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Fixing the FRS   [ Edited ]
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SonGouki
Jedi Correspondent
Posts: 1612
Registered: 08-14-2003


Server: Kauri


Here's what I proposed in the Correspondent forums regarding the FRS:
 

In order to get the FRS working a few things are needed:
  • The amount of Ranking experience gained from killing other FRS Jedi, at all ranks, needs to be increased significantly (eg. max 5000 XP per FRS Jedi killed).
  • FRS Jedi need a way to track one another and/or have artificially instigated scenarios created where the two sides can interact and battle (such as battlefields).
  • Force Powers need to give credit towards kills and award Ranking experience to those players as well.
  • The way that Ranking XP is gained in "groups" needs to be re-examined. Practically all FRS battles will be in "groups", by dividing the Ranking experience earned among players based on damage the shared earnings are pratically diminished to nothing.
  • Regarding Bounty Hunters, only those that have a mission on a FRS Jedi should reward Ranking experience when killed. Additionally, since there are very few Master Bounty Hunters, any BH eligible to accept a Jedi Bounty Mission (at Investigation III) should equally reward Ranking experience as well.
  • The functionality for the "kill list" used to maintain previous kills needs to be updated. It could instead track when Ranking experience was last gained from an individual, and then not allow further Ranking experience to be gained from that specific individual for a period of time (3 days?). Killing the same individual before that time has expired should not grant further Ranking experience and should also not update the countdown timer (since no experience was gained). If possible there should be no limit to the number of individuals tracked, but if that's not possible then it should at least be large enough to circumvent such future behaviour (eg. record the last 100 killed).

 

Additionally, the following would greatly help to invigorate the FRS:

  • Add a Light/Dark faction that exists above the GCW factions.
  • Ensure that all the FRS mods are working and benefit every Jedi template.
  • Jedi should not generate Visibility from each other.
  • There needs to be more balance between the Disciplines. Currently Force Defender and Force Powers are practically usless versus other Jedi, and thus pointless in the FRS.
  • The Master/Padawan relationship needs to be established. This is what it is to be a Jedi and solves many of the solitary and experience grinding issues currently plaguing the profession. This is a MMO and players desire and need to play together, the current arrangement completely denies this fundamental requirement. Besides, it would add some kickass content and roleplaying opportunities!
  • More content and rewards for players in the FRS and that progress through the ranks. For example: Quests and material rewards (such as power crystals, buff crystals, special color crystals, hybrid crystals, saber hilts, XP, a Jedi starship, and so on). Another good idea is for "retribution" missions on Jedi-killing BH's...
  • Enclaves need some lovin'... there's currently no reason to visit them and this is coupled by the fact that the only two outposts on the planet become ganking bottlenecks. First and foremost, starport terminals need to be added to the Enclaves (that are accessible by Jedi only). Other things that could be added are crafting stations, bazaar terminals, banking terminals, and possibly a stationary buffing crystal (9 bars) to give more reason for Jedi to visits the enclaves and play reclusively.


 

The following posts explain and address some of these issues in greater detail...

 

Message Edited by SonGouki on 02-11-2005 10:12 PM

02-11-2005 07:10 PM   Report Abuse to a Moderator
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SonGouki
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Server: Kauri


FORCE RANKING EXPERIENCE RATE ISSUES

 

Currently, a Rank 0 FRS Jedi is getting around 750 Rank XP off another Rank 0 FRS Jedi.

It's not enough.

The total required Rank XP needed to earn the highest rank, Council Leader (Rank 11), requires a combined total of 1,490,000 Rank XP to be earned to climb through all the ranks. At 750 Rank XP per kill, a FRS Jedi would need to kill a total of 1,987 other FRS Jedi in order to earn all that required Rank XP. Taking an average of 5 kills per day (very generous in current normal circumstances), this would take a total of 398 days to get there!

