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Old 03-31-2002, 07:36 PM   #41
wardz
 
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Gearhead,

try PM'ing Vagabond, one of the admins. He's a bit of a maestro when it comes to Joysticks and he might know how to help you.

Just an idea

wardz


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Old 03-31-2002, 08:30 PM   #42
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Hi, I'm a newbie here on this forum, but I'm not new to Jedi Knight.

There are a couple of things I've noticed so far, that bother me about JK2.

Bugs:

When I approach a door, the Imperial troops are able to SEE me through the door. I mean, I'll walk up to it, and suddenly I hear "Die, Rebel Scum!" and then movement on the other side, as they prepare to blast me. Now, if they said "Did you hear something?" that would be fine . . . but being able to know I'm about to walk through the door is ridiculous. I didn't see any cameras anywhere!

On the other hand: there are times where I'm able to almost walk right up to an Imperial Officer, and nail him, without his noticing me. If I approach from behind, I can understand that. But even if I approach him from the side, I can do this. Surely he'd catch a glimpse of me at some point, as I neared!

What is the deal with the shields? If I remember correctly, in JK1 even if your health was almost zero: as long as you had shield strength, you would be protected from energy weapons. Not so in JK2. If my health is low, but my shields are high, I can still be killed! And I'm finding it very hard to keep my health up, because health boosts are few and far between at times.
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Old 03-31-2002, 09:22 PM   #43
FWB
 
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Bugs:

1) At the moment all I see is netcode problems with lag, but I guess Raven are aware of this.

Enhancements:

Just to support suggestions already made:

1) MP Sabre duelling to be like SP

2) More MP gamestyles, in particular objective and round based. I also think the respawn delay system used in RTCW would be a great assest.

3) For any expansion pack, an Imperial Campaign would be great. Whether that be as a Dark Jedi or Storm trooper, or even both, doesn't really matter, but I'm sure many would love to fight for the dark side. If an increase in fighting alongside allies - to produce a really feel of being involved in larg(e/ish) battles - could be incorperated, that would be neat too. Skywalker needs a sold kicking.

Last edited by FWB; 03-31-2002 at 09:38 PM.
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Old 03-31-2002, 10:07 PM   #44
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yeup

Quote:
For any expansion pack, an Imperial Campaign would be great. Whether that be as a Dark Jedi or Storm trooper, or even both, doesn't really matter, but I'm sure many would love to fight for the dark side. If an increase in fighting alongside allies - to produce a really feel of being involved in larg(e/ish) battles - could be incorperated, that would be neat too. Skywalker needs a sold kicking.
Yeup i totally second all of that
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Old 03-31-2002, 10:26 PM   #45
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ENHANCEMENT*

Not sure if any of these have been said yet...

**More models. SPECIFICALLY a Yoda model (yea yea, I know he's not in this timeline, but this is multiplayer, I don't think a bunch of looks running around slicing up other people sticks to the timeline :P), Imperial Guard (my personal favorite!!) and Han Solo (not sure if he's already in there? I havn't checked yet). Darth Maul with a variety of different tattoos would be kinda nice too. Again, it's not like multiplayer has anything to do with the timeline

**Mission maps...kinda like what Wolfenstein does..you have certain goals your team has to accomplish.

**And of course...a double-bladed light-saber.
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Old 03-31-2002, 10:30 PM   #46
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ENHANCEMENT

Add slider for decal (bullet holes, saber slash) duration, and perhaps body decay duration. :-p It sucks to have a huge battle with corpses falling everywhere and sabers cutting into everything, only to look around when it is over and have the room be completely empty. Those of us with higher systems always like more eye candy, and those with less powerful systems could disable it altogether by sliding it to 0. :-p
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Old 03-31-2002, 10:45 PM   #47
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ENHANCEMENT

Cooperative multiplayer.

