Development Cycle Archive

Thread: IC4: Path of the Jedi

NoviceFencer
Mon Apr 12, 2004 10:55 pm
#1301

i was thinking about our "hood robes" "holocron being useless" and " lack of skill atachments for jedis...


Now that soon holos will be no longer for told u what profesion to master,how about make them usable only for jedis (as it should be i think.) Theyre not supposed to "keep ancient lessons" inside them? what about holos being some type of skill atachments for only jedi?

Something like a holocron when used said something like "you learned the ancient knowledgence of the holocron blablabla" that give you +5 or +10 Lightsaber Block or +5 Force regen....

or maybe put them in the slots of our " jedi hood robes"...




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BlueRage - 29 Professions
Alianza Hispana( AH )- Jedi Padawan
Fried_Yoda
Mon Apr 12, 2004 11:23 pm
#1302

Force Powers
How about jedi are alloted a certain amount of force points to use. The force points are used to learn force powers. This will keep balance and fairness in the game, so you don't have a jedi with all neutral and dark side powers, even the most darkest powers in the game. So here's an example. Lets say a jedi can have500 force points max. Each force power can have three levels to it: Novice, Intermediate, and Advanced. Each level will allow you to weild the power more effectively. For example, Force Speed may allow you to run 2x as fast at novice, 4x as fast at intermediate, and 8x as fast at advanced. The number of skill points used up by each power and level will vary. For a neutral power like force speed, it may cost 5 points for novice, 10 points for int, and 15 points for adv. For a more advanced power, like force lightning, it may start at 20 for novice and so on. This way, the level and power of the jedi is more flexible because he choses his/her path.


Now, these force points must be obtained via the jedi quest. Lets say each quest unlocks a certain amount of force points. Once the person unlocks enough points to learn a skill, they are given a list ofskills they can learn. In order to learn that skill, they must go through a special TRIAL for that skill. upon completing that trial, they learn that skill, and the force points are subtracted from their pool.


Now, if a jedi reaches the point where he/she runs out of skill points, OR if they chose to alter their force powers, they can have a stat migration thing like we have for our HAM. But it won't be as easy. They can drop certain force powers to gain force points (Lets say drop from Advanced Force Grip to Novice), but they must go through the trials for the powers they wish to learn. Meaning, its gonna be a long and hard process if you want to alter your force powers, since becoming atuned to the force is a learning process.


Thats my main chunk of the whole obtaining force powers idea. I hope TH is still looking at this forum, and can give me a hollerwith his opinion on what he thinks.




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Aolelon
Tue Apr 13, 2004 1:28 am
#1303

Jedi Theme Park Idea!!!


Ok. There should be a Jedi Theme Park. Make the quest fairly hard.. but not too hard...also make them long (travel from planet to planet). As you go from an apprentice jedi (Themepark people) to a Master Jedi Knight (yoda or Mace Windu someone like that) You gain a few more FS experiance.. When you come to the Master Jedi. one of the test should craft your own lightsaber ( really really sucky one out of misc. semi-rare components that you can impliment into the game).


I think it should be a theme park because in the Star Wars movies...there is always a mentor to help the young apprentice or padawan. Like Obi Wan..



Aolelon Launcher
Master Merchant, Master Armorsmith
Vendor in Corellia, Coronet. 868 -4428

Kuromero
Tue Apr 13, 2004 4:35 am
#1304





Well, just read this and thought I'd throw in my thoughts about the quest to jedi...


I have read some great ideas on here and think that the best way to go is a combination of many of them.


Have a semi-static NPC that changes his location maybe once a week. Always in a major city (one with a starport). This way, you have to do some looking. You won't have to run to every corner of the universe, but some hunting is required.


Next, he will ask you a question to get a feel for your character type from choices such as:

1) I live to serve others. I heal the sick and inspire the weary. (Medic or Entertainer)


2) I am a builder at heart. I love taking many small things and putting together one masterpiece (Artisan Professions)


3) I am a creature of the wild, I heard nature's call and cannot ignore her. (Scout based professions)


4) I am a warrior. I was born to fight and prove myself in the field of combat. (Brawler or Marksmen)





After this you should receive a series of quest increasing in difficulty, examples are (following in the order given above for the different professions):


1) Quests the center around healing things. Give a location of an NPC who is wounded and heal them. After being healed, they should give an item or something that is returned for the next mission. As you progress, have the wounds be harder to heal, for instance make it where you will eventually need doctor skills to heal them (Diseases, different states, etc.)


