Development Cycle Archive

Thread: IC4: Path of the Jedi

jexra
Fri Feb 20, 2004 8:01 am
#131

Whatever you decide to do don't have a killable or dissapearing NPC that multiple people can kill or camp, Also allow that same NPC to be reset byt the person needing it.


Lets not have something one has to hunt for for a month or take a guild to aquire these make me sick.



Actually you guys changing the FS system so late in the game makes me sick since I was pretty much sure to open my slot eventually now this is in question.



Aspile member and all around (word describing a female k9)
*points finger away from herself* Avada Kadavra!!
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Mangez chez Joes. (eat at Joes)
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Hedek
Fri Feb 20, 2004 8:02 am
#132


I started this threadhttp://forums.station.sony.com/swg/board/message?board.id=Development&message.id=999429way back on the general SWG discussion board before the changes to the Jedi system were even mentioned by SOE.It didn't receive much interest at that time (13 replies not including mines).


Anyway here's the substract of it :


Let's face it, the way Jedis are currently implemented isn't roleplay AT ALL and something needs to be done to turn this MMOG into a MMORPG.


1) So what is this new system? Well nothing new in fact, something we've been used to for years now in MMORPGs : an "epic quest". Something that is considered "roleplay". Something that would require you to travel, visit, talk to a lot of NPCs, chat with a lot of people, collecting lots of faction points. Something that would add to the game what we are used to call "content".


2) There would be 2 versions of this quest, one for Impsand one for Rebels.


3) This quest wouldn't reject the idea of having to master professions, however it would be done in a roleplay manner. For instance at some point a Jedi Master NPC would ask you to bring him an item that you made yourself (forcing you to master Droid Engineer) ; or at some point you would have to bring a gift to the Princess, this gift would be a rare type cat found in very a hostile place thus proving your courage and explorer skills moreover to bring it back to her you'd need to tameit and it's lvl50 (forcing you to master CH) ; ora famous BH NPC asking you to kill a creature that can only be killed using a specific weapon however the certification for it is granted at master pistoleer, etc... Also the side-quests would be random meaning everyone would haveto master different professions. All side-quests wouldn't require you to master professions but 3 of em would. There would be a LOT of side-quests needed to complete the main quest. It would take a lot of time, money and grouping. Every single advanced profession in the game would be required at some point (not mastering it but for instance a BH being grouped with the dancer that has to entertain Jabba until he gives him the name of the person he wants dead).


So it's not about rejecting the idea to have to master professions, but this has to be done in a "roleplay manner" : yes you are mastering a profession but for a purpose, following a plot, achieving deeds, proving your worth, etc...


4) This quest would make the character you've been doing the quest with a Jedi himself thus losing all his previous skills and immediately gaining the Jedi Padawan set of skills. (no opening of a "force slot with another character or whatever unroleplay idea SOE came up with).


5) Last but not least perma death would result in the blue like shade shape which in effect would become a "normal" character with the skills it had before becoming a Jedi and no way of becoming a Jedi again. The idea is "the Jedi in you dies" but your "pre-jedi-character" stays alive. Yes this isn't very "logical" or "roleplay" but we have to face the limitations ofa game and keep it fun. "So Jack the armorsmith became a Jedi, lost his armorsmith skills, died, now he's an armorsmith again". You are now free to delete this char or create a new one on another server and start the quest all over if you want another Jedi. Balancing should be done around perma-death, something like only after 3 times corpsed by a) other Jedi players b) fantastic creatures (krayts, kimogilas, etc) c) very high lvl force sensitive npcs (the toughest nightsisters, force crystal cave apprentice etc).


6)This idea of an epic quest should be very closely linked to the "improvingthegallactic war" project that developers are working on. You don't become a Jedi because you "wanted" it, but because you were chosen by one side of the war (imp or rebel) to change the course ofthe conflict.


7) Also we could question the role of Holocrons in such a system, it could be used to "revert back", after all the Holocron is a huge library, a source of lore. For instance you're a Master Commando and have to master Droid Engineer, at the second you drop "master commando" the game "saves" your skills distribution. Now as soon as you master another profession the option is available to you to revert back to the previous "configuration". However you wouldn't necessarily need holocrons to complete the quest, it would just speed up things a little. It would only work forpeople doing this quest and limited to 3 times.


8)Ok why i'm not totally rejecting having to master professions ? Because it's not such a bad idea in a mmorpg, at least it's something original and different from other games. Look at it that way : imagine a Bounty Hunter whothought "BH is all" but the holo told him to master Musician and he discovered a whole new aspect of the game and actuallyends up loving it. It's just the way it is done, the way it is presented that makes totally ugly. And bear in mind that I do not wish to speed-up things, in my mind this quest would take much much much more time than the current system especially at the begining... until guides can be found on websites like it has been done with every other epic quest in other games.


