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Reasons why the Lightsaber Needs to be Made Respectable


Wilhuf

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You did see speed and jump in TPM, and you saw jump I think once or twice in the origional trilogy. Think about this though, how often did you see 2 (or more) jedi/darkjedi of the abosolute highest rank going at it in a toe to toe fight? If you want it to be like in the movies, then just play force 1-5 (roughly). If you want to take it to the edge, then play force 8.

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Torment, You will have a rude awakening when this game comes out, because the game is not going to be a carbon copy of JK. It will have new techniques to learn and new strategies to work out.

 

Some of the things you may have been extremely good at in JK may not work at all in JK2.

 

You may find that you will have to learn to use the saber because the roles may be reversed, thus it will be beneficial to go into a fight with the saber rather than the conc, (that may not even be included anyway.)

 

Every games review so far has said that the Saber will be the weapon to use. It was only a limitation in technology that prevented it from doing so in JK.

 

wardz

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I also disagree with -WD- ToRMeNt. The controls will be completely different. At these early stages they have already said there will be lots of different moves. It will also make you think more strategically. You obviously havent played ST:V EF. If you play that you will get an idea of what JK2 will be like :)...of course, without the sabre.

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torment are you suggesting Raven use arrows and broadswords instead of lightsabers and rifles? This is a Star Wars game, not 7th grade history. You need to understand that the game needs some kind of balance, even if it isn't 'realistic.' Guns do not always have to overpower lightsabers in a game. This is science fiction.

 

if you can deal splash damage, you're gonna put your shots in front of them, out of their saber range so they catch the damage without putting you in danger of having the thing sent right back at ya.

Good point Deathbolt. Assuming that weapons that issue splash damage will be included in Jedi Outcast (a fair assumption), saber blocking isn't going to help against splash.

 

Indeed, this supports the argument that the saber has to be beefed up significantly, given the high risk in using it against gunners and their heavy weapons. Deflection on its own won't be enough to make the lightsaber credible.

 

Also, Raven are certainly going to have to look at tweaking Force levels to produce a decent balance between the lightsaber and the gun.

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when one combatant has a long range weapon and the other doesn't, it should be clear to you who has the advantage

 

Yes, in Jedi Knight it is very clear who has the advantage: the gunner. I've said this several times on this thread.

 

The whole point of this thread is to blow this supposition out of the water for Jedi Outcast. I am suggesting that it should not be clear, in Jedi Outcast, who has the advantage: the gunner or the saberist. The Jedi Outcast lightsaber needs to be feared and respected.

 

[ August 03, 2001: Message edited by: Wilhuf ]

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Wiluf, the gamespot/mania(one of them) stated that the Bowcaster 1st fire will do a area affect splash damage thingy and 2ndary fire will involve the charging up of 5 crossbow bolts.

 

Torment, I don't want JK ver 1.2 out of JK2. JK got old. I doubt others would disagree with me because the FF community consists of what? 20 people? That might say something..

 

[ August 03, 2001: Message edited by: [eVe]DeathBoLT ]

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Agreed. Jedi Outcast definitely needs to evolve beyond the original Jedi Knight. Sure, it can pay homage to the original design, but all of the old rules should not apply to Jedi Outcast.

 

So we have confirmation there will be some form of weapon splash. How will the saberist fare against the crossbow?

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Well, the splash damage will probably do the same ammount of splash damage the Q3 rocket does and in that case, I'd charge the bolt to try and deflect it before it hits the ground, because they would try to detonate it on the ground near me so I'd take damage without being able to send it back at them.

 

Autoblocking without actually aiming at them and being able to deflect it back at them accurately as a force power is a great idea. None of this sittin still hoping to hit them once out of 20 blaster shots fired at you.

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Guest Krayt Tion

JK totally needs to evolve or I will find another game to play obsessively instead. Blasphemy, I know, but too much good stuff is coming out competing for my time. There have been too many sword-swinging games out already that have shown how meager the JK Sabering System has really become.

 

At the center of this evolution might very well be in my eyes the saber and how it works by itself and in relation to other weapons, including of course in the important multiplayer department.