It has been suggested to add objective-based team multiplayer and the like, but hell, you already have a nice set of objective-based levels. Some spots would need some modifying, and more mobs added, but you have the basic levels already made and scripted. :-p
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Old 03-31-2002, 11:09 PM   #48
Orangina_Rouge
 
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QUOTE]Originally posted by Marv
enhancement:

2) pulll weapons from people in mp... or something to balance sabre against guns. /shrug

[/QUOTE]

Why Develop something that is ALREADY in the game ???
U can Steal the Weapons of others with force pull u just need to be close for it to happen ( i m unsure if the opponent have to touch your body after u pulled it or not but the fact is that i steal when i pull someone close ) .......the power is now balanced so that u can t steal weapons from miles away
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Old 03-31-2002, 11:39 PM   #49
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enhancements for multiplay:

enhancements:

1. More player models See my thread discussing this

2. More movie themed Duel maps to re-enact some classic star wars movie duelsSee my thread discussing this

3. Making the "fast" light saber style faster in muliplay. for me its hard to note a difference. i believe the speed setting could be tweaked a little faster.

4. In-game broswer needs to have an icon or filter scheme to wade out locked/passworded games.

5. Is there any chance of introducing a force power which tears objects of the walls, enabling you to throw them at your opponent? (like Darth vadar against Luke in EMPIRE). Granted this might need a redesign of the maps.. so it's probably an unrealistic enhancement to ask for.

6. Reduction of damage caused by lightning dark force.

7. Tweaked blocking. Sometimes blocking in multiplay seems a little too random for comfort.

8. The enabling of the cheat Double Sided Saber in multiplay games, and perhaps tweaking of character animations so that blade doesn't swing through your player model.


more to follow..

Great game btw, very addictive!


The force is strong with this one..

aka Idle Child.
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Old 03-31-2002, 11:56 PM   #50
Nefilim
 
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FIX g_disableForcePower FFS! Forget about half of these ridiculous requests and fix the bug with g_disableForcePower that disables the jump and saber powers when you use certain bitfields.
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Old 04-01-2002, 12:03 AM   #51
FWB
 
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*Spoiler*

Enhancement:

Having just finished the last mission and discovered the great War-Walker (I think that's what it is called) it would be great if:

1) We could see it in MP on some larger maps. Perhaps even throw in some more vehicles, even if they are just for a new SP campaign.

I thought the game couldn't surprise me any more until I hit that stage. I loved the swamp maps and crawling about in the vegetation, but stamping the stormtroopers to death in the mini- was fantastic.
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Old 04-01-2002, 12:06 AM   #52
Nefilim
 
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I say leave that stuff for mods, just fix the bugs please.
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Old 04-01-2002, 12:13 AM   #53
Lord Odisse
 
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Enhancements:

Add the Double-Bladed Lightsaber to MP properly using a selectable Lightsaber weapon menu.

Just like when selecting the colour of the Lightsaber Blade allow the player to choose what kind of Lightsaber handle they want as well, they're four already in-game I believe.

Cooperative multiplayer, objective-based team games based on, Imperials Versus Rebels, Sith Versus Jedi and maybe even Droids (Battledroids) Versus Clones.
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Old 04-01-2002, 12:16 AM   #54
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ENHANCMENT******


Give the lightsabers a lightsource. You can stand in a dark room in SP or MP and nothing lights up. It's annoying
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Old 04-01-2002, 12:36 AM   #55
Lord Odisse
 
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Enhancements:

Also allow the Double-Bladed Lightsaber to have two different modes, conventional mode with single blade and enhanced mode with two blades.
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Old 04-01-2002, 12:57 AM   #56
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Enhancements:

1) Upgrade the in-game server listing, so it filters more settings. It's real hard to find a game setting you like. Add more filter options like:

- Force level= 0-7 ?
- Weapons= Guns only/sabers only/all allowed?
- Is the server password protected?

Right now u can see the server stats with "server info", but it's a pain in the bottom to go through all servers just to find one with force level 4.

2) A lot of people complain how much sabering could be better, but they almost never tell how it could be improved. My suggestion:

Strong Saberstyle: make the reaction time for attacking slashes shorter, right now u do one long slash with a lot of reach, but it starts with ur person preparing the saber as if it was a heavy sledgehammer before u slash. The whole preparation takes more time than the actual slash, and that's just not right!!! The saber is a light and agile weapon, not some sledgehammer.

In JK1, where saberfighting was the most popular gamestyle, the most popular swing was a quick double slash with long reach, (left to right, then right to left) followed by a 2 second pause.
This swing could be very comparable to a strong saberstyle swing. It's just too bad JK2 doesnt have such a swing, all u can do is make one long slash with a lot of reach, that takes forever to start cuz kyle needs to prepare for the slash, then wait for a decade to do another one.
Why not make a double slash with a lot of reach, without that long preparation for the slash, followed by a few seconds (like 2) of waiting before u can execute another one?

