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Rockstar

do you think that in JKA the light side be improved?  

34 members have voted

  1. 1. do you think that in JKA the light side be improved?

    • yes
      24
    • no
      10


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whoa..... lots of reading... my eyes hurt :D anyways....

 

Originally posted by shock ~ unnamed

I don't see much wrong with the powers, sure a little tweaking here and there but no major over haul is needed.

 

People tend to forget that what sucks in one game type, owns in others.

 

Light is great for gunning and CTF but useless in 1v1 full force dueling.

 

Drain is king in 1v1 FF dueling but a waste of time in CTF/guns.

 

Making everything “perfectly balanced” so everything is of equal use in every situation kind of defeats the purpose of even having different powers to begin with.

 

Drain can be useful in CTF. I dunno about guns... well maybe. :)

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Originally posted by Solbe M'ko:

 

Knife vs. Glock- Knifer hides behind box and takes out glock from behind. Glock would have to watch his back the whole time because the knifer would be more cautious.

You still can't seem to construct an argument without altering the analogy. They're both equal in skill. They both know the map equally well. Neither is better.

 

I feel I have to repeat that, just to make sure it's clear: They're both possess equal skill at all weapons, and equal skill at the map. So the glocker wins, because he can kill at any range. It's obvious. It's clear. There is no room for debate.

 

The question is not "is it possible to win using a knife". Of COURSE it's possible, for a player of greater skill, or extreme luck. It's not possible under statistically normal circumstances. THAT's why the knife is inferior to the glock, and that's why the weapons are not balanced.

 

Originally posted by Solbe M'ko:

 

so the odds are pretty much even, anyway, if both players are of equal skill with their respective weapons.

You're still going wrong: They're equal in skill with ALL weapons. They both know how to use the knife equally well. They both know how to use the glock equally well. The AWP equally well. So the glocker will win, because the knife is inferior.

 

It could be tested. Set up two bots of equal skill. Give one bot a melee weapon, and the other, a gun. (a gun that isn't blocked by the melee weapon.) It's simple. It's obvious. It's incontrivertable. Ranged defeats melee, power defeats weakness.

 

 

Originally posted by Solbe M'ko:

 

AWP's damage has been reduced recently, so I'm still right. :D

Presumably you're referring to 1.6. Not only do you have to resort to references to an unfinished, beta test version to support your non-starter argument, but you're bringing the debate down to an infantile level. I'm right. No, I'm right. No, I'm right. :p

 

Originally posted by Solbe M'ko:

 

Finally, what tips the balance in close games is skill. No two players are exactly the same.

Bots all have the same skill. Try it out. ;) Your argument is fatally flawed, because you ignore the inherent value (or lack of value) of weapons. You can't even apply your OWN criteria to balance a game, because you have no solid base on which to measure the values of weapons. Of course there are players so close in skill that only the acquisition of a powerful gun will tip the match one way or another. Of COURSE there are players so close in skill that a moment's lag can cost either one the match.

 

Let me draw it out another way: In the same situation, are all guns equally useful? Of course not, that's obvious. So whichever gun is most useful in the most different situations is the most USEFUL. In JO it was the Flechette/Heavy Rep. In Quake, the RL. In CS, it's arguably the AK/Colt/AWP. That is inherent imbalance. It's unavoidable when making a game, and any concept of balance is mythic at best.

 

By your rationale, ALL games are totally balanced. Well obviously that's meaningless, because anyone can make up a hypothetical situation in which even the most feeble and useless of weapons could be employed to aid victory. Just as senseless as the idea of "balance" itself, in fact.

 

Originally posted by Solbe M'ko:

 

If an AWPer engaged a Commando in an open area with no cover (in a big cube map) the odds would be exactly equal.

Ohhh so you can hit someone once in the torso with a SIG commando and kill them? Of course you can't! Of course the AWP has an advantage. Of course they're not equally powerful. Of course they're not balanced.

 

Originally posted by Solbe M'ko:

 

Okay, if the players were of exactly equal skill and luck was not a factor, both the AWP and the Scout would die at the same time, because they would both fire simultaneously and get head shots.

Bahaha! Wrong. And who said anything about luck? Just because they're EQUALLY skilled, doesn't mean their skill level is superhumanly high. They might both hit each other in the torso. In which case, the AWP would win. Thus, the AWPer has the advantage. Thus, at the end of the match, the AWP player would have more kills. Thus, the two weapons are not equally powerful, not even statistically, thus they're not balanced. Quod Erat... Etcetera.

