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View Full Version : 3 things about coop (multiplayer for that matter) mode that could be fixed


RedKnight
03-23-2006, 08:39 PM
1. Why is there no support for both force powers like in forcemod III? I think this is the first thing that should be fixed. In the meny where yoou choose force powers there should be both dark and light available to you. And of course you should get more "force points" , so that you can acctually have enough "force points" to use both sides.

2.When U use force grip, there is still that annoying bug that, when an enemy which is being gripped, he/she moves up & down in the air.I hate that bug.

3.All moves (and I mean all) in SP should be available in MP. Oh well...

I am not a proggramer. I have done some modding with lithsaber blade looks, but that's it. I know that the Raven has totally screwed up the multiplayer, and that it will take a lot of sweat to fix that.So I hope that these bugs I've mentioned aren't to difficult to fix. Like I said, I hope.

Personally, I cannot understand why didn't they (Raven) just use the same "engine" as they used in Single player. They've just ruined the MP. It would rule if everything from SP would be possible in MP. Oh well, at least there are people out there willing to fix there problems. But some times I feel it's like giving electro-shocks to a dead man. Simply, there are too many bugs.

Hope I didn't "kill you" with my suggestions. :)

razorace
03-24-2006, 12:33 AM
1. That's simply not how MP has been set up. It's possible to change, but we've been focusing on other issues first.

2. Moves up & down in the air? I'm not sure what you're talking about.

3. We're still working on it. Unfortunately these things take time.

Personally, I cannot understand why didn't they (Raven) just use the same "engine" as they used in Single player. They've just ruined the MP. It would rule if everything from SP would be possible in MP. Oh well, at least there are people out there willing to fix there problems. But some times I feel it's like giving electro-shocks to a dead man. Simply, there are too many bugs.
MP really isn't too buggy if you consider how much time they had to put together the entire game. OJP has literially been in development longer than the original game.

dtriniman
03-24-2006, 08:43 AM
1. Why is there no support for both force powers like in forcemod III? I think this is the first thing that should be fixed. In the meny where yoou choose force powers there should be both dark and light available to you. And of course you should get more "force points" , so that you can acctually have enough "force points" to use both sides.

2.When U use force grip, there is still that annoying bug that, when an enemy which is being gripped, he/she moves up & down in the air.I hate that bug.

3.All moves (and I mean all) in SP should be available in MP. Oh well...

I am not a proggramer. I have done some modding with lithsaber blade looks, but that's it. I know that the Raven has totally screwed up the multiplayer, and that it will take a lot of sweat to fix that.So I hope that these bugs I've mentioned aren't to difficult to fix. Like I said, I hope.

Personally, I cannot understand why didn't they (Raven) just use the same "engine" as they used in Single player. They've just ruined the MP. It would rule if everything from SP would be possible in MP. Oh well, at least there are people out there willing to fix there problems. But some times I feel it's like giving electro-shocks to a dead man. Simply, there are too many bugs.

Hope I didn't "kill you" with my suggestions.

OK 1. What do you mean support? I've played FM3 and I can't remember having both force powers available at once. You can choose either dark or light from the menu. And no it shouldn't have more force points. People have been playing with 3 levels of force points since Outcast and they have done and are still doing just fine. That's why it's called FORCEmod. It's specifically designed to enhance force so don't expect it for default stuff.

2. My god. Are you going to whine about eveything? Let's see Outcast has been out since 2002 and form then to now your the FIRST person whose complained about people moving up and down while being gripped. And BTW it's not like they go from ceiling to floor it's a slight movement.

3. What moves do you do in the SP that you can't in the MP? (This should be good)

Umm It's the same Q3E. The only difference is a few things have been changed for MP like damage settings (whihc can be done by the host or the admin) and don't even talk about mods because you get a lot of different results and features depending on the server. Noone to my knowledge uses 2 different engines for a SP and MP parts of a game.

RedKnight
03-24-2006, 09:12 AM
First to answer the administrator:

About force grip... It's just estithical thing, nithing more. U may have nothiced it a couple of times. Nothing big really.

I never said you mod was full of bugs. I was talking about original JA game. Your mod kicks ass.