2) Start them out with resource based quests, first certain types of resources progressing up to different minimal qualities. Then make them have to build things (I recommend not requiring anything from a specific elite profession, but require things anywhere up to master artisan.)


3) Have them have to go to specific POI's, then get skin/bone/meat from specific animals (Nothing too high in level, but if they have a scout class, that will PROBABLY have a weapon class, so you can use some mid-level mob's)


4) This one is a no-brainer. Combat based missions increasing in difficulty.





The key here is, make the quests require them to actually have the prof they pick. If, for example, you made the scout one nothing but POI's, you would have EVERYONE picking this and flying all over the galaxy.


Also, don't think that because I'm listing things that anyone with a basic professions mastery could do, that it won't take a while. Maybe have a limit on how many missions you can take within a specific timeframe, say one missions per day with a total of 30-45 missions to unlock. What we should try to do, is weed out the people who really want to play Jedi and the people who are power-gamers. Make it so that if they are power-gaming, Master TKA looks more appealing due to the fact you can get it within a week or so of dedicated play. Getting your Jedi slot should take around 1 to 1.5 months, at least, that's how I feel.


SOE says they want to limit the number of Jedi characters, well here's an idea.... Instead of making so hard to GET a Jedi character, how about making it hard to play a jedi character. I have been told they have taken out the 3 clone max rule. If so, put it back in. It deters people from playing a jedi, thus only the ones who TRULY want to play Jedi will still do it and the people who want a lightsaber wielding ball of doom will give up and go master something else.





Arguile Illwulf
Section One
Bloodfin
WookieePower
Wed Apr 14, 2004 5:18 am
#1305

How about getting a TimeLine to when Publish 10 will be coming out? I was gonna wait but with the news of Publish 11 coming out in march of 2005 ill probably start grinding again.



Acatha
Zabrak without a clue.


"No matter how much a monkey evolves, its still a monkey." - DB series

- I support the CURB, the Devs and the attempt to make SWG a better game! - You can too!
916siccmade
Wed Apr 14, 2004 5:44 am
#1306

If you cant make youre own choices in an online game , you mite as well buy an atari. Pack man anyone!
vabli
Wed Apr 14, 2004 6:56 am
#1307



keep holos aswel as the quest system for the people who want to grind all 32 professions to unlock their slot. i for one would like to do this as it lets you try out aspects of the game you would never dream of doing



Why did you call the police? Did the retard escape? - Borat Sagdiyev
Kenbow2
Wed Apr 14, 2004 8:18 am
#1308

HERE IS THE NEW QUEST SYSTEM (RECOMENDED):


First you collect the Holocrons which will tell you which NPC trainer (Jedi Quest Giver) to go to. Then you do the following:


1) You go to a NPC trainer that is secretly a Jedi Trainer also. The NPC trainer gives you a top-secret jedi-based mission, which coincidently, you have to be a Master in the profesison he trains before you can complete the missions. Examples are that you have to craft your own Speederbike (Master Artisan), or the have to dance for a infamous thug who will only let a skilled dancer perform for him (Master Dancer).


2) Once you become Master and complete the mission, you go back to the NPC trainer and he affirms that you have completed the quest. Then, (after using another holo) the NPC trainer sends you to another NPC trainer where you do another jedi-based quest, which coincidently, you have to Master the profession that that NPC trainer is proficient in to complete the new quest.


3) The SWG will randomly assign each player anywhere from 6 to 32 jedi-based quests for each player to complete before they unlock their FS slot. Coincidently, to complete each quest you have to be a master of a certain profession.


4) After you do the alloted number of quests, then you can unlock your FS !!! Hurray !!!


This Quest based system is SO much better. /sarcasm





- I support keeping & balancing the current combat system You can too
Kenbow2
Wed Apr 14, 2004 8:50 am
#1309


But in all seriousness,

if the old system doesn't remain... or in an alternative, make it to where you have to complete all 32 professions...

I am happily quitting the game, with both my accounts.


You can't just change the rules of the systemof the most important aspect of the game. Especially after players have dedicated their time and hard work to completing a system that you (SOE) all created. I personally love the current Jedi system. A Jedi should have knowledge about different professions. If someone chooses to grind and ruin roleplaying, then so be it. But I understand how that can mess up Role playing aspects of the game, so I can understand SOE coming up with additional ways of becoming a Jedi.


