station.com Sign In / Change User Join Free Why Join? Sony Online Entertainment
  Games Community Store My Account Help
Star Wars Galaxies
Jedi
Login  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page
  Reply  

Re: Request list   [ Edited ]
Options     
CannabiCannibanoid
Community Elder
Posts: 1369
Registered: 08-29-2003


PA: Ruthless Assassins
Server: Valcyn

1 rating - 5.0 average


Arjun, currently the Pearl Conversion is very displeasing to say the least.  What i noticed is that first of all, crystals, relative to pearls, turned out much better, with not nearly as huge FC costs for even the worst.  However, not only does the saber yield pearls of the combined quality (if much at all?), but more importantly, and worst of all, its determined by the overall quality, and any particular stat for which you used that pearl will be completely negated, unless your lucky.
 
I had two -9fc pearls out of saber, both of which yielded -8 and -5 i believe.  I also had a saber with -9/-8/-8/-7, and sadly returned far worse FC than that. 
 
This could be the case for many people, in which they could have an all -9FC saber with 190dmg pearls, but what will happen, is the quality gets spread among all stats, with the worst luck your treasured -9FC pearl saber could turn into four pearls with high speed and wound, which would otherwise make the FC and damage BLOW.
 
PLEASE push pearl conversion to reflect the quality of each stat, and not the overall quality of the pearl, it turns every good pearl into an average pearl because quality is determined by how high all the stats are, not any particular stat, I cant stress this enough.
 
 
As far as Jedi Robes go, Thunderheart is right for the most part, jedi have plenty defenses at high level, more than enough to compensate, and padwan robe is +250 pool +10 regen which makes quite a large difference at low level, but no so much at high level.  Which is exactly what the padawan robe should do as far as defense goes as well. 
 
A viable solution would be to make all robes have AR, but no resists, thus amounting to 1%  armor, which in simplest terms means 50% dmg reduction from ap0 attacks.  This is more than reasonable as not all jedi will be able to, or want to have all their skills into fencer just so you can grind at low levels.  And much like the other bonuses, this will have very little advantage at high levels, but provides a necessary bonus at low level grinding.  Perhaps Jedi master could have an AR2 layer, with of course 0%/1% resists.
 
 
I will be experimenting with jedi combat outside of jedi vs jedi, bringing in the hybrid factor and at which point the jedi becomes stronger.....I dueled a number of people with a low level jedi fencer/tk/medic hybrid.....I didnt get to duel many jedi, but all were higher level, and as fencer i could beat them all in buffed duels.  I will have to try more against higher level jedi, but not sure if its also a factor, but with this jedi hybrid template I was also able to take down anybody I dueled that didnt have a stack of dots to slap on.....again there werent many people on TCV so my testing was limited, but I will be at it again.

Message Edited by CannabiCannibanoid on 06-23-2004 05:13 AM

Col. Cannabi -RA- Previously Nerfed From Cannabi Cannibanoid

Professions Unmastered- Image Designer

06-23-2004 05:10 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
GenocideYtow
Community Elder
Posts: 290
Registered: 08-17-2003


Server: Eclipse

1 rating - 5.0 average


Very, very important issue:

Give a Jedi Knight who has been killed the covert status for 2 minutes after a death.
I've been clone camped to hell on TestCenter-Bria just now by a couple of Dark Jedi Knights.

PREVENT THIS GRIEFING FROM HAPPENING ON LIVE
FORCE SHRINES AREN'T GOOD ENOUGH

Either this or remove Jedi XP Loss on PvP death FOREVER.
What reward should be given then to Bounty Hunters who kill us?
150,000 credits + a battle damaged Jedi Robe (wearable), including a belt with a saber hanging from it.
06-23-2004 05:23 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Shilak
Community Veteran
Posts: 405
Registered: 11-20-2003


Server: Chimaera


1) Armour Resists
Dont put armour type resists into the Jedi 'robes'. Jedi should rely on skill to avoid damage, they should be able to dodge, block or counter most melee and ranged attacks.
 
2) Structure Lots
What is going to happen with lots, we have had completely contradictory comments from the devs. Personally I would prefer to see Jedi characters given their own set of 10 lots to use for placing structures and the current placement restriction lifted from Jedi. When you consider the amount of cross-server traded lots the addition of lots for a few Jedi will make no noticable difference. There is plenty of justification for Jedi having their own property within both the movies (Obi'wan & Yoda's houses) and the game (Obi'wan's house on Tatooine, Emperor's retreat on Naboo).
 
3) Lightsaber Decay
One of the main issues with the old lightsabers was the costs involved with replacing them due to decay (mainly due to the high pearl/crystal prices). The devs said they would address this in the new system but all they have done is give us decay to pearls/crystals again, meaning that there will still be a shortage of high quality pearls/crystals and they will go for huge sums of money as a result. Prices of high quality pearls/crystals will always increase as more and more Jedi enter the system and demand rises. This has a knock on affect on the game economy as the only people who can afford the high quality pearls/crystals are either loot farmers or crafters and in general prices will drift up as a result, the game economy does not cope very well with inflation as the mission terminals pay constant rates and that is the main source of cash flow into the economy. There needs to be a surplus of pearls/crystals in the system in order for the Jedi who dont have an established cash source to be able to get hold of decent ones without being forced into killing 1million Jawas.