This is of course a project, probably containingmany mistakes or illogical or unroleplay stuffs although I'm claiming to be doing a roleplay proposal. It has been posted on this forum to get your opinion, backed-up criticizes, etc not flamessaying "hey you stupid can't you see that...", please. And yes there is something huge missing yet : the exact content of that quest and its side-quests, but before bothering about that we need to know whether the idea is accepted/appreciated.


Hedek (Sin, Chimaera Server)

DarthClaimore
Fri Feb 20, 2004 8:06 am
#133

I haven't read all pages so far, but by just reading the first page I've noticed people are already starting off on the wrong foot. The title of the post wasn't "Path to the Jedi" it's "Path of the Jedi", meaning the quests are for Force Sensitive characters, not those seeking the FSCS.


Please come up with ideas that Jedi can do to gain levels, experience, items, titles, etc... Keep in mind that Jedi don't get apprentice points (am I wrong?), so instead of turning in 620 app. pts. to a trainer, they may have to pass a "test" in order to advance.


If this has been pointed out, I apologize, but please understand the request is for ideas that can be used for and by Jedis, not tailors, dancers, bounty hunters, scouts, doctors, or architects.


My thoughts:


A jedi is a combat class, with minor abilities in other areas. Yet, a jedi is also a thinking class, you must be strong of mind, spirit, emotion, as well as body.


Any type of jedi trials should include a test of these characteristics. Perhaps a padawan must learn patience first and formost, therefore, experience should be very slow, but steady. Grinding should not be an option. Cap the exerience given per day, therefore, I can reach my cap in 1 hour. If I chose to continue playing my padawan, I would do so knowing that I will not accelerate my advancement to the next level. I cannot rush my training, I must take my time to learn what it means to use the force. This can last a minimum of two months, with no maximum. (If I cap at 100,000 experience a day, I will need 60 days to get the 6 million needed for advancement).


A jedi novice must be intelligent and quick witted. A quest of riddles (changing frequently so the answers are not available on the boards), would be in order. The novice must answer quickly and be prepared for the next riddle. The questions should only apply to the game world, nothing from the real world. examples: "how many suns does Tatooine have?","What is the preferred conveyance of a jawa?", "Who runs the lucky lady cantina?", or "who is Jabba's majordomo?". The answers to these questions are all found in the game, but only a worldly novice would have such answers. If they don't answer enough correctly, they need to do some more exploring and learning about their galaxy.


A jedi knight must be able to control their emotions (unlike Anakin), these can be the "choice" quests. A character's emotions will dictate how they handle the situation and which choice will be made. Do you rescue your friend (mother) from a group of tuskens and leave, or stay and slay them all? Do you aid stormtroopers in battle against escaping force sensitive prisoners because they are breaking the law, or aid the prisoners because the law is unjust?


A jedi master must have all of the above, and also have strong combat abilities to defend the order (whichever side they choose). These can be the arena fights. Like the battlegrounds in the game, these can be a place where a jedi goes to engage in mortal combat with a series of enemies, working their way through swarms of corellian butterflies, to a one on one with the acklay, or a jedi from the other side. Maybe when a light side jedi and a dark side jedi get together, one will advance to master, the other will experience a drop in experience (death). Only the highly skilled combatants can be considered true masters of their profession and warriors of their cause.


Brambu
Lorelli
Fri Feb 20, 2004 8:12 am
#134

Please, for the love all of that is holy, do notimplement everquest type quests. There are many of us who play this game because we do not want to mindlessly campfor weeks, days, or even hours on end waiting for x_mob to spawn so we can get theloot we need to do the quest. Please don't make baby Jesus cryby turning this game intoEQ v1.5.
Hedek
Fri Feb 20, 2004 8:13 am
#135

Bah you're right DarthClaimoreI was so excited about the idea developers would listen what we have to say about how to become a jedi... going back to patience mode.
DRWolfe
Fri Feb 20, 2004 8:13 am
#136

Wow, there are a lot of posts on this topic. Not a big surprise, really. Anyway, I've been playing SWG since day 1 (well, day 2 actually...) and I am one of the more casual players who is interested in playing a Jedi character in addition to my main.


I began the path of the holocrons after the holiday holos were distributed (because I was a crafter/explorer and was therefore not strong enough in combat to get holos on my own and not rich enough to buy them) but stopped following that path because there was little chance of completing the task before the changes went it.


I'm sure these points have been made before in this thread, but I would like to list them together in one place as points made from a long-time casual player...


1) The quest should be long and quite involved. Involved quests are fun, though the quests would have to be made keeping the rest of these points in mind.


2) It should NOT involve random rare spawns or random rare loot. Though these are ways of making the quest harder and take more time, it does not make the quest available to everyone, and though the time frame of the game says Jedi are rare, this is a game. Is has been stated in the past that everyone, casual and hardcore, would have an equal shot at playing a Jedi.


