Development Cycle Archive

Thread: IC4: Path of the Jedi

CWEGuru
Fri Apr 16, 2004 9:51 am
#1340

I read this concerning Publish 9: "Advancing down the path of Jedi will start with basic force sensitivity which will be open to all players to create a sense of the force."


Does this mean everyone will be given a FS slot to use if they wish?

Lyze
Fri Apr 16, 2004 10:23 am
#1341

Here's what I'm thinking. Jedi shouldn't be something that you buy the game and hop into, it should be additional content to add to the game. Sort of like how you might get a bonus track on some car racing game for winning a circuit in first place or whatever. So along those lines...


Phase One: First the player has to fufill a certain amount of activity. Let's say you have to accumlate 1000 fcs points to get the slot. Doing different activities accumlate points, when 1000 is reached, you go to phase II. Some give you more than others, for example


a. Every day of active time the character accumlates earns you a small amount. Eventually you'll get the fcs no matter what, but at this level of use, say it takes the average player a year to do it. This is just from what accrues.This basically rewards the casual player, and gives him the jedi character after having played his 'main' for a certain amount of time


b. Earning X amount of xp gets earns you a fcs point. It rewards everyone, whether crafter or combat class, so rewards the character for having played the game's profession. Another idea is just to give fcs points for mastering profesion, or maxing a particular tree, but this just encourages grinding. Better that its just the total amount of xp, say something equivilant to getting the jedi to mid point in its tree. Also it gives the jedi to somone who's willing to put in the effort of xping with a jedi, which I've heard is nasty. Maybe crafting and combat xp pay out different amounts, I don't know, I'm not a number's man.


c. Explorer badges give you some amounts, maybe some could be hidden. The player has explored the game, has seen the sights, and has earned the right for something new.


d. Doing quests earns points, showing the player has tried out the content, the theme parks (jabba's, imperial retreat) earning more than picking up static quests.


Phase



Frayshea Treehater, Tarquinas Server
Lyze
Fri Apr 16, 2004 10:54 am
#1342


Here's what I'm thinking. Jedi shouldn't be something that you buy the game and hop into, it should be additional content to add to the game. Sort of like how you might get a bonus track on some car racing game for winning a circuit in first place or whatever. So along those lines...


Phase One: First the player has to fufill a certain amount of activity. Let's say you have to accumlate 1000 fcs points to get the slot. Doing different activities accumlate points, when 1000 is reached, you go to phase II. Some give you more than others, for example


a. Every day of active time the character accumlates earns you a small amount. Eventually you'll get the fcs no matter what, but at this level of use, say it takes the average player a year to do it. This is just from what accrues.This basically rewards the casual player, and gives him the jedi character after having played his 'main' for a certain amount of time


b. Earning X amount of xp gets earns you a fcs point. It rewards everyone, whether crafter or combat class, so rewards the character for having played the game's profession. Another idea is just to give fcs points for mastering profesion, or maxing a particular tree, but this just encourages grinding. Better that its just the total amount of xp, say something equivilant to getting the jedi to mid point in its tree. Also it gives the jedi to somone who's willing to put in the effort of xping with a jedi, which I've heard is nasty. Maybe crafting and combat xp pay out different amounts, I don't know, I'm not a number's man.


c. Explorer badges give you some amounts, maybe some could be hidden. The player has explored the game, has seen the sights, and has earned the right for something new.


d. Doing quests earns points, showing the player has tried out the content, the theme parks (jabba's, imperial retreat) earning more than picking up static quests.