All other Saberstyles: Increase the length of the saber.. cuz the saber's puny in JK2. For the Fast and Medium saberfighting u almost need to run inside ur opponent to hit him. Just increase the length of the saber, and most probs about chaotic control and lucky swings'll go away.

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Old 04-01-2002, 01:03 AM   #57
Moleculor
 
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Enhancements:

Allow server to selectively disallow certain force powers.

Remove the "One Duel At A Time" limit, or at least have the limit as an option, not a rule.

Increase challenge making distance.

Make a server option where it says 'Duel only'... this is different from duel maps. It means that it's more like an FFA game, but the only damage that can be dealt is in a duel.

Another vote for making it possible to change your MP character stuff outside of a game.

Bugs:

Not sure if this is a bug or not, but switching from game to spectate and then back to game resets your score.

Netcode, of course. I think this is actually what's making the MP sabering less like the SP sabering. That, and most of the people you duel against just go whirling around, and don't actually attack head on.

The purple lightsaber looks pink in the selection screen.
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Old 04-01-2002, 01:04 AM   #58
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BUG or "FEATURE"?

I noticed on the ns_streets map, there was one locked door with the destroyable lock that I could destroy from the OTHER side of the door. Should I have been able to do this?
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Old 04-01-2002, 01:28 AM   #59
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BUG

1.) In SP enemies disarmed with pull seem to actively search for weapons to pick up, but never use them.



ENHANCEMENTS

1.) The sabre needs to light up darkened areas.

2.) More taunts in SP would be nice. Like twirling the sabre at your side like Obi Wan does when battling Maul.

3.) But the twirl animation when drawing/closing down the sabre in MP. (Twriling, always twirling.....)

4.) Modify SP force speed to be less disorienting. The greatest thing about slowing down the game time using it would be the amount of control you should have over your sabre, but the warped camera perspective makes it hard to figure out what's going on and judge striking distances easily. Maybe just tone the effect down a little.

5.) In SP Kyle's sabre really should be the yellow/orange one from JK and MotS. Probably too late to change that now.

6.) More MP arenas and skins.

7.) Choice of sabre hilts and more colours would be cool in MP.

8.) Team games where instead of just red vs blue the teams were Rebel/Light Siders versus Imps/Dark Siders would be cool. ie Skins and force powers for the appropriate sides only.
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Old 04-01-2002, 02:32 AM   #60
Klown
 
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BUG:

PLEASE PLEASE!! fix the voodoo card issue that the game locks up when you try to reload the save game/checkpoint when you die! its very frustrating to have to reboot JO everytime you die!

ENHANCEMENT:

-black lightsabre (kinda like a black light)
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Old 04-01-2002, 02:39 AM   #61
Kasowitz
 
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Lightbulb Enhancement

There should be a feature added to allow you to chose a character from the game to duel against, exactly the same way you duel when you use the map pit console command. The graphics and fighting style is just so great in SP, this feature would rock. Just my thoughts.
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Old 04-01-2002, 02:52 AM   #62
Chubtoad
 
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BUG

I'd imagine this is a bug since it just isn't right
This happened in about 2 spots I can remeber, the most recent being right before you take control of the At-St. Basically if you hit a check point, or level end before you kill everyone, you still go on fine: IE: I ran right by like 7 guys and 1 AT-ST but I ran into the AT-ST holder, and it said "Checkpoint" or whatever and loaded the next level, which basically is the same area but you now drive the AT-ST. But because of the level change, everyone was gone when it finished loading, so I didn't have to kill them which was Lucky for me, but it isn't right.

As was said, also, MP gameplay mode changes are for mod makers. An official "mod" would be great, but RAVEN has done their job 10 fold in just making a great game!


::Something Witty::
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Old 04-01-2002, 03:20 AM   #63
HELGex
 
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BUG


volumetric shadow with ATI cards...

the shadows are out of place like on the walls or on the cealing and on the same side as the light source.
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Old 04-01-2002, 03:25 AM   #64
Soruss
 
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ENHANCEMENTS

"In JK1, where saberfighting was the most popular gamestyle, the most popular swing was a quick double slash with long reach, (left to right, then right to left) followed by a 2 second pause.
This swing could be very comparable to a strong saberstyle swing. It's just too bad JK2 doesnt have such a swing, all u can do is make one long slash with a lot of reach, that takes forever to start cuz kyle needs to prepare for the slash, then wait for a decade to do another one.
Why not make a double slash with a lot of reach, without that long preparation for the slash, followed by a few seconds (like 2) of waiting before u can execute another one?"