 

Even if there will be saber-only games and probably therefore guns-only games in JK2, and just because people hosted games with similar prerequisites in the original JK, that is absolutely no reason to shrug and say 'good enough.' That would be like buying Empire Strikes Back when it eventually comes out on DVD, opening it when you got home only to find TPM where your Episode V DVD was supposed to be, and not caring. ;)

 

If they implemented so much of the old JK into JK2, lightsaber fighting would still be a big joke and this simply cannot be. There is no reason why they cannot find a good saber vs. saber, gun vs. gun, and saber vs. gun balance to give us much needed balance across the whole spectrum in JK2. Every one can be happy. Every one should be happy.

 

And finally, most of the people that use lightsabers are Jedi, meant to be super force wielding slicers and dicers, not merely human. Hopefully some of the things people have suggested can help Raven make Sabering what it so badly needs to be.

 

[ August 03, 2001: Message edited by: Krayt Tion ]

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Guest Kurgan

Personally I think that improving the latency and it's effect on the lightsaber, and adding more swings would go a long way to improving upon the complaints you guys have with it.

 

Perhaps making the saber able to block all weapons is a good idea, maybe it isn't. I don't know. It's a toss up between making the saber too powerful and making it too weak.

 

Hopefully Raven will be able to do it in such a way that it is fun to use, takes some skill, and is balanced.

 

Just so long as it doesn't end up like the sword from Diakatana ; p

 

I would say that I was very happy with how the saber worked in JK/MotS. The only times I had difficulty were when I was playing against very skilled Concussion/Rail users and in high lag games.

 

When playing against people I knew I was better than, using the saber was often my first choice.

 

Of course, in the situations where the saber was not the best choice, I would reserve it for saber only games, so I can see where you guys are coming from. I am not saying I don't want to see it improve, I would definately want a better saber for JK2.

 

While I like the idea of the lightsaber being autoblock by default, I also like the idea of having a "force block" (see Obiwan) to deflect blaster bolts back at their target every time. Perhaps this force block could be used to block explosives and other stuff you normally couldn't block (to balance it a bit more)?

 

That might be a nice compromise, rather than having the saber just block everything automatically and send it back at the attacker.

 

As far as "mainstream vs. hardcore" I always regarded JK/MotS as games full of options.

 

Another game that had some nice options was Unreal Tournament. It you configure the air control, game speed, and the style of play (hardcore, classic, turbo). That could be incorporated into this game.. thereby adjusting the weapon damage, movement speed, air control, etc to the server's liking.

 

So if I wanted a "realistic" mode where certain weapons were more powerful, I could use that, or if I wanted a nice drawn out, "star warsy" fun game, I could make everything weaker, or if I wanted a frenetic game of twitchiness, I could put it in turbo mode.

 

Kurgan

 

[ August 04, 2001: Message edited by: Kurgan ]

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I agree with many of the points stated above. Kurgan's first point is extremely important to me-they need to work out a system where a 56k user can actually use a lightsaber. As a 56ker, I used pretty much zero skill in Jedi Knight when using a saber. Turn on force speeed, run like hell, double swing, jump away, do it again, and again, and again. Needless to say, it was not fun at all.

 

I support the auto block feature returning in Jedi Knight. Using a small amount of force energy to deflect laser shots back at the gun user is an excellent idea. And while I don't think you should be able block non-energy weapons (such as rails and thermals), there should be a reasonable counter for it other than dodging it. Perhaps a force power allowing you to redirect rail shots back toward the user is feasible.

 

Saber attacks need to be one shot kills. Period. Lightsabers are lightsabers. And deflecting lasers with a lightsaber should be as damaging if not more damaging than a normal shot.

 

And the saber system needs to be refined. Big time. If this is the same system as JK with spiffy graphics, this game will not be on my hard drive for a very long time. Same thing goes with other weapons. Like Krayt said, there are simply too many games to compete with for Jedi Knight 2 to be more like JK1.5.

 

Another thing that has come to my mind is Corran Horn's ability to absorb damage. I'm not talking about Absorb eliminating Destruction, but rather a system of absorbing laser fire with your body to either increase force power or life. Of course, the force mana for such a power would have to be severely lowered to cancel out the awesome effects of such a force power.

