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Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues   [ Edited ]
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ArjunThakur
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ArjunThakur
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Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues

Foreword:
I am amazed at the level of detail and work that is apparent in Publish 9 The Secrets of the Force.. I am absolutely thrilled to see the only issues we have are all very fixable and that an incredible framework and foundation has been laid down. Hats off to the developers.
 
It's been a long road for the Jedi....from the bewilderment and excitement of the first unlock, to the dark days of spending fortunes on Holocrons and to the darker days of giving up ones hard earned skills, money, time, and energy in the relentless pursuit of the ultimate prize: Becoming a Jedi.
 
Jedi are the foundation of Star Wars. The Force is inseparable, it binds the very fabric of this Universe together in a facinating way that has endeared many of us to Star Wars since our childhood. There is an incredible respect for the powers and training of a Jedi....and so far we have had an insatiable yearning to see this fully realized in Star Wars Galaxies an Empire Divided.
 
More so than any other Star Wars game past or present, we have the opportunity to help craft something that will really let us feel like we are playing a Jedi. Not just some button mashing 3D adventure, but a real link to our characters through the time and commitment we have spent developing them, both in game and on these messageboards.
 
So here we stand, on the precipice of this great mountain we have all climbed together, Jedi, non-jedi, developers, CSR's and those that have not seen the game through to this fruition. We are very far from finished, and the Jedi revamp is only a small part of things to come. However I have full confidence that the skill of the Developement team, and the passion of this community together are going to ensure that we will at last, be Jedi.
 
Arjun Thakur
 

Now, onto the report!(Note I read over 40+ pages of bug reports and consolidated them here in addition to my own testing and countless PM's and in game conversations. This is still a work in progress, but I feel confident that these represent the majority of known major issues.)
I. Visuals
  • Graphics: Everything looks very nice in this department, the art team did a wonderful job. We can't wait to see the functional Enclaves and Jedi robes!
  • Animation: The animations for the saber animations look outstanding. Great job again on the motion captures!
    • Motion trails display in red regardless of your saber color, would be very nice to correct this one small thing
    • If you are moving and use Lightsaber throw it rarely shows throwing animation. Force Power animations lock you in place

II. Major Issues

Color crystals

  • They are not dropping
  • The ones that have been found from Tuskens and Jawas are only 10/10 condition
  • Should definately be a quest item with almost limitless condition.
  • Tuning should include an irreversable color option. Repeating the quest then offers a chance to get a new color.
*I'm sure you'll hear a full report on the crystal fiasco from someone besides me. Needless to say I was very impressed by everyone's willingness to help distribute them by hand. A Herculean task by any account.

Skill Conversion
  • Pre-patch Jedi are having to spend 6 boxes on force sensitivity skills. There is no reason for Jedi boxes to be converted to Force Sensitive trees. The force sensitive trees are meant to be done through the upcoming quest system, meaning that current Jedi completed them by the hologrind, not by the countless hours of experience it took to gain their boxes by Jedi Experience. This is a number 1 priority for the community.
  • Losing connection, or closing the skill conversion box upon login for the first time deprives you of the opportunity to allocate your skills. The box does not reappear upon re-login.
  • Skill trainers and the old skill system are still in place (obviously an in process item).
  • Many Jedi had the skill box disappear from disconnect the first day and are stuck with no skills. Additionally many untrained and tried to retrain skills from their trainer which does not work.
  • Some Jedi lose their skills everytime they login and have to reallocate, but are only allowed to allocate 9 skill points
  • Skill point costs seem just a little high. Reduce the 8's to 6's and I think we'd see slightly more independent jedi who still benefit from group jedi tactics. It's odd to see jedi who cannot be at least proficient in one light saber, some basic healing, some basic powers. The way the points 'work' right now basically encourage mastery of 2 trees and half another.


Lightsabers
  • The lightsaber is the first thing a Jedi masters. Please bring back lightsaber Experience even if it needs to be scaled up.
    • Setting this to Jedi XP exponentially delays the levelling process, which by all accounts is looking extremely long as it is.
    • No one but the most hardcore grinder or exploiter will ever see the enclaves in the current XP system.