Oh please no. For the love of god no. The reasons all the jediknight experts used it is because it was OVERPOWERED. It has the largest reach, two swings, and was almost a one hit kill.

In MP games i could easily do really quick kills with speed, choke, double hit.

I'm sorry but i think the powerful slashes are good the way they are.

ENHANCEMENTS:

1) The fast saber style is too slow in mp. The medium stance is more powerful and almost as fast.

2) Balance the forces in MP. Drain is too powerful, heal is annoying, full force speed is too slow (im a JK1 speed junky).

3) For the love of all that is good and lovable, make it so that backing up/strafing is slower than running forward. I hated this 'feature' in RUNE and I hate it in JK2. This would make it harder for people to run backwards and shoot you while you are trying to attack them. If they want to run away quickly they have to turn their backs to you.

4) I think a 'being hit' animations (like the onesi n counter strike, i.e. the torso is knocked back a bit) would be nice.

5) It'd be nice if the strafing left/right animations didn't show the character running diagonally.

6) Easier to block saber attacks. Sabers should clash together when both parties attack ( I think they lock if they hit exactly on right now?) Strafing and backing off shouldn't be the signs of a jedi master =P

EDIT: I guess 6) ends up being make the MP saber fights like single player. I don't understand why the SP animations for sabers are different and better than the MP animations. They make more sense than the MP ones. (i.e. Medium stance, running forward and attack, why in MP does kyle chop down on his right side instead of in the middle?)

Last edited by Soruss; 04-02-2002 at 01:05 AM.
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Old 04-01-2002, 03:28 AM   #65
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First of all, let me say that this game is excellent. The addiction level is extremely high. I think it's ABSOLUTELY CRITICAL that the mapping tools come out in less than two weeks. There are not enough maps in any category to sustain a large community.

Accordingly, a lot of players here making suggestions clearly don't grasp the technicalities of modeling and other coding issues. Many of these "neato" ideas do NOT belong in a patch, yet maybe belong in mods or expansion packs.

Anyways...

((ENHANCEMENTS))

* ENABLE SERVERS TO CONTROL WHICH FORCES ARE ENABLED in a complete manner, so we can effectively have saber+jump+pull/push only servers

* Mark servers in master list: passwords, sabers, cheats, power on/off

* Enable dual-saber to be loaded as server option, replacing normal sabers and not requiring cheats on. Break out all/any other really cool "cheats" as specific server options.

* Tone down drain and heal just a tad, or make option for servers to qickly disable them

* Is it possible to add the slow motion deaths for the duel gametype??????????????

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Old 04-01-2002, 03:36 AM   #66
Angrysquirrel
 
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more things I would like...

When you perform a force pull the weapons get removed from the enemies hands. Occasionally, the enemy will pick up their weapon if it is close by.

The AI should be tweaked that the enemy will aggressively find any weapon on the ground, pick it up and use it against you. As it is, they rarely go back and get thier weapons. So once you force pull them, they are no longer a threat and can be killed at your leisure.

The jump key does not work consistantly when it is mapped to the space bar while you are running. On numerous occassions I have had to restart the jumping puzzles because the jump key didn't work when I ran and jumped from one platform to the other.

Also, last weapon speed should be tweaked so that lasers move faster.

Jedi should not run away from you when you are trying to fight them (the constant backpeddling bots in multplayer is a good example of this).


A lady came up to me on the street and pointed to my suede jacket. "You know a cow was murdered for that jacket?" she sneered. I replied in a psychotic tone, "I didn't know there were any witnesses. Now I'll have to kill you too."
-Jake Johanson
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Old 04-01-2002, 03:38 AM   #67
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First of all I havent read all the threads in this post so if I repeat someone im sorry.

