Development Cycle Archive
Thread: IC4: Path of the Jedi
WillNeketo
Mon Jul 12, 2004 2:35 pm
#1535
TH,
I have a question thats been bugging me recently. Now I know that in order for players to go through the jedi trials they must first do a series of unspecified(ATM anyway) quests to gain force sensitivity. Now this force sensitivity will give players "perks" to certain skills. This has raised ths issue in the crafting as well as combat world of characters gaining an unfair advantage over others; for instance 14 pt. crafters.
my question is quite simple actually, is it decided that when gaining FS you can choose what "perk" you would like, or is it going to be randomly given to you?
I have a question thats been bugging me recently. Now I know that in order for players to go through the jedi trials they must first do a series of unspecified(ATM anyway) quests to gain force sensitivity. Now this force sensitivity will give players "perks" to certain skills. This has raised ths issue in the crafting as well as combat world of characters gaining an unfair advantage over others; for instance 14 pt. crafters.
my question is quite simple actually, is it decided that when gaining FS you can choose what "perk" you would like, or is it going to be randomly given to you?
Shyrie
Mon Jul 12, 2004 6:23 pm
#1536
Hey all;
A few ideas of mine.
Trials -
Make it so that when a Jedi initiates his Quest, he must start and finish alone. I see so many Jedi grouped with Elite Combat Masters and breezing through thier trials. I ask you this. Did Yoda traverse the Tree with Luke, or did he tell Luke it was a journey he must make on his own? Jedi should not be allowed to have help on the Trials, plain and simple. If the Jedi can't do the trials alone, then they are not ready, and should wait until they are. If the developers have made it too hard, then find a way to make it 'doable', but so far, all people had to do to get Jedi was grind, grind, grind. Make them EARN it now. Any monkey in a cheap suit with a lot of spare time on thier hands can grind professions away. To me, that is not 'EARNING' Jedi. Granted...it takes a lot of time to do, but Quests take a coordinated effort, a conscious battle if you will, to complete something special.
Armor -
At least give the players some sort of resistantances to Jedi Lightsabers, or the PvP scene will all but dissappear. Since the appearance of 'Lightsaber' damage, and the absence of anything (Outside of PSG's [Which are easily taken out by Kinetic damage]) resistant to thier damage type, I have seen Jedi literally walk all over insane amounts of players in base raids/defenses. Granted, Jedi are supposed to be 'abnormally powerful', but this is rediculous. To singlehandedly take down both ranged and melee attackers with little to no effort makes the GCW seem less appealing to a lot of people. Who wants to get wiped out like they weren't even there?
Lightsabers-
I like the fact that crystals and pearls cannot be 'read' until tuned, and then only used by the Jedi that tuned it. But there are WAY too many crystals dropping now. Everyone and thier dog drops crystals. I got a few off Meatlumps for Pete's sake. Where is the challenge in that? My suggestion is to make a Lightsaber only constructable with a Pearl AND multiple crystals (Color and Damage). At least that way..someone had to get something a little harder to find.
Jedi Enclave-
The enclaves are a nice addition to the game. The look really cool inside and it is a great gathering place for Jedi to talk without too much hinderance. My only problem is the 'Guardians'. I took my main out to an enclave fully buffed and the guardians conned green to me. They took me out like a noob sparring with a pack of Enraged Dune Kimo's. How is this possible? These guys are hands down the most powerful beings in the game. One could easily solo a dozen Giant Canyon Krayts and walk away with a handful of pearls. These guys should not aggro regular players, but only Overts (of the opposite faction), or someone who openly attacks either them, or a Jedi player in thier presence.
Just my two cents....
atrhick24
Tue Jul 13, 2004 6:29 am
#1537
ok i have been playing SWG from the very first day , and trying to get jedi and i still do not have it eaven after 20 professtions but anyways all i want to see is. SOE had better give me the option to change the color on my jedi or paddowan robe wen i get it i realy dont want to sit there with 500 more jedi in a white robe or black if ur dark side . plz make me make my robe brown red or blue or something cool like in the movies.. not everyone have a white robe !!!!
KillswitchEngage
Sun Jul 18, 2004 5:31 am
#1538
i think that a jedi that hits the jedi knight rank should be able to take a non fs person into training this would be another good thing for the jedi's they could tarin a PADAWAN under their guidance they could help them and such things and in time make the a jedi knight just an idea thats all!!
KILLSWITCH ENGAGE BOUNTY HUNTER- CORBANTIS
Crellan
Sun Jul 18, 2004 1:40 pm
#1539
I think that you should have to master an elite profession before being able to start the path... then that elite profession should be the basis of your quests. Mastering a new class should NOT be a part of the quests no matter what.
That being said... the first path should be along the lines of preparing to go beyond your Elite Master Ability. To show your preparation you must prove Dilligence, Effectiveness and Dedication within your profession. Dedication can be similar across the board, as a monetary/item basedreset button. Perhaps even include a money cap similar to the one in the free trial accounts for a while. In any case, using these three tenants you combine them into quests for every class...
Upon the start of the process, the game must begin to tracka record of how much cash you have on hand/in bank which is recorded throughout the quest.