The following problems are the main reason our lightsaber damage appear so inadequately low

  • AP2 is useless if everything is vulnerable to Lightsaber Damage.
    • The current core system ignores Armor Piercing if thetarget is vulnerable to the attacking damage type.
    • The following solutions are suggested in order(any one of them would work):
      • The overall core system of "vuln" cancelling AP needs to be changes which would help all classes
      • Vuln needs to be removed from all creatures and armor. Without the "vuln" designation AP2 will correctly apply its modifier.
      • Sabers need a 56% increase in damage to compensate for the lack of AP2 being applied
      • Giving mobs a 1% resistance to Lightsaber damage would also let the AP2 kick in.
  • Special damage multipliers work fine in PVP, but not in PVE (I tested this thoroughly). For example Flurry2 does 4.5x damage in PVP, but in PVE only does 2.5x.


  • Force Cost scales exponentially with higher sabers and the special force cost multiplier. A. Instead of a force cost multiplier, each saber special should have a base force cost to which the sabers force cost is then added, instead of multiplied to.
    • Right now for example:
      • A 245 damage saber with 9 Force cost will use 41 Force to execute a Flurry2 and cause 11-13 damage
      • A 448 damage saber with 36 Force cost will use 165 Force to execute a Flurry2 and cause 23-37 damage
      • A 400% increase in force usage for only a 100% increase in damage. This ratio is very unbalanced.

  • Still no ability to block melee attacks, dodge or counterattack like every other melee class
  • 0400 Lightsaber cannot use a 3rd gen saber
  • Polearm spin attacks do not hit all surrounding enemies as described
  • 1hand mind hits deal random pool damage
  • Polearm leghit1 deals random pool damage
  • 1handflurry applies stun, dizzy and blind. It should apply intimidate instead of blind
  • 1handflurry2 and 2handPhantom do not intimidate like they should, instead they blind
  • 2handPhantom gives an error in the combat window
  • You will get LS xp from killing things until it caps, then it becomes pure Jedi xp.
  • LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
  • saberslash2 is still a posture change, when it should be a knock down
  • Experimentation on damage is almost non-existant. Full 10 points will yield about a 20 point damage increase.
  • Saber are still giving Lightsaber XP, please leave this and revert the Lightsaber tree back to Lightsaber XP, and leave the technique tree on Jedi XP. This will then correlate perfectly with other professions.


Crafting
  • Titanium aluminum as a required component is flawed in that it will never have a high conductivity.
  • Culsion gas as a required component does not spawn with any real frequency. For example:
  • Sunrunner: Was last available 97 days ago
  • Wanderhome: Was last available 37 days ago
  • Starsider: Was last available 27 days ago
  • Jedi can no longer survey for materials
  • We do not start with a crafting kit of any kind
  • Weapon/droid kits are needed to experiment on sabers
  • +20 to Experimentation from the Force Sensitive tree only gives 1 extra experimentation point, many people report no extra points.

Force Defense
  • Without even seeing the defense modifiers robes will provide, a Jedi with Master Lightsaber/Defense can take ridiculous amounts of punishment especially in PVP. Coupled with even minor healing fights can go on indefinately. Myself and another player with Master Lightsaber/Defense and minor healing spent 45 minutes trying to incap one another and could not.
    • This may be rectified by increased saber damage and simple tweaking of the toughness mods for Lightsaber and Defense
  • A master defender incapped with force weaken and choke is not able to use regain conciousness, the only thing this power will do is reset the timer over and over again.
  • It is possible to turn force armor on, then equip composite to stack the defense.
  • Cost to turn force shield/armor off, same as the price to turn it on.
  • TKA or any melee class using a combo attack totally bypasses all defenses.