Of course, that's not taking into consideration daily maintenance and the high possibility of dying along the way. Let's also not forget the core problems of the FRS, in that there is no method to actually locate other opposing side FRS Jedi and whenever a Jedi gets close to death they'll just Force Run away (if they have it), severely limiting the chances for actually gaining Rank XP. Then there's the issue with groups, where any damage a group does to your FRS Jedi target will reduce the amount of Rank XP you earn from the kill since it's based on the amount of damage contributed. Not to mention the restriction of the amount of actual FRS Jedi that play on the server and at the same time as each other.


IMHO, Rank XP needs to be considerably increased, such as to the cap of 5,000 per kill. If it was changed to this, the amount of kills needed would be around 298, taking a total of 60 days to get to the top. That's much more realistic, especially considering all the current shortcomings listed above. This would even make losing Rank XP to your group's damage more bearable.

Naturally, if Rank XP was increase this much then the maintenance formula would also need to be adjusted, say to around 600 x Rank. This would allow one kill to 'carry' the maintenance for just over a week at Rank 1, but would require at least two kills a day at Rank 11.

 

02-11-2005 07:10 PM   Report Abuse to a Moderator
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Re: Fixing the FRS   [ Edited ]
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SonGouki
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FRS MODS ISSUES

 

My interpretation of the mods and how they should be working...

First, let's examine the actual mods themselves and how they accumulate through the FRS ranks:

Force Control
"Increases the strength of any healing or enhancement effects."
This is obviously meant to affect the abilities in the Force Healing and Force Enhancement disciplines.

Force Manipulation
"Increases the efficiency of any Force ability."
Believed to lower the Force cost, it supposedly works for all Force disciplines, except Lightsabers.

Force Power
"Increases the strength of any offensive Force attack."
Affects the Force Powers discipline only, whether it's the strength of the power or just it's accuracy and/or effect remains to be determined.

 

(Note: all Force Control (CNTRL), Force Manipulation (MANIP), and Force Power (POWER) mods listed are cumulative.)

Light Force Rankings

  • NAME___________RANK__CNTRL__MANIP__POWER
  • Rank Member_______0______5______5______4
  • Sentinel I________1_____10______8______6
  • Sentinel II_______2_____15_____12______8
  • Sentinel III______3_____20_____16_____10
  • Sentinel IV_______4_____25_____20_____12
  • Consular I________5_____35_____25_____15
  • Consular II_______6_____45_____30_____20
  • Consular III______7_____55_____35_____25
  • Arbiter I_________8_____70_____45_____35
  • Arbiter II________9_____85_____55_____45
  • Council Member___10____100_____65_____60
  • Council Leader___11____120_____80_____75

Dark Force Rankings

  • NAME___________RANK__CNTRL__MANIP__POWER
  • Rank Member_______0______4______5______5
  • Enforcer I________1______6______8_____10
  • Enforcer II_______2______8_____12_____15
  • Enforcer III______3_____10_____16_____20
  • Enforcer IV_______4_____12_____20_____25
  • Templar I_________5_____15_____25_____35
  • Templar II________6_____20_____30_____45
  • Templar III_______7_____25_____35_____55
  • Oppressor I_______8_____35_____45_____70
  • Oppressor II______9_____45_____55_____85
  • Council Member___10_____60_____65____100
  • Council Leader___11_____75_____80____120


The first thing to realize is that there is no real difference in how the mods are applied to the Light and Dark sides, just that Light side Jedi will accumulate more Force Control and Dark side Jedi will accumulate more Force Power. Force Manipulation is earned equally by both sides.

The other question commonly asked is, "How are these mods applied?" Well, the current belief is that they are percentage increases and decreases. For example, a Dark Jedi Council Leader would receive a 120% increase in the strength to their offensive Force Powers and they would be 80% more efficient.

 

Now, let's take a look at the disciplines and the individual Force abilities to see how (and if) the mods should affect them:

Force Healing:
(Should be affected by Force Control and Manipulation)

Heal Health Self, Heal Action Self, Heal Mind Self, Heal All Self, Heal All Other, Heal Health Wound Self, Heal Health Wound Other, Heal Action Wound Self, Heal Action Wound Other, Heal Mind Wound Self, Heal Mind Wound Other, Heal Battle Fatigue Self, Total Heal Self, Total Heal Other

These all heal a set amount and have their cost determined by how much is actually healed, up to a maximum cost value. In order to calculate this there must be a "hidden" modifier in the formula to determine the healed-to-cost ratio. Ideally, the Force Manipulation mod should reduce this "hidden" modifier along with the maximum cost value. Also, the Force Control mod should increase the maximum amount healed.

