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JK: Jedi Academy Info, Pics and Discussion! (ancient)

Page: 12 of 20
 Anakin
04-02-2003, 2:45 AM
#551
//decides wether or not to have a rant.

1. JK has always and always will be First person stop going on about RPG, if you want to play RPG go buy another game, it aint going to happen.

2. Stop going on about what you would like to see, as you might not of noticed the game is already 60% complete and will be using the same engine that JK2 used. So dont expect amazing advances in engine physics.

3.Those of you who are ranting at people like Emon, Akpiggot, razoraces and myself, stop it, we have been in this community for over 5 years (most of us) and we have grew up with this game and edited it until the cows have come home, so we know what we can and cant ask for, and we know what we are talking about.

4. End of Rant
 razorace
04-02-2003, 2:52 AM
#552
Dude, you're so right, Anakin. People are asking for impossible stuff...
 Anakin
04-02-2003, 3:07 AM
#553
Gloworm

Something I think a ton of fans of this game would love to see in a JK3 game would be better saber control and a co-operative version of the single player campaign. It would be great even if there was a team play MP version where the actual players used stealth, speed, trickery, to get into a base, shut it down ect. Sorta like TFC for Half-Life. Something I've missed playing JK2 was the diversity of the Jedi's, would like to see some specialize abit in certain areas. And saber control is a must, I'm sure it's a difficult area to create, but please improve on this somehow. Thanks and keep up the great games and great work!!!


Gloworm- its already there its Called SAGA in JK2, its just not been sorted out yet- well it has and hasnt.

Emon

Classic,

Hey, while you're at it, why don't you guys go impliment an entire MMORPG system, Kung Fu combat, Matrix slowmo in multiplayer that defies the laws of physics, and several thousand emotes and new useless animations! Maybe it would set the release date back a couple of days but it would be worth it for us ole' RPGers!!

Dam right


Ronin_Nedjai
will you guys be throwing any goodies in there for the Roleplayers of JKO. a lot of people here on LF and other places shun on RPers and I dont blame them cause there is a lot of whiners who try to enforce their RPG ways on a FFA server which I dont think is right,but If we stay on our little RPG servers and enjoy the game you made for us then there is no harm done. So with that being Said Id really like to see this NPC system be less bugged. If possible could we choose what models,weapons,our NPCs have and give them personalities? similar to ICARUS scripting in SP but for MP. I know this could cause a lot of crap on Regular servers thats why you make it only cheat protected or something similar Im sure the Modders of the community can make an RPG Based mod using JKIII anyway but wed like the NPC things a little more like SP or Bots,but without taking up clientspace. This way we can spawn patrol stormtroopers, civilians who walk around,stuff like that.

Also could you somehow allow the Modelers of JKO to be able to make new Animations for JKO. We all would love to see new Emotes and diff types of animations.

One Last thing could you NOT have the 16 weapon limit in this one that way we can create more weapons and maybe even a weapon class system for RPG purposes....if not that then maybe make it like JK where you can give a gun a diff mode or something where it points to a diff model path sound path dmaage path etc.etc just for us RPers oh yeah are you going to be having that character customizer being used in MP?

One last question can you guys implement some other forms of melee combat such as punches,throws,kicks,and other martial arts type stuff. And Make the Hands a Weapon too so we can get in Drunken Fistfights!


Why oh why, have you guys ever played Jedi Outcast, I mean sheesh :rolleyes:
 Anakin
04-02-2003, 3:07 AM
#554
Sorry Tripple post. :p
 ASk
04-02-2003, 3:43 AM
#555
Also could you somehow allow the Modelers of JKO to be able to make new Animations for JKO. We all would love to see new Emotes and diff types of animations.


New animations are good. Emotes are not. Emotes are useless and should never had been in the first place. However, we the modders are still waiting for the skeleton.


Also could you somehow allow the Modelers of JKO to be able to make new Animations for JKO. We all would love to see new Emotes and diff types of animations.


Not going to happen. 16 weapons is a mostly hardcoded limit in the game, because of the fact that the netcode only sends 16 lowest bits out of each 32. To save bandwidth.
It IS possible to overcome the limit, but with tradeoff in things such as maximum ammo amount, no powerups (basically, replacing them with more weapons). And this would make the code much less readable, not to mention that in any case, you can only have 16 types of ammo.


