Development Cycle Archive

Thread: IC4: Path of the Jedi

Flashover1969
Sat Jul 10, 2004 9:40 am
#1522

Oh yeah.....I have a better idea. Lets just advance the timeline of the game to take place some years after ROTJ.


That would take care of the too many jedi problem and the galaxy would be in even more chaos with fragments of the empire still left to fend off and planetary governments trying to do their own thing.
gagan
Sat Jul 10, 2004 6:00 pm
#1523

Ok so we have heard lots of the "fetch, carry, kill" types quests. I have even read about the hermit quest on Tatooine (this was ok but with random spawns...days spent in the desert, frustrating and irritating).


What about the good old quests from Baldurs gate or space quest (old games i know but the principle is sound) Sort of like the research facility on dantooine quest (memory has gone blank cant think of the name) but on a much larger scale.


The quest begins with a conversation with an npc in a city (again this could be random for each individual or current prof based i.e. a char from a base prof would need to speak to the base prof trainer) in order t hear about a long lost artifact of the jedi thought destroyed/lost forever. This npc would give the city that they had heard this rumour. The player would have to travel there and find the start of the rumour.


Following the progression through the starter of the rumour (NPC) would give the player more information and a token to give to another npc in another city in order to be told of a dungeon (like jabba quests) which at the end would supply them with a key or pass card to another dungeon to listen to the teachings of an npc who would also give them a craftable item which needed to be crafted by the player which gave off Force sensitive vibrations (i.e. light or dark vibrations) certain npc's would then react to these vibrations during the players delivery and they would have to defeat these npc's or return to recraft and redeliver this item. These dungeons could be complex and each completed part of the puzzle could give FS xp (however slight i.e. finding key x to fit door j = 2FS points or giving starving man E bread found in kitchen Z to have starving man give you key to door L = 5FS points)


For dancers it could be heal mad mans mind in order for him to be able to inform you of artifacts location on planet X which requires the playing of tune Y to open door. Tune Y can only be taught by NPC A in city B after having achieved a certain level of mastery in 2 aspects of skill tree and having proven (by mind healing X amount of people) that you are dedicated to the path of uncovering jedi secrets.


For doctors it could be similar....Patient X has become bed bound and mute due to an illness....this illness can only be cured by a certain type of medicine, the secret to which is only held by one NPC on planet X city Y....they will only tell you after you have healed X amount of people, achieved a certain level in the skill tree (or total mastery of a prof)in order to understand the instructions and required ingredients....then have to find/buy/steal or beg for ingredients to make cure and get information to location of shrine.....etc


I think having people combine comat skills with non-combat skills in-order to achieve these quests is the best route as slash/hack/mutilate can get dull.



Sorry its been so long winded,


Gagan sandrider

Master Swordsman

Master Medic

master Doctor

Master Artisan - Surrended

Master Architect - Surrended

master Brawler - Surrended

Novice TKA
gagan
Sat Jul 10, 2004 7:29 pm
#1524

Other ideas include utilising profs in order to participate or complete FS missions for example: An NPC informs you that in order to gain entry to dungeon A you need dancer x/x/3/x...Swordsman x/x/4/x....Medic Master and Artisan x/4/x/4


This is dancer needs to learn dance only gained when x/x/3/x achieved to open door to dungeon A..Swordsman x/x/4/x cos the spawns in Dungeon A can only be harmed from using weapon whos certificate is only gained from that level of swordsman etc etc


feedback appreciated.


It would help stop everyone from gaining a jedi within 6 months.
JediMasterOfPuppets
Sat Jul 10, 2004 10:53 pm
#1525

===Random Quests/Mission Ideas Involving The Now Useless Holocrons===


Make holocrons useful again, not just fancy furniture, make them give out missions instead of profession tips. say something like "a mysterious voice says: blah blah blah, there is a great disturbance in the force. search out the cause, and fix the imbalance" then give have it give a few waypoints in the same general area, where you have to talk to/destroy/craft/escort/ect... to another waypoint, which then leads you to another, and another and another, each one furthering a... lets say a mini-plot line that could be yours alone!


specifics being. waypoints can't be within 1500m of a player/static city, or static landmark (the warren for instance) but allow waypoints to coincide with mission giving NPC's at certain other landmarks (jedi temple ruins, dark/light jedi mission givers) just activate a special flag on the player, that activates an alternate dialouge from the NPC.


maybe these could be used for the jedi missions in publish 10?
ToppDog
Sat Jul 10, 2004 11:02 pm
#1526






gagan wrote:

Other ideas include utilising profs in order to participate or complete FS missions for example: An NPC informs you that in order to gain entry to dungeon A you need dancer x/x/3/x...Swordsman x/x/4/x....Medic Master and Artisan x/4/x/4


This is dancer needs to learn dance only gained when x/x/3/x achieved to open door to dungeon A..Swordsman x/x/4/x cos the spawns in Dungeon A can only be harmed from using weapon whos certificate is only gained from that level of swordsman etc etc


feedback appreciated.


It would help stop everyone from gaining a jedi within 6 months.