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Okay, you asked for it... *activating force long-post* ;)

 

Originally posted by -WD- ToRMeNt:

<STRONG>It doesnt really matter what JK2 is like, since you will still have the two camps; casual and hardcore. Hardcores will always play to win, and causuals will acuse hardcores of cheating and complain if they don't "play like it is in the movies."</STRONG>

 

I'd argue with that definition of "casual" and "hardcore" players. Surely a "hardcore" player is one who will play the game with the weapon they want to use even if they know they might lose. A "hardcore" saberist will play with the saber all the time because it is their choice, and won't just whip out the biggest gun around to score points.

 

<STRONG>There are many reasons why the saber shouldn't be respected.</STRONG>

 

Have you ever watched Star Wars? How many times do you see someone armed with a gun defeat a Jedi? Not very often...

 

Originally posted by Tap[RR]:

<STRONG>If you like running around using guns, fine! Just as long as the saber has a CHANCE against these heavy weapons.</STRONG>

 

Right on. Though I'd have to say that it should have more than just a chance. As I stated before, how often do you see someone armed purely with guns defeat someone wielding a lightsaber in the Star Wars movies?

 

Originally posted by Syndrix:

<STRONG>Ed, I hear you, It would be unfair to take the saber from a below average weapon to a god-like stick of... ToRMeNt perhaps? But it has to do a fair amount, a saber to the chest is basically going to take most of your health. The only reason Luke survived is because Darth took lukes hand off and didnt get a better hit.</STRONG>

 

As I said, a saber to the chest should take all or most of your health. But we have seen in the movies (primary Star Wars source-material) that it is indeed possible to survive a saber hit to other parts of the body (eg. hand or arm). The location specific damage in JKO should therefore reflect this. Saber hits to the hand or arm should not kill outright. But of course it will hurt. A lot. The specific amount of damage done by these sorts of hits is up to Raven, of course.

 

Originally posted by Wilhuf:

<STRONG>It's definitely true that JK's network code is responsible for some of the lightsaber problems. I was going to add 'improve network code' to the bulleted list™, but as that is already a given with q3 tech, I didn't include it.</STRONG>

 

Well, on the subject of Q3 tech, we should remember that the Q3 engine is renowned for the fact that it is easily modifiable. There are many simple mods for Q3 that do things such as speed up rockets, increase splash damage and reduce gravity. That kind of thing. Therefore, we can assume that if people really want to create a "guns only" mod, or something of the sort, in which gun damage/area effect/rate of fire, etc. is greatly increased, they will be able to do just that.

 

Originally posted by -WD- ToRMeNt:

<STRONG>You just really arn't getting it. I mean why did the english win so many wars in mideval times? Because they shredded thier enemies with longbows before they got close. It's simple logic that works in real life and games.</STRONG>

 

Yeah, but this isn't the Medieval times. The English weren't facing Jedi knights with sabers that could block their weapons. If you wish, imagine a Medieval English army facing a similarly-sized force of saber-wielding Jedi. Hmmm... I wonder who would win...

 

<STRONG>Even if heavy weapons can be deflected, I will still laugh if some one tries to saber me. It's simple to just fire at a wall or the ground infront/behind or to the side of them (skilled players always to that anyway). Thus, you don't block it with saber and you still take a nice bite of the splash damage pie. I backpeddle (keeping you out of sab range) then kill you with splash damage.</STRONG>

 

The fact that you laugh when someone tries to saber you highlights just how badly imbalanced JK was. I didn't see the stormtroopers laughing in the Star Wars movies when Luke sabered them up. I didn't see that AT-AT laughing in The Empire Strikes Back when Luke used his grapple to pull himself underneath it and then hacked up its insides. Neither did I see any battle droids chuckling smugly to themselves as two vastly outnumbered Jedi sabered their way through hundreds of their ranks.

 

Put simply: if you can laugh at a saber-wielding Jedi running at you swinging his or her blade, there's something very wrong.