Phase II. After the 1000 points (or whatever) is reached, the character gets an email from 'an old friend' or 'an anonymous sender' something to that effect, which gives him a waypoint, or maybe an item like a treasure map is put into the inventory. No drop, of course. Clicking it gives a message stating something to the effect of 'I've been watching you, blah blah blah, have some info you might find interesting.' The waypoint should lead to a planet distant from where they are at the time, and to a location that's remote. Combat or non combat, you need to show you can get around without dying, by whatever means. At the site, a long quest begins, sending the player to speak with various people, maybe some combat, but not crazy. But some of the missions should also involve crafting, forcing the chracter to rely on at least some friend/guildies/aquantices to help out. Shows the charcter knows people and is resourceful enough to problem solve. It shouldn't be hard in the sense of tough fights, but require the character to have to make choices that influence dark or light side. I'd stay away from having to kill certain static mobs that are rare spawns, no EQ epic quest please with it's camping of bottleneck drops. This quest should be themed where the character is researching about jedis, if imperial with inquistor, if rebel looking up old republic archives, if neutral, investigating an ancient relic from the hutts vaults or something along those lines. Once the personal quest is done, which should be multi planet chase that should at least take 10 hours in total to complete straight (Like as long as finishing a theme park at least) but can be picked up and started as you wish, you get sent to phase 3


Phase 3 would be actual static theme park, with the choices made in phase 2 either sending you to a light sided park, or a dark sided. There should be the option of doing either social or combat missions to complete, maybe the social are longer as there is lest threat and would cost resources or money to complete. After its' all over, bam, fcs.


Mostly though, the phase I part assures that eventually everyone will be shown how to start the quest, rather than going around randomly hailing people untill you find the right one but without making it something you can just look up on a board. Also beats grinding crap untill you hit hte magic number five.





Frayshea Treehater, Tarquinas Server
WolfwoodCross
Fri Apr 16, 2004 11:50 am
#1343



Just read the bit on Publish 9. Certainly glad to hear that each player will now, essentially, be allowed two characters per server. I also like that a player does not have to completely give up his character to gain force sensitivity. I really like that actually.


About the PVP split regarding Dark and Light Jedi.


A player should not just simply choose Dark or Light. Players should be forced to make certain choices in any of the quests that are either good, bad, or morally ambiguous (my favorite choice ^_^). The choices a player makes along the course of his quests should dictate his eventual Rise or Fall. The path to good or evil should be obvious, but not 100% obvious.


Example - As a young Force Sensitive in the Rebellion, you have been given the task of finding an Imperial Spy for the Rebellion. Your orders are to eliminate him for the sake and security of the Alliance. Communing with the Force, you sense the location of the Spy and track him down. But when you find him, you find that he is home on Tatooine with his wife and children, who are oblivious to his dubious nature as an Imperial Spy. But if you do not eliminate him here and now the Empire will destroy a new hidden Rebel base.


Do you eliminate him for the sake of the countless lives that would be lost due to the Imperial Countersrike, orphaning his children and making his wife a widow? Or do you turn your back on commiting cold-blooded murder, no matter the consequences?


And the worst question - Which decision is the right one?


It is this kind of problem a Force Sensitive needs to face on their quests to find who will become Jedi and who will fall into darkness.

Padmegirl
Fri Apr 16, 2004 1:04 pm
#1344

a few problems with the current system of Jedi class.

1. killing the same thing over and over --- boring
2. not able to group with friends --- anti social, like playing a solo game...
3. grouping with guildmates and same faction will end up in the terminal -- makes a lot of sense... it is like Leia tells Vadar where Luke is...
4. Lightsaber can only be made with funds from the main character, super lame. Never seen Luke asked money to buy pearls to make his saber. geeze.
=====

Suggestions:

1. make it fun... let new jedi have private missions area for fun to level up
2. let same guild same faction, or Jedi grouping not to raise visibility
3. Make it so then jedi will be able to self sufficient to make saber themself... adding a crafting element into it.
4. Not all Jedi were kill to gain xp... some are expert in other areas.... please add back crafting a mean to raise jedi xp... just for fun for players other than powerplayer that has 15 hr to kill things a day without feeling boring.

5. make Jedi fun.

6. See rule #5

7. See rule # 5 and 6

8. Reduce the force power cost for saber moves. It does not make sense that a fully buffed swordsman can spam specials with brandy while jedi spam a few times and no more juice.