Ok, for enhancement on the multiplayer.
Force Pull and Push need to be tweaked in my opinion. There is far too much pulling and pushing off of ledges in any map with long drops. For pull, I suggest making it push them barely any distance at all, but maybe increase the knockdown rate, and up the "rate of fire" or "recast time" or whatever you want to call it =)
Not only will this stop the pushing over edges spam, but it will else help counter the heavy repeater alt fire spam. Since it is the only gun with an explosive blast with a RoF higher than the push force.
Now, for pull, this one is a bit more tricky because it doesnt counter anything. So I say, lower the distance it works from, maybe half it? And increase the chance of pulling weapons from a persons hands. Thats what its there for in my opinion, not to pull people from ledges. Plus they always have a saber to fall back on if there gun gets pulled =)
And this is jedi knight 2 right? not storm trooper battles2? =p
Drain....heh...well drain sucks force away way too fast for its force cost. Have it use up the same amount of force as it drains.
No real problem with grip, it has an abysmally short range and is easily countered since everyone uses push. So no changes needed there!
Since im coming off kinda negative on the game right now and I dont want to be, ill add some positive things i like too, gotta be neutral ya know
I *love* the sniper dodging with the seeing force power, i *love* the animation that has, it is just so awesome, good work raven =)
And the noforce skills duel option in ffa and several other modes was a great touch, so much fun challenging someone to a duel them accepting and then fighting it out with no one else being able to affect you. Id like to see it added into the duel game mode too? That way when your dueling someone you can challenge them to a pure sword fight and no powers?
And I like the rgb saber color idea someone else posted, but if not that, add pure white/black sabers! please! *waves his hand at the coders* you will add those sabers....and these are not the droids you are looking for...

Ok thats all I can think off right now, good work raven =)
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Old 04-01-2002, 03:45 AM   #68
Locoman
 
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Enhancement

I'll preface this by saying that I dig the game, and I'm happy I finally got a sequal to my favorite game of all time.

MP force powers are ridiculously unbalanced. The drain + lightining combo makes it way too easy. The original JK MP degenerated into a silly grip+destruction fest, and I can see the same thing happening here. At least in JK, a light side jedi with absorb could hold his own, but in JK2, absorb drains force power so fast it's more like force suicide. I tried being light jedi, but it is so much easier to win being a dark jedi.

I still haven't gotten used to the new way of saber fighting, but so far, it seems very cool.

I do hope an expansion pack is announced soon
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Old 04-01-2002, 03:46 AM   #69
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Enhancement:

Make a Theed Power Core Map, that would be the bomb for all game play types, mostly for Dueling, then have Duel of the Fates play while you play it.

Get some Ep II maps, like the Genosian Arena, Coruscant ect.

Get some models of Yoda, Obi-Wan, Anikan, Darth Vader, the Emperor, Qui-Gon, Darth Maul, Mace Windu, and Count Dooku, also Boba and Jango Fett.

Plus it would be cool to have a double bladed light saber, and be able to duel wield like in Ep II.
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Old 04-01-2002, 04:06 AM   #70
Zagadka
 
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Um, I have to say that I disagree with some aspects of the dual bladed saber.

Firstly, everyone and their grandma will be running around with them and the Darth Maul skins, meeting each other, and saying "j00 r kewl d00d". Anyhow, I was always under the impression that Maul's saber was fairly unique... of course, this is a multiplayer situation where Ughnauts are runing around using Force Lightning, so...

Secondly, if coded properly, balancing these in would be a little complicated. Basically, you need a whole new fighting style; no slashes and swings in the conventional style, but a lot of spins, twirls, rolls, twists, etc, most of them involving parries with one side and a spin to the other side as a counter attack. Clearly, this would put single-bladed users at a disadvantage, just like allowing people to dual wield sabers would (I believe that Anakin does this a bit in Episode 2). This would then lead to more of #1.

Thirdly, the fighting styles wouldn't work, as mentioned in #2. Basically, there would be no Strong and probably no Medium dual bladed saber style. A staff takes a lot of dexterity to use properly. You don't have many strong swings; they are mostly parries and quick jabs. If you swing strong, you commit both blades to a long arc that can't be changed quickly. With a Light Saber, the implications of someone blocking a strong swing would be losing your own leg as the other blade suddenly swerved downwards.

So, in all, I would avoid adding the dual bladed saber as a different weapon. Change the animations so if doesn't go through you, enable it in the server as a selectable weapon - I really don't care, and I don't think that many uber-duelists would go for it anyway.

