Teras Kasi Archive

Thread: Top 1 Question

Ackis
Thu Apr 22, 2004 9:22 pm
#1

With TH's new plan (easier to do, and IMO better results because of it), half the professions will be getting one questions answered one week, the other half will get one questions answered the following week.


I direct you to this thread, in which the TKA profession attempted to poll together 10 questions.


We currently have an AWOL corrospondant, and in order to get representation we need to get together and get our one question submitted. Our question is due to get answered next week.


Please post your suggestions on the top question in this thread to make it easy to see who wants what.



Imperial Captain Ackis Losackego - Über f335h

Ackis
Thu Apr 22, 2004 9:28 pm
#2

I'll go through the top 10 and get examples out of there tomorrow.



Imperial Captain Ackis Losackego - Über f335h

Ryutek
Fri Apr 23, 2004 6:03 am
#3

It was my understanding this was being pulled from teh 20 Issues that we compiled and submitted already (I managed to get Smuggler_Caylin to get those to TH).


If not then I would go with what was determined in that thread, as it was very recent.




Link



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
Fri Apr 23, 2004 6:11 am
#4

Honestly, I think the main question pressing at this moment would be Defemsive Acuity (from the link I provided you can get all of the information, although I have already asked that to be forwarded on because it was the number one issue from then).


The other question i want to know is when will we see a new Correspondent?



Just my thoughts...





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
Fri Apr 23, 2004 6:15 am
#5

For Reference:




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.




Note that some of this has changed slightly from when compiled, but they are still very valid...


EDIT: Edited to reflect that issue Number 2 really isn't valid to the extent written anymore....


Message Edited by Ryutek on 04-23-2004 11:02 AM



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]
Macoot
Fri Apr 23, 2004 6:47 am
#6

I suggest we pick from the list carefully and do notselect a question that will simply be answered by the usual "Part of the combat balance" standard reply.


Personally I would like a responce to the following:-





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).




...as we should at least get a meaningful responce.





Askillian of Infinity
~ Master Armoursmith~
~ 12 Point Master - RIS Certified ~
Architect of Old Denobia on Rori

Ackis
Fri Apr 23, 2004 7:37 am
#7






Ryutek wrote:

It was my understanding this was being pulled from teh 20 Issues that we compiled and submitted already (I managed to get Smuggler_Caylin to get those to TH).


If not then I would go with what was determined in that thread, as it was very recent.





Thanks for the link.


We can use both as a background for determining a single question. It's my concern that we get a question submitted that is accurate.



Imperial Captain Ackis Losackego - Über f335h

Ryutek
Fri Apr 23, 2004 7:41 am
#8






Ackis wrote:


Thanks for the link.


We can use both as a background for determining a single question. It's my concern that we get a question submitted that is accurate.





Same here, and I've alread tried sending PMs to a couple of key people to get TH to take action, as I have been trying to get an answer about our Correspondent's status for a couple of weeks now.


I know Jeassa and Smuggler_Caylin made him aware Jherad was missing, but why we have yet to see an announcement about a new Correspondent I have no clue. Maybe we can get an answer in time to have Official Representation with these answers....







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]
Ackis
Fri Apr 23, 2004 7:55 am
#9

I've been talking to a corrospondant as well. But enough of this.


Our corrospondant is AWOL, and if we want a question answered, we need to come up with one.



Imperial Captain Ackis Losackego - Über f335h

JeffIncredible
Fri Apr 23, 2004 8:00 am
#10

would it be fair to say that #2 has been addressed with the blacksun razor knuckles?



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
Ryutek
Fri Apr 23, 2004 8:00 am
#11

I would say yes, but I still say the most important question is #1, as it still has yet to be addressed....

That better to help stem confusion?

Message Edited by Ryutek on 04-23-2004 11:03 AM



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]
Ackis
Fri Apr 23, 2004 8:08 am
#12

From my perpesctive, I'd like to see the kd * 2 = stand up, and kd/dizzy against creatures addressed, however those two questions would most likely be "this is a known bug and we're working on it" or something of the sort.


The defensive acuity one is a good question, and I think we'll get a real answer out of that.



Imperial Captain Ackis Losackego - Über f335h

Ryutek
Fri Apr 23, 2004 8:11 am
#13

Personally I think the 2xKD Bug is working as intended, because it keeps people from "spamming" a KD and forcing it to stick.... but that's just my impression.



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]
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