9. reduce the saber decay rate

10. make BH hunting more fair... and fun for both side
Nikejow
Fri Apr 16, 2004 2:12 pm
#1345


Greetings i have an i dea for the jedi path quests. The force sensitives i belive should have to undergo the quests with a real jedi. what i mean is that the force sensitives become apprentices to the jedi and undergo the quests with the jedi like in the movies. I think this would be fun and more enjoyable expierence. Also i belive that the force sesitive quests shouldn't be as long or as hard as the others


Thank you Asasain15
Pytting
Fri Apr 16, 2004 2:21 pm
#1346


i would like to see that these quests were to be found as loots on random npc´s, this way other ppl cant camp places for jedi ppl to show up and it will take longer



i would also see that some of the parts require some help maybe not only for combat but maybe for crafting or something similar



and further more (not suposed to be in this thread but iam putting it in anyway ) i would like u to give the FS thing to the new char instead of the old one, why? because some of us (me) has already made up plans for our (mine) existing char


Vexor
Fri Apr 16, 2004 8:20 pm
#1347

Though not many posts under my belt, I have read a couple of ideas that would be a nice and effective way to sync the gameplay with the actual lore of the Jedi.



1) Quests are fine and dandy. I love stories and when I want to take a break from grinding for cash or loot, I take a quest to get caught up in the story, to feel I'm making a difference. One thing that I can't do is spend 50 hours a week online. I'm a casual gamer. A big week is maybe 10 hours of time online. With that in mind, I do not have the time or credits to grind holos. I usually focus on my profession, make sure I have decent weapons and armor, and venture out exploring, hunting, etc.. I have not focused on "the path" as my eventual destination, and even if it was readily available to me in the form of a huge time consuming quest, or series of quests, I still could/would not be interested in pursuing this. What would interest me would be random experiences, or "instanced" things like the Corvette. Having a written set of rules for acquiring force-sensitivity almost makes me not want to do it, but if I could travel to a certain part of a planet at a certain time, and happen to encounter the wife of a townsperson mourning over her dead husband (who just happens to have some uber loot on him). What would you do in this situation? The wife asks you to guard his body from the nasty mob, and you will be rewarded, but you have to guard it for an unknown amount of time, even knowing you can make 5 million credits in 10 minutes if you just loot it and head to the nearest starport and spam your ad. Keep in mind, this is not a quest, it is random or "instanced", so it will be unique to your character. If you protect the corpse (which in my mind, would disappear after you successfully guardedhim, take his loot, or get incapped by the angry mob) then you have a choice. One, you get rich quick, two, you lose your chance to have a choice by dying, or three, the wife tells you of a man of great wisdom she knows and give you a waypoint. She tells you of great things the man has done for her people, but you must go straight to him and not tell anyone or he will not speak with you. You travel to the wp, talk to the "man", and you are given more choices. Not really combat, not really grinding, not really exploration or crafting, but riddles or puzzles that you have to solve to decide if you want riches, power, adventure or the lonely life of a jedi.



2) If it's quest-based, I probably won't want to do it, especially if it's a very time consuming quest, I don't think having a Cannonball Run is a valid way to become a Jedi, and it particularly favors power gamers, who take up more bandwidth but only pay the same amount as I do a month to do so. Random, mysterious, instanced. Make this RPG different and reward those who are lucky or "destined", instead of only the ones who can afford to play 80 hours a week.




That's all I got.


Lunase Bahaba


Kauri


Master Carbineer for 3 months straight!





\\\\Lunase Bahaba////

228 2675--900m East of Dantooine Mining Outpost
j Lunasoar Spacecraft Inc j

WessssCheng
Sat Apr 17, 2004 2:01 pm
#1348

So u kno how ppl are still working on holos and stuff will that all go away and even though thye do finsih their holo they won't become a jedi?