Force Enhancement
  • Move Force Speed 1 to the Novice Enhancement Box Grant +15 Terrain Negotiation at Novice Enhancement Grant +10 Terrain Negotiaion at Celerity 1 Grant +5 at Celerity 2 Grant +5 at Celerity 4 Grant +15 at Master Enhancement
  • Providing +50 terrain negotiation in the enhancement tree is a long requested feature and makes a lot of sense.
  • ForceRun 3 is immune to knockdown for some reason
  • If you attempt to use forcerun(1,2 or 3) while you are already force running, it drains more force power from your character and does nothing other than say "you are already force running"

    • Meditation

        • Meditate 1 skill should be added at Novice Enhancement B. It should be less powerful than the current meditate C It should have a 15 or so second modifier to come out of the meditation
        • Meditate 2 (the current meditate) should be given a 5 second timer to come out of.
        • Meditate 3 skill should be added at Master Enhancement
          • It should be slightly more powerful than the current meditate, but should also heal all states and most importantly provide a HAM boost like the TKA equivalent.
          • There should be no delay to stand
          • There's no reason Jedi at Master should be less effective at meditation than a TKA E. For balance purposes, healing wounds/bf could be left to the healing tree

      Force Powers
      • Force regeneration does almost the same rate at novice or +76
      • Weaken should prevent forcerun
      • Absorb and Feedback should work against Weaken and Choke
      • Choke should break if knocked down
      • Lightning 1 and 2 both do incredibly erratic damage, often lightning 1 will hit for more damage than 2. Damage range needs to be tightened
      • Damage is linked to saber damage it seems
      • Force Drain quickly ends any Jedi duel if one jedi does not possess this skill. It is spammable and very unbalanced.
      • Mind trick should be moved to Force Subjugate IV as Animal attack is not deserving of a 4th skill box. No one would ever take this unless needed for Master otherwise.
      • Lightning Storm (AOE lightning) added to Master Force power
      • Force throw should stun and blind. This line and the mindblast line are both very weak.
      • Force lightning 2 does not dizzy


      Diminish

      • Diminish I should have Force Intimidate
      • Diminish II should have Weaken 1
      • Diminish III should have Intimidate II
      • Diminish IV should have Weaken 2
      • Weaken 1 and 2 stack, they should not. (You could weaken someone 4 times with weaken 2 for example)


      Healing

      • Heal other can you if you target yourself
      • Cure poison/Disease require you target yourself
      • The force cost of /healallother2 is smaller than /healallself2, whereas all the heal other cost more than self.

      Exploits:
      • Transfer/drain can be spammed back and force between 2 Jedi for limitless quick XP
      • Meditate can be spammed with the stand command for xp
      • LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
      • Going neutral allows a jedi to attack another Jedi without gaining a TEF
      • Tumbletostanding + Healself can be used to macro xp
      • While using a uncertified weapon you can place dots, and states.
      • You can drop force sensative skills and pick up more jedi powers.
      • Crystal's still work at 0 condition aslong as you dont unequip them.
      • It is possible to heal corpses for XP

      General Issues:
      Anyone can be trained in Jedi Knight and gain the title
      Force powers still drain even though you dont have the force to do the action.
      killing a creature with Force Choke does not give any loot rights
      Force powers do not work the first time you enter the game for skill conversion until you relog

      Message Edited by ArjunThakur on 06-01-2004 02:48 AM

      Message Edited by ArjunThakur on 06-01-2004 12:23 PM

      -=BLUE GLOWIE=-
      06-01-2004 02:47 AM  

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      Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues   [ Edited ]
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      Fanir
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      Reply 2 of 167

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      Arjun,
       
      Good job consolidating all of the bugs, I think a lot of them have been mentioned above and will hopefully be fixed. I think you have the main issues pinpoited correctly and lets just hope the devs listen and get us fixes to them.

