Teras Kasi Archive

Thread: Public CU Information Links & Discussion. Last updated: 30/3

DanillioStryder
Wed Mar 30, 2005 8:16 pm
#92

I am a BH who was thinking about getting TKM until this latest info on the CU. I wanted TKM to be able to get in close and take out the target, but now it seems like it would make more sense for me to just go swordsman (especially seeing that you need it for TK anyway)
Akkori
Wed Mar 30, 2005 9:08 pm
#93






EsclavoTKM wrote:
I am absolutely, 100% AGAINST being FORCED to group to kill basic mobs. If this CU is going to turn into me being unable to solo any content in the game, then screw this. I'm not talking about soloing krayts or elders... I'm talking about your average quenker and such. The way it is sounding is it's going to take twice as long (if not longer) for us to kill the things we are able to kill now, UNLESS we are in the perfect little group, with all the right people. Well, ya know what, that sounds just like every other game out there.

The one thing I have come to enjoy about SWG is that I can log on for an hour and go out and do something by myself if I want and feel I accompished something in that time. With the new system, not only am I going to have to change the template I worked very hard to make (which in some respects I don't mind), but I'm going to have to spend that hour just trying to make up the perfect group with people I might not even care to group with.

I'm not against grouping and I'm not an anti social person. I was part of one of those "uber l33t" high end guilds in Everquest, where I spent every night of the week, raiding with 50+ others. This is all good and fine, but it's not why I play SWG. Unless of course they change it to the point where uber mobs, drop uber loot... then it will just be EQ in the future. Why play two games of the same concept just in different time frames?

I also don't understand why the hell they are changing the prerequisites. Why do I need to train in swords when I want to fight with my fists?

Anyway, this has the potential to get too long of a post. I don't want this to be EQ.



I think Quenkers will be okay, but I dont think you will be able to stand right next to the lair and take on 5 at a time. It will likely take some strategy to do these solo. And it will take much longer unless you are using a high damage prof like Swordsman or Rifleman. I suspect XP/ph will be dropping pretty far with the CU for solo players. I suspect Dant will once again honestly deserve the moniker of "Adventure Planet".



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Mankind00
Wed Mar 30, 2005 11:31 pm
#94



nacon wrote:
Are we ever going to get some type of info on what we will be able to do once CU hits.
1. Are we still keeping meditate and all our the states we can give or we going to become meatbags. I like the new document posted it but it dont help me much.
2. I need something like a detailed list of moves how much damage it does and the amount of time it takes. Like you guys that we have to unlearned what we learned but we still dont have much to go on.
3.Will I be still able to stack defences from other professions like i am doing now or do they only apply to that certain one.

Message Edited by nacon on 03-30-2005 05:27 PM




1) I'm going to skip this question at the moment, I've only just got up so I'll come back to it later (probably a day or so), though I don't know a huge deal on whats happening with Meditate, what little I do know I can't talk about as it's in a proffesion doc & so hasn't been released yet.

2) We don't have this either, right now, you just need to clear your mind & then learn like we will, in beta.

3) Yes, & if you have readteh docs you will see theres now more then just deffences that stack.



___________________________________
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
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IthosMcCloud
Thu Mar 31, 2005 1:49 am
#95

At first, the idea of being required to do 2h swords was appaling. Why not just make novice TK cost 14 more points? Then it hit me: what if I want TKA/Swordsman anyhow? Now, it will cost 14 more points than it should. The goal is apparently to make any combination of melee professions cost the same as any combination of ranged professions, which is a noble goal. Increasing the cost of novice elite professions would go against this goal.

So would combining two melee trees into one in order to make room for a fifth tree. If Swords and Polearms are combined, then Swords/Polearms will cost 14 points less than any other possible combination.

So would creation of a fifth tree without merging two existing ones, as that would make master brawler more expensive. This could possibly be fixed by rewarding master brawler, but there's no telling what that would do to the overall balance. Especially the generic melee/ranged balance, which is currently bonked. Such a move would have to be done carefully.

