Development Cycle Archive

Thread: In Development: The Village of Aurilia

Zooey
Tue Nov 25, 2003 11:39 am
#1

TH,


I really like both ideas alot. This sounds really fun!


One suggestion, and please hear it. Make this village instanced! Force sensitivity is a personal thing to one's character and a very Star Warsy feeling can come out of this experience, but one thing that will ruin it is going there and seeing 40 other characters all running around like you. Make this instanced to refelct the personal journey, and the solitude in the city.


-zooey
Thunderheart
Fri Jul 16, 2004 1:43 pm
#2



“I don’t know. You can’t see the stars here.” Paemos complained.


“You can’t see the stars anywhere on this planet, can you? I mean with the trees and the clouds…”

Noldan stopped speaking and turned his head towards the elder, Rohak. Rohak knelt down to the ground and lifted a handful of dirt to his face. He breathed in deeply, relishing the smell.


“It’s good here. Green. Life.”

The others nodded their heads in agreement. The three men stood and looked at each other for only a moment before Rohak spoke again.


“This is where we shall begin.


The Village of Aurilia. The dream becomes reality…”


The hidden village of Aurilia (Ah-ree-lee-ah) was formed on a planet in the outer rim, near the Meridian Sector by a small group of like-minded Force sensitive refugees who had, for one reason or another, abandoned their old lives. They all possessed strange knacks for piloting, healing, combat or some other special ability in tune with the Force making them dangerous to the Emperor, and the rumors of a Sith Lord who held a high power amongst the Imperials.


Many of them were hunted by vicious agents of the Empire and also had dealings with the Jedi council. Some were brought forward to the Council in the old days by Jedi warriors after discovering their natural abilities while others sought out the Jedi, hoping to be trained or at least given some explanation for these strange gifts that made other people look upon them with fear or trepidation.


All of them were turned away from official Jedi training for various reasons: political ramifications, age, some did not display the qualities of a Jedi knight, and other personal reasons. This village has stood undisturbed for many, many years with the people there, living a rustic and agricultural life. They bother no one, trade with no one, and cause no trouble for the Empire, the Rebellion, or any of the various criminal organizations that exist throughout the galaxy. In this, they have hidden themselves in plain sight. They don’t do anything to actively discourage anyone from finding them, which in itself keeps them off the radar of most governments.


Though they have no formal training many of them have become quite confident in their abilities, and they have no qualms about teaching what they’ve learned to anyone who is willing to listen.

This is where you will begin your journey.


------------------------------------------------------------------------------------------------------

Creating a way for players to experience a mysterious but not impossibly hidden path from being “normal” to Force Sensitivity is a difficult task. Ultimately, it must be a story driven path that doesn’t go counter to the Star Wars experience, while also bending continuity in the game so that the MMO game experience can deliver a play experience that is satisfying and fun for those that do want to seek out Force Sensitivity.


Without revealing the exact path to Force sensitivity, let it be said that it is not hidden in the way that the Holocron/Professions system was hidden. The path to Force Sensitivity has underlying mechanics, but essentially it is to just play the game. It is definitely achievable, but mysterious and unknown. We don’t want people to grind anymore, so ticking off master professions will cease to be part of the equation. We may or may not reveal more as time goes on. It depends on how the flow of players through the system goes. (If too many players are pushed through the system, we may have to make additional changes based on technological needs, but if we do that, we will let you know in advance). It may not be long before you are visited by a mysterious stranger.Once players are on the right path they will be welcomed to the village with open arms, and will be given the training they need to understand how their Force Sensitivity works.


This place is the Village of Aurilia. It is a place where a group of Force Sensitive characters have gone to have some privacy and solitude in their lives. With the Empire slaying all the Jedi it can find, Bounty Hunters tracking them for profits and shunned by galactic citizens, these sentient beings needed a refuge. This village is that refuge. The player experience is one where they too can be a character that has these abilities and is seeking both help to understand their abilities and become part of this story. The village has heroic NPC’s, rogues and enemies. There are different stories a player may pursue and different Force Sensitivities that they can develop to make their character somewhat unique.


As players use their characters to play through the Force Sensitive training, their powers will grow and they will choose their Force Sensitivities using the existing skill system by completing quests and then purchasing them with experience and skill points. An exciting new feature about this part of the process will be a new “Quest Journal”. Players will have a new user interface that will help them track the progress of their questing and also give them fictional descriptions and important information in the quest journal.


When players finish their Force Sensitivity training, they may choose to either remain simply an FS character or go on to Padawan training.


•Do you like the idea of the Village of Aurilia?
•Do you like the idea of adding a quest journal?

Message Edited by Thunderheart on 07-16-2004 06:50 PM



Kurt "Thunderheart" Stangl
Community Relations Manager
WillinB
Fri Jul 16, 2004 1:45 pm
#3

FIRST

sounds great, TH. Keep up the good work.