M O R T A R I U S
Master Armoursmith (12pt) / Small Blue Fly on Chimaera

Vendors located within the CLOWN Town cantina on Dantooine (waypoint -700 -275).
06-23-2004 05:35 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
DarthMaul73
Community Leader
Posts: 3475
Registered: 06-27-2003


PA: RIP
Server: Tarquinas

1 rating - 5.0 average




RabidEwok2 wrote:

DarthMaul73 wrote:

Master Healer costs on certain skills...


Please fix totalhealall to actually totally heal all...and do it for 500 force power cost on yourself, and 1000 for others.- instead of the 1000 it can cost on yourself and 1500+ on others presently.

Please fix healstatesself to actually cost 50 like it does on live, not the 500 it costs now.
Please fix healstatesother to actually cost 100 like it is supposed to, not the 750-800 it costs now.

please fix forcecurepoison so it actually works the first time.

The fire dot addition IS a welcome touch, but please fix the rest of these healer skills you guys broke last week.

Thanks!

Message Edited by DarthMaul73 on 06-23-2004 01:19 AM


These ideas will overpower heals.

Healing to full should take force in the same ballpark as hurting someone to that amount.

It does, at 500 force cost.  Easily.  It's 500 on live now, to heal yourself fully. 

Healing states is incredibly powerful so the force cost must be high, or people will just run a macro to clear states and will thus be more or less immune to state attacks.

Really. Then why does it take only about 20 force cost to actually apply three states to someone?  Why can players now spam state attacks with no HAM costs whatsoever?  Why can players chuck poisons and diseases with no HAM cost?

Same with curing poisons/diseases. If everything can be healed instantly, it negates the usefulness of these attacks. No heals should render an attack totally useless.

As a Guardian 4444 on live now, players can spam poisons and diseases ad nauseum.  Right now, cure poison, cure disease, AND heal states cost 50 each.  And right now, I can still run out of force clearing these states repeatedly...as everyone else can spam them onto me, jedi or not, just as fast as I can clear them.

If you actually knew what Jedi combat was like, first hand, you'd know what I was talking about...but obviously, you don't.




See my notes above, in yellow.

                                        Aftokratorikos Erimosi, Force Master (4444 Guardian)                                                     Gillies, Jedi Fundraiser and Krayt Hunter                                                               &nbspCartman, Jedi Test Center Story of a Jedi (Episode I)                Jedi Guardian Seeks To Become A Jedi Master (pt 1) Story of a Jedi (Episode II)               Jedi Guardian Seeks to Become a Jedi Master (pt 2) Story of a Jedi (Episode III)

06-23-2004 05:35 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
CedenoChiron
Community Veteran
Posts: 946
Registered: 11-15-2003


PA: Onyx
Server: Valcyn


IMO..mostly all the yellow responses would have been red if he weren't so vague.  Seems to me that "moot point" was just a way to get around saying no.

Dark Jedi Guardian
makae - 12 point master weaponsmith

Melee, Ranged, and Custom Weapons vendors at 690, -5425 outside of Coronet.

"Glad my 40 million credit saber is less effective than a fist. I know when i saw starwars in '77 I came out thinking gee those lightsabers are cool, but they SUX compared to a good ole' knuckle sandwich...lol" - KyleKnox

06-23-2004 05:41 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Sportiva
Community Veteran
Posts: 146
Registered: 12-05-2003


Server: Scylla


I wish the Devs would tell us what is possible to change and then we could give more specific and helpful input. TH's response to Arjun's Punchlist sort of did this but not completely.

Regardless, my biggest point of contention is the lack of flexibility in the Skill Point system. I'm not asking for more points or more boxes (well I am sort of). I'd like to be able to Master 2 trees and have 1 complete line in 2 seperate trees. For example, I'd like to be Master LS, Master Enhancer, Defender 0/4/0/0, and Power 0/0/0/4.

Two solutions come to mind:

1. Add 24 points to the Padawan box and then remove all skill points from the novice boxes. Also remove any other benefits from the novice boxes to keep things in balance.

2. IDEAL SOLUTION: Make the Padawan box a huge skill point sink (somewhere on the order of 80 to 100 SP). Then reduce & invert all of the other Jedi boxes. I'm not sure of the exact math, but something along the lines of 1 SP for Novice box, 2 SP for level 1 box, 3 SP for level 2 box, 4 SP for level 3 box, 5 SP for level 4 box, and 6 SP for the master box.

Like I said I didn't do the math to make the skill points work out correctly but I think you can get the gist of my idea.

Star Wars by George Lucas: "I have something here for you. Your father wanted you to have this ... It's your father's lightsaber. This is the weapon of a Jedi Knight."

Star Wars by Quentin Tarantino: "The way your dad looked at it, this lightsaber was your birthright ... So he hid it in the one place he knew he could hide something ... Then when he died of dysentery, he gave me the lightsaber. I hid this uncomfortable piece of metal ... And now, little man, I give the lightsaber to you."