Id really like to see this NPC system be less bugged. If possible could we choose what models,weapons,our NPCs have and give them personalities? similar to ICARUS scripting in SP but for MP


NPC's in MP were never supported and probably never will be. They only take up CPU time and accomplish nothing useful. Besides, if you want it, learn C and add it yourself. I do not think a gaming company should waste time to add a feature that will never be used.


One last question can you guys implement some other forms of melee combat such as punches,throws,kicks,and other martial arts type stuff. And Make the Hands a Weapon too so we can get in Drunken Fistfights!


And how THAT will be a good addition to gameplay? It will only lead to animators having make more work, programmers having to design yet ANOTHER melee system (which they did not do a good job of designing it in the first place) and generally wasting the project's time. You want fist fights, play Tekken or Mortal Kombat or something. This is First Person Shooter, not Fighter.
 Anakin
04-02-2003, 3:51 AM
#556
Jolts Wrote
New animations are good. Emotes are not. Emotes are useless and should never had been in the first place. However, we the modders are still waiting for the skeleton.

See this is devs not moving foward and leaving the project after 2months of release and not helping us learn the game inside out.
 razorace
04-02-2003, 3:52 AM
#557
Sides, you can mod some fighting moves with what we already got.
 HertogJan
04-02-2003, 5:01 AM
#558
AH darn, they should've said the game was 95% percent done, maybe then those ppl wouldn't suggest ridiculous stuff!! And what was wrong with the JK2 saber fighting system?? I loved it!! Stances are cool :)

Yeah maybe red stance wasn't realistic, but I fought with blue/yellow style mostly anyway! When you're fighting me, you'll allways have a good fight, since I will be attacking while they do their 'slow red strike thingy'... Fights can be as dynamic as you wish... And with some new techniques like supahdupah collision detection and all that stuff I don't know sh1t about, it's going to be even better I hope...


I'm more concerned about the double/duel sabers than about the fighting system...

But plz, stop talking about how bad JK2 was and what they gotta improve. JK2 rocked and still does, now let's talk about JK3 ok?? :)
 Ronin_Medjai
04-02-2003, 6:04 AM
#559
Ok let me try this again ....

Im not asking for them to turn JK3 into an RPG game and yeah it is an Action Based FPS but you can play in #rd person as well,and if we choose to RP in it so be it We payed our $40 so that gives us the right to do whatever we want.

maybe Emotes was the wrong word how about just letting us be able to merge our 3D animations to the Game who cares if you dont like it we will only put it in our mod which you have the right to not download,but we very well cant make those animations and whatnot unless Raven allows us to :)

NPCs Never going to be used...doubtful even says in the Manual to try and Use the NPCs and Map objects as much as possible. Granted it said that for the SP section :P but if we want to use NPCs in MP on Our Servers with OUR mods playing the game WE BOUGHT then who cares why should that bother you?

Thx for clearing up the 16 Weapon Limit Note Taken on that.

The Melle combat we can do ourselves if you just allow the Animations Adding Stuff...I was just offering a Suggestion that not EVERYONE in the SW world Carries a Blaster or is equipped for world war 3.

Noone is asking you to Make New Animations to set back the release date for the ol RPGers We only asked that you allow us to make new animations for the Game....

I understand a lot of your POV. RPers go into ur Server and TRy to force you to RP and when you dont whine like little ***** ,but for the true real RPers I would hope they dont do that.
RPGs should only take place on RPG Servers.
Understand my POV tho. I enjoy ALL aspects of JKO.
I Play FF Guns all the Time and enjoy it
I Play with The FF Sabers all the time.
I Play in NF Duels all the Time.
I Play CTF and try to do all the cool stuff I see in the JKO movies ive seen.
and hold on ...brace yourself... I TOO use Scripts when playing

*GASP* :eek:

But If I also like to host a good ol RPG in my own private Server not bugging anyone then allow me to do so. The Only Reason I do RP with JKO is cause there currently is no really good SW RPG type Games. Sure SWG but who knows when that will be released its been delayed again,and I can guarantee that whenXWG hits stores Ill go RP there and just use JKO for my FFA needs. Im not asking that they rewrite their whole plans for JK3 and turn it into an RPG. Nor make tons of new animations. Im just asking for them to leave the door open for us to be able to do that later if we so choose to do so. The Guy said he is hoping to Help the Modding Community as much as possible. Im just asking that they leave a few things open for us to make our own mods.
 Kainite
04-02-2003, 6:36 AM
#560
Dunno if this has already been covered as I can't be bothered to read all 14 pages !!