      Message Edited by Fanir on 06-01-2004 04:53 AM

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      06-01-2004 02:49 AM  

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      Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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      loomis001
      Jedi
      Posts: 5040
      Registered: 06-26-2003


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      Reply 3 of 167

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      ArjunThakur wrote:
      Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues

      Foreword:
      I am amazed at the level of detail and work that is apparent in Publish 9 The Secrets of the Force.. I am absolutely thrilled to see the only issues we have are all very fixable and that an incredible framework and foundation has been laid down. Hats off to the developers.
      It's been a long road for the Jedi....from the bewilderment and excitement of the first unlock, to the dark days of spending fortunes on Holocrons and to the darker days of giving up ones hard earned skills, money, time, and energy in the relentless pursuit of the ultimate prize: Becoming a Jedi.
      Jedi are the foundation of Star Wars. The Force is inseparable, it binds the very fabric of this Universe together in a facinating way that has endeared many of us to Star Wars since our childhood. There is an incredible respect for the powers and training of a Jedi....and so far we have had an insatiable yearning to see this fully realized in Star Wars Galaxies an Empire Divided.
      More so than any other Star Wars game past or present, we have the opportunity to help craft something that will really let us feel like we are playing a Jedi. Not just some button mashing 3D adventure, but a real link to our characters through the time and commitment we have spent developing them, both in game and on these messageboards.
      So here we stand, on the precipice of this great mountain we have all climbed together, Jedi, non-jedi, developers, CSR's and those that have not seen the game through to this fruition. We are very far from finished, and the Jedi revamp is only a small part of things to come. However I have full confidence that the skill of the Developement team, and the passion of this community together are going to ensure that we will at last, be Jedi.
      Arjun Thakur

      Now, onto the report!(Note I read over 40+ pages of bug reports and consolidated them here in addition to my own testing and countless PM's and in game conversations. This is still a work in progress, but I feel confident that these represent the majority of known major issues.)
      I. Visuals
      • Graphics: Everything looks very nice in this department, the art team did a wonderful job. We can't wait to see the functional Enclaves and Jedi robes!
      • Animation: The animations for the saber animations look outstanding. Great job again on the motion captures!
        • Motion trails display in red regardless of your saber color, would be very nice to correct this one small thing
        • If you are moving and use Lightsaber throw it rarely shows throwing animation. Force Power animations lock you in place

      II. Major Issues

      Color crystals

      • They are not dropping
      • The ones that have been found from Tuskens and Jawas are only 10/10 condition
      • Should definately be a quest item with almost limitless condition.
      • Tuning should include an irreversable color option. Repeating the quest then offers a chance to get a new color.
      *I'm sure you'll hear a full report on the crystal fiasco from someone besides me. Needless to say I was very impressed by everyone's willingness to help distribute them by hand. A Herculean task by any account.

      Skill Conversion
      • Pre-patch Jedi are having to spend 6 boxes on force sensitivity skills. There is no reason for Jedi boxes to be converted to Force Sensitive trees. The force sensitive trees are meant to be done through the upcoming quest system, meaning that current Jedi completed them by the hologrind, not by the countless hours of experience it took to gain their boxes by Jedi Experience. This is a number 1 priority for the community.
      • Losing connection, or closing the skill conversion box upon login for the first time deprives you of the opportunity to allocate your skills. The box does not reappear upon re-login.
      • Skill trainers and the old skill system are still in place (obviously an in process item).
      • Many Jedi had the skill box disappear from disconnect the first day and are stuck with no skills. Additionally many untrained and tried to retrain skills from their trainer which does not work.
      • Some Jedi lose their skills everytime they login and have to reallocate, but are only allowed to allocate 9 skill points
      • Skill point costs seem just a little high. Reduce the 8's to 6's and I think we'd see slightly more independent jedi who still benefit from group jedi tactics. It's odd to see jedi who cannot be at least proficient in one light saber, some basic healing, some basic powers. The way the points 'work' right now basically encourage mastery of 2 trees and half another.


      Lightsabers
      • The lightsaber is the first thing a Jedi masters. Please bring back lightsaber Experience even if it needs to be scaled up.
        • Setting this to Jedi XP exponentially delays the levelling process, which by all accounts is looking extremely long as it is.
        • No one but the most hardcore grinder or exploiter will ever see the enclaves in the current XP system.