One question, how will you get to this village? or is that a secret? Will it be instanced?

Message Edited by WillinB on 07-16-2004 01:47 PM

Raziel07
Fri Jul 16, 2004 1:47 pm
#4


SECOND


sounds very cool TH



as i would also like to know if it is instanced.


anothre question, do you get an email, does an npc actually aproach you to tell you about the village?

Message Edited by Raziel07 on 07-16-2004 01:54 PM

GenocideYtow
Fri Jul 16, 2004 1:48 pm
#5

w00t I pronounced it correctly before I read you spelling it
and English isn't even my native language

/so proud

Just not to waste this post:
I like this idea but as I understand, this is not where you begin your path to Force Sensitivity?

Because if this is the place where it all begins and will all come together it will become a very heavy populated and camped spot.

It wasn't very clear to me so I could be wrong but I think it'd be better if the system works like this:
- Player plays game
- At a certain time he get's a message (gets visited by an NPC... as I read in the post) saying he has special gifts and may come visit the citizens of Aurillia
- Many quests later Player gets the FS boxes
- 24 boxes = qualified for Padawan training
- Padawan training (hopefully will be different than the Knight trials. Yuck I hate those...) resulting in becoming a true Jedi

Can you clarify TH?

Message Edited by GenocideYtow on 07-16-2004 10:56 PM



~ S'val Selwood ~
Just a girl looking for a place to hang her lightsaber.
~When buying rancor toys, one must remember there is always a delicate balance between fluff and squeak. - pt ~


JediPheenom
Fri Jul 16, 2004 1:49 pm
#6


Lovin' the ideas. Sounds fun. Bravo. Fantastic. You may take your bow now.

Message Edited by JediPheenom on 07-16-2004 01:49 PM



Vorus Liz'e (Ahazi)

Kooni Neckard (Test Center)

_=-Stars? I'll take 5 please!-=_


RamhornSWG
Fri Jul 16, 2004 1:49 pm
#7


Still think its the worst idea and is a continued trend in misinformation. Refrencing a different post here I'm gonna post what has been said about the combat rebalance.


EDIT# This is not a slam on TH or any CSR type. Not their fault.



***********************************************************************


TH


12/8/03


There is content in the works, GCW stuff, the combat revamp...


************************************************************************


TH 12/23/03


I know a bunch of this is in development, but it really is . The combat system is being rebalanced and going forward, its important to get your critical issues to klawlegna so we can act on it. The big bottleneck is communication and after the holidays, a lot of this will be ironed out and smoother.


Instead of "fixing this" and "tweaking" that and ending up with a wobbly 4 legged table because so many number are over-tweaked, we are just revamping the system, but that takes longer.


************************************************************************


TH 12/23/03
The short answer is that these items will be taken care of in the weapons balance. Specials, weapon stratification and the like will all be accounted for
(what ever happened to the weapons balance????)


************************************************************************


TH 12/23/03
I could, but everything is getting revamped. Id be more interested in hearing what you folks have to say on how you WANT it to stack since we are doing the combat balance.


************************************************************************


TH 12/23/03
If its big, its coming in the revamp and the Combat Balance


************************************************************************


TH 1/16/04 (does this one sound familar)
We are going to be revamping PvP, but in the meantime, we have to make some killer fixes to keep what is in live now, fun.


************************************************************************


TH 1/23/04
The combat balance is near and dear to my heart as are all player issues. I just have to juggle time, manpower and scheduling as well. What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected.


The combat balance alone is the single largest player issue. It encompases about 34% of the Correspondent issues and much of the pain combat players are having. Pikemen, carbineers, commando heavy weapons, the cost of specials, HAM costs, all of that will be better when the combat balance is done.


The thing to remember is that because the combat balance touches so many other systems in the game, its going to take a while. The team thats working on this is working very hard and thats the best I can offer.


**************************************************************************


TH 2/6/04 (holy cow...the combat revamp is mentioned INFRONT of the jedi revamp)
2. For PvP and Base battle folks, your time is coming. Once we get past the Combat Balance and the Jedi Revamp, the PvP balance is scheduled. Its a multi-publish update (roughly planned atm) where will consider battlefield possibilities, PvP upgrades and so on.


*************************************************************************


TH 1/28/04
There are lots of ideas for sure, but right now, the team is focused on the Combat balance, the GCW, the Jedi Revamp, Correspondent/CSR issues, the publish theme, getting the existing professions improved and the dungeons.


*************************************************************************


TH 1/19/04 (HAM revamp...assuming this is combat revamp)
The HAM revamp will address all of that. It will repair everyone's specials, it will solve the slow downs in combat and many other things. The challenge is that its a core game system and its going to take a bit because people from many different teams have to be involved.