06-23-2004 05:41 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Bashnak
Community Veteran
Posts: 124
Registered: 07-04-2003


PA: Risen Shadow
Server: Wanderhome

1 rating - 5.0 average


I'm probably the only one that cares about this, but it would be nice to be able to revive others as a master healer....

llllDeceit Mistwalkerllll
-Destroyer of Worlds-
Wanderhome
06-23-2004 05:53 AM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
GangaWolf
Community Leader
Posts: 2247
Registered: 06-28-2003


PA: Knights of Kauri
Server: Kauri


I will do my best to be simple and logical here:
 
  • The Dev's will not go down from the 5 trees - this I understand.  All of their answers point towards getting better abilities in the FRS, which mean the Knight trials must be completed.  I ask the Dev's have they play-tested a variety of Jedi templates to see if they are all equally able to complete the trials?  For instance, can a Master Defense/Master Force Powers/Heal 4004 complete the trials?  I think not, indicating that there is not proper balance
  • Please consider upping the damage on default LS attacks without using specials, as low-level Jedi cannot regenerate force fast enough to survive more than a mission or two without serious downtime
  • Allow tailor-crafted robes to be worn over Jedi robes - I see no issue with this.  They already exist in the game.  It is at least a compromise until such a time as hooded robes can be added.
  • Please convert all twin crystals to color crystals.  Since the delay announcement came so late Monday, many Jedi crafted all of their existing singles into sabers based on TC feedback that twins would become color crystals.  To change this now would leave most low-level Jedi without any color crystals come patch day.
  • Please consider allowing all Jedi to drop their FS skills after mastering 1 jed tree in its entirety to allow people more flexibility in crafting their templates as they progress towards Jedi Knight.  This would only free up 24 points which is, realistically, only one more branch of an existing tree or 2xxx in a brand new tree
  • The force regen bug (as of Monday night) was still appearing on TC (at least for me - my force would not regen without using force meditate).  For low-level Jedi or Jedi without force meditate this is the kiss of death.
  • There is no amnesty for LD deaths.  As it stands this happens to me at least once/month (perhaps I just have a crappy ISP - I don't know).  Don't have LD deaths double-count as they do now, and I would be happy with even 1 "free" death per week (i.e., 1 death before penalties hit and 1 death decays a week).  This would allow for the occasional LD death and still slow-down Jedi progression - it is a fair compromise.
  • A brand new Jedi with only 4xxx in any tree and no other Jedi skills loses just as much exp as a Jedi entering the Knight trials (and presumably much more capable).  Jedi exp loss should be based on the amount of skill points currently invested in Jedi, not that they have attained a single branch in a tree.  I would propose experience loss be equal to (1000 * (# of points invested in Jedi skills)).  For Jedi who are entering the Knight trials this would yield (typically) a loss between 220K to 226K (since you cannot count FS skills in this equation).  If you allow us to drop FS skills than the max exp loss would be 250K.  For lower-Jedi still "learning the ropes" such as a 4xxx Jedi the loss would become 28K exp - much more fair and balanced than it exists right now.

These are my suggestions for now - not in order of importance, mind you, just some ideas I've had.  Thank you.

Message Edited by GangaWolf on 06-23-2004 05:58 AM


- Ganga Ganga Wolf - Master Pistoleer/Master Doctor | Crymsin - Master Smuggler/Pistoleer 3144/Commando 0020/Novice Medic - Rebel Colonel | ????? - Jedi Padawan
Proud members of the Knights of Kauri

06-23-2004 05:55 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
theHord
Community Elder
Posts: 462
Registered: 07-10-2003


PA: ISLE
Server: Eclipse


Please excuse the ignorance on this... i was on vacation for a bit and trying to catch up...
 
Did the Lightsaber Damage output get resolved in the Issue of Medium AP does not work (or works incorrectly) with things that have a the lightsaber damage in the Vulnerable area?
 
 

Thanks for your time,
Hord (ISLE)
Race: Human Class: Pick one

06-23-2004 06:00 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
sce33
Community Elder
Posts: 1059
Registered: 07-16-2003


Server: Wanderhome


I would like to see a user guide of how exactly the Force Ranking system works.  I finally got into the enclaves yesterday and was utterly condused on how the termianls, ranking system, dueling system, petetions, challanges worked.  It took about 30 mins from a very nice fellow jedi in there to break it down for me, but i think i kind of got the jist of it.  But for players going in there blind, it is utterly confusing.

Tik'ee {RW}
Dragon Hunter
"In time you will learn to call me, Master!"
06-23-2004 06:10 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Latent
Community Leader
Posts: 497
Registered: 06-26-2003



A few things that need to be double checked (some from the previous list):
 
Color Crystals - Is it possible that when we break our sabers down (which were previously complete), we can get a color crystal included? This seems silly that a previously working saber does not yield all the components it should. This would allow all current Jedi to have all the crystals they need to remake their sabers. Really, they are forcing those people that do NOT have any loose singles, to either buy more before the patch, or be saber-less on the 29th.
 
Lightsaber Accuracy - At the 4th level one handed box (not master), the accuracy is terrible. I'm a master defender, and fighting a master LS last night, I couldnt consistently hit him. Sad. We should have at LEAST 100-120 accuracy at this level. If you chose only one style of saber, you should be *very proficient* with that saber, not way below the rest of the other combat profs, accuracy wise.
 
Force Feedback - Last night on TC2, this move was not working properly. Instead of the attacker taking the damage back on himself, the defender was still taking all the damage. However, the combat log stated the opposite!
 
The Saber Block/States still sticking issue - PLEASE convince the devs that this is important! It's easy to recreate on live, and should be an easy fix. For low level Jedi who now have more saber block skills, but no state heals, this may be the only thing to save them from certain death. If you block a shot, those states should NOT be applied to you. Esp, dizzy/KD. Thats the killer.
 
 
 
 
 
 
 
 
 
 
 
 

Latent Sagre -Bloodfin
2/9/04 - The Day the Hologrinding Stopped

06-23-2004 06:41 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Xlot
Community Elder
Posts: 551
Registered: 08-01-2003


Server: Tempest


How about this as a solution to robe colors, and maybe eventually, hooded robes?

Make robes craftable, with schematics added at various levels (e.g. Jedi Padawan, Jedi Knight, and maybe each Force Ranking). Each level of robe would have appropriate stats (e.g. 250 force power, 12 regen at Padawan).