One possible solution is to just make the prereq process dynamic. Change the prereq code so that rather than looking for Swords 4, it looks for [Swords | Fencer | Polearms] 4. This could be done for all four melee classes. Then, the only people who will end up 'wasting' skill points will be the purists who don't plan on even dabbling in a second melee profession. Everybody else will get to choose their secondary branch according to their specific play style.

This does have the disadvantage of making melee combinations cost less than ranged ones. One of either costs two trees, but two ranged costs three while two melee is basically free. Three ranged then costs four branches, while three melee only costs three. Making ranged work the same way might fix this, but I'm not entirely sure. It should be noted, of course, that the current setup is only marginally better in this regard. TKA/Pikeman needs three trees, while Fencer/Swordsman only needs two.

That's basically all the alternatives I've seen suggested. Obviously, none of them are ideal. But honestly, I think the dynamic prereqs is the best of the bunch. Or keeping it the way it is. The more popular solulution involving the generic melee line I dislike quite a bit, unless we get rid of an entire class of melee weapons. I vote polearms. Donotello is the only person worthy of fighting with a stick.

Also, something to keep in mind: the training is swords won't be wasted. As I understand it, any specials learned in those boxes will carry over into unarmed. So even though you might never pick up another sword, it's entirely possible you'll make use of what you learned anyhow. We'll all know more once this hits TC. *drool*

IM
TKMFelixx
Thu Mar 31, 2005 2:17 am
#96

Been reading the new CU notes the Devs put out and the chart showing how all combat classes work.... im feeling better about the CU now that I see our role as the #1 tank in the order of things...

we will have the highest def of any class now but our attack will be downgraded to balance us out. will make us need atleast one person too group with if we dont want too take all day killing the real tuff mobs....


also looking at some of the other class crowd control and abilitys I have too say TKM/CM is looking sweet.....

Best tank in the game combined with area heal around himself and the ability too throw states and posion on the mob you are rooting for the heavy hitting damage dealers.....

cant wait too try that combo.....



your jedi mind trick won't work on me!
only money !
Zurkon
Thu Mar 31, 2005 5:48 am
#97


Like most people in this forum, I STRONGLY disagree with having Swords as a prerequisite for TK. I have no clue how the sword skill will benefit me at all. TK's ARE and ALWAYS should be the Elite in the Brawler proffession. I agree with Kasamatsu's suggestion...Instead of swords, I would much rather have Master Brawler as a requirement for TK. But...this is just my opinion. If all of us TK's seriously gave this some thought, having Master Brawler would probably make the most sense.



"If the Devil is busy....Come see me"

Kyranis
Thu Mar 31, 2005 7:41 am
#98






Zurkon wrote:


Like most people in this forum, I STRONGLY disagree with having Swords as a prerequisite for TK. I have no clue how the sword skill will benefit me at all. TK's ARE and ALWAYS should be the Elite in the Brawler proffession. I agree with Kasamatsu's suggestion...Instead of swords, I would much rather have Master Brawler as a requirement for TK. But...this is just my opinion. If all of us TK's seriously gave this some thought, having Master Brawler would probably make the most sense.





Except that would go against the nature of the CU completely, in that they are trying to make all the professions equal. And why should Swords/Fencers/Pikes be inferior to TKAs. The opposite would seem true, because they are using more than their bare hands.


Also, one note a lot of people are ignoring is that most specials will no longer be weapon dependent. So while you will have to train some in Sword, you will also probably be able to use those skills, even with your bare hands.