 

<STRONG>Think about this though, how often did you see 2 (or more) jedi/darkjedi of the abosolute highest rank going at it in a toe to toe fight? If you want it to be like in the movies, then just play force 1-5 (roughly). If you want to take it to the edge, then play force 8.</STRONG>

 

Exactly. Take TPM. Obi-Wan wasn't that powerful (not compared to Vader or the Emperor, for example). Yet he could still slaughter hundreds of battle droids. Even the droidekas couldn't destroy the Jedi. Obi-Wan and Qui-Gon only retreated because they knew it was a stand-off and they didn't have time to waste.

 

In RotJ, Luke is not exactly immensely powerful, but he still manages to overcome many, many of Jabba's cronies on the skiff and sail-barge.

 

Bottom line? Even not immensely powerful Jedi are more than a match for their gun-wielding opponents. Even shielded destroyer droids can only manage at best a stand-off with Jedi.

 

Originally posted by Wilhuf:

<STRONG>Good point Deathbolt. Assuming that weapons that issue splash damage will be included in Jedi Outcast (a fair assumption), saber blocking isn't going to help against splash.</STRONG>

 

Anothern good point. As Wilhuf stated earlier, this topic isn't about making the saber the "uber-weapon" of JKO. Just about balance. There's still plenty of things that gunners can do against saberists, like exploit splash damage to their advantage.

 

Hopefully, having a more powerful saber will actually encourage gunners to think more tactically and give them some new challenges. After all, this game must be pretty boring if you "hardcore" players have mastered everything and can just "laugh" at us poor saberists, right?

 

Originally posted by -WD- ToRMeNt:

<STRONG>What I was tying to tell you is that when one combatant has a long range weapon and the other doesn't, it should be clear to you who has the advantage.</STRONG>

 

Not if the combatant without the long-ranged weapon can block his enemy's fire and indeed throw his saber at the enemy. Then skill becomes involved. It is now up to the gunner to judge the speed and trajectory of the saber which has been thrown at him, dodge it, and shoot back at the Jedi before the saber returns to his hands. Now that's skill. I'm sure you "hardcore" players can handle that, right?

 

Originally posted by Kurgan:

<STRONG>Perhaps making the saber able to block all weapons is a good idea, maybe it isn't. I don't know. It's a toss up between making the saber too powerful and making it too weak.</STRONG>

 

Yeah, of course gunners need to have a good chance against even the most powerful Jedi, or the game will become boring. The saber won't block splash damage, or weapons aimed (for example) at its wielder's back. The game now becomes about aiming skill and stealth (ie. getting into the optimum firing position to get a clear shot at an unprotected area of a Jedi's body) rather than just who has the biggest baddest firearm.

 

<STRONG>Another game that had some nice options was Unreal Tournament. It you configure the air control, game speed, and the style of play (hardcore, classic, turbo). That could be incorporated into this game.. thereby adjusting the weapon damage, movement speed, air control, etc to the server's liking.</STRONG>

 

This goes back to what I was saying about different mods to change stuff like gravity, rate of fire, etc. End-users should be able to either mod the engine to change stuff like this, or even better have "mutators" like UT to give them more options.

 

Originally posted by OnlyOneCanoli:

<STRONG>Saber attacks need to be one shot kills. Period. Lightsabers are lightsabers. And deflecting lasers with a lightsaber should be as damaging if not more damaging than a normal shot.</STRONG>

 

I disagree. We've seen Luke survive a saber hit in the films because Vader hit his hand. The location-specific damage in JKO should reeflect this. It is simply not the case that sabers kill with one hit every time. Sure, hits to the head or torso should equal instant death, but hits to limbs should just cause an appropriate amount of damage and an appropriate area-specific effect. For instance, a hit to the leg might slow you down, a hit to the arm might decrease your weapon accuracy, etc. Stuff like that.

 

<HR>

 

That's about it, folks. Sorry about the length of this post, but I feel the topic is important enough to merit it. :)

 

Edit: attributed a quote to the wrong person. :)

 

[ August 04, 2001: Message edited by: ed_silvergun ]

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Ok here is a minor update to the Bulleted List™

 

Suggested Improvements:

  • Faster Saber Attack Rate
  • Location Based Saber Damage (and damage which could affect target movement)
  • Increased Saber Damage
  • Ability to block heavy weapons fire (using the Force)
  • Toned Down Speed and Jump (in decreased magnitude and/or increased Force cost)
  • Effective ranged saber attack (improved Saber throw)
  • Better lightsaber animations
  • More lightsaber attack moves/combinations
  • Customizable gameplay settings (e.g., gravity, overall speed)

 

I'm not 100% persuaded that lightsaber attacks should impede target movement. The ability to slow down or immobilize your target could raise serious balance questions (kind of how grip did in JK). Although it would certainly cast fear into the hearts of enemy gunners.