 

Originally posted by Solbe M'ko:

 

You gave me a bunch of stats for some server. that just shows who uses which guns the most, not the actual parameters for the guns. Plus, those stats most likely include all of the shots fired at teammates during the buying round by idiots, so the results are both inaccurate and useless.

You ask for statistics. I give you statistics. You then try to massage them so that they don't blow a hole in your argument. :rolleyes:

 

Those statistics (from TWO different servers) show that the highest numbers of kills by a LONG chalk were made with five or six guns. And five or six guns at the bottom of the scale made no kills, or hardly any kills at all. Of course the guns at the top of the scale are more effective, easier to use and totally, unutterably imbalanced. Thank god for imbalances.

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DAMMIT! I wrote a lengthy response to Spider AL, and then my post never got through. Anyway, here's the gist of it:

 

Bots are not people so they are no gauge of the games guns. 2 bots are exactly the same, so it defeats the purpose of this argument.

 

Range is not the only factor that determines a guns usefulness. In a tight map with sharp corners, the short range weapons will dominate every time, because they are designed to have high damage or rate of fire, so they can kill guys that use RLs and sniper rifles.

 

The AWP is your weapon of choice for "most situations", but if a guy used the Commando for most situations, he would alter his play stlye and, in fact, alter those situations to fit his needs. For exmple, he would rush or use grenades or do something to surprise the sniper.

 

Your stats are for players, not the guns. If you looks at the values for all the guns (damage, cost, ammo, accuracy, etc.) I reckon you would get pretty close values, hence balance. Just because the AWP can kill a guy in one shot, doesn't mean it's the best. What if 2 guys with glocks show up at once?

 

I never said every game is balanced, nor will I ever say that. I said that some good games get close to balance by making their guns have equal strengths and weaknesses.

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Originally posted by Solbe M'ko:

 

DAMMIT! I wrote a lengthy response to Spider AL, and then my post never got through.

Tee hee! :D

 

Originally posted by Solbe M'ko:

 

Bots are not people so they are no gauge of the games guns. 2 bots are exactly the same, so it defeats the purpose of this argument.

:rolleyes: That's drivel tbh. The whole point of the argument was that some guns are better than others. Give a rocket launcher to one of those bots, a pistol to the other, and let them fight. That way, you can't say that the rocket launching bot won because of his greater skill.

 

QED. ;)

 

Originally posted by Solbe M'ko:

 

Range is not the only factor that determines a guns usefulness.

Nobody ever said that range was the only factor that determines a gun's usefulness. Please read more carefully.

 

Originally posted by Solbe M'ko:

 

The AWP is your weapon of choice for "most situations", but if a guy used the Commando for most situations, he would alter his play stlye and, in fact, alter those situations to fit his needs. For exmple, he would rush or use grenades or do something to surprise the sniper.

In which case he would no longer "just be using the commando". He would have grenades as well. You're still giving extra skills to your hypothetical little man, aren't you! :p Well, you're not going to get away with it, no matter how hard you try. They both have one gun, no other weapons, full armour and the same training with each gun that the game has to offer. The AWPer will win, because the AWP is the most powerful weapon. One shot stop, anywhere from the bellybutton to the scalp. That's not a matter for debate, Solbe. Everyone who has eyes and a brain, knows it.

 

Originally posted by Solbe M'ko:

 

Your stats are for players, not the guns.

If you read the pages more carefully than you obviously have done, you'd have seen that the stats are for the guns, and not the players.

 

Originally posted by Solbe M'ko:

 

If you looks at the values for all the guns (damage, cost, ammo, accuracy, etc.) I reckon you would get pretty close values, hence balance.

The fact that you firmly believe that all the guns in counter-strike even out is a testament to the fact that your understanding of the game is limited. It was bad enough that you were comparing the dual berettas to all the other weapons earlier, now you want to compare the glock to the AWP? Pfft. The knife doesn't cost anything, does that make it infinitely better than the AWP? What nonsense.

 

You obviously believe that all games are totally balanced.

 

Originally posted by Solbe M'ko:

 

Just because the AWP can kill a guy in one shot, doesn't mean it's the best. What if 2 guys with glocks show up at once

You're giving your little hypothetical man re-enforcements now? You claim that if two guys gang up on a lone sniper that makes their measly little popguns EQUAL to his weapon? Spare me.