Account Canceled May 4th, 2005
LordBranamar
Thu Mar 31, 2005 2:27 pm
#99

Where in the name of god is this post saying that TKs can't wear armor anymore............../duck

If no armor is incorporated for us then that means Robes for ALL!!!!!!!one!11eleventy
CaptainAshcart
Fri Apr 01, 2005 9:11 am
#100

As I have found out from folks that I have check out the Test Center on the Combat Upgrade, nothing that people on this forum have said, raised issues, or given reasonable suggestions to improve and yet balance TKM has been heeded. I was correct in my assumptions that CU has been implemented and nothing we say will change what the so called "DEVS" have listened too. We are being forced to accept "THEIR" dictates on how this game is to progress and what they want. I feel even more greeved for those who are wanting to be Jedi. I am sorry to say this that the corrispondances are just pawns and are taking the brunt of this. Try as you might you are being used. The so called "DEVS" are just practicing what the government does, this is what we are going to do but you have to placate them. And yes this is becoming SWG-EQ. I have said this before, I am not a novice to MMORPGs and so called "DEVS" never listen to the community and will do with the game what "THEY" want. Some of the CU make some since but most of it is a load of crap. They are not going to lower the MOBs enough so that some of them are going to be soloable and we are not going to be able to grind up char skills and there for we are going to have to group to play...huge groups, just to take on loot runs for simple stuff. Mankind you are being mislead to believe that you are here to help us. You in your heart believe that you are here to serve our interest and help us but the so called "DEVS" don't care one bit what youor us say. I will continue to play so I can voice my opions even louder and with more vigor to see the so called "DEVS" exposed for the peices of crap that they are. Like I have said, 5 years of Ultima Online and so called "DEVS" improving the game only to screw it up more then fix the current problems.



"There's a great deal of talk about loyalty from the bottom to the top. Loyalty from the top down is even more necessary and is much less prevalent. One of the most frequently noted characteristics of great men who have remained great is loyalty to their subordinates." General G. Patton

WHY PAY TO PLAY A BETA?
AlariFairlyn
Mon Apr 04, 2005 6:28 pm
#101

You guys do know that the specials from the Swords line of Brawler are useable unamed now, right? So it's not a waste of skillpoints, it's an addition of skills that you CAN use, when holding a VK etc. If not, go test it. It makes sense, and is quite fun.




:: Alari - Dark Jedi Ninja Kitten Elder ::
CANCELLED
:: Lanari - Pointless Crafter Elder ::
CANCELLED
:: Lani - Elder Who-Cares-They're-All-The-Same-Now ::
CANCELLED
:: SOE Developer's Mantra - We are invincible! ::

Fellstaff
Mon Apr 04, 2005 6:32 pm
#102






AlariFairlyn wrote:
You guys do know that the specials from the Swords line of Brawler are useable unamed now, right? So it's not a waste of skillpoints, it's an addition of skills that you CAN use, when holding a VK etc. If not, go test it. It makes sense, and is quite fun.





Armor break for the win!



---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
chessdemon
Tue Apr 05, 2005 7:48 am
#103



AlariFairlyn wrote:
You guys do know that the specials from the Swords line of Brawler are useable unamed now, right? So it's not a waste of skillpoints, it's an addition of skills that you CAN use, when holding a VK etc. If not, go test it. It makes sense, and is quite fun.



Got a point there I've been working up to Master Brawler on test, just to see what can be done with the 'non-elite' profs since we can't go to elite yet...and I've succeeded in doing Armor Break and a few other weapon specials barehanded. I haven't looked closely enough at my combat logs to see what the AB does to the opponent exactly, but it sure says it does something...definitely looks cool using it, though that 'car hitting a tree' sound has to go.

If I like this well enough, I might yet make Chess a melee monster, drop Commando, heck, drop much/all of Marksman, and go with swords or something as my second combat prof. That plus the force sensitive bonuses, I may rock in combat A tank who can do a wee bit more at times.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

Nerz
Tue Apr 05, 2005 8:32 am
#104






chessdemon wrote:

Got a point there I've been working up to Master Brawler on test, just to see what can be done with the 'non-elite' profs since we can't go to elite yet...and I've succeeded in doing Armor Break and a few other weapon specials barehanded. I haven't looked closely enough at my combat logs to see what the AB does to the opponent exactly, but it sure says it does something...definitely looks cool using it, though that 'car hitting a tree' sound has to go.






Simple question:Is there an(new?) animation(no effect,a motion captured move animation) on armorbreak?


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