 

Would be interesting, for instance if a lightsaber hit to the leg could reduce the the target's ability to Force Jump. The injured target could still jump, but not as high. Having an injured leg, the target would have to heal up before being able to jump as high. Thoughts?

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Yeah, there are problems with limb-hits impeding movement in terms of balance. Personally, I think Raven should give it a shot, and if it doesn't work out, ditch it. There's no harm in trying.

 

Interestingly enough, Id experimented with different player speeds in Q3 during its development. Originally, the plan was to vary player speed, jump capability, etc. according to the size of the player skin. Larger players would move slower than smaller players, but would have more hit-points. This was eventually ditched when they realized it made it practically impossible to balance gameplay.

 

So yeah, there are certainly issues to be addressed in terms of exactly what location-specific damage does, but I think it's an area which should be explored by the developers before any decision is made.

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I disagree. We've seen Luke survive a saber hit in the films because Vader hit his hand. The location-specific damage in JKO should reeflect this. It is simply not the case that sabers kill with one hit every time. Sure, hits to the head or torso should equal instant death, but hits to limbs should just cause an appropriate amount of damage and an appropriate area-specific effect. For instance, a hit to the leg might slow you down, a hit to the arm might decrease your weapon accuracy, etc. Stuff like that.

 

My idea has been somewhat tainted due to my use of the saber in 56k in JK. It is extremely hard to get more than one saber shot in during a sabers duel. Chances are that if one shot doesn't kill your enemy, you're probably dead meat. Especially if they have broadband.

 

And anyway, was Luke in any position to fight when he had his hand cut off by the saber (even if he hadn't lost his saber)? No. Anybody who gets a body part chopped off by a lightsaber will not be able to fight. Survive the wound, yes... but is it at all realistic to survive the wound in a combat situation? I don't think it is.

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Posted by OnlyOneCanoli

 

My idea has been somewhat tainted due to my use of the saber in 56k in JK. It is extremely hard to get more than one saber shot in during a sabers duel. Chances are that if one shot doesn't kill your enemy, you're probably dead meat. Especially if they have broadband.

 

I agree with you OnlyOneCanoli, it is very difficult to win with a saber if you are on a narrow band connection. But the thing that has to be taken into account is you have to make the balance under perfect conditions (or as close as on comes). As if it were being played over a LAN. Because if they start making the saber more powerful on the basis of 56k modems and you can only get one hit in then it starts throwing the balance of it off for those who have broadband and as I said over LAN. In this situation the more you try to get balance the less you actually get!

 

As we move forward we have to look down the line and think that in 2 years time many more people will have broadband. For people who dont have a good connections that interfer with their playing, perhaps they should stick with lag free bots.

 

[ August 04, 2001: Message edited by: Syndrix ]

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Guest Krayt Tion
Originally posted by Wilhuf:

<STRONG>Would be interesting, for instance if a lightsaber hit to the leg could reduce the the target's ability to Force Jump. The injured target could still jump, but not as high. Having an injured leg, the target would have to heal up before being able to jump as high. Thoughts?</STRONG>

 

I would say no to this exact idea on accounts of the realism over fun factor in this particular instance. In this case realism means remaining truer to the force, which is in turn something that would bring me joy. Throughout the EU we see examples of people like Luke Skywalker being able to survive life-threatening situations and injuries by use of the force that would have easily killed your average man. That being said, when a Jedi (or other force sensitive, as you had mentioned possibly limiting the target's ability to force jump, meaning he/she can use the force) is hurt, they should have a number of options at their disposal. In the case of an injured/missing leg, which is being dicussed here as an example, a few things:

 