      The following problems are the main reason our lightsaber damage appear so inadequately low

      • AP2 is useless if everything is vulnerable to Lightsaber Damage.
        • The current core system ignores Armor Piercing if thetarget is vulnerable to the attacking damage type.
        • The following solutions are suggested in order(any one of them would work):
          • The overall core system of "vuln" cancelling AP needs to be changes which would help all classes
          • Vuln needs to be removed from all creatures and armor. Without the "vuln" designation AP2 will correctly apply its modifier.
          • Sabers need a 56% increase in damage to compensate for the lack of AP2 being applied
          • Giving mobs a 1% resistance to Lightsaber damage would also let the AP2 kick in.
      • Special damage multipliers work fine in PVP, but not in PVE (I tested this thoroughly). For example Flurry2 does 4.5x damage in PVP, but in PVE only does 2.5x.


      • Force Cost scales exponentially with higher sabers and the special force cost multiplier. A. Instead of a force cost multiplier, each saber special should have a base force cost to which the sabers force cost is then added, instead of multiplied to.
        • Right now for example:
          • A 245 damage saber with 9 Force cost will use 41 Force to execute a Flurry2 and cause 11-13 damage
          • A 448 damage saber with 36 Force cost will use 165 Force to execute a Flurry2 and cause 23-37 damage
          • A 400% increase in force usage for only a 100% increase in damage. This ratio is very unbalanced.

      • Still no ability to block melee attacks, dodge or counterattack like every other melee class
      • 0400 Lightsaber cannot use a 3rd gen saber
      • Polearm spin attacks do not hit all surrounding enemies as described
      • 1hand mind hits deal random pool damage
      • Polearm leghit1 deals random pool damage
      • 1handflurry applies stun,intimidate and blind. It should apply dizzy instead of blind
      • 1handflurry2 and 2handPhantom do not intimidate like they should, instead they blind
      • 2handPhantom gives an error in the combat window
      • You will get LS xp from killing things until it caps, then it becomes pure Jedi xp.
      • LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
      • saberslash2 is still a posture change, when it should be a knock down
      • Experimentation on damage is almost non-existant. Full 10 points will yield about a 20 point damage increase.
      • Saber are still giving Lightsaber XP, please leave this and revert the Lightsaber tree back to Lightsaber XP, and leave the technique tree on Jedi XP. This will then correlate perfectly with other professions.


      Crafting
      • Titanium aluminum as a required component is flawed in that it will never have a high conductivity.
      • Culsion gas as a required component does not spawn with any real frequency. For example:
      • Sunrunner: Was last available 97 days ago
      • Wanderhome: Was last available 37 days ago
      • Starsider: Was last available 27 days ago
      • Jedi can no longer survey for materials
      • We do not start with a crafting kit of any kind
      • Weapon/droid kits are needed to experiment on sabers
      • +20 to Experimentation from the Force Sensitive tree only gives 1 extra experimentation point, many people report no extra points.

      Force Defense
      • Without even seeing the defense modifiers robes will provide, a Jedi with Master Lightsaber/Defense can take ridiculous amounts of punishment especially in PVP. Coupled with even minor healing fights can go on indefinately. Myself and another player with Master Lightsaber/Defense and minor healing spent 45 minutes trying to incap one another and could not.
        • This may be rectified by increased saber damage and simple tweaking of the toughness mods for Lightsaber and Defense
      • A master defender incapped with force weaken and choke is not able to use regain conciousness, the only thing this power will do is reset the timer over and over again.
      • It is possible to turn force armor on, then equip composite to stack the defense.
      • Cost to turn force shield/armor off, same as the price to turn it on.
      • TKA or any melee class using a combo attack totally bypasses all defenses.