That would work to discourage Jedi wannabe's, but at what price? How many would flat out quit the game in frustration? SOE needs to find a way to keep the game entertaining & fun for those that want to play it. Andif the majority of players are only playing this game to become Jedi, then SOE needs to think outside the box & figure a way to provide this in an entertaining manner that isn't in direct conflict with the overall theme of the game.


There isa lot oftalk of limiting the numbers of Jedi, but what people keep failing to realize is that the majority of players who ever bought this game wanted to achieve this. If you put limits on Jedi, you put limits on game subscriptions, period.


There are ways to have the best of both worlds - make Jedi seem rare to the general population while at the same time giving players the opportunity to become Jedi & level & do missions on "instanced" servers out of the general public view.


Jedi shouldn't be easy to achieve, but making it hard or unenjoyable to play because you want their numbers kept low will actually hurt the game.

Message Edited by ToppDog on 07-10-2004 11:03 PM

gagan
Sun Jul 11, 2004 7:07 am
#1527

Point taken. i agree that attempting to limit the number of jedi could adversely affect the subscription numbers......however at the time period the game is curently set in there weren't 700 jedi running around. So to make sure that the game fits the time period..or the time period fits the game the number of jedi running around should reflect this. I have been sat in Mining outpost on dantooine with 5 jedi padawans. Jedi should be the pinnacle of the profession mastery system and to give them away without too much work would inevitably destroy the feel of the game. Im not saying they should be impossible to achieve just much more dificult than achieving master artisan or master doctor.

People should be able to achieve jedi if that is what they bought this game for......but it shouldnt be easy
dorkimoe
Sun Jul 11, 2004 12:42 pm
#1528

I think that you should have something like a holo that gives you a quest. YOu could open it and it says quest 1 of 32 or whatever. And it could have you go kill some Npc etc.



AS LONG AS EVERYONE ON THE SERVER ISNT DIRECTED TOWARDS ONE NPC THAT SPAWNS ONCE A DAY THEN I AM HAPPY>>> BECAUSE THAT IS BULL!!!!!!! Some people can get on more than others and that leads to camping of spawns and fighting and harrasing etc.



dOrK
If i win an auction- please email dork ingame and we will setup how to make the deal
If YOU win an auction please email me ingame ( i have to many auctions going lol)
Vintirizex
Sun Jul 11, 2004 3:37 pm
#1529

Just so you don't make it an unknowable step on the magic force frog method, AND as long as it doesn't take six fing months to get I don't care how you guys do it.


Make it into another bull**edit** hologrind where no one knows what to do when and where and I'll take my three accounts and boogey boys.



Nera / Nicki'
akdonkey
Mon Jul 12, 2004 4:26 am
#1530

Why not put those two Dark and Light Jedi Npc's at Dantooine to use now. It should not be a mystery. It should not be hard. Look what mystery has done to the game. Most people only want the second toon anyways. Why not just give the second toon at publish ten.



AKD-Mart
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Bandit3038
Mon Jul 12, 2004 4:35 am
#1531

I have been playing the game since launch. In the begining it was incredibly fun. However, hologrinding and the emersion of hundreds of jedi have made it not that fun. I say scrap publish 10 and move on to the combat rebalance. I assure you that if you make quests to become jedi everyone will do them just as almost everyone did holo grinding. I think that to make the game fun lie like it was at launch put an end to jedi now. Do not let anymore players become jedi it will just ruin the star wars feel of the game.



Delder | Master Gunfighter + Alliance Ace | Shadowfire FIRE 影火

"Hokey religions and ancient weapons are no match for a good blaster at your side..."
I support the reintroduction of Jedi 3 death perma death rule.
Zerofun
Mon Jul 12, 2004 8:14 am
#1532

Either dont allow anymore jedi cause it is runing the game or make the new system like EverQuest where it takes 1-2 years to obtain a powerful character like a jedi. PEROID
SiliconSmiley
Mon Jul 12, 2004 9:40 am
#1533

Please use instancing in some fashion. I have seen randomly spawned camps that include a shuttle. Have an NPC at such a camp that can generate several missions along the path. Perhaps they need a hyperdrive component. They give you a schematic and you have to build it or find somebody else to build it for you. Or perhaps they need some other type of mission completed but cannot due to some unseen circumstance. Upon completion of the first stage of the mission, the player activates a communicator to signal that they have completed the mission. The player can then meet up with the shuttle at a random location. Once you find the shuttle again, you could be taken to a remote location that is not accessible in any other way. Maybe a cave or dungeon type mission. Maybe something similar to the corvette.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Zetic
Mon Jul 12, 2004 2:20 pm
#1534

I was wondering if there were any plans to incorporate temporary force powers into the quests to become jedi? I think it would be fun (and informative) to have quests that grant the would be jedi a temporary force power of some sort to finish the quest.

For instance, the quest giver (a master jedi) could channel the Force Choke skill to the player to help him take down a high level NPC. The power would be restricted to only a few 'charges' and could not be used on another player character or pet. This would give the player a chance to check out current force powers to see if they would even like the force choke skill, and waste months trying to grind the millions of xp required to get it.

I think this would be a good way for players to try out many of the various skills. And it would be a fun way to do some of the path to jedi quests.
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