 

Frankly I'm growing more and more astonished with each successive post. :eyeraise:

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*Grumble grumble*

 

Your moderater friends can't protect you forever!

 

I suppose we'll have to agree to disagree... for now.

 

Anyway, the light side of the force should be improved, relative to the dark side. Light powers should serve to block/reflect the powers of the dark side, but to give light siders powers that damage or otherwise hurt the enemy wouldn't fit. If the light side was made to be mostly defensive, and the dark side made to be mostly offensive (ie. No dark rage style invulnerability), the force powers would seem far more accurate to the whole SW theme. Mixes of the 2 sides would be interesting, but impractical, as players would use one great dark side power, augmented by a light side power.

 

I would like to see more servers (particularly duel) that give you a force level like "jedi" instead of "Jedi master" or none at all. This way people would have to learn to use just a few force powers, and the actual physical combat would remain the most important part of the match. That is one of my major problems with the current system; if I play a duel with no powers, I can't use the occasional push, and if I play on a push server, it gets spammed. I think that a mod where the server can select the amount of force a power drains would be nice...

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IT SEEMS SOME PEOPLE DON'T KNOW THE DIFFERENCE BETWEEN A CS FORUM & A JK FORUM!!!

 

 

it seems this vote is in high majority. i would think it so cool if the makers of JKA actually read this board and come accross this thread

 

well 2 bad darkies but it seems taht the light side needs SOME offense to hurt the enemy as it was SOOO accurately

 

[Anyway, the light side of the force should be improved, relative to the dark side. Light powers should serve to block/reflect the powers of the dark side, but to give light siders powers that damage or otherwise hurt the enemy wouldn't fit.]

 

i agree. for those FOOLS that say get rid of heal!! (idiots!) tell me, what else force wise can a light sider to to another light sider??

 

thankyou :).

 

the lightsiders need some offensive attack, i still think it would be cool if it were in the form of an "seperate", ENHANCED force push attack which hurt the enemy on impact aswell as knock back. and that if the jedi had force absorb that once their force pool was near full that bonus energy could store and be used to make the 'enhanced force push' more powerful and maybe work on a small group of enemies.

 

maybe ontop of that, when executing this attack the light jedi would have to drop his guard for about a *real* half second leaving him open to lightning (before his enemy was knocked back)

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Originally posted by Rockstar

IT SEEMS SOME PEOPLE DON'T KNOW THE DIFFERENCE BETWEEN A CS FORUM & A JK FORUM!!!

 

Really, there's no need to SHOUT. You can use bold and italics just as well for emphasis. Thanks. :cool:

 

 

well 2 bad darkies but it seems taht the light side needs SOME offense to hurt the enemy as it was SOOO accurately

 

Er, what? Sorry, but I don't understand this sentence at all. Can you please clarify this sentence?

 

i agree. for those FOOLS that say get rid of heal!! (idiots!) tell me, what else force wise can a light sider to to another light sider??

 

Will you please stop calling everyone FOOLS and IDIOTS just for stating their opinions? You don't have to insult others to get your point across. Thanks. :cool:

 

the lightsiders need some offensive attack, i still think it would be cool if it were in the form of an "seperate", ENHANCED force push attack which hurt the enemy on impact aswell as knock back.

 

I agree that an enhanced push that can cause some damage to an opponent might be useful, especially if they are pushed into a wall or some other object. After all, this is how some of the battle droids were dealt with in TPM. The damage would be more a secondary effect of an enhanced push. But I still don't think there should be a direct offensive attack for Light siders.

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Originally posted by Rockstar

the lightsiders need some offensive attack,

 

You may have heard of the lightsaber? :saberb:

 

 

Originally posted by Rockstar

i still think it would be cool if it were in the form of an "seperate", ENHANCED force push attack which hurt the enemy on impact aswell as knock back. and that if the jedi had force absorb that once their force pool was near full that bonus energy could store and be used to make the 'enhanced force push' more powerful and maybe work on a small group of enemies.

 

maybe ontop of that, when executing this attack the light jedi would have to drop his guard for about a *real* half second leaving him open to lightning (before his enemy was knocked back)

 

Look...maybe if, say, level 3 absorb could redirect lightning or drain back at the opponent, sure. Maybe it could actually HEAL the user, when absorbing dark powers. But Jedi DON'T USE THE FORCE FOR OFFENSE. The force is "for knowledge and defense" said by the greatest Jedi of them.