      Force Enhancement
      • Move Force Speed 1 to the Novice Enhancement Box Grant +15 Terrain Negotiation at Novice Enhancement Grant +10 Terrain Negotiaion at Celerity 1 Grant +5 at Celerity 2 Grant +5 at Celerity 4 Grant +15 at Master Enhancement
      • Providing +50 terrain negotiation in the enhancement tree is a long requested feature and makes a lot of sense.
    • ForceRun 3 is immune to knockdown for some reason
    • If you attempt to use forcerun(1,2 or 3) while you are already force running, it drains more force power from your character and does nothing other than say "you are already force running"

      • Meditation

          • Meditate 1 skill should be added at Novice Enhancement B. It should be less powerful than the current meditate C It should have a 15 or so second modifier to come out of the meditation
          • Meditate 2 (the current meditate) should be given a 5 second timer to come out of.
          • Meditate 3 skill should be added at Master Enhancement
            • It should be slightly more powerful than the current meditate, but should also heal all states and most importantly provide a HAM boost like the TKA equivalent.
            • There should be no delay to stand
            • There's no reason Jedi at Master should be less effective at meditation than a TKA E. For balance purposes, healing wounds/bf could be left to the healing tree

        Force Powers
        • Force regeneration does almost the same rate at novice or +76
        • Weaken should prevent forcerun
        • Absorb and Feedback should work against Weaken and Choke
        • Choke should break if knocked down
        • Lightning 1 and 2 both do incredibly erratic damage, often lightning 1 will hit for more damage than 2. Damage range needs to be tightened
        • Damage is linked to saber damage it seems
        • Force Drain quickly ends any Jedi duel if one jedi does not possess this skill. It is spammable and very unbalanced.
        • Mind trick should be moved to Force Subjugate IV as Animal attack is not deserving of a 4th skill box. No one would ever take this unless needed for Master otherwise.
        • Lightning Storm (AOE lightning) added to Master Force power
        • Force throw should stun and blind. This line and the mindblast line are both very weak.
        • Force lightning 2 does not dizzy


        Diminish

        • Diminish I should have Force Intimidate
        • Diminish II should have Weaken 1
        • Diminish III should have Intimidate II
        • Diminish IV should have Weaken 2
        • Weaken 1 and 2 stack, they should not. (You could weaken someone 4 times with weaken 2 for example)


        Healing

        • Heal other can you if you target yourself
        • Cure poison/Disease require you target yourself
        • The force cost of /healallother2 is smaller than /healallself2, whereas all the heal other cost more than self.

        Exploits:
        • Transfer/drain can be spammed back and force between 2 Jedi for limitless quick XP
        • Meditate can be spammed with the stand command for xp
        • LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
        • Going neutral allows a jedi to attack another Jedi without gaining a TEF
        • Tumbletostanding + Healself can be used to macro xp
        • While using a uncertified weapon you can place dots, and states.
        • You can drop force sensative skills and pick up more jedi powers.
        • Crystal's still work at 0 condition aslong as you dont unequip them.
        • It is possible to heal corpses for XP

        General Issues:
        Anyone can be trained in Jedi Knight and gain the title
        Force powers still drain even though you dont have the force to do the action.
        killing a creature with Force Choke does not give any loot rights
        Force powers do not work the first time you enter the game for skill conversion until you relog

        Message Edited by ArjunThakur on 06-01-2004 02:48 AM




        good stuff

        Member of the inqusitor of the Imperial Navy, imperial dark jedi
        06-01-2004 02:51 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Equalivious
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        Registered: 08-16-2003


        Equalivious

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        Guess I'm spoiled with the current system, but even 56% damage increase with the way new sabers are now on TC2 still isn't enough to make the grind reasonable compared to the way it is now on live. Something needs to be done about the base saber damage and/or the crystal and pearl damage.

        It's only 44.95 a month. Thats pennies a day! Surely this convenience entices you! Pornography and online gaming at hundreds the times the speed of your normal advertising service provider. It's so easy to use, and the surgery to implant it in the base of your skull is so painless, its no wonder I'm number one!
        06-01-2004 02:54 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        LgEnder
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        Registered: 06-27-2003


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        Idea for Color Crystal change (Who wants to replace a color crystal when it breaks anyway?)
         
        Just let color be set using Radial Menu like CE Goggles and Composite Armor. 