Make it take something simple like fiberplast and metal - like tailoring, stats should not matter.

Let us choose the color of the robe during crafting, as with clothing (code already exists for this).

And, when they've designed a model/graphic for hooded robes, add it as a dropdown style in the crafting process (as found in architect, crafting gardens, statues etc - again, code already exists).

This allows some flexibility to add more designs in future, and lets us choose colors of robes.

The crafted robes should of course not be tradeable, but that shouldn't be too hard, given lightsabers, holocrons and various other items in the current live system can't be traded either.

Geno
______________
The Mercantile
Theed, Naboo, Tempest
06-23-2004 06:42 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
jk___
Community Veteran
Posts: 217
Registered: 01-15-2004


Server: Chimaera


Please consider including these points:
 
Give 2-handed sabers more state effects ala stun, dizzy etc so that not only frenzy has gotten these
Make color crystals quest-obtainable or craftable so that a Jedi would never be without  a saber - I really want to hear the developers' argumentation for not doing this
Make resist vs states, bleed, poison etc more powerful; Atm a Combat med still lands poison+disease in first try, and dizzy, stun bleed etc also lands in almost first attempt

Warrant Officer II of the Rebel Alliance
Aknutal Jakola - Attuned by the Force as of June the 2nd

Currently Confused on what to make my main =)
06-23-2004 06:49 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
bade1911
Community Elder
Posts: 4229
Registered: 07-30-2003


PA: House of Morrigan & New Jedi Order (NJO)
Server: Radiant




Zarathustra wrote:
Trial Spawning of Mobs, specifically Graul Maulers, Stintril Prowlers and Blurrg Raptors.  These things have to exist or we're gated!


I have to agree as I feel I can probrably complete the Deathwatch Bunker Overlord Trial before I would be able to complete just 1 of the 3 listed above.

~ Kaicesro ~

~ Former 4 - 4 - 4 - 4 Jedi Guardian ~

~ (Co-Founder of NJO) ~

06-23-2004 06:52 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Kane_Firestalker
Community Leader
Posts: 2446
Registered: 06-28-2003


PA: Teh Hardened Criminals
Server: Bloodfin




DarthMaul73 wrote:


ArjunThakur wrote:
Lets get a new list going of items we need fixed/addressed.  We are going to have a really good window of opportunity to request/discuss things with the devs this week so try not to forget anything.
 
 
I'm tired so I'm not going to do some huge post of issues, please just post your issues and I'll start compiling them.
 
- Crafting stations in the enclaves
 
- Ability to drop the Force Sensitive Skills once we hit Jedi Knight
 
- ?


Master Healer costs on certain skills...


Please fix totalhealall to actually totally heal all...and do it for 500 force power cost on yourself, and 1000 for others.- instead of the 1000 it can cost on yourself and 1500+ on others presently.

Please fix healstatesself to actually cost 50 like it does on live, not the 500 it costs now.
Please fix healstatesother to actually cost 100 like it is supposed to, not the 750-800 it costs now.

please fix forcecurepoison so it actually works the first time.

The fire dot addition IS a welcome touch, but please fix the rest of these healer skills you guys broke last week.

Thanks!

Message Edited by DarthMaul73 on 06-23-2004 01:19 AM



I couldn't have put it any better. Please make Master Healer worth spending the points. This will go very very far in providing diversity.

Brett Firestalker
Master Doctor, Master Swordsman
Jedi Padawan

Alic Firestalker
'teh chEf's' Bakery, -755 4939 Lok.

06-23-2004 07:06 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
-Maltomix
Community Member
Posts: 35
Registered: 07-07-2003



Can Force Healing 0-0-4-0 heal yourself when you target yourself and use /healXYZOther?
 
If so, Is this intended ? Did a forum search and folks said it was a bug and I haven't seen any mention of it in the TC bug thread.  
 
would like a confirmation if this is a bug or intended or have been fixed already.
 
Thks
06-23-2004 07:21 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Deerhunter716
Community Elder
Posts: 747
Registered: 07-20-2003



Color Crystals should not be loot items period.  Our sabers should always be at our side functioning.  Whether or not we have damage crystals is totally different but our sabers must work 100% of the time period.
06-23-2004 07:33 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Xeries
Community Veteran
Posts: 122
Registered: 07-03-2003


PA: AOD (Angels Of Death)
Server: Sunrunner


Crafting sations LOL (inside joke i swear i only asked twice)
 
CONTENT!!!! for night trials
Helping out jedi in hiding.
saving a remote desert town from tuskens (ala mos taike).
Saving a remote science outpost on dath form NS.
being contacted by a blue glowy and direted to a artifact aka a holocron that tells you your next quest ETC.
You could even flip it around and have seprerate quests for light/dark to allow you to walk a distinct PATH to knighthood I.E.
Help a dark jedi hunt down a light master and slay him
help the empire supress a rebel uprising in a remote town
help the Ns in the recovery of a sith artifact ETC
 
 
Saber default damage right now default no speacials i hit for over 1k easily on rancor (staple jeid grind diet)
on tc 2 i hit for 600 thats with a 409 max damge polearm and master saber?
Make defense tree more desirable ala some kinda power (maybe fore slow/force inhibit -kinda like a warcry you use the force to delay your opponet 10 seconds?)
 