 

Anyway, Jedi don't really NEED offense, since they can essentially render the dark siders useless with level 3 absorb. At that point, it's a saber fight. I sugest if what you really want to do if run around hurting people with the force, but want the pretese of being a Jedi, that you say, "Screw morals; time for darkness!" because....morals aren't really that important in a COMPUTER GAME!

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Originally posted by Rockstar

it seems this vote is in high majority. i would think it so cool if the makers of JKA actually read this board and come accross this thread

 

well 2 bad darkies but it seems taht the light side needs SOME offense to hurt the enemy as it was SOOO accurately

First of all, the question for the poll is "do you think that in JKA the light side be improved?". This is not asking whether the light side should have offensive powers. So the poll does not indicate that people want an offensive light side. If you really want to find out what people think of that idea, I suggest you start a new poll asking that specific question.

 

Originally posted by Rockstar

i agree. for those FOOLS that say get rid of heal!! (idiots!) tell me, what else force wise can a light sider to to another light sider??

 

thankyou :).

You can mind trick them, push them, and pull them.

 

Originally posted by Rockstar

the lightsiders need some offensive attack...

They do not need them, and should not have them. The light side is not offensive in nature. That "strategy" is reserved for the dark side. The light side's usefulness lies in defending against those darkside powers. If you like dark side powers, use the darkside. Don't ask that the light side be altered just to fit your playing style.
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Originally posted by StormHammer:

 

Okay, how about we balance this thread, and get back on topic? It's about balancing force powers in JA, not balancing guns in CS. Thanks.

I understand your concern that we keep on-topic, but since JA hasn't been released yet, how are we supposed to discuss the (flawed and mythic) concept of "balance" without referring to other games as being analagous to our points of view? We can't really discuss JA specifically, since it doesn't exist yet!

 

Naturally I'll refrain from discussing CS in accordance with the moderator's judgement, but hopefully the moderator will lift this injunction.

 

Originally posted by Solbe M'ko:

 

I suppose we'll have to agree to disagree... for now.

There is nothing more agreeable to me than disagreeing with you, Solbe. But since both our arguments speak for themselves, (those who know and play the game we were discussing will see the obviousness of the one-sidedness) there is little more to say. ;)

 

Originally posted by Solbe M'ko:

 

Anyway, the light side of the force should be improved, relative to the dark side. Light powers should serve to block/reflect the powers of the dark side, but to give light siders powers that damage or otherwise hurt the enemy wouldn't fit. If the light side was made to be mostly defensive, and the dark side made to be mostly offensive (ie. No dark rage style invulnerability), the force powers would seem far more accurate to the whole SW theme.

Oh who cares about accuracy to the "theme". 1.02 was a good example of force powers which were... well, powerful. The Dark Side wasn't dwarfed by the light, heal was not weak, etcetera.

 

1.02 force powers, plus the addition of a meditative healing stance and level-per-level matching of mind-trick and sight would be the ideal JO powers in my view,.. but JA powers will be a different kettle of fish. All I want to see from them is that they are all powerful. No weedy useless powers, in other words. I want to be part of a clash of titans, not a squeaky impact between mice.

 

Originally posted by Solbe M'ko:

 

I would like to see more servers (particularly duel) that give you a force level like "jedi" instead of "Jedi master" or none at all.

There are plenty of duel servers like that around my neck of the woods already. :D
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Originally posted by Spider AL

Oh who cares about accuracy to the "theme".

I do! Sorry, Al. I coudn't resist. :D

 

Originally posted by Spider AL

1.02 was a good example of force powers which were... well, powerful. The Dark Side wasn't dwarfed by the light, heal was not weak, etcetera.

 

1.02 force powers, plus the addition of a meditative healing stance and level-per-level matching of mind-trick and sight would be the ideal JO powers in my view,.. but JA powers will be a different kettle of fish. All I want to see from them is that they are all powerful. No weedy useless powers, in other words. I want to be part of a clash of titans, not a squeaky impact between mice.

This is what I would like to see as well. I want powerful force powers that have powerful counters. Nerfing force powers isn't necessary, if there are opposing powers that are just as powerful. I'd rather Raven had gone that route when trying to tweek the gameplay balance.

 

Originally posted by Solbe M'ko

I would like to see more servers (particularly duel) that give you a force level like "jedi" instead of "Jedi master" or none at all. This way people would have to learn to use just a few force powers, and the actual physical combat would remain the most important part of the match.