3) A player should be able to complete the entire quest solo. Though this is a social game, gathering a group to help you takes time some do not have.


4) There should be no time limits involved in completing any part of the quest. If a series of events takes several hours to complete, it may have to be done over several days by players with less time online in one session. On the other hand, there could be limits on how much progress you can achieve. One quest per day. Finish a quest and the next becomes available 3 days later, etc. Ex: Finish a quest and the NPC says he must research what you've discovered. Three days later, mail arrives telling you to meet the NPC again for the next step.


5) The quests should not require the changing of your character. Time was spent building your character and it should not be torn down to complete the quests.This part is difficult. A crafter wouldn't be able to kill tougher things and a combat character wouldn't be able to create anything. Provisions would have to be made to make the quest one that could be completed by everyone no matter their profession.


6) They should not involve your character acting like a Jedi or seeking his own Force Sensitivity. This is not the Jedi character, so he should not be acting like one. I like the ideas offered earlier that the main character would be researching a Jedi and therefore "discover" the player's Jedi character, thus opening the slot.


7) Over all, make it FUN!


I'm sure there's more I could think up, but these are the main points.


As a summary, make the quest long and take a lot of time, but make it fun and available to everyone. Frustrations included in the path to purposely be frustrating are not fun. Sure, everyonecouldeventually open their FSCS with this method, but not everyone would and not everyone who did would play their Jedi characer, certainly not 100% of the time and everyone's not on at the same time, so to all appearances, Jedi will still be rare.


Thanks for reading.


Renn Jeret
Smuggler
Radiant





Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Bogwan
Fri Feb 20, 2004 8:14 am
#137

actually darth if you read the thread by the dev (thunder)it is all aspects of jedi not only opening it but also progessing in the prof of jedi



Bogwan - MBH, Master Rifleman

I refuse to change my sig cause i am still a MBH Master Rifleman at heart
DarrenBlackhawk
Fri Feb 20, 2004 8:17 am
#138



Quest-based for your mix of professions is the way I would proceed. It'll take longer to develop probably, but in the end it will get rid of the profession changing. Please for the love of god do not require a change of multiple professions for the FSCS.



What I envision is a system, somewhat dynamic, where your current mix of professions can determine how your quest proceeds. Maybe also do a "choose-your-own-adventure" style system where you have many choices on the path and if you make the wrong choice, you have to start over. And to make it harder you don't even know that you made the wrong choice, but clues would lead you to believe you did.


I know this is vague, but I never got into the nitty gritty details of it even in my mind. I just know that a change of professions is not a good thing. It requires macro grinding and waste of time when you could make the quest-based system take as much or more time and still be fun.


Thanks.



Col. Darren Blackhawk

DarthHarbinger
Fri Feb 20, 2004 8:19 am
#139




To everyone not already mentioned.


"Path of the Jedi" is the way from FSChar to a Jedi.

Its is not the way to unlock the FSCS.
MuratOnbasi
Fri Feb 20, 2004 8:20 am
#140


Please don't make us camp mobs for weeks like it is in Everquest.


And please make sure that all quests are possible to complete SOLO


Thank you


Murat

dWhisper
Fri Feb 20, 2004 8:23 am
#141

"You must unlearn what you have learned"


One of the things that I always liked about the Holocron system, despite all of the grinding it brought about, was the idea that you had to truly sacrafic everything that you were to become a Jedi. Yoda made it clear to Luke in the swamp, the path of the Jedi meant the end of everything else in his life. He never was a starfighter pilot again. He didn't fly in the huge fleets, he didn't get to enjoy zipping around in the greatest fighters... he was a Jedi.


The same is seen when you look across the prior movies. You never see Anakin fixing ships or working on speeders. He's a Jedi and learning what that means (and, given what happens, presumably failing at it). In the expanded universe, it's what prevents Leia from ever adopting that. She was too busy being a politician and a leader to go down that path.


As such, anyone hoping to become a Jedi should have to sacrafice what they do. It shouldn't be a random profession that they grind, and it shouldn't be as simple as Mastering a profession and then dropping it. They should find something, experience it, then give up the skills over time, in conjunction with other quests. Until they are willing to give up something, they will not get what they seek.


"Uncertain is the Future"


More than anything else, I want to see these quests as something dynamic and different, along the lines of what was promised when the game was still in development. I don't want a quest of get A, give to B... that just makes a mess of multi-questing junk exactly like EQ. The quests should reflect the playstyle and the attitude of the person trying to unlock a Jedi. If someone's main character is pretty set in their ways of "blow something up, then ask questions, then blow it up again, and if there's ashes you've done it right," they should not be able to follow that path to unlock a goody-two-shoes Jedi Padawan that's going to heal and protect.


