Development Cycle Archive

Thread: Should Force Sensitivity be a known path or a mysterious one? (II)

krupps58
Sat Jul 10, 2004 2:48 pm
#118

Please, please, please. Make it known how to do it. At least put it on the loading screen or in the Holocron of how to go about unlocking your FS character.



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Kebo_Arzee
Sat Jul 10, 2004 2:50 pm
#119

I think it should be known. At least to those who have grinded trying to unlock.



-Drem You local secksy Bothan
Bathar
Sat Jul 10, 2004 2:52 pm
#120

i think that the process to becoming force sensitive should be known to everyone. This will make it fair to give everyone a chance to be a jedi or just a force sensitive.
jk___
Sat Jul 10, 2004 2:52 pm
#121

Hey


My opinions :

Make it mysterious, and random so that it will be different for each player. This will also limit the number of Jedi increasing drastically forever and ever, and add more depth as it is different for each player how his path to enlightenment will be.



Qui-Jak Latunka - Jedi Knight of the Old Republic
A Jedi from a more civilized age.. before the Dark Times.. Before.. the Aurillian Village

JelyDoughnut
Sat Jul 10, 2004 2:55 pm
#122

Just make everyone jedi , so we can all get over it and get bored...



"The game is going to explode with goodness " - Thunderheart
"Both accounts canceled, 7/15/04" - Jellydoughnut
-rav-
Sat Jul 10, 2004 2:55 pm
#123


Same answer as before G, It should be a mysterious, dynamic and unknown mechanic.






Ravenn Warrior
~Master Teräs Käsi Artist~
~Dark Jedi Knight~
Welcome to the Dark Side
Lendara
Sat Jul 10, 2004 2:57 pm
#124

Hopefully it should not be easy and it should be very mysterious to become force sensitive, there are too much jedis now and when it is easy there will be so much more jedi's...


The NPC's should give an advice where to look, no specific coordinates just some hints what should be done, such like the Hermit of Tatooine.


Some of the quests should be random spawns and the best would be (the difficultest to code) different quests for different players. So no one can really make a walkthrough for it. Some major quests could be similar for all players but all others should be random for every player and no quests like kill a and get object b to rescue c or something like that...

NagromNniuq
Sat Jul 10, 2004 3:03 pm
#125

I think it should start out with everyone having force sensitivity at the lowest possible level. A level that in no way affects the game other than it just being there. Like a baddge doesn't do anything but is just there. From there I think the path should be completely unknown except for a small hint on how to start. My choice would be something like sending people out to talk to an NPC, or one of several, far out on one of the adventure planets. From there the NPCs will give you challenging quests to complete for him. These quests should be mental and physical ones that should not exclude non-combat professions but it should be more difficult for them because all jedi are trained in combat before they become jedi. Mental ones would be puzzel or problem solving ones and physical would be combat oriented content but not at a rediculous level. It could be balanced based on your profession. A combat profession would be given a much, much harder combat portion, whereas a non-combat profession would be given a much, much harder mental portion. For the people who have already done the holocrons or many professions the NPCs would say something like, "I see you have already gone through much training and are close to being able to be taught to be a Jedi. You must do one last quest of guidance before you begin your training in the skills to become a Jedi." Then you would have only to do the final master epic quest to begin the force sensitive tree.

That's my 2 cents worth. I am glad the community is being questioned and I hope that whatever system is used to become Jedi is not too easy. Otherwise we will have an even more absurd number of Jedi than already exists.



**Rebels outnumber the Imperials in a 2:1 ratio. How is this a rebellion and how does this make for a good PvP situation?**
annelid0
Sat Jul 10, 2004 3:03 pm
#126

A truly hidden path has two big problems. It won't remain hidden, and it won't be fun.

It's already been proven all too well; a lot of players want to become jedis, and a lot of time will be spent trying to figure out the best and easiest way to do that. As soon as one person in a hidden system becomes force sensitive, the speculators will have material to work off. After 10 people, it will be a little clearer, after 100 people the way will be pretty obvious, and after 500 there won't be the tiniest bit of mystery left. By that time you won't even have to look at the forums, you'll overhear the technique while waiting at the starport.

The second problem is the bigger one. This is a game, and there's nothing fun about randomly unlocking a force sensitive slot without knowing how you did it. There's nothing to strive for and no sense of accomplishment unless you can feel you actually contributed to it and didn't just stumble across it by dumb luck.

This doesn't mean it should be obvious and known to everyone, however. The path to become force sensitive should be vague and highly varied (none of this 75 badges=25% FS, 30 womp rats killed=10% FS lunacy). The balancing point is that there should be an obvious way to start along the path to force sensitivity, but the path itself should not be obvious. There should be enough direction that you can feel like you're working towards something, but no one specific target to shoot for. The really difficult thing to do is make it so that after you take a step along the path you can look what you did and feel you accomplished something, but only have the choice be obvious in hindsight (and not to the next player).