Do you reckon its gonna be possible to have force influenced objects and scenery like in SP ? I heard it would of been possible to mod in JKII if they had released the SP source code as well as the MP.

Think its quite an important feature, at least let us pull items, weapons, ammo, as I've only seen this happen with something like adminmod.
 Pnut_Man
04-02-2003, 6:39 AM
#561
Ok in jk3 I want to run around with a lethal lightsaber, that's my biggest wish. Check out the trailer for KOTOR, that lightsaber combat kicks ass. Perhaps short lightsaber locks that last 1-2 secs could be implimented for that feature?

I don't want to have to see hundreds of people simply overusing the special attacks because they can't duel properly, allow sabers to break defenses easierly.

Think of the Mods! The source code for single player must be released, not everyone can play multiplayer with enjoyment (say someone had 56k...or 28k!). New animations should be usable if a new model is created, clipping problems can get very irritating...

Guns and weapons- What the hell is a mine? Just include the detenation device that Han uses on the Bunker in ROTJ. Oh ya..I want the imperial repeater and seeker missile launcher from jk1. It was so awesome when a missile got stuck to an enemy and you watched as he ran around in vain :D

I'll post some more ideas later
 txa1265
04-02-2003, 6:39 AM
#562
Originally posted by Slapnutz
I still say we should get something with a NJO flavor to it. Am I the only one that thinks this way? Does anyone other than myself read those books?

a. Disagree ... strongly.
b. No, but you appear to be in a vast minority.
c. Again no, but the whole NJO/Vong thing tends to polarize the community a bit.

Mike
 txa1265
04-02-2003, 6:48 AM
#563
Originally posted by razorace
So you're saying you wouldn't buy JK3 otherwise? Let's just say you're not going to have to worry about saving up for it then. :)


This was regarding someone saying 'Ragdoll Physics is a *must have*'.

Let's keep perspective,as razorace describes. Personally I want to slice some stormies - not as the main dish, I just find it a satisfying part of my SW FPS (or perhaps TPS for Third Person Sabering) experience. Is it a 'must have'. No.

People tend to fall into extremes in descriptors - things like 'jk1 is far superior to jkii in every way' or whatever. Keep perspective, stay real ...

The game will be awesome, we will love it ... some already hate it, some have already reviewed it as 'far inferior' to Medal Of Honor Pacific Assault, some are likely already calling JKIII dead (and perhaps have the reason - maybe it was ragdoll physics).

But a few things we know - the basic plot and characters are done, a lot of the development is done. Things will change as they proceed, with additions and subtractions. In the end I have confidence that I will have a new #1 all-time fave game (replacing JKII which replaced JK1, which replaced DF)

Mike
 Lord_Plo_Koon
04-02-2003, 6:59 AM
#564
I know the game's plot:D
 Lord_Plo_Koon
04-02-2003, 7:16 AM
#565
The above was a late april fools joke:D

Anywho, I have the first page and a half of the 5 page article from GameStar translated. Check it out here: http://www.geocities.com/jediknightiii/gamestar.html)

The link will be up in minutes.
 Dj_chocolate
04-02-2003, 7:46 AM
#566
Not been on here long... 2 or 3 days maybe heh. So i guess my posts don't count for much. But ledge grab has been on the cards for a while. The ledge grab "system" used in Splinter cell is great, he does a kind of "turn-drop-spin-grab" thingy which looks really cool, maybe they could use that idea and tweak it up: make it run smoother and faster, in true jedi style! Then theres the fists... I'm almost sad to say it, what with all the conflicting opinions on this, but melee combat, allthough not necessary in a jedi's arsenal is definately handy (excuse the pun). But the fists in JK1 for example worked really well. Maybe they could have a kick move to push down enemies whilst in a saber lock, or be able to jab someone upside the head with the saber hilt! :D

Whatever the case, i hope Raven use melee combat as a last resort thing, if not just for fun! *thinks*... hmmm... wonder how far you could punch those Jawa's with the power of the force behind yer fists!

:confused:
 AKPiggott
04-02-2003, 7:51 AM
#567
Originally posted by Anakin
3.Those of you who are ranting at people like Emon, Akpiggot, razoraces and myself, stop it, we have been in this community for over 5 years (most of us) and we have grew up with this game and edited it until the cows have come home, so we know what we can and cant ask for, and we know what we are talking about.