Apparently, from the testing done so far, both cases are not happening currently.

BTW, if the amount healed was increased then the "hidden" modifier would have to be reduced, otherwise the maximum cost value would be reached for using only a fraction of the total healing abilities. For example, say Heal Health Self 1 was increased to 120%, that would mean the maximum potential heal would be 1100 (500 + 120%), if the hidden modifier remained the same the full cost of 65 Force would still be reached for healing 500 Health, not the full 1100 (only 45% of the total healing possible).


Stop Bleeding, Force Cure Disease, Force Cure Poison

These are straight costing abilities, with no hidden modifiers, therefore the Force Manipulation mod should reduce the Force cost (which they currently do not).

The Force Control mod increases the absorption effect of these abilities to remove DOT's from a target (meaning the DOT is removed more easily as the mod increases). Hard to tell if this is working or not, but testing seems to indicate it is.


Heal States Self, Heal States Other

These are straight costing abilities as well so the Force Manipulation mod should reduce the Force cost (again, it doesn't).

Since these will instantly remove a State, the Force Control mod doesn't really have (or need to have) any affect.

 

Force Defense:
(Should be affected by Force Manipulation)

Avoid Incapacitation

The Force Manipulation mod should reduce the Force cost of the ability, but it doesn't.

Since the "avoid incap" stat mod is only a switch no other FRS mods should affect this ability.


Side Note: It's unfortunate that none of the FRS mods affect the various stat mods in Force Defender. As such, those Jedi that enter the FRS with this discipline will receive very little benefits as they progress through the ranks, in essence making the experience unrewarding.

 

Force Enhancement:
(Should be affected by Force Control and Manipulation)

Force Armor, Force Shield

These have a straight Force cost associated with the initial enabling of the ability and then further costs incurred as damage is absorbed, based on a "hidden" modifier. Testing has indicated that the initial cost is not affected by the Force Manipulation mod, but the "hidden" modifier used to determine Force cost based on damage absorbed is reported to be working.

The amount of damage absorbed is determined by the "force armor" stat mod, which should be increased by the Force Control mod. This is also reported to be working correctly.


Force Resist Bleeding, Force Resist Disease, Force Resist Poison, Force Resist States

There is only an initial Force cost associated with enabling these abilities and it is not affected by the Force Manipulation mod.

The stat mods for these abilities provide the ability to resist particular DOT's and States. The Force Control mod has been reported to successfully enhance these stat mods.


Force Speed, Force Absorb, Force Feedback, Force Run

These all only have initial Force costs when turning on the ability, they are not affected by the Force Manipulation mod.

They all also grant certain affects based on their respective stat mods (as well as hidden modifiers for Force Absorb and Force Run). It is unknown if the Force Control mod is correctly increasing these stat mods. For example, Force Speed should grant a larger increase in "combat haste", Force Absorb should siphon more Force power from Force attacks, Force Feedback should reflect more damage from Force attacks, and Force Run should grant more "terrain negotiation".


Channel Force

No cost associated from use, but it should use the Force Control mod to generate more Force power from the same amount of HAM.


Drain Force

This should use the Force Control mod to drain more Force power from a target.


Transfer Force

This probably shouldn't be affected by the mods.


Force Meditate

The Force Control mod (or possibly the Force Manipulation mod) should increase the Force regeneration rate bonus.


Regain Consciousness

The Force Manipulation mod should lower the Force cost of this move, it does not.

 

Force Powers:
(Should be affected by Force Power and Manipulation)

Force Lightning Single, Force Lightning Cone, Force Throw, Mind Blast

The Force Manipulation mod should lower the cost of these powers and the Force Power mod should increase their attack strength. Both are reported to not be happening.

Unknown if the Force Power mod should increase (or is increasing) their Accuracy stat mods.