**************************************************************************


TH 2/12/04 (ouch...when I first read this...I thought it might come back to haunt him)
One message that is load and clear is that the combat balance is very important and we all know it is. So that means we have to get the combat balance done and in and polished.


**************************************************************************


TH 2/13/04
For the most part, the combat balance is just coding atm


and this


There is much more to the combat balance. The biggest change you will see is in the way the HAM works. It will have more of a regen effect rather than a "diminishing returns" kind of effect. On top of this, defense stacking, specials and all of the combat "components" will be tweaked for more fun and challenging play


***************************************************************************


TH 1/21/04
No, the development for the combat balance is being done all along. The develpment time for things like this is longer than most players realize. The "In Concept" cycle for combat roles per se is so that if players have any really great ideas pertaining what defines a profession's combat role, it can be added.


Once the basic design is done and the combat balance moves to the In-Dev phase, things can be tweaked a bit, but no major additions can be included. I thought it was important to get players ideas on combat roles and the dev team agreed.


**************************************************************************


TH 2/13/04
I pushed very hard for the combat balance and the team agreed so basically they did the crackdown stuff and then did as much of the Combat Balance as possible. The combat balance items that were selected because they effected creatures so much. The first part of the combat balance was balancing the creature table


AND


I'll be preparing some Combat Balance stuff for next week that will help everyone get on the same page for going forward


***************************************************************************


TH 3/3/04
This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC


AND


Actually the game will be easier at the high end because the "invulnerable" templates will be fixed and all professions will be on a level playing field, but in any event, this is something we need to focus on after the HAM revamp goes to TC in Pub 8 and after the Combat Balance goes into effect (tentatively Pub 9 and holding...)


****************************************************************************


TH 4/12/04 (time for another meeting???)
We did have a meeting today and I fought hard to get the combat balance put back on the plate. By my reckoning, it represents about 35-40% of the player issues. Would you say thats a wrong direction? I'm always open to ideas that speak to the most players at any given time.


*****************************************************************************


TH 3/2/04
As far as combat template stacking, this is all part of the combat balance. I mentioned early on that we'd be going through a painful period and this is it. Once the HAM revamp hits the system (keep your fingers cross, it should be in Publish 8) all of these changes will make more sense. It will change the way combat plays and the majority of the discussion points regarding combat will change. Many players are still seeing the way the system was or is, and not as it will be.


The core interaction of combat pools will still work the same, but the way it feels in combat will be different. Once it goes to TC, Im hoping to see all the combat experts get online and play it out so we can tweak it - - it will be a critical period. I know Im anxious to see it


********************************************************************************


TH 4/13/04



Atteke wrote:


Thunderheart could you guys put the combat balance on Test Centre in it's current condition like you did with the new HAM system in January? just so we can take a look at it.


-Thanks



Not really. Not for now anyway. You see, if we put it on Test Center, we'd have to push it out in Publish 9 with the the way the process works. Once a clump of code is integrated, "its in there". Thats where the sanbox that we've been talking about comes into play. This sandbox would be like a second Test Center, but configured in a way where it would be insulated from the live code and we would be able to push different versions out much easier without interfering with current process.


*********************************************************************


TH 4/19/04
Originally, the Combat Balance was delayed and I worked with the correspondents to get a list of "must haves" from the various profession communities. Since that time, I've have stressed the importance of the combat balance with the team and we are getting it back into the mix, though as you might guess, the schedule is pretty full. Because of logistics, its going to take a couple weeks of information gathering on the technical side before we have a plan to move forward on. We will see the CB soon though.


***********************************************************************


TH 4/19/04


We're in the planning stages now. I want to help set expectations as best I can. At this early stage, I would make the following comments:


- The biggest change in the CB that will be a "sensation", and by that I mean something that players will


change them after the CB gets published.


5/04


29/04
What will change is the mechanical balance - - especially with the HAM revamp portion of the CB


We can also further tweak the Smuggler’s combat role in the combat balance


The combat balance will bring elements of both to a Swordsman’s specials with the lions share of focus on re-tweaking the current specials to be more effective


These are two very important melee considerations for the combat balance


1 Answer to rule them all…


In closing, one thing that is very important to keep in mind is realistic expectations.The reality is that there are a huge number of player questions and answers that hang on the combat balance.What I don’t want to see happen is that because many questions revolve around a tight group of answers that the scope of the work gets expectations set so high that they are impossible to meet.We all have high hopes for the combat balance and the certainty that the Combat Balance is very, very important.We are putting a strong focus on special training and hardware to give the effort a leg up and will make this as cool as possible, but I wouldn’t look on it as a magic bullet, but more as an exciting change in direction.


*****************************************************


TH 4/22/04 (OUCH OUCH)


Why is it going to take more than a year post-launch to make this happen?