Now to answer dtriniman:

I wasn't wining I was just saying what's wrong with the game. Yes I know that the game never had support for both force powers since (unlike Mysteries of the isth or the Jedi knight from 1997) but that't just the problem!!! If a jedi can grip a person, why cannot he then heal his wounds? If he can cast powerful lightnings, he cannot use "mind trick" on people? This is exactly why I believe this is such a big deal. The previous Jedi Knight series never had these limitations (JK from 1997, and MOTS from 1998), so why should it be different now?

Force should not be split into two groups. Didn't LUke grip those "pig guards" in Jabba palace, or didn't Vader cast "force protection" when solo fired a few shots from his blaster in Episode V? Look, I don't wan't sound inpolite, but what Raven did in this game is dumb. The force is but a tool. How you use it, that determines who you are. If you grip someone and he just passess out, you a Jedi. You didn't kill him. But if you cast a lightning in order to kill someone, or you push someone with a force from a cliff... you are evil. A sith. You use force to kill. Now do you agree at least a bit with me? Just a tinny bit? :)

And like I said before: I'm not a modder, at least not a pro one. I was just saying what was bad with the game, that's all. :(

So I give my full support to all modders out there. As for the Raven... Well, why didn't they issue some patches (other then the 1.01) for the JA? :blast5:

RedKnight
03-24-2006, 09:21 AM
I forgot to answer about moves in SP.

Well, if dual and twin blades are conserned, nothing. All moves are there, but when you do some "tricks" sometimes you cannot move, unlike the Sp where you can.

The single blade was the one who was "damaged". Some moves were altered, not much though, but still... For example the one when you do a "star" and then hit you opponent at the same time in a SP. (step left or right + jump+hit) Well in Mp he does only the jump. Not the hit. And that move was a great counter-attack thing. Essppecailly when you consider that a single blade is a lot weaker then the other two...

:)

razorace
03-24-2006, 03:08 PM
Umm It's the same Q3E. The only difference is a few things have been changed for MP like damage settings (whihc can be done by the host or the admin) and don't even talk about mods because you get a lot of different results and features depending on the server. Noone to my knowledge uses 2 different engines for a SP and MP parts of a game.
Raven used a two engine approach for JKO and JKA. Its simply a time saver really. A lot of AI/game elements can be developed move faster and easier if you only have to worry about one player who's always in the game.

RBitG
03-25-2006, 08:49 PM
Just a questin concerning Co-op, does anybody actually play it? I'd certainly be interested in doing so, if anybody wants to message me, we can probably set up a game.

razorace
03-26-2006, 02:39 AM
I'm normally game when I'm around. Just bug me on IM.

Kurgan
03-26-2006, 03:04 PM
The "both sides of the Force" thing can already be done in Siege. You have classes that use powers from both sides, though the only one of these classes actually used in a basejka map is the Dark Jedi Scout on Siege Korriban.

I mean Raven created a whole bunch of classes for Siege, but only a few of them area actually used in the basejka maps. You could make two teams consisting entirely of Jedi who have all force powers in existence, fast mana regeneration, all items and armed to the teeth if you really wanted to. ;)

Holocron FFA and Jedi Master, though they were not originally in JA, in OJP let you use combinations of dark & lightside powers in those modes.

In SP you can have both sides of the force. Your question is changing it in FFA MP (or TFFA and CTF) I think. It wouldn't be that radical, you could make it something like Mysteries of the Sith where you are still limited with your force points, you could just have some combination of powers. But it would need to be a seperate game mode, because it would otherwise screw up force based teams and possibly other things. Some people might like it, others would probably hate it.

razorace
03-26-2006, 04:20 PM
Unfortunately, this would probably take a lot of work to change because of all the menu related items and code that control the force power allocation.

Sushi_CW
06-01-2006, 10:37 PM
What if enemies in co-op could be spawned with the same amount of DP as health? Let's say a map has tough boss-style opponent scripted in with 300 health initially. What if he got only 100 health, but 300 DP when he spawned? Naturally, this DP would only regen when it got below 100. What would it take to re-wire the script to get this effect?

I like the ideas that have been bantered around about a single-player campaign in OJPE using co-op mode. However, it would be a bit boring if the "tough" opponents and bosses had the same starting stats as your run-of-the-mill enemies... this would allow the level designers to create some truly tough opponents, without getting the situation you get in base JKA where you kill the boss by cleanly slicing through his torso fifteen times.

This is, of course, in addition to giving the NPCs the TabBot AI (if possible) and getting them to complete their swings.

razorace
06-03-2006, 01:01 AM
That sounds like a good idea. I've added that to my todo list.