Force Intimidate, Force Knockdown

Their Force costs should be lowered by the Force Manipulation mod, they're not.

Unknown if the Force Power mod should increase (or is increasing) their Accuracy stat mods.


Force Weaken

Again, the Force Manipulation mod should be decreasing the Force costs, but it isn't.

Also, the Force Power mod should be increasing the effect of the debilitation from these powers.

Unknown if the Force Power mod should increase (or is increasing) their Accuracy stat mods.


Force Choke

The Force Manipulation mod should lower the Force cost and the Force Power mod should increase the strength of the "ticks" and/or increase the number of "ticks" on the DOT.


Animal Scare, Animal Calm, Animal Attack, Jedi Mind Trick

These should all have their Force costs lowered by the Force Manipulation mod.

 

Lightsabers:

Unfortunately, this discipline, which every Jedi takes at least a little of, receives no benefits from the FRS mods. Where every Jedi could at least receive some rewards from the FRS there are none given.

Many believe (and I support them) that the Force Manipulation mod should lower the Force cost of Lightsaber specials (by lowering the hidden modifiers).

Also, the offensive strength of Lightsaber specials should be increased by the Force Power mod, since they are essentially "offensive Force attacks".

I should mention that there is one side benefit to the FRS for Lightsabers that is not related to the FRS mods. As a Jedi climbs the FRS ranks their hidden difficulty rating (challenge level) increases dramatically. Since the PvE Lightsaber damage bonus modifier is determined by comparing a Jedi's challenge level to their target's challenge level, a Jedi ranking high in the FRS will qualify to receive the bonus damage against much higher level MOB's. For example, my testing on TC2 for Publish 9 showed that a Dark Jedi Oppressor still qualified for a substantial bonus against even Axkva Min!

 

Message Edited by SonGouki on 02-12-2005 10:33 AM

02-11-2005 07:10 PM   Report Abuse to a Moderator
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SonGouki
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LIGHT / DARK FRS FACTION
 
 
Personally, I believe the best implementation of this would be to add the Light / Dark factions on top of the existing GCW layers, essentially simply "extending" the functionality of the GCW system.
 
Using TH's diagram as a basis, here's how I envision it:
 
 
|------------------------------------------> HEALING <------------------------------------------|
|  >            >               >              ><             <                <             <  |
|                                                                                               |
|~~~~~~~~~~~~~~ IMPERIAL ~~~~~~~~~~~~~~|                |~~~~~~~~~~~~~~~~ REBEL ~~~~~~~~~~~~~~~~|
|                                      |                |                                       |
[Dark] +> [PvP Enabled] > [PvP Disabled] > [Civilian] < [PvP Disabled] < [PvP Enabled] <+ [Light]
   |            |                                                              |             |
   |            |xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|             |
   |                                         ATTACK                                          |
   |xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx|
 
 
 
So, as the diagram illustrates, FRS Jedi would exist above the PvP Enabled status layer in the factional hierarchy, as Light/Dark. FRS Jedi would additionally be able to enlist as either PvP Enabled or Disabled, but their underlying alignment would always be as a Light/Dark. Special functionality would have to be developed to allow a FRS Jedi to withdraw completely from PvP Enabled/Disabled status back to being exclusively Light/Dark.
 
Combat Rules:
  • Light Jedi  < attack > Dark Jedi
  • Light Jedi + Reb PvP Enabled < attack > Dark Jedi, Imp PvP Enabled, Imp PvE content
  • Light Jedi + Reb PvP Disabled < attack > Dark Jedi, Imp PvE content
Healing Rules:
  • Light Jedi < heal > Light Jedi, Civilian
  • Light Jedi + Reb PvP Enabled < heal > Light Jedi, Reb PvP Enabled, Reb PvP Disabled, Civilian
  • Light Jedi + Reb PvP Disabled < heal > Light Jedi, Reb PvP Disabled, Civilian
 
Padawan would still be able to choose between factions and status the same way as normal professions (and excluded from the FRS Jedi Light/Dark layer of course).
 