 
 
 

__________________________
AOD PFCAIRON
Angels of Death ~

Jedi Padawan
"Once a man tastes freedom he realizes how bitter the taste of tyrany has been."
__________________________

06-23-2004 07:40 AM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
PuntaSur
Community Elder
Posts: 366
Registered: 07-19-2003


Server: Wanderhome

4 ratings - 5.0 average


1.  Drop the defender tree and put the defenses into the other 4 trees in a balanced way.  ALL (let me say it again...ALL other combat professions get even better defenses in their core tree).  Yeah, I can see the attraction to designing "Jedi Diversity" but this game does not allow for Politician Jedi or other "flavors" of Jedi since 80% of this revamp has been focused on the FRS aspect of the profession.  To get to FRS, stay in FRS, and even have a scrap of hope to survive against other combat players....Jedi will all be Combat oriented.  It's also designed as the only means to get Jedi XP.  Therefore, having a seperate defense tree is nothing more than a Skill Point Sink to capture 89 precious SP from us (even after losing 24 precious SP to FS skills we don't need).  Let's get this fixed by moving defenses into the other trees so we can at the very least have some ability to get a few of the skills we have now along with the only defenses we will see thanks to no armor.  If they want diversity, and yeah so do we, then they can enable that by putting defenses in the other trees.  THEN you will see different blends of skills used, otherwise it is going to be 99% certainty that we will all pick the same template.
 
2.  Do one of the two options below to fix the rediculous situation with SP:
 
a)  Cut the SP cost of Novice boxes (since they don't have any POWERFUL skills anyway) and put a cost of 24 SP on the Padawan box (found in the "progression tree").  This keeps a similar gate at the bottom as having 3 Novice boxes, but allows us the ability to get 2 master trees and 2 full columns of our choice.
 
b) Cut the SP cost of Master boxes to allow us to have 2 Masters, 1 full column of a 3rd tree, and 3 boxes in one column of a fourth.  Currently if you have 2 Master boxes and a full column of a 3rd tree but desire skills in a 4th tree you fall 2 SP short of hitting that 3rd box in a given column.
 
3.  Answer this question: Why is it that a Master Ranger/Master TK is more like Jedi in canon from an immersion perspective than Jedi are in current or post-Pub 9 designs?
 
Examples:
 
TK have a much more beneficial, effective, progressive and "interesting" meditation.  So Jedi can only increase their Force pool after spending a ton of points in that Synergy column with no ability to cure disease, poison, wounds, etc?  No possibility of a scale up approach to this?  We don't need any more artwork or "emotes", we NEED skills that are effective, and balanced against other professions (at least balanced after all this work).
 
TK have better defenses AND the ability to wear armor.  Jedi is still being tweaked and there are mixed reports on how good defenses are right now, but I've personally had both extremes in my testing.  No defender tree left me dead in seconds, some of it let me RUN away in seconds, all of it kept me in the fight for minutes, defense plus force armor had me tanking for 20+ minutes, armor with NO defender tree had my pool exhausted in minutes and I had to RUN away.  I'm hoping we find that equilibrium soon, but spreading defenses into the other 4 trees would go a long way to finding balance and diversity.
 
Rangers have "danger senses" regarding animals stalking them.  Jedi are blind to the Force and can only see what any other non-Ranger player sees on radar?
 
Rangers have the ability to outrun everyone with amazing TN.  So from all the Jedi's physical conditioning through training they lack any ability to overcome TN unless they "purchase" the Force Run skills in Enhancer tree?
 
Rangers can "know" the name, direction and distance of players, NPCs, and creatures up to 500M radius.  Jedi are blind to the Force and can only see what any other non-Ranger player sees on radar?
 
On a lesser note (not urgent regarding the launch, but ceratinly worth consideration) regarding the HOOD option for cloaks AND in an effort to provide for SOME immersion, why don't you make it so if we equip a hood (which could also be used as a container to solve the backpack issue) it could be like a Mind Trick that removes our name/title from spatial observation AND from our profile if examined?  This would provide some immersive stealth to our travel and role playing efforts.  To keep immature Jedi from griefing others, you could make it so we can't do spatial chat, combat, etc.
 
I find it disturbing that changes in this game continue to be made consistently from a "what will the other players think if we do xxx for one profession or another" mentality.  It is that thinking that continues to water down ALL professions.  If they would simply take a profession and put the things into it that make sense, THEN balance the skills and abilities ACROSS the rest, it would be better.  For example:
 
NOT giving Jedi the above skills in "fear" it will upset the Ranger or TK communities is absurd.  Those skills have been displayed by Jedi in every story produced (film, book, etc).  Give the Ranger and TK communities what they need for their profession without ommitting them from Jedi.  Give pistoleers what they neeed, and BHs what they need, and stop worrying about stepping on toes.  If you shift the philosophy toward improving all these professions and stop the "walking on egg shell" routine, then it will make all professions more attractive in the end and the game more fun.
 
I have to stop my list now.  I'm just too frustrated to continue and I want to keep a positive tone.  I think I'll go drop swordsman on my main and pickup Ranger again to go with my TK so I can "feel" like a Jedi with that character.  There is more to "being" like a Jedi than holding a lightsaber and shooting lightning out of your hand....

 

Message Edited by PuntaSur on 06-23-2004 10:27 AM

PuntaSur - (Best Reef in Cozumel)

Jedi Apprentice / Teras Kasi ~ Swordsman
06-23-2004 07:55 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
CieleAruku
Community Member
Posts: 81
Registered: 09-09-2003


1 rating - 5.0 average


Personally, I would like to hear more reasoning for the answer about why Jedi are supposed to be weak against melee. Strictly speaking within the confines of the game, we are supposed to level by either bringing species of animals to extinction or commit genocide by murdering hordes of NPCs. The latter is not too accurate since that will bring up our visibility. Which only leaves us fighting against melee type monsters. Why are we forced to fight something we are supposed to be inherently weak against (according to TH) in order to level?
 
