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Forum: All Forums : Jedi Knight
Category: Jedi Knight - Jedi Academy
General, mapping, modeling, scripting, etc. game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Please (requests)... (REPOST)
Warlok~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Friday, Oct. 10, 2003 06:15 pm
This is a repost of a deleted thought.

Please change the multiplayer combat mechanics so that they more closely resemble those of the single player game. In the single player game I feel agile and mobile, in the multiplayer game (i.e. duels) I feel sluggish and obnoxious. This is entirely due to the method governing your usage of special kata and twirl/cartwheel attack movements - pulling these off in a useful circumstance is an accomplishment in itself, taking away my ability to 'aim' and move my character during their executions is crippling; I can no longer employ the movements effectively to any degree because the game moves too fast.

My katas are only ever executed in a void, with the enemy inevitably out of my way, biding its time to cut me down while I finish my move. That, or my twirl/acrobatic is merely a fancy Force-wasting way for me to move from A to B.

If somewhere out there in multiplayer land there exist the fools who bind keys to spin them around 1000 degrees during a kata, or if some otherwise 'spam' attack (difficult you would think given the fact these specials take Force power to utilize...) then please do not penalize the vast rest of us for their silliness... I desperately desire the full normal fighting feel from the single-player - flowing and controllable - in my duels and I imagine many others do as well.

NOTE: I don`t object to minor alterations of Force powers in multi, but I haven`t had the opportunity to really appreciate any of those changes yet... I`ve been staring at the attack movement circumstance instead.
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WadeV~rb
General Member
Since: Dec 23, 2006
Posts: 569
Last: Dec 23, 2006
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Level 6
Category: Jedi Knight - Jedi Academy
Posted: Friday, Oct. 10, 2003 06:23 pm
Ok to sum up he just requested the way you fight in SP be ported to MP so for once this won't be a flame thread about requesting major chances, yay ^_^

From a design POV, it would require a lot of work to alter the MP code now to work like SP - or at least logic would dictate because the way the moves differ is quite severe - physics etc.

I think this is one of the few posts out there that don't ask for personal stuff in MP and simply ask for MP to behave like SP. I congratulate you on a non stupid post :)

Back on topic tho, I don't know if I agree, simply because I have opposing views myself, on one hand I prefer MP to be different and have these supposed "free times" as it helps bring in new people who don't feel overpowered. On the down side it's almost like learning 2 different Jedi Knight games, moves don't translate smoothly like most games do. It's almost like modding, just because an entity works in SP doesn't mean it works in MP and vice versa   :angry:
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Warlok~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Friday, Oct. 10, 2003 06:47 pm
Thank you.

As for the subject, I`m not against learning the nuances of two different systems - and I`m glad to see the designers feeling free enough to make a distinction between multi-balancing and single-balancing - I`m just of the opinion that in the instance, this instance, of swordplay a difference is unnecessary. The Dual Sabre attack kata movement for example should allow movement as it does in single play (i.e. at walk speed, with normal turning). I simply can`t employ my specials to any effect in duels right now. That`s unfortunate.

From what I`ve read it seems the excesses of an abusing few are impacting unfairly upon the rest of us.
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Warlok~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
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Level 2
Category: Jedi Knight - Jedi Academy
Posted: Monday, Oct. 20, 2003 09:15 pm
Bump in the hopes of getting an official response/consideration.

I`ve tried Duels since then and the same holds true: these contests, unlike those from JK 2, are NOT fun. I feel crippled and hobbled, mainly because I *am* in JK Academy multi... the single play swordplay feels swift & fluid, the multi play swordplay feels weighted and sluggish.

Please remove the limitations on special move usage... surely the Force power cost associated with each will eventually be sufficient to stop players from 'spamming' those moves. Again, don`t let the stupidity of a few deny the rest of us the proper multi experience.
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esuyengh~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: Jedi Knight - Jedi Academy
Posted: Tuesday, Oct. 21, 2003 06:32 am
I'm a little bit unclear about the exact distinction between SP and MP you are making Warlock.  Maybe it is because I played using single saber only (due to personal and ethical preferences).  Do you mean that in SP you can actually move horizontally while doing a dual saber kata?

Well, whatever the distinction you are making is, I agree that the majority should not be penalized for the dumbness of a few.  But the problem is that as with most of the moves there is really only one or two ways the programmers could fix them in patches.  The turning of katas which a lot of people spam is due to the inherent sensitivity adjustability of the mouse.  Even if YAW was removed somehow from the game engine people could set their system mouse settings to extreme settings to get a similar effect.  That's why in JO (go ahead and make the lame "this isn't JO" comment) the programmers eventually eliminated the ability to turn from most specials in the ultimate patch.  The only other easy option would be for the damage to ramp differently, but it seems that no one is quite sure how the programmers set the damage registration so comment on this is difficult.  So basically, the programmers would have to make a difficult choice to make a change and doing so may further imbalance MP.

Oh, and WadeV, I have seen plenty of flame threads, but I disagree that this is the first objective thread.  I'm not trying to take away from Warlock, but without some contentious threads, no clear indication of where the gamers want the game to is possible.  And it should be gamer preference that influences development of a game.  A forum should be for airing honest opinions.  Yes, many threads are just rants.  But I've seen plenty of serious debate about the best methods of fixing the game, which does often draw upon examples from JO.  That's why we unfortunately have to learn history in school, to keep from repeating dumb mistakes.  I'm guessing that if you looked at some of the threads I originated, you'd think they degrade into whininess, but I personally think it is the only way to at least get some democratic consensus going.
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Warlok~rb
General Member
Since: Dec 23, 2006
Posts: 43
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Jedi Knight - Jedi Academy
Posted: Tuesday, Oct. 21, 2003 08:47 am
In single player play when using any of the sword styles you may initiate a special move in the course of a fight, and this move, no matter what it is, plays a role in the outcome because of the control you may exert over it. To perfectly time (not to mention actually execute with the right button presses...) a movement for the exact moment - at range - that an enemy may be struck *without* such control is impossible. Without the ability to fluidly modify an attack in progress, the attack becomes useless: the game pace and the A.I. competency are too much to allow for that.

Dumb down the A.I. and you end up with otherwise retarded opponents.

Slow the game down and you eliminate the exhileration of the combat illusion you`ve worked so hard to establish.

To be specific in one instance, with my dual sabres in single player mode I can execute my special moves (sabre tumble (?) and dual kata) while moving and rotating my perspective. You NEED to be able to do this in order to employ these moves to any effect. In multiplayer since the rules have been changed to try to stop idiots from competing unfairly, I cannot move or rotate; the best I may do in the case of the tumble attack is adjust my lateral angle of motion at two brief moments in the attack, and then only by at most 20 degrees or so. That is nothing. That is the utter nullifaction of the employment of those crippled special moves.

In the case of the aforementioned tumble attack, the foe must merely step aside a couple of feet to COMPLETELY avoid the entirety of the movement. This is a far cry from the engaging employment of special attacks in the single player game.

.-.

The better and proper solution to the dilemma of people abusing hyper-sensitive mouse movement is to enable a player ban/player kick option on the server, as any other game out there does. Here, we behold a solution that negatively impacts upon the fundamental play of the game.
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