02-11-2005 07:11 PM   Report Abuse to a Moderator
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Re: Fixing the FRS   [ Edited ]
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Vcardossk
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great post SongG.




edit- oh yeah, FIRST.......score hehe.

Message Edited by Vcardossk on 02-11-2005 07:19 PM

Put that in your pipe and smoke it. "The victors rarely save their best for last." "Jedi see the force as an End itself. The Sith see the force as the Means to an End, and that end is Power." Darth maul "I bow to no one, and I give Service only for Cause." Bobba Fett

02-11-2005 07:16 PM   Report Abuse to a Moderator
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Metalsaber
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wooooot awesome stuff

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When did I Become Content For Someone Else?
02-11-2005 07:19 PM   Report Abuse to a Moderator
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SonGouki
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Thanks guys.
 
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...
 
 

02-11-2005 07:21 PM   Report Abuse to a Moderator
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Magnitude
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nice stuff gouki, im glad your putting quite an effort towards this infamous issue.

_________________________________________________________________________________________________

Ka'hik, the first Rodian Dark Jedi Knight on Bria
nnnntnnnxggggggggggggggg)
(Lightsabers in Sig = New FoTM)
02-11-2005 07:22 PM   Report Abuse to a Moderator
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Vcardossk
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SonGouki wrote:
Thanks guys.
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...








Yeah, the fact that it is a good idea means it won't be implemented. How can you stand to deal with these devs without being tempted to fly down to SOE headquarters and beat them senseless?

Put that in your pipe and smoke it. "The victors rarely save their best for last." "Jedi see the force as an End itself. The Sith see the force as the Means to an End, and that end is Power." Darth maul "I bow to no one, and I give Service only for Cause." Bobba Fett

02-11-2005 07:22 PM   Report Abuse to a Moderator
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Silvarran
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Good ideas, still think the Council thing needs to be redone as it sounds good in theory but "Light" jedi can't be forced to act "good" (roleplaying)...The FRS should be reset as well if the changes take place.

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02-11-2005 07:23 PM   Report Abuse to a Moderator
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gera
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Jedi Knights therefore should be ''On the Leave'' if they want. That's my opinion...
 
Or Being Jedi Knight should not be forced for FRS. You should not loose your Robe just because your play style is PvE oriented.
 
 
 

Message Edited by gera on 02-11-2005 07:25 PM


The Crystal is the heart of the blade, The Heart is the crystal of the Jedi...
The Jedi is the crystal of the Force.. The Force is the blade of the Heart...
02-11-2005 07:24 PM   Report Abuse to a Moderator
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Effulgence
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Thanks Son...you rule.

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02-11-2005 07:24 PM   Report Abuse to a Moderator
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Popov
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Wow thats well thought out and in theory would take such minimal effort from SOE (well most of it) that they would have to be crazy not to consider it.
 
It's times like this that we need a 6 star option on the ratings menu
02-11-2005 07:25 PM   Report Abuse to a Moderator
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ThePhilosopher
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Some excellent points and ideas. Similar to what I proposed in my sig link.
 
Good work, hope the Devs listen.

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02-11-2005 07:26 PM   Report Abuse to a Moderator
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Metalsaber
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SonGouki wrote:
Thanks guys.
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...



No but you got everything in there that most of use wanna see change with the sytem...ie more FRS points per kills, Padawan/Master Type relation, FRS mod fixes. I LOVE the idea of Space ports at teh enclaves and buffing on demand there. That alone would be incentive This is great stuff.

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02-11-2005 07:26 PM   Report Abuse to a Moderator
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Magnitude
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SonGouki wrote:
Thanks guys.
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...





Son, could you also bring it up that jedi as well should be able to reassemble their skill points (or XP grinded) to change their template? I don't want to end up having to grind tons of xp because the revamp will make my template suck.

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nnnntnnnxggggggggggggggg)
(Lightsabers in Sig = New FoTM)
02-11-2005 07:27 PM   Report Abuse to a Moderator
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Metalsaber
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Magnitude wrote:


SonGouki wrote:
Thanks guys.
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...