Instead of using the traditional deliver, destroy, escourt, why not branch out and making something unique in the weapons. Utilize the holocrons in having knowledge of the Jedi. Give them bits and pieces of a story, some piece of lore, that a Jedi in hiding is willing to risk taking on a pupil for. For instance, maybe there are 10 holocrons out there that tell the story of the great Jedi, Thunderheart, from a mellinia past, who saved the inhabitants of Forumis 1 from the great flame beast. His stories, and the tactics and disciplines he used in his defense were assembled in the great Jedi Archives. Shortly before the rise of the empire, a Jedi Scholor took that information and used holocrons to store that data. Each holocron holds a piece of that story, and there are many stories to be told, so it could be very hard to get the right ones.


So the inspired young Jedi hopeful gets in their speeder and travels to the Cantina to talk to a smuggler who remembers meeting a pirate once who had a holocron but traded it to a slaver in exchange for his sister who owed some Spice money. So you find the smuggler, then find the pirate, then find the slaver, to find out the slaver was killed by CorSec troopers whose leader took the holocron and gave it to his little girl. His little girl loves the keepsake, but would trade it all for the most beautiful doll in the galaxy. She gives an idea of the things she's looking for in a doll, and the Jedi hopeful sets out to find a tailor. The PC tailor laughs, saying first you'd have to find a design for the doll. Some thugs outside Moenia had just knocked over a toy company convoy that had such a thing.


So you go beat up thugs for a few days and finally found one who had a schematic for the most pristine doll. But you needed beautiful so you keep going. Eventually, someone tells you they have one, and they will sell it for a modest some. After almost choking at their idea of "modest," you get your perfect doll schematic. You take it to the tailor, he gets it, and sees that you need these ingredients. So you go out searching. Some of them must be made by crafters, so you look for the best. Some of them are earned in service, so you serve your little butt off. Some of them are made in protecting the innocent, so you start looking for that lady in distress. Eventually, you get the most beautiful doll in the world, and return to the little girl, and she happily trades you the holocron for the doll.


And you just got the first piece of the story. Or it could have been a piece of the puzzle for the story of Someguy the Jedi, who didn't do much but did commit it all to holocrons. But that may be forsomeone else. Since the story is important, not the holocron itself, you can examine what you need. Hunting down your story is the tough part. Sometimes you may be lucky, sometimes not. Then you have to find who happened to have your luck.


To keep it from getting too insane, tie the stories for say 20 hopefuls together, so they may get theirs, they may get each others. After awhile, the stories may pop up somewhere else, and that story may fade. But I want there to be a lot more purpose and challenge in it than there is now.







Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

ThorsAnvil
Fri Feb 20, 2004 8:39 am
#142

In my opinion the path to Jedi should be more like the path in knight of the old republic.

Prior to FS, you gain meta-chlorine levels as you complete aspects of the quests. And successful completion of any quest could either add or remove to the levels. As in if you’re awarded a quest the outcome of the quest could be a negative affect to your chances and aborting the quest would increase your chances.


As well, as once the slot is open, and your actions along any specific quest should add or remove to your light side force or dark side force. When monumental tasks are completed voices from the past could say stuff like your doing well padawan, or careful dopy or you going to be Vaders love child …


Showing the light side / darkside could be represented in faction points. +/- 100,000 points. ….


As well, as a Jedi gains experience in fighting, he gets specials ABC, but if he completes certain tasks he can get new specials or increase the abilities of current ones, therefore making the Jedi more unique instead of the out of the box template. Some kind of quest decision would affect the specials he gets. Ie: during quest A, he uses certain specials less then others and chooses door number 3 gets him Special A. if a quest is allowed to be repeatable, the end outcome is the loss of previous special and the addition of the new one.







Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Ossk
Fri Feb 20, 2004 8:43 am
#143

Some requests PLEASE:

No randomn spawns PLEASE

No "This thing spawns once a month" PLEASE

Just give us a good quality LONG quest to unlock our slots. Please tell us where to begin the quest so we all know where to go. No-one wants to wander around Lok all day looking for a quest.

Give us something fun. The episode 3 story quest was the best set of quests in this whole game. They weren't the best ever, but they were really fun.

I'm actually a fan of the points system. Having some point scale to have to reach a certain number in order to open your slot. Make the epic quest give you a whole bunch of points, and little things like location badges and traveling, doing quests, interacting in the game gives you a smaller amount of points. This way, everything you do does or doesn't contribute to your unlocking of the FS slot.

Also, as much as I hate the game, the Everquest Epic Weapon quests are a good solution as well. They take a long time, but they're do-able.

Please, whatever you do, if you want to make all of us SWG people happy and continue playing for a long time, tell us what the heck we have to do. The mystery is stupid and not cool. We all just want to have fun, and wandering around aimlessly, not knowing what we're supposed to be doing is not fun.
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