Who was ranting at me? I've only been scanning quickly through this thread (a lot of it is MP-related and of no interest to me) and I may have missed something.
 C'jais
04-02-2003, 7:56 AM
#568
Dj Chocolate:

Why would a jedi ever use his fists when he has a god damn lightsaber instead?

Beats me.
 txa1265
04-02-2003, 8:00 AM
#569
Originally posted by C'jais
Dj Chocolate:

Why would a jedi ever use his fists when he has a god damn lightsaber instead?

Beats me.

I don't know ... but I do know that in Artus Mines I'd rather have had the 'Duke Boot' than the zap baton any day ... :)

Mike
 WarteX
04-02-2003, 8:09 AM
#570
some have already reviewed it as 'far inferior' to
Medal Of Honor Pacific Assault

lol

Let's keep perspective,as razorace describes. Personally I want to slice some stormies - not as the main dish, I just find it a satisfying part of my SW FPS (or perhaps TPS for Third Person Sabering) experience. Is it a 'must have'. No.

I agree.

Raven have always used ID software(bless em) engines and I think its great that they continue with this and they've made 3 quake3:arena engine based games. Since they've used it so much they probably know alot about it and can improve the performance and mainly concentrate on the gameplay instead of flashy graphics or raggdoll effects.
 Emon
04-02-2003, 8:16 AM
#571
Anakin, we aren't asking for anything hard or impossible (myself, DeT, a few others). All we want is to have some more externalized data so we can edit it. It's easy to implement, and could probably be done in anywhere from a few hours to a few days depending on the complexity of the code.

I am not asking for some crazy RPG system or asking for some magical new animation system that lets stupid newbies make new emotes by pointing and clicking. I'm asking for something very easy and very feasable that benefits everyone.
 boinga1
04-02-2003, 8:18 AM
#572
Originally posted by txa1265
I don't know ... but I do know that in Artus Mines I'd rather have had the 'Duke Boot' than the zap baton any day ... :)

Mike

actually if you crouch with the stun baton and attack in the mines it is very effective against the ....thingies....'Duke Boot"??
 ryudom
04-02-2003, 8:19 AM
#573
Why would a jedi ever use his fists when he has a god damn lightsaber instead?

why would a jedi use a stun baton when he's got a lightsaber?

the answer: cause he doesn't have a saber!!! in SP, there will most likely, possibly be places where you don't have one. in MP its quite possible that the class gametype will have non-lightsaber weilding classes. with this in mind, i'd much rather have fists then a stun baton. also its cool in SP to walk around with bare firsts too, but i guess there was an unequip button... but i didn't realize that until a couple weeks ago lol.

bottom line: fists > stun baton

also... if there isn't fists, can you put the unequip button in the manual? and one for MP would be kinda neat... it doesn't sound hard to implement
 T-Dogg
04-02-2003, 8:19 AM
#574
Originally posted by WarteX
Since they've used it so much they probably know alot about it and can improve the performance and mainly concentrate on the gameplay instead of flashy graphics or raggdoll effects.

You said it.:cheers:

Oh and 'Duke Boot' means the melee weapon from Duke Nukem: He kicks with his boot.
 txa1265
04-02-2003, 8:24 AM
#575
Originally posted by boinga1
actually if you crouch with the stun baton and attack in the mines it is very effective against the ....thingies....'Duke Boot"??

I know ... it took me a while but on my 2nd or 3rd playthrough I got to the point of not unloading all my ammo into them. I still fear that section more than any other ...

Duke Boot - anyone who played Duke Nukem 3D knows what I'm talking about! You use the shrink ray, then go over and stomp on the shrunken baddie!!! Absolutely hilarious!!! I'm still on of those fools who keeps my hopes up and eyes open for an actual Duke Nukem Forever *product*!!!

Mike
 ryudom
04-02-2003, 8:51 AM
#576
one thing i'd like to say about JKIII is that so far, the models look great. one thing i didn't like about JKII was that it seemed as though all the characters were scrawny and had no shape... these look more athletic and shapefull heh. like kyle in JK1 looks alot buffer and better then JK2 imo. JK3 looks great again. :D
 gammasts
04-02-2003, 9:19 AM
#577
Hello. I admire how much work I could see being put into JK3. However, I think that there should be some stuff included by some of the "expert" mappers and modelers out there.