Son, could you also bring it up that jedi as well should be able to reassemble their skill points (or XP grinded) to change their template? I don't want to end up having to grind tons of xp because the revamp will make my template suck.


well it would be my hope that they fix all broke trees/braches and thus make all templates viable.

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02-11-2005 07:29 PM   Report Abuse to a Moderator
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Morwen
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That all looks good, but what it's missing is an alternative for those who have no desire to join the frs. It's pretty clear there's a large population of jedi that will do anything to climb the ranks, legit or not, fair or not, and revamping the system won't change this.

_________________________
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02-11-2005 07:31 PM   Report Abuse to a Moderator
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Magnitude
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Metalsaber wrote:


Magnitude wrote:


SonGouki wrote:
Thanks guys.
Please be aware though, posting it in there does not necessarily mean that it will happen, I'm merely making suggestions...





Son, could you also bring it up that jedi as well should be able to reassemble their skill points (or XP grinded) to change their template? I don't want to end up having to grind tons of xp because the revamp will make my template suck.


well it would be my hope that they fix all broke trees/braches and thus make all templates viable.




And if they do fix it, it would be great to just be able to switch our skill points (like everyone else, I don't see why jedi is an exception)

_________________________________________________________________________________________________

Ka'hik, the first Rodian Dark Jedi Knight on Bria
nnnntnnnxggggggggggggggg)
(Lightsabers in Sig = New FoTM)
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Adalie
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Now, lets say that someone makes 1000 FRS a day. 
This is pretty much what people make if they're having a great PvP day on Lowca.  Some people make above it, most people make below it.  This is because its really hard to kill jedi right now without a large group...most jedi will just forcerun when they get into trouble, and even if you kill them you'll only make like 200 - 300 frs usually, because of all the people you need to kill them before they can run away.  Also, as jedi get higher ranks they wont get more FRS a day..it doesn't scale like that and getting higher ranks actually makes them worse because its bugged right now..sigh...anyways

So, if someone has a great PvP day everyday this is how long it will take them to get ranks.  I also put in how much they'll lose a day in maintence.  Like, initially they dont lose anything but as soon as they get rank I and are grinding towards rank II or higher they'll lose 100 frs per rank a day.  Each first tier rank takes 10k frs to be promoted.

rank 1:  10000  1000x = 10 days
rank 2:  10000  900x  = 12 days
rank 3:  10000  800x  = 13 days
rank 4:  10000  700x =  15 days

so the first tier will take 50 days total.  I just finished rank 4 last night and I've been a knight since thanksgiving and you all know how much I pvp.


rank 5:  20000  600x = 34 days
rank 6:  20000  500x = 40 days
rank 7:  20000  400x = 50 days

The 2nd tier will take 124 days.  So we're up to 174 days of playing everyday and having a great pvp day everyday. 

rank 8:  50000  300x = 166 days
rank 9:  50000  200x = 250 days

The 3rd tier will take 416 days.  So we're up to 590 days from the time we became a knight to get here. 

rank 10:  100000 100x = 1000 days

This 4th tier will take 1000 days to finish if you just make 1000 frs a day.  So you had better make sure to play daily and have just an awesome pvp day everyday or else you're in trouble.  Up to 1590 days now. 
 
rank 11:  200000  0 xp = never getting it.  So its virtually impossible to get if you make at least 1000 xp a day, which doesn't happen everyday.
 
So lets just say that you wanted to be a tier 4 council member.  If you were to play everyday, including holidays..and have a great PvP day everyday, it would take you 1590 days or 4.35 years to make it to the council.  This is without ever having a day off from SWG and never having a bad pvp day.  Is that worth it to you?