Also, I believe there are posts and literature about this, but the Teras Kasi was a religion meant to keep the Jedi religion in check. Not to run around killing all the jedi. The Tera Kasi followers are force sensitive and control the force within themselves. So, if you wish for them to truly be able to keep check on the Jedi, the TKA profession should become a force sensitive profession only. The way it is setup now (and the way that it is implied by Thunderheart's post), anyone can become a TKM and just run around pummeling the Jedi. Just because you know the moves, does not necessarily mean you have a full understanding about how to defend yourself from the force.
 
Realize that the statement about melee being a Jedi's weakpoint is a great slap in the face at Bounty Hunters. If it is not the BH's job to hunt down Jedi (which is the system that the Devs created), then it is the job of the BH to hunt down the scum of the galaxy (a request that has not even been seriously regarded after an entire year of this game). Players were given the chance to test MBH in the new system versus Jedi. And in the new system, the only way for a Jedi to be attacked is if they receive a bounty on the terminals. No other player may aid the Bounty Hunter, yet the Jedi (if grouped) can bring friends in to help defend this attack. Not as if this is actually needed since there is no way a Master Bounty Hunter could ever win a battle against a Jedi Knight to begin with.
 
Bounty Hunters specialize in ranged weapons to hunt Jedi whom are inherently strong against ranged weapons? Jedi must fight melee monsters in order to level which happens to be their inherent weakness? It seems to me as if this is a very callous oversight in balancing. All I ask for is a reason or an explanation to show me how I am wrong.
 
 
On an unrelated note, why is Mind Trick in the master box of Force Wielder? In the movies (yes, I'm tired of this phrase too), Obi-wan never used Lightning, Animal Calm, Weaken or Mindblast against anything. Yet, he was able to use Jedi Mind Trick. I don't know how powerful Mind Trick is or what it even does right now. But shouldn't it be moved out of the master box? For accuracy's sake.
 
Ciele
06-23-2004 08:04 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
RAMBOW
Community Leader
Posts: 821
Registered: 06-26-2003


PA: Crimson Dusk
Server: Chilastra


I would like an explination as to why Meditate, and force run are so unbalancing?  If you think about it, they are skills that every jedi should have.
 
I would also like to hear why they think a TKM should be able to control a Jedi Knight, and at the same time justify our 36 million XP.
 
As for changes...
 
 I still think the lightsaber tree XP ammounts need to be lowered.
 
Robes need resists.  We were told they would be as good as highend composite after the CB... but now we have nothing?
 
Can Block be fixed for melee?  Im sorry but if someone swings a Stun Baton at me im gunna cut it in half, I dont understand why block cant be fixed.
 
Move Force Drain to the powers Tree.
 
make the melee defense, and melee speed, and accuarcy mods in the FS skills stack on our jedi skills.
 
lastly, my idea for what the FRS should be....
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=414961
 
 


Rave Lupine ] Crimson Dusk ] Vaar Sado

The Honor is found in the end, not the means

The dusk is coming....
06-23-2004 08:10 AM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
NemsisJedi
Community Veteran
Posts: 332
Registered: 12-12-2003


PA: Dont be afraid to be weak, dont be proud to be strong...
Server: FarStar


1. Exp Loss:
  • Cooldown timer which will prevent Griefing. 1 hour is perfect
  • Group Timer also which will prevent DB from each group members.
  • Bounty Hunter Cant take mission or resive any reward for same Jedi kill 1 hour Cooldown also. Which will prevent Looping.
 
2. Robes:
  • Padawan Protection Versus Usual attacks (non Dot's, Poison's).
  • Knight - Rank Robes, Special Protections as Dot's protection, Poison's, Desease.
 
3. Crystal Drops:
  • Crystall Drops is wrong. Some players getting 25 in 2 hours some 0 in 6 hours. (Same mobs hunt)
  • Should be issued as bug. Luck affect drop's? Or its just bug with some Players Which picked up luck and realy didnt get it.
 
4. Jedi Cant Block Melee ?!
  • Sorry but its just cant be. How Defender is not able to Block melee attacks? I think its main issue which shouldnt go Live, Art of Jedi defense is Block with saber any of Incoming attacks.
 
5. Crafting stations Inside Enclave:
  • Add some Object which will fit enclave more and add modifier Crafting station +40, its required for enclave, Enclave is accesable only by knight so the got-to have HQ crafting stations.
 
6. Frs Exp:
  • Player which inflicted in PVP everyday shouldnt Loose any of FRS exp per day, FRS exp loss as Enclave duty should be Penalty for Inactivity.
 
7. Skill Tree's
  • Add one box which can be selected after 2 tree's mastery.

                      Jedi Protector                                                                            Jedi Force Wielder
                                 ^                                                                                                        ^
Master Lightsaber + Master Force Defenses          Force Enchancement Master + Master Force Powers...  ETC.

This last Boxes should have Modifiers which will give player + Force Power, Force Regen, Defenses, extra Accuracy for Force Powers. Must cost also 0 SP.
 
Skill like Jedi Protector should add Passive defenses to Jedi like Thoughness chance to block (counteratack as option (block or counterattack was not added for Jedi somehow for melee)) bonus.
 