If they could be converted into the new JK3 format, if there is any conversion to do, I would really like to see it be done.


Nar Shaddaa (http://forums.massassi.net/html/Forum5/HTML/009047.html) More Nar (http://forums.massassi.net/html/Forum5/HTML/008816.html)

Mace Windu (http://forums.massassi.net/html/Forum5/HTML/009004.html)

etc.

Maybe you could include something made by some of these people, or ask them to help out in it. In my opinion, I think that some of the maps these people make are better than the standard maps. Also the stories could be a bit more creative in the standard maps.
 rolyat
04-02-2003, 9:27 AM
#578
Originally posted by ryudom
these look more athletic and shapefull heh. like kyle in JK1 looks alot buffer and better then JK2 imo. JK3 looks great again. :D

I am not sure that all characters should look athletic. You should like in the universe have different kind of shape. I don't imagine Yoda or Yarael athletic, they will not be the same as the ones we know.
 Mex
04-02-2003, 9:30 AM
#579
Originally posted by C'jais
Dj Chocolate:

Why would a jedi ever use his fists when he has a god damn lightsaber instead?

Beats me.

Obi Wan had to use his fists when he lost his lightsabre. So the play could use fists when he has lost his.
 Dark Cloak
04-02-2003, 9:42 AM
#580
Emon: You're absolutely right. JK3 is a first person shooter. I actually have yet to see an RPG that has good game physics (unless you play White Wolf games table top like I do...you can create your OWN physics ;)). I hope JK3 doesn't turn out to be an RPG in some twisted way. Ick. I apologize for dragging out the whole ragdoll physics thing. :) It was a bit much. Oh well.
 ryudom
04-02-2003, 9:54 AM
#581
I am not sure that all characters should look athletic. You should like in the universe have different kind of shape. I don't imagine Yoda or Yarael athletic, they will not be the same as the ones we know.

i didn't say that :P, i just said overall, most charecters were weak looking. or thats what i meant anyway. anway i look forward to playing a buff character, or at least some muscle tone heh
 WarteX
04-02-2003, 10:07 AM
#582
I think the design of the non-movie models were great, especially shadow troopers and Desann (havent seen em in any star wars comic so far...)
 HertogJan
04-02-2003, 10:47 AM
#583
Yeah the models were great, although I do hope that JK3 will have a better 'boss' than the purple lizard we had now :rolleyes: I don't a barney the dinosaur, I want a charismatic, evil, powerfull, epic boss :D A respectable enemy like Vader or Maul :D
 WarteX
04-02-2003, 11:07 AM
#584
yeah, and I hope they will design the maps abit better especially the MP maps which were abit dull, some of em.
The SP puzzle were also abit illogical.
 FireGlow
04-02-2003, 11:46 AM
#585
@Raven

why haven't you made any kind of patch/bonus pack/something else for jedi-knight 2 since june 2002?

There are a couple of bugs and things to change that really suxx in MP and killed fun and u haven't made anything for 9 months...

For Jk3:

Please, please, please make MORE maps for MP. It's a joke to play a game more than a year on 4 official ctf_maps. The FFA Maps are also a joke for weapon players. There aren't enough ammonition and the playces of weapons and the other stuff really suxx.
So please take some time to make good and many Maps for MP, and if there aren't enough u should give us more with a patch! That Duel Maps in ~1.03 were nice, but who need them really, the gameplay didn't changed with them, it was the same on other backround (i mean making more and more duel maps doesn'T make sense).
I read that u want that the saber have more influence into the gameplay, but pelase not as it is now! Have you ever played ctf saber only? You need mostly over 20 Minutes to kill an enemy flagcarier (ok maybe ~5). But that saberstuff doesn't harm anybody really hard, so you must hit somebody many times. But there's around many healthpacks, shields, etc. so you can't kill anybody who is a good runner.
So please let the good weapon-fights in the game and make the saber stronger in ctf/ffa.
Maybe you must separate Saber in Duels and Saber in Ctf or Weapon games. The strength of the saber in the duels was cool but playing saber and weapons is like a bad joke! Make two different strengths of the saber, a bit lower in duel mode, so the duels are interesting. But make the saber stronger in Weapon and CTF Games, because nobody use it. If you need 1-2 hits in a weapon game it will be the best you can do. Like in 1.03 with the backslash, if you was able to handle the backslash in a fight, you could kill a weapon user, but with 1.04 you can't even harm one.