There are many other issues and balancing to fix before you look at adding more eye candy and the like. Saber duels aren't exactly perfected NOW, and I don't see the sense in adding that much more complexity until they are.
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Old 04-01-2002, 05:16 AM   #71
HePKaT
 
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Enhancment:
1. Allow Double Sided Sabers in MP without having to enable cheats.
Maybe have a game mode that allows Double Sabers and you start with it, or maybe a pick up that gives you the other end of the saber. Or maybe a game mode where the Leader gets a Double Sided Saber. Just something that allows Double Sided Sabers(without having to enable cheats).

2. 3rd Party Skins without the server needing to have it, to be able to use it. Just allow us to use our own skins. And if someone else has it. They can see it. And allow downloading of other people's custom skins when you connect to a server(option to turn on or off). Like how Quake 2 has.

3. Keep making Kick Ass Games!
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Old 04-01-2002, 05:30 AM   #72
Jedi Taboos
 
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DUELING MUSIC

I MADE a mod to change DUEL LEVEL music as well as when you're challenged... here

http://mywebpages.comcast.net/praskac/
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Old 04-01-2002, 06:28 AM   #73
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BUG:

JO won't recognize all the mousebuttons on my Logitech dual optical.
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Old 04-01-2002, 06:36 AM   #74
Darth Frank
 
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ENHANCEMENTS/BALANCING

I agree with most of the requests here, but I disagree with dual wield sbaers and dual bladed sabers for anything but a JEDI MASTER gametype. Anyway, my concerns and some possible solutions.

1. Drain is overpowered. It sucks too much force, too quickly, and you cannot recover. It isn't much of an issue in FFA games when ytou are going 3 on 1 in some situations, but in 1v1 duels it is insane. Usually the first person to pull their drain off, wins the game. They drain your force, then grip, then slash/lightning/throw then they get drain again and repeat the process. In the hands of a player with just a basic graps on the force powers it is way too powerful. For the experienced players it is just plain godlike. I can kill people in less than 30 seconds with a drain/grip combo.

Possible solutions:

a. Drain only drains force power and does not give health.
b. It drains at a slower pace. For example, it would take about 1 full second for every 10 health it gave you (and the equivalent force it pulled from the target). This would make it drain your juice much slower, be less useful as a healing aid, and it would cause the opponent to be vulnerable longer if they wanted a large amount of health. This is my favorite solution. As it seems the most balanced without destroying the effect of the power.
c. Leave the drainer in a frozen vulnerable state for a limited amount of time depending on the amount of force drain to regain the health he just acquired. The more force drained, the longer you are frozen.
d. Allow only one drain every 20-30 seconds.

One of those solutions or a variant should balance the power without totally nerfing it. Leave its range as it is, leave its arc as it is.

2. Absorb is nearly useless. As it is, Absorb drains force power almost as fast as drain does, and on top of that you glow blue telling everyone, "HEY! DON'T WASTE YOUR FORCE POWER ON ME, IM INVULNERABLE TO IT!" When I see someone glow blue, I simply wait 3-4 seconds for their force to run out then I pummel them with everything I have.

Possible solutions:
a. Don't show the glow
b. Make it drain your force at a 1/4 the rate it currently does. Maybe even less.

3. I'd like to see something change with the push/pull/grip crap on the pit maps, but I honestly don't see a good solution for this aside from letting the server disable those specific force powers on those specific maps without having to disable them on all maps.

4. Let's see some more saber moves, and make light saber style useful by make it much faster and easier to get multiple hits on the target. As it stands, every experienced saber duelist I've played (including myself) uses medium or strong. Light does too little damage and isn't much faster than medium style to make it useful. If you can easily get 2-3 hits in the same time it takes for a medium or strong slash to get you it may be more useful.

Those are my grips and some input to help you guys at Raven. Hope it helps.


May the Force be with yo mama.
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Old 04-01-2002, 08:11 AM   #75
Lucky
 
Join Date: May 2001
Location: alaska
Posts: 211
Bug:

After you've freed the prisoners on the mining lvl, and they ask u to blow the crap out of the ion cannons, they ask you to blow up the atst's too. Unfortuneatly, if u shoot those first, which makes sense cause they're firing rockets at you, the mission never ends cause you don't have any atst's to blow up.

Minor scripting bug, but its annoying none the less.

Enhancement:

As for drain, its not overpowered its just popular at the moment. Same as the push/pull techniques. There's bound to be other ways to counter those, folks just haven't figured em out yet.