8. Force Regeneration.
  • Force regeneratio to slow, if player actively using force powers, shield's (enchancer in PVP) he or she will be out of force even if he or she enchancer its Ok.
  • But in PVE force bar will regen to slow, it affect desired by Dev's Fun factor. It add boring waiting till FOrce bar will regen to full up to 10 - 20 minutes in current system.
  • So if Force regen will be a bit faster it Shouldnt affect PVP, also current Damage with saber was Balanced in PVP (its simply hits Through Thoughness).
 
Its all for now i hope to find more thing to add


Nemesida Fire Girl From Far-Star.
Lomio'es TC-Bria
Lightsaber Master
Defenses Master
Healer 4.4.0.0

 

Message Edited by NemsisJedi on 06-23-2004 07:30 PM

06-23-2004 08:13 AM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
JediMasterCarlito
Community Leader
Posts: 1908
Registered: 06-26-2003


PA: TFOL
Server: Eclipse


Of course, I feel like I'm just regurgitating what has been said already.
 
Jedi Robes and Defense (Resists)
Why do you wish to punish those who don't want to enter the FRS?  Robes of all types, especially at the Padawan level, need built-in defenses if you're going to take armor away from us.  I really hated wearing armor on live with my Jedi, as I would rather have had a robe or normal clothes to wear, but with the current robes on TC2, I'd rather wear armor.
 
Also, we need a color palette for the robes, ala composite armor.  I don't feel this is too much to ask.  If your intention was to make "Attack of the Jedi Clones", then let's move the time-frame back a bit!
 
In regards to the hoods (I won't say hooded robes, because frankly, they don't look like hooded robes, they look more like hooded gunman's dusters), I understand how it could be an issue.  However TH's response to this matter is just a bunch of .  I can't say that I've seen Wookiees or Mon Cals on live in hoods, but I can be 99.9% sure I've seen Humans, Zabraks, Trandos, and Twi'leks in hoods.  If those four species already have it in the game, then I don't see how it can be much work for the devs at all.
 
Skill Point Allocation and the Force Sensitive Skill Boxes
This needs to be lowered.  The current system of 8-8-6-4-2-1 is a bit much, especially when 24 points are going towards skills you'll never benefit from if you're going all-out Jedi.
 
Let's start with the Force Sensitive boxes.  Those 1-point boxes should be 0-point boxes.  The reason is because if you are "force sensitive", then things are naturally easier for you!  You don't "develop" those skills, it just comes to you, like it did with Anakin when he was podracing as a youngster.  No one should be penalized for taking the Force Sensitive quest and progressing through those boxes.  They should just be like skill enhancers that never decay.  That will be your reward for going through the quests, outside of being eligible for the Padawan Trials.
 
The Jedi skill trees need to be lowered to accommodate 3 full masteries.  I believe you'll get your Jedi diversity if that's the case, because you'll get more skill points to make dabbling in every tree worthwhile.  Under the current system dabbiling is severely penalized with the Novice and 1st tier boxes costing 8 points each.  I don't want to go Master Lightsaber, Master Enhancer or Defender, and any combination of two full branches completed and two empty ones in whichever one you didn't master in, but that's the choice you're leaving many Jedi.  I'd rather not be forced into doing that, and getting the skill points needed so I can do a little bit of everything, and be a viable combat character with it, since that's what Jedi basically is.
 
Color Crystals and Crystal Decay
I like the fact that we now get lightsaber casings that do not decay, that is a big plus, especially with the specific resources they require.  I also love the fact that there are two crystal types now, one that is required to ignite the lightsaber (color) and the other is just a bonus to your existing lightsaber (like Kryat Tissues, Acklay Bones, etc.).  Good job here!
 
However in regards to decay, this is not an improvement over the old system at all.  Color crystals, which are required to ignite the lightsaber, decay too fast.  I agree that they could be lootable items, however they should also be quest items as well (Jedi went to crystal caves, which they would then turn to shrines, to get these, not kill various Humanoid species to get them).
 
Also, you didn't think the decay problem through all the way.  So here's a new Jedi, fresh with one box in lightsaber skills, and can have a lightsaber with a color crystal and the optional damage crystal.  Well he doesn't have damage crystals, so he's going to have to stick with color only for now until he can get lucky enough to loot a damage one.  Well all those decay hits are going to his color crystal only, there's not damage crystal to split the decay with.  If you consider the statement by TH in the Jedi Archives that said you wanted to make lightsabers more "personal", this is a contradiction!  How can a lightsaber feel more personal when the color crystal only has a 1000 condition to it and it decays?  I feel strongly that the color crystal condition (not damage, that one is fine and can stay where it's at) should be between 8000-10000 condition, maybe even more.  A Jedi's color crystal should be with him for a very long time, not a week or two, especially since he can't repair it.
 
Lightsaber Damage and Melee Defense
Current auto-attack damage is completely unacceptable.  Currently on live I auto-attack for well over 1k-1.5k damage with a 5th generation lightsaber, and now I'm doing 400 damage on TC to the same creatures.  That's a huge dropoff in damage, especially when we can't spam our specials like every other class can.  I don't think we need some behind the scenes multipliers, I think we need our lightsabers to be created with more damage from the get-go.  A 4th generation 2-handed lightsaber on TC2 is almost 300 max damage.  This number should get to 600-700 probably, meaning a 2x increase in damage cap for each generation of lightsaber.
 
Also, it's very contradicting that Jedi is a melee class, yet we're supposed to be poor melee defenders.  I've read many SW books, seen all the movies and cartoons, so please point out where exactly it shows Jedi being poor melee combatants unless they're fighting other Jedi.  This makes no sense whatsoever, no matter how hard you try to convince yourselves and us that is does.
 