I don't envy anyone trying to come up with a system that works in that manner, but that's the way I'd like to see it.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Gaenjin
Sat Jul 10, 2004 3:05 pm
#127


Mysterious in an "immersive" sort of way. As in the Quests should be 100% immersive. As one progresses, they learn little pieces ofwhat the Force and Jedi (or Sith) are all about. Then in the end, they must complete the puzzle to unlock their beginning down the path to Padawan.


But, trying to keep the path "unknown" or "difficult to discover" is just an impossible and unrealistic design goal, even in a single player game. Not only that, but in order to restrict the release of information, guard the secret, etc. etc. etc., all you accomplish is a game that's more of a chore than fun... and games are supposed to be fun, relaxing and challenging... but challenging in a mental puzzle sort of way, not a time eating task grinding way.


Bottom line is this:

Jedi is Star Wars. People can argue that till their tongues fall out and fingers wear to nubs, but that's the pure and simple truth. Without Jedi, Star Wars would not have ever existed. Trying to limit people from that gaming experience is just not going to work, as has been proven in the past. Jedi sells, and Jedi sells big. You all seriously underestimated the popularity and desirability of Jedi in an MMORPG.


Personally, I think thecurrent timeline was a bad choice for this game. For one thing, we already know the Rebels won. Nothing I do as an Imperial can or will change that. Jedi also just don't exist right now, even Dark Jedi. Unfortunately, the 3 Episodes that cover this time period are just not very forthcoming with much info on Jedi, other than Luke is the last and he's not even a realJedi, only a partially trained Padawan of exceptional talent.


Right now there are too many inconsitencies with the current timeline.


  1. The Rebelsforcesoutnumber the Empire's forces.

  2. The Rebels are the better equipped, and are the stronger force.

  3. Force Sensitives and Jedi run rampant with high visibility.

  4. The Empire is helpless to control the Jedi.

  5. The Empire is just not the heavy handed oppressor that it's supposed to be for the timeline.



I think that you all will have to advance the game's timeline to after the Emperor and Vaders death. That would be a GREAT timeline to play in, and would actually change very little of the game, because you have remnants of the Empire still trying to fight.Advancing the timelinewould also make the above inconsitencies more plausible to the game, because what currently exists now, is exactly what I'd expect from a post-Emperor/Vader Empire.


edit:

Changing the timeline would also give a much needed plausibility to the current existance of Jedi, as they would slowly start coming out of hiding... yet life would still be dangerous for a Force Sensitive due to public mistrust, Bounties still being issued by Imperial Loyalists. The Emperor's Dark Adeptfollowers would be trying to fight over the new Sith Lord openings, the Light side would be trying to reform the Jedi Academy and Jedi Order... and the two sides would continue their eternal battle as they always have, while the new Force Sensitives attempt to learn skills on harnassing their powers to aid either side.

Message Edited by Gaenjin on 07-10-2004 03:13 PM

neinnunb
Sat Jul 10, 2004 3:06 pm
#128






JustG wrote:



Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?


It should be mysterious/unknown. But I dont see how you can pull that off, when the first person figures it out, it will be posted on game guides forum and webpages all over the place.



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IgescaStorm
Sat Jul 10, 2004 3:08 pm
#129


I talked also in the previous thread about becoming FS and not becoming Jedi from FS...


Make it visible with hidden parts.


Make a progressbar, like the jedi-bar in beta 3 or a similar thing. We all want to see, how far we are in the progress!


Quest should give ushints, where to finish them and whatwe can get from them.


It would be cool, if by quests we could choose between a reward-itemor xp (or skillpoints or whatever you need for your next FS-skillbox).


I mean, it should be a hard decision, what to take. The really cool item, but then I need another week to get my new skillbox, or the skillbox, but I do not get the really cool item.


So you can keep the path (toFS or Jedi)long and fun.

In an RPG, player want to make their choices! (At least I want!)




Edited for spelling

Message Edited by IgescaStorm on 07-10-2004 03:10 PM




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FinelElar
Sat Jul 10, 2004 3:13 pm
#130

I think that you shouldknowhow to become force sensitive. A lot of thepeople i have talked to don't want to bejedis they just want some kind of FS powers. Have players start on an adventure planet so Joe Noob can't just start at it ( i apologize if anyone actualy has that name.) From there make it a series of quests. I want to work for my FS slot but i don't want to have to guess or just by chance stumble upon it. It seems to be the concensus that we need it to be quest driven. Now we should be pointed in the right direction not told hey meet luke on yavin and he will tell you what to do but work out some kind of NPC based on your character. I do want to be a jedi not over night but i want to feel that it's my prize for sticking with it for so long until then i will be grinding BH on yet another server to take out the jedi that seem to be everywhere now.



T'kide Nisade
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