Personally, I wouldn't like to see more servers with a lower force level. If you are going to have a force server, why not give the players all the tools? One of the great things about this game is the Force. To many people, the physical combat isn't the most important part. Anyone who spams something should be easily defeated. In any event, there are lots of servers out there that cater to the style you're looking for. :)
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Originally posted by Rockstar

it seems this vote is in high majority. i would think it so cool if the makers of JKA actually read this board and come accross this thread

 

The poll kinda sucks. We don't know what the force powers will be in JA. And *if* there will be drain and heal exactly like they are now, your poll makes no sense. Improve light side? In what way? In what game type? Make it better than dark? Why?

 

Everyone and their dog has commented on "light side offensive powers", so I won't go there.

 

for those FOOLS that say get rid of heal!! (idiots!) tell me, what else force wise can a light sider to to another light sider??

 

I suppose that idiot would be me. :D Actually, I didn't vote for getting rid of them altogether, but whatever..

 

I don't understand what you mean. What *else* can a light sider do to another? Is heal something you do to another player? :confused:

One addition to Prime's list: Force Seeing is one of the best light side powers imho.

 

As for the name calling... dude, you're the one who has major problems with grasping the very basics of gameplay or Star Wars. Try to behave. :)

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Originally posted by Luc Solar

One addition to Prime's list: Force Seeing is one of the best light side powers imho.

 

Oh... I thought force seeing was a neutral forcepower?? At least I have been using it when playing as a darksider ;) I have level 1 mostly, so I can see annoying mindtrickers... Even darksiders have counters you know :D

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Originally posted by Luc Solar

One addition to Prime's list: Force Seeing is one of the best light side powers imho.

I agree completely. I didn't include it because you can't really use it against another player directly.

 

In any case, I find seeing extremely useful, and I usually have it on level 2 at least. Then you can see people before they come around corners and so on. Then you time your shots to reach the corner when they just come around it. :)

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I won't go into any further argument with Al on this thread, because he's obviously going to hold his own views quite stubbornly, so I'll leave it to forum surfers to decide what balance is to their mind.

 

Anyway, I don't like the idea of giving a hurtful push to light siders, that would be just the same as giving them lighning or any other offensive move. I think that lightsiders should have, say, better acrobatics or dodging techniques or something (although that wouldn't be fair to darkies, so just something similar). Anakin Solo went into a sort of super force mode in one of the EU novels (and believe it or not, if you play this game, you will be endorsing the EU.). That could be a neat addition, maybe. How 'bout a stun move like Obi Wan used to kill Maul. You could turn it on, and the enemy's defence would lower for a few seconds. I really can't offer a solution to the light side problem, but that's what I've got add for right now.

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Originally posted by Solbe M'ko

How 'bout a stun move like Obi Wan used to kill Maul. You could turn it on, and the enemy's defence would lower for a few seconds.

Stun Move? I thought Obi flipped himself up out of the pit and used the force to pull Qui-gon's lightsaber to him. I think that caught Maul off guard which gave Obi the opportunity to slice Maul in half.

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Originally posted by Solbe M'ko:

 

I won't go into any further argument with Al on this thread, because he's obviously going to hold his own views quite stubbornly, so I'll leave it to forum surfers to decide what balance is to their mind.

And replying at the same level of maturity:

 

I win. :D

 

Originally posted by yolkboy:

 

Stun Move? I thought Obi flipped himself up out of the pit and used the force to pull Qui-gon's lightsaber to him. I think that caught Maul off guard which gave Obi the opportunity to slice Maul in half.

Yeah, that was what he did. Trouble was, it was filmed and cut so slowly that there's no explanation for Maul's lack of reaction. This uber-martial-artist has a full second and a half to react, to do SOMETHING. But he doesn't. Bleh.

 

In order to explain the shoddy, feeble direction away, some assert that Obi used a "special mind-trick". In the screenplay released at the time however, there's no mention of any such thing.

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Originally posted by Solbe M'ko

I won't go into any further argument with Al on this thread, because he's obviously going to hold his own views quite stubbornly, so I'll leave it to forum surfers to decide what balance is to their mind.

I ended up disagreeing with you in this case. It seemed that most of your examples involved external influences that made up for the inherent disadvantages of the smaller weapons. :(

 

Originally posted by Solbe M'ko

Anyway, I don't like the idea of giving a hurtful push to light siders, that would be just the same as giving them lighning or any other offensive move.