Jedi XP Loss - Death Penalty
I'd like to go with what's already been suggested by other posters - no XP loss for PvE death.  This revamp was supposed to be about putting the fun into the Jedi class.  Having huge XP losses unless you're fighting FRS Jedi is not fun.  Also make sure your BH mission system works properly.  I don't want to get a mission on me, have a BH come and kill me, and then have 10 more BHs show up at my door waiting to take my head off because their missions didn't get removed.  I've never understood that.  The bounty has been collected, I was slain, yet BHs still have missions for me.
 
Non-FRS Jedi - Where's the love?
Not many have talked about this, but where's the love for the non-FRS Jedi?  I understand that FRS Jedi should be, and need to be, very powerful.  I have no problems with that.  However what about those of us who want to max-out our Jedi, but don't want to enter the FRS?  How can you possibly say that it's a personal choice if we want to go that far and not enter the FRS and only be more slightly more powerful than any other class?  I don't want to take down tons of players with a non-FRS Jedi, but I think a maxxed out Padawan should be able to handle 2-4 players at once.  That's not a lot to ask for.  You also state that maxxed out Padawans will be the ultimate PvE class.  Yeah, it could be, but we can't spam specials, our auto-attack (lightsaber) doesn't do much damage, and we don't have very good defenses to help us last in battle.  How can we be the ultimate PvE class if that's the case?
 
Delay on Healing
This is too long.  You can be sure that if I get any healing boxes at all, they'll be last.  I'll stick with Medic 0/0/4/0 so I can not only heal myself faster, but better.
 
That's all I can think of for now.

Message Edited by JediMasterCarlito on 06-23-2004 11:41 AM

Vamir Daba - Rifleman ~ Swordsman, Eclipse Server
Coono Daba - Doctor ~ Teras Kasi Artist, Eclipse Server

Please drop off any deliveries to Coono's Rx vendor, Terminal City, Naboo (6002 2475)

06-23-2004 08:39 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Dahli
Community Member
Posts: 89
Registered: 09-17-2003



Not to beat a dead horse, but my biggest issue remains.
 
Anyone can master, lets say fencer or TKA,  and rifleman.  This imbues more than 100 ranged and melee defense in addition to the melee/ranged damage mitigation line. 
 
Issue 1: How do we deal with these people in PVP?  If jedi are to be masters of ranged defense and vulnerable to melee attacks this creates a problem.  We can't kill the TKA/Rifleman up close because TKA are a jedi's bane.  In addtion if  we try running and they shoot at us, sure we can deflect it back, but they have +100 or more ranged defense making it hard to hit them and ranged mitigation 3 further limiting the damage when we do.  How then are we supposed to fight these people?
 
Issue 2:  Mastering TKA/Rifleman takes 4 days tops.  Mastering a 4 box tree of jedi skills takes a significant amount of time longer.  Not to mention the time it took to unlock, and the time it will take to unlock with new system in Publish 10.  Whats the point?
 
A question to the Devs.  Lets say you spent 6 months working towards a goal in some game by another company, fully expecting that this goal would give you a definate advantage in the game.  You get there (finally), and not only does it take intensive time consuming sessions to progress, but also you are functionally weaker in situations than you were before the goal was attained.  Do you continue to work with this attained goal?  Or do you simply put it aside and go back to what you were doing before?  None of the above?
 
Personally I didn't spend 6 months attaining a jedi character that is at the very least capable of being at least above average to any Flavor of the Month template out there.  This should include having at least +25 more accuracy and speed than other combat professions, as they can attain this through tapes.  A character fully tapered out with +25 to all their combat skills should begin to approach a jedi with a mastery in 1 tree (e.g. Lightsaber Mastery).  A JEDI SHOULD BE, AT LEAST, MARGINALLY MORE POWERFUL THAN ANY FOTM TEMPLATE.
 
Wishlist Idea:  A system message to jedi with a certain amount of skill points in whatever tree that says "You sense a disturbance in the Force" when a Bounty Hunter with a mission on you is on the same planet.  This could also be used to give jedi advance warning of other dangerous situations.
 
 
Dahli of Flurry
*Insert Obnoixious Sig Here*
06-23-2004 08:39 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
fatgit
Community Leader
Posts: 2287
Registered: 06-30-2003


PA: MOF
Server: Chimaera


Colour Crystals :
Even a training saber requires one, therefor a Jedi should have a way to get one colour crystal without combat.
A Jedi that does not have the Force Powers tree cannot fight without a saber, therefor, no colour crystal gates a Jedi from levelling.
Add the ability to craft a low condition colour crystal, or a non-combat mission/quest to get one so a Jedi is never without a saber.

Armour :
Low level Jedi have NO armour whatsoever now We were promised armour stats on Robes, that was withdrawn without any discussion on the matter. Now a low level Jedi/non-enh/non-def jedi now has no innate armour capability.
There is not a single other class of player that is expected to level without armour. Even the lowest player out there can expect some armour protection, except a Jedi.

Saber Damage :
The Jedi archives specifically state that sabers would have combat balance level stats, but behind the scenes modifiers to give live level damage. This has not happened.
Whilst saber damage has been increased, it is still not inline with the current live level of damage.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Chimaera: fg of MOF Master of nothing, Akev - Politician/Master Chef
Now selling food and drinkfrom the Little Chef tent near the Straylight Mall & Shuttleport on Dantooine (-2603 4995)
Custom orders welcome for food food and drink

06-23-2004 08:47 AM   Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page