Personally, i'll use up my mana with saber thro/push/pull tryin to either hit the dood or knock him over so that he gets nothin out of me. I haven't bothered to try using absorb yet because push's range is farther than that of drain. Usually if they have drain goin they are very open to gettin knocked over.

Lightning can get annoying in clustered situations, i might start using absorb for that, heal is just so much better its ridiculous. I'd like to be able to swing thru a few of the anims too, especially pull. Right now its impossible to pull someone and whack em in the face like u can in sp. That'd be a great counter for drain/lightning. Its just really hard to do at the moment.


Lucky


Crackas, always wastin my flava
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Old 04-01-2002, 08:25 AM   #76
FWB
 
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Quote:
Originally posted by Zagadka

So, in all, I would avoid adding the dual bladed saber as a different weapon. Change the animations so if doesn't go through you, enable it in the server as a selectable weapon - I really don't care, and I don't think that many uber-duelists would go for it anyway.
Ignoring the animation problems, I do agree that allowing it as a simply alternative weapon to the normal sabre would not be good as it would probably offer a great advantage over the normal swords. However, perhaps if it required a largish number of force power points to operate, it would be alright. We can let those Dart Maul wannabes run around with it, but they simply won't be able to have the force skills of those wielding normal sabres.
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Old 04-01-2002, 08:27 AM   #77
Mattcharlton
 
Join Date: Mar 2002
Posts: 1
********BUG***********************

Take for example, my game last night - Got stuck big time. It was on Nar Shadaa - Had found the lady luck with Lando and had killed a load of bad guys who entered the hangar. Lando then proceeded to pretty much just stand there, so I went off to explore a little - found two hidden rooms at the side of the hangar, took out some bad guys and pulled some switches, I got a message from Lando telling me well done, the roof was open and we still had to get power to the fuel tanks. Looked at my objectives and they still said 'find the lady luck', that objective was completed, but the game failed to progress.

Anyway, to cut an even longer story short, I ended up having to go back to the checkpoint save and this time, there were more bad guys in the hangar, the objectives updated themselves and I could continue - I only found out about this from checking the Lucasforums - some guy was having the same problem, but hadn't found a solution.
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Old 04-01-2002, 08:41 AM   #78
Zaccix
 
Join Date: Mar 2002
Location: London, UK
Posts: 10
Bugs:

I've mentioned this before, but may as well do so again. Sometimes, when the game exits abnormally (i.e. crashes), its process isn't terminated and continues to use CPU cycles.

Also, in the SP game, if you load a saved game then type "devmap <mapname>" where that map is further in the game than you are or is a multiplayer map, the game seems to save your progress on that map, using up a save slot.

Enhancements:

When saber fighting in light-style (blue), you should be able to do a spin attack without first having to do a forward slash.

The RGB lightsabers is also a good idea. After all, every Jedi is supposed to have a unique saber.
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Old 04-01-2002, 08:47 AM   #79
oldi1knoby
 
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Posts: 71
Thumbs down Dueling

This is a very fast paced game and most of the time I never have a chance to duel anyone(Which I would like to do). My problem is being able to accept a duel, you have to TARGET the person who challenged you to accept.. why not just hit the duel key and it auto accepts? I mostly play with the sabre and therefore it is hard to target someone in 3rd person, so I have to stop and position myself... half the time I then get killed from behind or taken down to 5 health RIGHT before the duel.. Most of the times I am challenged to a duel I have like 20 hit points and no shields. Why not make both players automatically 100 health and 100 shields when they enter into the duel. It would make it much more fair.
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Old 04-01-2002, 10:02 AM   #80
Dark_One
 
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Join Date: Apr 2002
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Enhancement:

1. Finish up the MP Dismemberment option
2. Add Taunt to the keyboard configs in the menus
3. Add the ability to pick up a dead enemy's lightsaber and
combine them with yours ==> double edged saber without
using cheats.
4. New models for multiplayer like Dark Vader and Darth Maul,
etc...
5. The same lightsaber animation in multiplayer as in singleplayer
6. Another land-when-you-jump taunt
7. More multiplayer tricks if it's possible
8. Make a block option, you should be able to assign a button to
it or something
9. Make it more easy to engage a saberlock
10. little key-icons next to server which are password protected
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