        Many Bothans died to bring us this information... Guaranteed!
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        06-01-2004 02:54 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Jhaan-Kreii
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      • 1handflurry applies stun,intimidate and blind. It should apply dizzy instead of blind
      •  
         
        Should apply stun, dizzy, inimidate, currently BLINDS, STUNS AND DIZZIES.  Int needs to replace blind

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        Pricing is aprox 10% cheaper inside of Haven City.
        Weapons, foods, harvesters as well as medical and various other items through-out Haven City Malls. Everyone is welcome.
        06-01-2004 02:54 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        AnXdiety
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        Our #1 issue of crystals and pearls being loot was just multiplied by the addition of "color" crystals added to the loot tables. As if it was not bad enough that we had to sit around and camp mobs to get the ones for our current sabers. There needs to be other ways of acquiring pearls crystals and other components for our sabers. We are the only class that requires loot for out weapons. If this is how things remain, then please make all power handlers and feed mechs for pistols be required to be looted as well.

        We also cannot judge the prowess of the defence tree until it is in a more live situation. We need our robes, we need to see how it fairs against regular professions like cm/rifleman, commandos (we can't cure that fire dot) and other classes we frequently see in PvP.



        Anxdiety / Anx'ty

        and all those voices in my head have every right to be there
        06-01-2004 02:57 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues   [ Edited ]
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        bioshock
        Wing Commander
        Posts: 1685
        Registered: 08-23-2003



        Reply 8 of 167

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        Absorb and Feedback should work against Weaken and Choke


        Didn't I read somewhere (didn't test it myself) that weaken and choke go through force armor as well?

        Message Edited by bioshock on 06-01-2004 03:00 AM

        06-01-2004 03:00 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Jhaan-Kreii
        Wing Commander
        Posts: 451
        Registered: 10-09-2003


        Jhaan-Kreii
        PA: Truth and Justice
        Server: Radiant

        Reply 9 of 167

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        yes they do go force armor

        Jhaan Kreii
        Master Pikeman {}{} Master Armorsmith
        |HaVeN| 12 Point Exp Armor
        ***Selling ubese, Wookiee Hunting (E-MAIL ORDER ONLY RIGHT NOW) and Composite armor in Haven City, Tatooine (4650 4329)***
        ***Selling Composite Armor just south of Coronet starport (-43 -5737)***
        Pricing is aprox 10% cheaper inside of Haven City.
        Weapons, foods, harvesters as well as medical and various other items through-out Haven City Malls. Everyone is welcome.
        06-01-2004 03:07 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Woodmanseee
        Jedi
        Posts: 2682
        Registered: 11-13-2003


        Woodmanseee
        PA: The Dark Religion
        Server: FarStar

        Reply 10 of 167

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        Someone else said on another thread the devs really need to listen to the jedi community. They really need to listen to Arjun. Seeing his posts tells you, he knows, plays, and is a fair person. You can tell he wants a jedi to be what it should, and not just an overpowered cyborg.
         
        Very good post, and devs please take notes, hes got it almost spot on.
         
        Well done.

        Woodman - Krayt Hunter
        Master Rifleman - Combat Medic 3004 - Doctor 0440
        Wood - Dread Lord
        Dark Jedi Guardian 4444 (Farstars First)(Always Overt)
        _______________________________
        06-01-2004 03:12 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Xeries
        Jedi
        Posts: 1439
        Registered: 07-03-2003


        Xeries
        PA: AOD (Angels Of Death)
        Server: Sunrunner

        Reply 11 of 167

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        Don't Forget darktroopers being resistant to states!!!

        __________________________
        ETHEN
        Jedi Knight (LightSide)
        "Once a man tastes freedom he realizes how bitter the taste of tyrany has been."
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        06-01-2004 03:15 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        downertool
        Jedi
        Posts: 2783
        Registered: 06-26-2003


        downertool
        PA: Corvette, Warren, DWB maps
        Server: Kauri

        Reply 12 of 167

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        healing yourself takes force cost even if you dont have and dmg done to you.
         
         it says you have no damage of this type
         
         
         
         
         

        ß''ß aden d¡a||o ß''ß
        ÿ
        06-01-2004 03:17 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Zilod
        Jedi
        Posts: 1649
        Registered: 07-01-2003