Soory for my bad english, i'm tired and i'm from germany, but i have played jk2 since February 02 and know some stuff that is cool or not :-)
 ryudom
04-02-2003, 12:08 PM
#586
nvm i'm a moron
 ckcsaber
04-02-2003, 12:14 PM
#587
What about having more hand to hand combat fighting, as mentioned before. Not just fists, but maybe some kicks (real kicks), and throws and stuff, like when Obi was fighting Jango in AotC on Genosis. This would open up a new style of fighting, and could add much more depth to multiplayer, with people choosing skills in hand to hand combat. (without going Jedi)
 txa1265
04-02-2003, 12:20 PM
#588
Originally posted by ckcsaber
What about having more hand to hand combat fighting, as mentioned before. Not just fists, but maybe some kicks (real kicks), and throws and stuff, like when Obi was fighting Jango in AotC on Genosis. This would open up a new style of fighting, and could add much more depth to multiplayer, with people choosing skills in hand to hand combat. (without going Jedi)

Exactly ... but make it a side-on 3rd person view, then one of the maps could be the streets of Japan, called JKIII:Mortal Kombat ;)

Seriously, I think that this is one of those basically good ideas that could kill the game. You would need saber-alternate animations and AI and physics for kick/punch/blocks. I just don't see the ROI (return on investment) in doing that ... not that it wouldn't cool - I would have head-butted Dessan given the chance ;)

Mike
 ckcsaber
04-02-2003, 12:25 PM
#589
Hmm, I see your reasoning, but I'm talking about having this as an option for non-jedi characters. Instead of people just running around with guns and such, they could have an option of letting the fists fly when they run out of ammo. I know my “idea” about having kicks and throws involved is a bit farfetched, but the option to punch should definitely be made. It wouldn’t require that much work, I’m thinking, and would add more variety. Plus it looks kinda lame seeing ppl running around w/stun batons.:p :D
 ryudom
04-02-2003, 12:32 PM
#590
i'd be happy with fists heh

on another note, i think it would be cool if secondary fire for lightsaber wasn't saber throw.

oh! come to think of it saber throw in general is terribly over used. imo saber throw should be used rarely, and only if you can catch an oponent off guard. a possible solution would be if the sabers collided, you could counter the saber throw (like strong to strong in JK2) and the thrown saber would fall to the ground. maybe it could only be recovered if your withing a certain range. also maybe it should have more of a delay before throwing.

another thing that just came to mind is countering. i really liked it in JK2, and for those who don't know what i'm talking about, i'm talking about when someone swings at you, and at the point of impact (saber to saber) you attack to counter the blow.
what i'd like to see in JK3 is possibly more of a window to counter (not much more) and possibly a small set up time as well. an example would be something like this: pressing primary and secondary attack at the same time would start the countering and then you could counter a blow coming .2 to .4 seconds after. something like that anyway.
either way, i found it pretty hard to counter in JO, maybe i just needed to put some more time in to master the skill.
 WarteX
04-02-2003, 12:46 PM
#591
on another note, i think it would be cool if secondary fire for lightsaber wasn't saber throw

I agree, I didnt even get why raven made the sabre throw as a secondary fire for jk2.
Sure its easier, but having another attak as secondary would give the ability 2 perform more moves (if they made any combos for the seconday attack, that is).
 happydan
04-02-2003, 12:57 PM
#592
why not have it so the player has to catch the saber themselves once its thrown, instead of automatic?
 txa1265
04-02-2003, 1:05 PM
#593
I'm of two minds on this ... (both regarding SP)

On the one hand I like having easy access to saber throw, and it became much more useful in JKII.

On the other hand, should it? Shouldn't it be for very occasional use, a utility toss? And wouldn't secondary fire be better used as a 2nd attack mode for the saber? Hmmm ... interesting ...

Mike
 ArtifeX
04-02-2003, 1:18 PM
#594
It's been a while since I've posted anything here. The jk3 announcement was certainly enough to get me to drop in and leave my 2 cents.

All I want to say to the dev team is that a lot of work has gone into making mods that made the game deeper and more enjoyable. They added/changed/removed a lot of things that really needed altering. Please do not ignore them. Although it sounds like the game is already in the late development stages, which could mean that everything's pretty much set in stone, so any ignoring of the jk2 mod community would have been long since done.

