Gotaiken Posted May 9, 2004 Share Posted May 9, 2004 O by the way, when I asked people what they wanted, they told me that they wanted something good enough that it could be popular, so that they could play it with other people. They want it to be good. Point blanc. Razor asked me to post both my ideas and theirs, that was one of theirs, dont be mad at me cause you future audience wants something that will want them to be your future audience... LOL wow you guys are funny. Link to comment Share on other sites More sharing options...
razorace Posted May 10, 2004 Author Share Posted May 10, 2004 Ok, guys, let's not get defensive here, we're all here to make the mod better, even if our opinions differ. Yes, I did ask Gota to post here instead of MSNing everything to me. I'd prefer to have a group discussion instead of something solo. Plus, I've been damn busy lately trying to juggle my two current jobs and do OJP stuff at the same time. That's a lot of plates to spin, so I can't really afford to be distracted by Gota's suggestioning in real time. Secondly, we are doing this for fun and for ourselves. If I wanted to be popular, I'd mod for Battlefield or Half-Life or create JKA^3, the admin mod to kill all other admin mods by not sucking. That being said, I would like to have people play and enjoy our mod, simply because the more the merrier. As such, what do you mean by flare? Are you like talking better graphics/maps or like high profile game additions like bots that can play siege or ledge grab? And, finally, Gota, please try to keep your comments more on topic instead of jumping off onto tangents, you literally took two posts to even get to your suggestions. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 10, 2004 Share Posted May 10, 2004 lol, what i meant by flare wasnt making graphics better, i meant stuff like ledge grabbing, the new bots etc. The main reason i wanted more people to play is cause itd be fun to play ojp with a lot of people all the time, rather than a few people some of the time. From what I gathered, people wouldnt mind playing it as long as they had a good reason to do so, basically what they said is that if you can make sabering better everyone would at least try the mod once. They just wanted that first time to hook them. Having something better is what we all want, I'm not saying that the creators should bend to everyone's will and compromise what they want, but I do think that they should get input from more people so that they can have a few new views. What you want is what they want, they just want you to give it to them. Razor fixed the collision checks, that alone is something that EVERYONE wants, force dodge is something else that EVERYONE wants, they just want it controllable so that some skill to some degree is behind using it. The product is there, the public just wants to help make it better. Again I did mention the compulsive disorder I think I have, lol (when i get focused on something and serious about it, I go ALL OUT) Link to comment Share on other sites More sharing options...
Gotaiken Posted May 10, 2004 Share Posted May 10, 2004 Anyways enough of that, lets get back to the suggestions, someone told me about a game called die by the sword (i think) and said the control was better, does anyone know what that was and if it is possible. O and razor what was your mouse sabering idea again, sounded pretty good but dont remember details. Link to comment Share on other sites More sharing options...
razorace Posted May 11, 2004 Author Share Posted May 11, 2004 Originally posted by Gotaiken Anyways enough of that, lets get back to the suggestions, someone told me about a game called die by the sword (i think) and said the control was better, does anyone know what that was and if it is possible. O and razor what was your mouse sabering idea again, sounded pretty good but dont remember details. Trust me, I played Die by the Sword and while it technically gave you more control, the control system was so sloppy that you lost more than you gained. As for mouse sabering, I've explained it multiple times. Use the forum search feature to something on it. You could also try searching the Masters of the Force forums as well. Razor fixed the collision checks, that alone is something that EVERYONE wants, force dodge is something else that EVERYONE wants, they just want it controllable so that some skill to some degree is behind using it. Beyond whining about it and/or suggesting that it be made a button (which is so impractical that I'm not even going to talk about it), I've yet to here any suggestions on how to fix it. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 11, 2004 Share Posted May 11, 2004 lol, how about making it so that it costs in dodge, however much hp the hit takes. So if you get a 50 hp hit, you lose 50 dodge, but then dodge needs to be slowed down. Link to comment Share on other sites More sharing options...
razorace Posted May 11, 2004 Author Share Posted May 11, 2004 Well, I tried that before in MotF. It works ok, but I felt the damage was inconsistant enough that it made judging how much Dodge you had felt impossible. Secondly, what exactly do you mean by "slower"? Link to comment Share on other sites More sharing options...