I do agree with this though :)

 

Originally posted by Solbe M'ko

and believe it or not, if you play this game, you will be endorsing the EU.

Or I'll just be playing this Star Wars game because it has lightsabers in it. I'm pretty indifferent to the EU, but I don't see how me buying this game makes a statement on how I see the validity of the EU.

 

Originally posted by Solbe M'ko

How 'bout a stun move like Obi Wan used to kill Maul. You could turn it on, and the enemy's defence would lower for a few seconds.

As others have stated, this simply didn't happen.

 

Originally posted by Solbe M'ko

I really can't offer a solution to the light side problem...

I'm not convinced that there is a problem with the light side that needs fixing.
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Originally posted by Spider AL

I understand your concern that we keep on-topic, but since JA hasn't been released yet, how are we supposed to discuss the (flawed and mythic) concept of "balance" without referring to other games as being analagous to our points of view? We can't really discuss JA specifically, since it doesn't exist yet!

 

I understand your argument, and if this game was the first in a series and focused on guns alone, of course your debate over balancing guns would be very relevant. However, I think you've taken my comment too literally. Of course there is a frame of reference for JA...Jedi Outcast. It is the closest to JA in terms of the gameplay style, Force powers, etc. We know there will be differences - as you rightly say, until JA arrives we cannot discuss in any detail specific points of balance until we know what they are. But in this thread you're free to discuss how the mechanics of JA (specifically regarding Force powers) might be improved in relation to JO, and even JK. Sorry my previous post lacked clarity. :)

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Originally posted by Spider AL

Yeah, that was what he did. Trouble was, it was filmed and cut so slowly that there's no explanation for Maul's lack of reaction. This uber-martial-artist has a full second and a half to react, to do SOMETHING. But he doesn't. Bleh.

 

In order to explain the shoddy, feeble direction away, some assert that Obi used a "special mind-trick". In the screenplay released at the time however, there's no mention of any such thing.

Heh... Poor editing/filming tsk tsk. Thanks for clearing it up.

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"Deep breaths, man, just deep breaths..." :o

 

:rolleyes: I didn't say that Obi Wan used force blind, or something to that extent, nor did I say that he should. I just think that there should maybe be a move that lowers the enemy's defence, perhaps in the form of psyching him out. If you could use "Force Determination" or "Force Growl" or something like that, your enemy would be stunned for a critical moment. Anyway, the fact is, to my mind, the light side powers should give the player passive defensive abilities, beyond those of the dark-siders.

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Originally posted by StormHammer:

 

I understand your argument, and if this game was the first in a series and focused on guns alone, of course your debate over balancing guns would be very relevant. However, I think you've taken my comment too literally. Of course there is a frame of reference for JA...Jedi Outcast. It is the closest to JA in terms of the gameplay style, Force powers, etc. We know there will be differences - as you rightly say, until JA arrives we cannot discuss in any detail specific points of balance until we know what they are. But in this thread you're free to discuss how the mechanics of JA (specifically regarding Force powers) might be improved in relation to JO, and even JK. Sorry my previous post lacked clarity. :)

Ah, I understand. Though I feel that using only analogies related to the three JK games is kind of limiting to the evolution of a discussion, I'm aware that a thread can go off-topic rather badly in the wrong direction and that you're just trying to keep it on the straight and narrow. And civil, more importantly. I empathise.

 

"Balance" doesn't exist though. :D

 

Originally posted by Solbe M'ko:

 

I didn't say that Obi Wan used force blind, or something to that extent, nor did I say that he should.

Actually you said this: "How 'bout a stun move like Obi Wan used to kill Maul. You could turn it on, and the enemy's defence would lower for a few seconds." And I pointed out that Obi used no such move, nor did he stun the Sith in any other way according to the screenplay. Your idea for a stun move is workable though, despite the illegitimacy of its conception. :)

 

Originally posted by Solbe M'ko:

 

Anyway, the fact is, to my mind, the light side powers should give the player passive defensive abilities, beyond those of the dark-siders.

"Passive"? If by "passive" you mean "always on" then such things are tedious and unneccesary. Perhaps those who are too lazy to click the absorb button once every half a minute or so would benefit from such things, but I can't see who else would. One's ability to choose where and when to use all one's Force Powers (and the ability to turn them off to produce certain effects) is the key to playing well, and the key to winning matches. Taking powers out of players' control and/or adding new powers that players can't control is asking for trouble.
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