It's not. We've been talking about things internally a lot. I've stressed the importance of these changes and everyone agrees. We've been going over the implementation details for a couple of weeks now so that we can get this back on track. JustG will be going into more detail in his next State of the Game letter which will be coming out in the next couple of days.


******************************************************


TH 6/3/04


This is definitely a topic we can discuss further in our upcoming Combat Balance focus threads.


...and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up.


This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work


...but we wont know until the Combat Balance sandbox is live).


When the Combat Balance begins (which will be soon), the correspondents and some players will be brought on to a special Combat Balance server


Lightsabers have been balanced against the system after the combat balance


The most important component to this is to keep giving good, solid feedback to your correspondent so I can bring these opinions to the development team while the CB sandbox is live.


You can look forward to sweeping changes in terms of functionality, speed, etc.But again, I stress, we talk about this topic a great deal in a conceptual form.The rubber is going to meet the road when we bring the correspondents and other players onto the Combat Balance Sandbox server


Again, absolutely.These changes are the types of things we want to address in the Combat Balance


Squad Leader


What is the SL revamp timeframe?. It's still going take place after the combat rebalance, correct?


Its going to be released in the same publish


To answer your question though, this is something we can, and will, talk about during the Combat balance


Yes, Black Sun Razor Knucklers will be back in the game after the combat balance


****************************************************


TH 6/14/04



Waste93 wrote:


How about some info on the combat revamp. There are lots of rumors floating around on this one. And since the answer to just about every question the combat professions ask is "wait for the rebalance" it would be helpful.



Once we get through the Jedi Revamp, I'll be posting lots of thread. We'll have a lot of focus threads and the like and after P9, I'll start making the weekly roundtable have a CB focus to cover specific issues.


*******************************************************************


TH 6/10/04
Weaponsmith
Are stun weapons going to see a major rebalance within the future?


Yes. Stun weapons (particularly stun batons) were never intended to be "the weapon" that everyone wants because it is the most effective. SWG’s weapons were always supposed to have a variety of useful and efficient weapons available, but here again, with all the tweaks and changes over the last 8+ months have caused a series of imbalances. This is definitely something that will be looked at during the combat balance.


*******************************************


96)?96:this.scrollHeight)"


TH 7/15/04: I will be immediately working with the correspondents and the community to develop a list of pre-combat balance fixes
Gary Gattis's State of the Game Letter (around pub 8!): We are cranking on the Combat Balance, and we think development on it will span 2 more publishes.
So...which is it? Were we lied too? mislead? or ???


Message Edited by BlueCelt

Message Edited by RamhornSWG on 07-18-2004 09:17 AM

OckVofad
Fri Jul 16, 2004 1:49 pm
#8

Very cool concept. I like how you are trying to stay with continunity.


I was one of the people in the other thead who wanted a totally known, quest based system and it seems like you aredefinately headed in that direction.


I'm confused on how the system can be both known and unknown at the same time.





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generelz
Fri Jul 16, 2004 1:50 pm
#9

Thank the maker. The devs are actually doing something right for a change.

Well, wait a minute. These quests given by the village NPCs had better not be "go kill 5 squills, then earn x badges". Please add new, exciting, different content to the game other than senseless killing.

As for the questions you raised, this "village" sounds like a great idea. It should be hidden (read: instanced) for each person or tailored in such a way that every character's FS experience approaches some sort of uniqueness.

And yes, a quest log would be an obvious extension of this idea. It would be a good idea(tm) to add one.



Onic
Architect
Keeping The Covenant
Come visit my vendor at 3439 -3158 in the New Hope Mall on Dantooine
Raptor2k1
Fri Jul 16, 2004 1:51 pm
#10

Yes, and yes to your questions.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Aakhperkare
Fri Jul 16, 2004 1:52 pm
#11






Thunderheart wrote:


•Do you like the idea of the Village of Aurilia? NO
•Do you like the idea of adding a quest journal? Yes





Hey, atleast the Jedi will be all nice and happy, while the rest of us are screwed, and forced to wait util next year for probably what will be even more broken promises. Way to set priorities devs...

nolan007
Fri Jul 16, 2004 1:52 pm
#12




Thunderheart:


Sounds great...


Remove grindingand camping as the way to get a Jedi.


Make sure players are playing the game through tracking their character's behavior.


If they are playing the game (many various metrics)and have playedit for a certain period of time, then "the force" finds them and calls them to this new path. At this point, the quests need to be difficult... but not impossible.




Message Edited by nolan007 on 07-16-2004 03:58 PM



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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Mattt
Fri Jul 16, 2004 1:52 pm
#13

I would sell my soul for a quest journal. I would also sell my soul for a fun quest to be put into the game.



Mattt
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