Gotaiken Posted May 12, 2004 Share Posted May 12, 2004 You shouldnt be judging dodge if its a free escape that you dont have to worry about applying, unless its skillfully used it should just be a "thank god, i thought i was screwed" sort of thing. And by slowed down i mean the bar, the dodge bar should regenerate slower, but we can do that already. Link to comment Share on other sites More sharing options...
razorace Posted May 12, 2004 Author Share Posted May 12, 2004 I don't think you understood what I meant. The idea is that dodge should be a constant measure of how much flak you can take before you die. With the direct damage to dodge system, I felt that wasn't the case. In addition, it was not realistic since, while a missile does a lot of damage, the difficult to dodge (at least a direct hit) is probably about the same as dodging a speeding saber. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 12, 2004 Share Posted May 12, 2004 true, very true, then how about 50 per dodge, something high enough so that breaking through someones dodge doesnt become the main part of sabering, and ive never seen any of the jedi do that in the movies. Link to comment Share on other sites More sharing options...
razorace Posted May 12, 2004 Author Share Posted May 12, 2004 It's already set to 30. The thing is that we haven't touched the saber damage system or completed the block system either. Give it time. Link to comment Share on other sites More sharing options...
keshire Posted May 12, 2004 Share Posted May 12, 2004 I still need to add in block positions to cover a greater area. Thats the main reason they get through right now I beleive. Its also the reason why the saber spazzes so bad when blocking gun shots. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 13, 2004 Share Posted May 13, 2004 well i just got finished play MB2 for the first time, and i got some ideas. How about you use that defensive offensive mode they implemented. You hold down block and you go to walking speed, defense goes up, etc etc. Also you could use the stamina bar as well as the dodge bar, or one or the other, instead of having force go down when you attack, it takes from stamina. Only when your in block mode can you get to dodge, and each dodge costs half the bar. Link to comment Share on other sites More sharing options...
razorace Posted May 13, 2004 Author Share Posted May 13, 2004 stamina = Force = fatigue as is. Do I really need to change the HUD icon to show that? Link to comment Share on other sites More sharing options...
Ken Kasanagi Posted May 15, 2004 Share Posted May 15, 2004 I've been a big fan of Mtof in the JO days, but I haven't gotten the chance to tried out any of the OJP stuff yet, so i aplogize if this seems like a stupid question.... since the movment of the upper body is affected by mouse look, the angle, height and position of the attack will come out differently as well, now from what i've read about the saber blocking system, the blocking/parrying animation is based on the type of attack, eg left swing, digianol swing etc right? so wouldn't it look strange if some one is doing a side swing while looking down and the other person is blocking by holding his/her saber to the left/right side but absolutly misses? Actually this is the system used by KotOR, but unfortunately, it just won't work unless you lock the player position. Which is somewhere I don't think we should go. wouldn't it be better if you do lock the player position?? Link to comment Share on other sites More sharing options...
razorace Posted May 15, 2004 Author Share Posted May 15, 2004 Well, if we did that, you'd just be attached to the other player while taking swings at each other. I don't think a good idea outside of saberlocks and grapples. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 16, 2004 Share Posted May 16, 2004 razor what determines what the specific attack is after the block animation. Link to comment Share on other sites More sharing options...
razorace Posted May 16, 2004 Author Share Posted May 16, 2004 It's based on whatever block position you're in. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 16, 2004 Share Posted May 16, 2004 can you change the way its done (so you dont have to press attack after block to do it) Link to comment Share on other sites More sharing options...
razorace Posted May 16, 2004 Author Share Posted May 16, 2004 Sure, I think I could do it. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 16, 2004 Share Posted May 16, 2004 well i got an idea but it depends on whether or not your willing to change the blocking system. Link to comment Share on other sites More sharing options...
razorace Posted May 17, 2004 Author Share Posted May 17, 2004 It's already been established that I'm planning on changing the blocking system. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 17, 2004 Share Posted May 17, 2004 yay, ok ill have my idea up in a sec, thinking it out. Link to comment Share on other sites More sharing options...
Gotaiken Posted May 20, 2004 Share Posted May 20, 2004 Sabering system Saber control Method Offense Normal attack How to do? = tap attack What Happens = you attack normally Combo How to do? = hold attack along with the proper directional keys What Happens = you combo Stop Attack How to do? = tap attack during an attack What Happens = you stop the attack Turn attack How to do? = Hold the action button (like it is now) What Happens = you turn from your attack by pivoting into another attack Defense Block How to do? = hold the alt attack button What Happens = you hold out your saber trying to block incoming attacks, by determining skill, how far away the saber is in relation with your body, speed at which your moving forward as a negative, speed at which you move back as a positive, crouching is a negative, walking is a positive, running is a negative (though running back is a positive), jumping is a slight negative Dodge How to do? = if you didn’t get the block even though you tried you have a chance to dodge, based on skill and whether or not you have the dodge to do the dodge. The dodge payment is a 4th of the damage. Manual Defense Counter How to do? = After a blocking animation the ability to attack presents itself, simply tap attack after a block What Happens = you attack out of the blocking animation (gotta enable the ability to do all attacks out of any blocking animation) Link to comment Share on other sites More sharing options...
razorace Posted May 20, 2004 Author Share Posted May 20, 2004 So, exactly what would be be granting over the current system? Link to comment Share on other sites More sharing options...
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