent wont seem so great. To get back on track however, I could give anyone a rough idea answer of any question that they would have.

2.) The percentage of time I spend in PvE and PvP is about 70%/30% respectively. I just enjoy the aspects of PvE more. Seeing interesting creatures, viewing the scenery, that sort of thing. I mainly PvP with my guild, and since most of them are in England while Im in America it makes it a little hard to get together with them. The things I do like about PvP however is how it forces you to derive tactics in defeating your opponets no matter what they are, whether theyre Fencers, Rifleman, or even Commandos.

3.) I do the Corvette with my guild during group hunt nights. We did it just yesterday and actually completed it. Ive tried the DWB and oh boy while it was fun we diedalmost instantly. I intend to go back to the DWB and try to get a little farther. The thing Ive noticed the most about those dungeons is that I played the role of a tank in each instance I wasnt the biggest damage dealer either, but with my pool attacks I was able to support my allies in hitting the mind. So Ive come to believe that the primary purpose of the TKA is to be a tank while at the same time being able to adapt to aid your allies.

4.) I had the TKA/Doc template for a while and gave it up for Swordsman and a little dabbling in Fencer. Im testing to see if the added defenses do indeed stack with each other. Ive also dabbled in Smuggler and Pistoleer but discovered that my niche is in the melee professions.

As for Maxx's question:

Theres several improvements Id like to see made to the game as well as the TKA profession. One of them being an alternate damage type, just like any other melee profession. I would like to see mobs never reach 100% resistance to anything 80% max would be my goal to shoot for.

I feel that a lot more could be done with meditation, for example it could be made to cure states at the master level. The premise being that through meditation you focus your thoughts and energies to balance yourself (cure dizzy), restore movement (cure stun), return confidence (cure intimidate), and even return your sight (cure blindness). Its not unreasonable for PvP since any TKA who meditates is a sitting duck, and there are no NPC's to complain in PvE.

I would try very hard to get some sort of TKA garment, and some sort of concrete history as to what the TKA really are and what their purpose is in SWG. A TKA specific theme park that explains the history of the TKA is well within the ablilities of SOE though very unlikely.

TKA defenses need to be brought up a tad, and I believe they should be added at the master level. Currently for reaching master TKA you do not get any bonuses to melee, ranged, or state defenses. Adding +10 to melee and ranged and +15 to states would provide more of an incentive for the master box while stillkeeping things balanced. Balancing DA with the other professions' dodge, block, and counterattack, would also go a long way.

AuleyDavyds
Thu Jul 29, 2004 11:51 am
#52


1. What improvements (within the abilities of the SOE team) do you think could be made to the TK profession?


An excellent question, Lord Maxx, and I think you've got some great answers, too.


In terms of the current state of the profession, I am mostly pleased with it. There are two things that I would want to focus on to ensure they get fixed:


1) Defense Acuity: this doesn't seem to be working properly. I haven't tested it enough to be certain, but it sure seems that we do not dodge/block/counterattack as much as we should. This is a necessity for TKs, especially if we are to continue to be tanks after the combat revamp.

2) Center of Being: Same deal as above, it doesn't seem to increase the defense acuity stats nor increase dodges/counterattacks/blocks. Also imperative for us.

I could also see TKs getting another weapon, but it would have to be one that does not create huge unbalances, as well as has a higher certification.


Most importantly (besides those two important fixes), however, is ensuring that TKs remain the viable, strong melee class that they are after all of the changes that will be done as the combat revamp. After reducing armor and the importance of buffs, we still need to be able to be tanks. How to do that will depend on what changes are to be implemented, and as such a specific plan is difficult to create. The important thing is to gather information from the devs and from the players and bridge the communication gap in order to ensure that TKs are as enjoyable profession in the future as they are now.


I hope that answers your questions, and please, keep them coming.



------------------------------------------------------------------------------------------------------------------------------------
"Do not fear death. Death is always at your side. When you show fear, it will spring at you faster than light. If you do not show fear, it will only gently look over you." - Old Man Bull
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