Adalie

Super Evil Dark Jedi || Dark Legends - DJK
02-11-2005 07:33 PM   Report Abuse to a Moderator
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Re: Fixing the FRS
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tank2730
Community Elder
Posts: 335
Registered: 06-19-2004



wow great idea's love them all ! , know if SOE would listen and impalement them this game would rock IMO

-Peace is a lie-
-There is only passion-
-Through passion I gain strength-
-Through strength I gain victory-
-Through victory my chains are broken-
-The Force shall set me free-

02-11-2005 07:39 PM   Report Abuse to a Moderator
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Re: Fixing the FRS   [ Edited ]
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darkhawk1138
SWG Crewman
Posts: 2232
Registered: 11-08-2003


PA: djk
Server: Lowca




Adalie wrote:

Now, lets say that someone makes 1000 FRS a day. 
This is pretty much what people make if they're having a great PvP day on Lowca.  Some people make above it, most people make below it.  This is because its really hard to kill jedi right now without a large group...most jedi will just forcerun when they get into trouble, and even if you kill them you'll only make like 200 - 300 frs usually, because of all the people you need to kill them before they can run away.  Also, as jedi get higher ranks they wont get more FRS a day..it doesn't scale like that and getting higher ranks actually makes them worse because its bugged right now..sigh...anyways

So, if someone has a great PvP day everyday this is how long it will take them to get ranks.  I also put in how much they'll lose a day in maintence.  Like, initially they dont lose anything but as soon as they get rank I and are grinding towards rank II or higher they'll lose 100 frs per rank a day.  Each first tier rank takes 10k frs to be promoted.

rank 1:  10000  1000x = 10 days
rank 2:  10000  900x  = 12 days
rank 3:  10000  800x  = 13 days
rank 4:  10000  700x =  15 days

so the first tier will take 50 days total.  I just finished rank 4 last night and I've been a knight since thanksgiving and you all know how much I pvp.


rank 5:  20000  600x = 34 days
rank 6:  20000  500x = 40 days
rank 7:  20000  400x = 50 days

The 2nd tier will take 124 days.  So we're up to 174 days of playing everyday and having a great pvp day everyday. 

rank 8:  50000  300x = 166 days
rank 9:  50000  200x = 250 days

The 3rd tier will take 416 days.  So we're up to 590 days from the time we became a knight to get here. 

rank 10:  100000 100x = 1000 days

This 4th tier will take 1000 days to finish if you just make 1000 frs a day.  So you had better make sure to play daily and have just an awesome pvp day everyday or else you're in trouble.  Up to 1590 days now. 
 
rank 11:  200000  0 xp = never getting it.  So its virtually impossible to get if you make at least 1000 xp a day, which doesn't happen everyday.
 
So lets just say that you wanted to be a tier 4 council member.  If you were to play everyday, including holidays..and have a great PvP day everyday, it would take you 1590 days or 4.35 years to make it to the council.  This is without ever having a day off from SWG and never having a bad pvp day.  Is that worth it to you?


adalie you posted this in the lowca forums to try and justify your fight clubbing please stop using this as your reason for fight clubbing. 

good stuff tho Son i like the idea for stuff at the enclave!

Message Edited by darkhawk1138 on 02-11-2005 07:43 PM

LOWIEBACCA
FIRST WOOKIEE DARK KNIGHT
-DJK-
02-11-2005 07:42 PM   Report Abuse to a Moderator
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Sinistyr
Community Contributor
Posts: 226
Registered: 09-21-2004


PA: MAFIA
Server: Ahazi


Excellent stuff SonGouki!!!

You have presented what almost all of us would want...now if only they will listen.

Sinistyr - Dark Jedi in Training

do not trust your eyes...for they can be blinded. do not trust your ears...for they can be lied to.

do not trust your heart...for it can be broken. Trust in nothing...for it will never betray
02-11-2005 07:42 PM   Report Abuse to a Moderator
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Re: Fixing the FRS
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SDraven
Pilot
Posts: 959
Registered: 01-11-2004


PA: new dark sands
Server: Infinity


perfect! 5*

Sharkon / Nokrahs

Imperial Pilot - Storm Squadron

| Grandmaster Chef | Dark Jedi Knight |
02-11-2005 07:45 PM   Report Abuse to a Moderator
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Re: Fixing the FRS
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Ataho
Pilot
Posts: 1306
Registered: 01-26-2004


Server: Kettemoor


This is the best news in a long time....and really add some flavor to the FRS.

_____________________________________________________
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02-11-2005 07:48 PM   Report Abuse to a Moderator
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