The lightsaber combat is the core of any jk game. Please make sure that jk3 has greater depth than jk2 did. The straight jk2 1.04 game had so few truly useful options in multiplayer. That needs to be resolved in jk3 if jk3 is to succeed as a multiplayer game. I could offer a massive list of suggestions, but they probably wouldn't get read anyway. So here's a real short one:

1. Make the stances have their own strengths and weaknesses, with no once stance being the "uber"-stance. That will just lead to everyone using the same stance over and over again in multiplayer--to do otherwise would leave you at a disadvantage.

2. Implement different character classes than just jedi. The whole issue of Jedi shooting rocket launchers is completely contradictory to the Star Wars universe, and it made those who liked stepping into the shoes of a "pure saberist" jedi a free kill for anyone with a Golan or Merr-Sonn. Use character classes to limit weapon, equipment, armor, health and force power availability.

I'll leave it at that. There's tons more I'd like to see, but if just those two were done, it'd improve things over jk2 immensely.
 Caze
04-02-2003, 1:23 PM
#595
I think it's great to have the saberthrow on a button that is easy to use, but I also think that it would be great to have a second attack or manual block for the lightsaber on the right mouse button. So I think the best solution for those who have a mouse with three buttons would be to set the saberthrow on the third mouse button (usually the wheel button) and leave the right mouse button to second attack or block.
 HertogJan
04-02-2003, 1:25 PM
#596
Yeah I too think it''s strange that the 2nd mouse button is reserved for saber throw. I didn't like the power that much either, it would come in handy once in a while, but nothing more...

I like the idea of the FAKK2 2 handed system, what function would it have if you don't use 2 sabers?? A saber AND a gun at the same time seems a bit like overkill to me!

But maybe you could still do this. With duel sabers you'd use the left mousebutton to use the saber in your left hand and the right mousebutton for the one in your right. For single saber, however, the right mouse button could give you extra attacks, thus giving the single saber a significant advantage...

I hope you know what I mean, but I think it's a reasonable idea!!
 txa1265
04-02-2003, 1:38 PM
#597
Of course those of us with multi-button mice can program what we want ... the thing is to make use of the 2nd mouse button for a unique attack mode.

As for Artifex's comments - very nice. I'm not a MP person, but I think your comments are useful and respectful. From the GamesDomain interview, it seems that new stances have been added, and they are very aware of the mod community.

Mike
 StormHammer
04-02-2003, 1:40 PM
#598
Originally posted by ArtifeX
It's been a while since I've posted anything here. The jk3 announcement was certainly enough to get me to drop in and leave my 2 cents.

All I want to say to the dev team is that a lot of work has gone into making mods that made the game deeper and more enjoyable. They added/changed/removed a lot of things that really needed altering. Please do not ignore them. Although it sounds like the game is already in the late development stages, which could mean that everything's pretty much set in stone, so any ignoring of the jk2 mod community would have been long since done.


From the interview at GamesDomain with Raven...

GD: So you've kept an eye on the mod community and listened to them for JKIII?

JZ: Yeah, we've been listening to them. Some of the new features in Jedi Knight III came from feedback.

So there you go...they have taken a lot of stuff on board. Anyway, check this thread (http://www.lucasforums.com/showthread.php?s=&threadid=96136) for a link to the interview. ;)
 txa1265
04-02-2003, 1:43 PM
#599
Originally posted by HertogJan
But maybe you could still do this. With duel sabers you'd use the left mousebutton to use the saber in your left hand and the right mousebutton for the one in your right. For single saber, however, the right mouse button could give you extra attacks, thus giving the single saber a significant advantage...

Interesting thought ...

All I know is that they have their work cut out for them - they now have 3 possible saber 'types', multiple stances - new ones added, possibility of combos with Force Powers, and so on ... and they have to BALANCE the whole thing! Just for SP it is quite a challenge - you want the game to be fun and challenging but winnable. For MP it is another dimension.

... I have just been thinking how happy I am that winter is over, now I can't wait until fall ... ;)

Mike
 ArtifeX
04-02-2003, 1:44 PM
#600
Originally posted by DeTRiTiC-iQ
Sounds interesting, i'm worried about the state of multiplayer with all these "improvements", seems to me its going to become too complex for its own good...

But, if Raven actually use the concept of multiplayer tests prior to release, we might just end up with a game we can all enjoy.

Agreed. I spent a few days on the single player, and liked it, but I spent months on the multiplayer aspect. I'd like to see it get the attention it deserves.
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