-sebastian-
Sun Apr 18, 2004 9:23 am
#1349


Sorry if this post is somewhat off topic, but I just wanted to say that I would enjoy seeing Jedi-specific items, most of which must be either quested for or looted from spawns on Jedi specific quests. The first thing that comes to mind are more diverse crystals. From what I understand crystals are worthless because of how much better Krayt pearls are, so instead of just having stats, crystals should have attributes, they could add status effects, change damage type, have ability mods (such as saber defence), this would make crystals more significant. While in the topic of crystals, I agree with everyone else when they say that a Jedi should not have to rely on everyone else and be unbelievably wealthy to obtain them, they should be obtainable exclusively by jedi, or at least almost-exclusively, because it seems illogical that anyone couldn't "stumble across" one once in a while.


I also feel that lightsabers should be lootable items from npc jedis who use them, (rare of coarse). I read in a previous post that jedi should be able to take the crystals out of npc lightsabers and use them as their own, I really like that idea. I think that if i jedi character kills a lightsaber-wielding npc, they should have a 100% chance at looting that lightsaber so they can do just that. Maybe lightsabers should even be lootable off of player Jedi, Anakin seemed to have quite a problem with keeping track of his in Episode 2.


As for quests, i think that jedi characters should be a ble to take up short term apprenticeships with npcs,visit certain places, or accoplish certain tasks,to learn new abilities, and gain stat mods, that is something i would like to see for jedi, permanent stat mods, in order to further push the "uberness" of the jedi class, and create some variety.


I have yet to open my fscs, but from what i have read in the forums, the thing that upsets the current jedi players most is the reliance on others for crystals and pearls, i think that my idea for crystals would be a great way to change that, but still keep them diffacult to obtain, and the pearl system would remain the same, of coarse.


I also think the idea of a jedi wearing armor is bad, I cant picture a jedi doing it. Maybe there should be robes with stat or even HAM modifiers, of coarse a permanent stat mod system would also take care of this problem.


Sorry for the length of the post, I guess I had a lot to say.
Lhargylflharfh
Sun Apr 18, 2004 9:51 pm
#1350

The quest to become a jedi must be incredibly difficult and mysterious.

There must be a hard cap on the number of jedi per server.

If there are jedi running around everywhere the game will be totally ruined.

Jedi should be rare.



- NGE Doubleplusungood
Jaxter
Mon Apr 19, 2004 9:20 am
#1351

i like the idea of quest-based FS.


quest ideas should be base on the character's skill set


titles for different force levels: well, just because i will be able to be FS doesn't mean i'll want to be a jedi. read up, since swg is getting more of an eu slant... then if you should have to progress up the 'jedi' ladder.


mara jade wsn't a jedi until she trained under luke... she was a force-user


i know that i'd like my character to be a force-user but not a jedi.


Professions:



  • Jedi Knight (lightsaber user w/ serveral "force" and "jedi" skills)

  • Jedi Master (lightsaber user w/tons "force" and "jedi" skills)

  • Force Adept (maybe a lightsaber user w/ "force" skills and very few "jedi" skills)

  • ForceHunter (think of a scout/ranger w/ "force" skills)

  • Force Combateer (marksman-ish w/ "force" skills)

  • Force Brawler (brawler/TKM w/ "force" skills)

just ideas






Dack Kuusisaari

%SWG Podcast w/ Yivvits and Mr Bubble Trivia Champ%

majorslappy
Mon Apr 19, 2004 10:25 am
#1352

TH,


Whatever you do, please do NOT allow macro grinding to become part of this quest-based system. If someone wants to spend 50 hours a week online to level their FS character or actively participate in quests, that's great. But if someone spends no time at the keyboard and can quest (even portions) by using any kind of macroing, that will punish the more casual gamers.


In additon, for great quest ideas, how about you look at what Luke did? Also, in SW:KOTOR there are lots of good ideas for quest types. Wiping out an area of darkside affected creatures. Finding an artifact and returning it to your master or an NPC. Finding your own first force crystal. Luke's trial at the darkside tree on Dagobah. How about instancing Dagobah as if it were a dungeon and then having a jedi search for Yoda. How about instancing the Temple of Exar Kun and having dark side missions there for Sith? How about running errands for the Singing Mountain Clan and Nightsisters?


There are so many possibilities I can hardly think of how to tell you about them all.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
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