If it is lopped off, you shouldn't be able to get it back, at least not in that current spawn's lifetime. In this instance we have ESB to draw from as others have mentioned: Luke loses his hand after Vader slices it off with his saber. Even if he would have been a full-fledged Jedi it still would not have mattered because Luke's hand was lost down the Cloud City shaft; as far as I've seen, Jedi do not have the ability to regenerate a part of their body entirely on their own, although I have not read all the EU there is to read, so correct me if I'm wrong. JK2 should not be like Rune in that if you lose a limb it can simply grow back with enough healing. Therefore I do not think Force Heal in JK2 should enable Jedi to gain back entire limbs. Even if you hit Force Heal while you are holding your missing limb, or something to that extent, it should not reattach itself.

 

Jedi have the ability to concentrate and block out pain that would bring a normal man to his knees, weaping like a lost child. Instead of at this point limiting how high the Jedi might jump I would simply make Force Jump more costly. This higher force requirement to jump as high as you did before would reflect the inherent extra concentration and effort that the Jedi must make to block out the pain and perform as good jumping on one leg as he did two.

 

You want respect for Jedi Saberists against Forceless gunners? Enabling the Jedi to perform one-legged feats for a limited time that the gun user would never even dream of is a good way to start.

 

One might also toggle a new Force Power called concentration, but when push comes to shove, I wouldn't support this idea. Force powers are a precious commodity these days and I wouldn't want to waste one on Jedi Concentration, unless it really could enhance some other powers, but maybe not even then. Again, I say make the make an ability like concentration inherent to the force as reflected in the cost of a power like Force Jump, instead of just reducing or limiting its ability.

 

Another important thing to note is that I can't see this working well with an ability like Force Speed. Even with all the Jedi concentration and extra effort in the world it is still going to be hard to sprint away on one leg! This is perfectly suited for Force Jump, however, and perhaps other powers as well.

 

There is another side to this issue entirely: if we don't end up having lost limbs at all in multiplayer then we can still have movement impaired via locational damage. The biggest difference would be that we would lose the excellent visual indicator of such damage that missings limbs and other parts provide.

 

In Rune, everyone loved it when you cut off the fighting arm of the enemy. You sure as heck knew that you could attack 'em then. And admit it, in big FPS battles, or especially in large 3rd person sword-type engagements, sometimes the action moves so fast that you can't tell who is hitting who or much else that is going on.

 

In my ideal undeveloped-as-of-yet JK2 Saber battle, after a big clash you notice someone pull off to the side... without a saber arm. You're mine now boy! In a chaotic fight or face-paced saber fight, missing limbs will show damage best IMO. JK2 would not be better off with a less extreme indicator of damage dealt. There could be other ways but which one is really so helpful and realistic at the same time as a missing limb? Blood-soaked limbs (still attached) for location damage? I doubt that will make it into the game: as has been mentioned and should be apparent, blood as never been a big LEC SW FPS tradition. Let it also be noted that severed limbs would not display blood, for it would be acceptable in my view if that wound was instantly cauterized by the heat of the lightsaber after it was severed (and yes, I am aware of the infamous Cantina scene). I suppose they could use other body markings instead to show damage without blood? If so would you really want them instead of missing limbs? I'd like to hear from others on this.

 

All in all, "what location-specific damage does" is indeed one of the main concerns facing Sabering in JK2. Visual damage can directly linked to the effectiveness of the saber in combat, which therefore can dramatically affect the balance of gameplay. Another facet of this is that it can change how it feels to play the game with the Saber. Perhaps a minor point, but there are psychological aspects of saber combat that affect the Saber Wielder and the would-be Gunner Sushi. The ability to lop off an arm so the gunner can't use that arm or must switch to the other arm to fire (perhaps at a cost in accuracy? I won't go there right now) is something to could and would be feared. Again, more respect and power to the JK2 Saberists.

 

I'm going to reverberate again my desire to see JK2 go dramatically beyond the Sabering seen in the original JK. The technology allows it, the canon SW universe allows it, the SW EU allows it, and I believe it can be done without making the game overly complicated. A few simple improvements here can go a long way, let's keep at it.

 

-edited for typos usually encountered after force long-post is used-

 

[ August 04, 2001: Message edited by: Krayt Tion ]

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