I, myself, don't grind. I have gone through each profession at my own pace and have learned from each one. I have enjoyed each profession. I continue to go through the other professions i haven't mastered yet regardless of what my silent holocron profession may be. Becoming Jedi was a movivation to trying all the professions, but I do them at my own pleasure.


I'm all for making a system better, but that should not include deleting the old method of becoming a Jedi. I have stripped all my combat skills, and CH skills (which aren't exactly easy to get) for nothing but Artisan and Entertainer based professions. I never worried about getting the combat skills back before because I always intended to just have combat back in my gameplay when I became Jedi after getting all the right professions. Now it appears I will have to stop my goal of trying all professions, build back up my combat professions (again), and start doing Jedi quests that will take away from me actually playing my character as he was intended to be played in his profession.


All that is going to happen is that players are going to make their characters in a way that gives them the best chance of success in completing the Jedi quests. So instead of random types of professions throughout the game, you will have one universal cluster of skill boxed players all trying to complete the same quests. True, this does get rid of the AFK grinders, but I think it presents a much, much bigger problem. Once Quest missions do go LIVE, players will be posting how they beat certain quests with a particular skill box configuration. Then, everyone else will grind to that configuration to help their chances with the quest. So what you end up with is a whole galaxy full of clones (no pun intended).


LET THE OLD SYSTEM REMAIN IN PLACE WITH AN OVERLAPPING QUEST BASED SYSTEM.



- I support keeping & balancing the current combat system You can too
Kenbow2
Wed Apr 14, 2004 9:08 am
#1310

Here is another thought...


Instead of basing the timeframe of the game justafter Episode III (clones wars) but before Episode IV (A New Hope), why don't you just WARP the timeframe of the game to right after Episode VI (Return of the Jedi). Then you can just let the servers play out naturally however they want instead of trying to force feed a certain idea like "low number of jedi because of the time period" to all of the players. Nothing is worse when players on a MMORG go in a certain direction by mass numbers, and then the game makers make it harder to go in that direction because it doesn't properly reflect that "time period."


In my opinion, SWG feels more like it is after Episode VI. The Imperials are all fragmented around the galaxy, yet still trying to hold onto their power. Rebels are more powerful and are begining to effectively cause damage to the Imperials. The Rebel Alliance is more widespread. Jedi population is on a re-bounce back upwards because the Emperor is dead, and Darth Vader is no longer Darth Vader. It all fits to me.



Just change the time period of the game to after Return of the Jedi, Episode VI.





- I support keeping & balancing the current combat system You can too
Kenbow2
Wed Apr 14, 2004 9:11 am
#1311

In addition to the above post,


You would also have to remove Darth Vader and the Emperor from the Imperial Theme Park. But, thats about it.



- I support keeping & balancing the current combat system You can too
the_WiZ
Wed Apr 14, 2004 10:35 am
#1312

Changing the timeframe Is a very good idea... Placing it after Episode IV will give the developers a wider range of possibilities.

tim1756
Wed Apr 14, 2004 1:42 pm
#1313

Correct me ifI'm wrong but I thought the game was set between Episodes IV and V not III and IV. The first Deathstar should have already been destroyed. That happened in Episode IV. I don't like the idea of advancing forward in time to explain the number of Jedi. The Devs have said from the beginning that there would be few Jedi and it would very difficult for those that did become one. While I'd love to play a Jedi I think there are already too many in the game. From what I understand they outnumber Rangers on some servers. This is not right. I should be able to count the number of Jedi per server on one hand. The ones that do exist should need to stay in hiding for fear of being killed. If everyone wants to play a Jedi or Dark Jedi then go play Knights of the Old Republic. It's set when then were both many Jedi and many Sith. This is Galaxies. Set after Episode IV. The Emperor and Vader have killed most of the Jedi. According to the movies Yoda should be the only one left. I think if you use the EU then you can add a few more to that. I think if you are going to continue with these Paths to Jedi thats fine. But put a cap on the total number of Jedi per server and reinstitute permadeath. That way once a Jedi permanently dies someone else's FSCS will open. The cap should be like 5-10 per server. No more. People will cry because they will lose their Jedi when permadeath kicks in but guess what. Being a Jedi should be next to impossible at this time. Deal with it.
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