        Zilod

        Reply 13 of 167

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        mostly agree

        i add my top 5 issues i posted yesterday

         

        1) crystals/pearls issue
        the decay of new crystals/perals will be even worse than now, yes it will be possible to craft a sabre with virtually 5k condition (5 crystals with 1k condition each) but we will no be able to repair it... also with old sabre where possible to updgrade from gen so was possible to use a sabre till 0/10 condition and then upgrade to a 1000/1000 condition sabre.
        new sabres will do even less damage to creatures so the condition/xps ratio will be worse than before. this was also one of our previous top issues.
         
        suggestions
        make crystals condition like 10k - 20k each or let we retune our crystals losing some condition (5% for each tuning), make crystals with 0 condition no more removeable but still working and so and so
         
        2) scatter hits will pierce our defences
        scatter hit is bugged and it doesn't take in account char 'natural' defences, after the publish almost all jedis will rely on them to absorb damage so the scatter hits will hit for full dmg, this will be a real jedi purge, expecially with permaovert jedis
         
        3) moves bugged, low dmg multipler, low effectiveness
        many saber moves are bugged
        pole sabre aoe attacks hit a single target, wrong combat message on phantom attack, moves that should hit a single ham bar hit a random one... not to say the damage multipler...
        why i should spend 100 force to have a x2 dmg multipler on an attack?, not to say that we are seing msabre/mdef template that can't be incapped using sabres.
        same effectiveness issue for many other skills, lightning2 do almost same damage as lightning1, healing skills are still crappy compared to a novice doc (effecriveness should be doubled and delay should be less and le the char use autoattack), force choke and weaken are nice against unbuffed players but had to be tested on buffed ones
         
         
        4) force costs are too high!
        sabre is generally the main weapon of jedis, a 3rd generation sabre built with good resource and fully experimented on force came out with 36 force cost this mean that if i put 3 crystals of -4 force cost (so not to bad crystals) it will end in a 24 force cost sabre that means that best specials will cost around 100 force power each, this make crystals with not awesome force cost reduction almost useless and also with perma overt jedis we will need to tu use many specials to fight hordes of bhs, cgw enemyes, other jedis.
        Same thing for most power skill, if i rely on power to attack i can't spend 250 force for each lightning not to say 1500 for chocking... if a group of 4 players attack me what i will do?
         
        5) mhealing is almost useless
        healing have 2 lines almost useless, purification is nice but almost everyone do just fine with rejuv 4... ok so you can't heal wounds.... wrong grab assist instead of rejuv and at cheaper cost you will be able to heal wounds and ham and also to remove state effects whitout purification 4
        i think that healing tree should be reworked, maybe with a buff line...
        rejuv healing self and other, restoration healing wounds self and other, purification remove states poisons, flame self and other and force buff for self buffs .p
         
        i add also this...
        people have mastered even 31 professions (like me .p) to open his jedi slot, i think that this will be sufficent to have the right to not spend boxes to grab force sensitive lines...
         
        sorry for bad english .P
        06-01-2004 03:18 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Vac102
        SWG Ensign
        Posts: 60
        Registered: 06-30-2003


        Vac102

        Reply 14 of 167

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        I don't believe I see../animalScarce.. Saying we dont have enough force points...Thanks
        06-01-2004 03:24 AM  

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        Re: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
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        Tharryth
        SWG Commander
        Posts: 412
        Registered: 08-01-2003


        Tharryth

        Reply 15 of 167

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        Great Post.

         

        I must say though that I was one of those unlucky ones who never got the skills for Jedi to work and tried to "Re-Roll" and got even more hosed up.

        I do hope the devs get this fixed and allow those of us who need to actually re-roll to do so to get our skills sets set.

        Besides the skill problem my only real problem was the no Survey tools or Gen. Crafting Tool. I even tried to make an Artisan and he spawed with no Droid or tools.

         

        Thanks Arjun Keep up the good work.

        And may the Force be with you..........................

        Always.

        ----
        3 Year Vet, still tugging along.
        06-01-2004 03:27 AM  

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