Swordsman (or any combat proff):
You meet a force sensitive swordsman who sends you on quests. First, you are sent to defeat a Master Swordsman to prove your worth. Once proven you are sent to acquire a new two-handed weapon that is loot on mob X. Now that you have your force training blade, you must use it until it is all used up (out of points, broken, unusable) and return to your force sensitive trainer. Impressed at your dilligence, you must now show your effectiveness and defeat creature X. Now that you have shown your dillegence, and effectiveness, you must show your dedication. You must clear off all of your lots. You must destroy all of your belongings in possession and in safe deposit boxes. Finally, you must payto your trainer cash money equal to the highest level that you had during your entire quest.
Crafter:
You meet a force sensitive crafter who sends your on quests. You must show your dilligence. You must hand craftx number of yitems with the exact same statistics. You show your effectiveness:You are given a new, unique, non-transferable schematic depending on crafting type and have to gather quality level X resources of all different types to create this super item which must be of quality level Y when compelete. This schematic will require a great deal obviously, and can be a quest to fulfill in itself. This shows your effectiveness. Finally you must show your dedication. You must clear off all of your lots. You must destroy all of your belongings in possession and in safe deposit boxes. Finally, you must payto your trainer cash money equal to the highest level that you had during your entire quest.
Entertainer: Dilligence: The Entertainer must heal X amount of battle fatigue in each cantina throughout the major cities of the galaxy. Effectiveness:The Entertainers must learn certain combinations of flourishes to perform to certain mobs in various cantina's around the galaxy. This information can by following an information trail from cantina, to hotel to cantina throughout the galaxy. Each mob may even have a small quest to be acomplished before they will allow the entertainer to perform. Dedication: You must clear off all of your lots. You must destroy all of your belongings in possession and in safe deposit boxes. Finally, you must payto your trainer cash money equal to the highest level that you had during your entire quest.
These three themes can be developed for just about any class.
Emperor_JD
Sun Jul 18, 2004 2:56 pm
#1540
This is my post from another page that someone started on my views of how to become force sensitive.
I think your ideas are great and I wanted to add what I had put together for possibly unlocking the force sensitve slot.
The force is in everything but you must achieve a way to sense it. This could be done by having a hidden experience meter such as "Metachlorian Count" or something that increases when doing certain above and beyond actions in your professions.
For Crafting professions: a player could receive an amount of this hidden xp for every amazing success recieved or by crafting high complexity items with over 95% experimental value and achieving a great success. This would show that the crafter is sensing something within his crafts.
For entertainer professions: a player could receive the hidden experience by having a certain minimum number of players watching or listening to them for a specific amount of time. Ahowing their ability to enthrall the weak minded.
For scouting profesions: a player could receive some of this "metachlorian" xp by being able to walk amongst high challaenge creatures for a period of time, taming a high challenge creature, or being able to track well.
For combat professions: a player would receive some of this hidden xp for displaying courage and bravery by fighting creatures that are higher in challenge to himself if solo or to a group while grouped.
For medic professions: a player could recieve some by tending wounds, kind of giving of himself to heal others also crafting would fit here for being able to sense the correct type of medicine.
For politician: a player could receive this xp by swaying the population to his ideas. This could be done so that if he/she receives a certain minimum number of new votes every week when election rolls around.
Once you have achieved the needed "metachlorian" xp then a system message could tell you that you are becoming more in tune with the force and must seek out a jedi, NPC or someone who will being you on some quests related to profession. These NPCs orForce Teacherscould be random spawns like in the Hero of Tatooine quests. Have one for each basic profession located on the outer rim planets and not the three core ones since all jedi are supposedly dead or in hiding.Have each one of these Jedi/Force Teachers/NPCs begin you on a set of 5 -10 quests. These quests could be related in a pattern like the Luke skywalker example or request you to do extraordinary things in the profession you are in.
Crafter professions could be given a high complexity schematic that requires certain resources and they must then deliver it to so and so on whatever planet.
Entertainers again would probably have to visit different cantinas around the galaxy and enthrall the watchers/listeners.
Medics could be required to heal some NPC at some remote location and then when healed have them converse and brought back. Kinda rescue mission with healing twist.
Scouts might have to find creatures on some planet using scent capability kind of like searing for the Bladeback boar in Hero of Taooine quest.
Politicians may have to get involved in politics of the static city capitals and convince players to vote for their side in an issue.
Combat professions could again be required to kill that difficult lair that is terrorizing so and so NPC.
Jo-Vian Solaris "Gunsmuggler of the Rebellion" Master Wepsmith/Smuggler (Ahazi)
dasailorguy
Tue Jul 20, 2004 3:52 am
#1541
There is one thing that I don't like seeing...That is a bunch of jedi's running around without a care in the world now...This is still set during the galatic civil war, and jedis where very few and far between...I totally agree with the change in pub 9 and soon to be 10 but jedis should still be more covert then what they are now just running around like crazy...Jedi's where hunted in this time period so should they still be, but only to a certain point...I think the jedi safe zone is a good idea but when they leave its fair game...Make a prof like jedi hunter or something similar that gives the prof the cert to wear lightsaber resist armor and resists to force attacks...
Dixos
Tue Jul 20, 2004 4:19 am
#1542
I prefer any path to jedi that resembles a path, rather than the randomness of hologrinding.
Optagon
Tue Jul 20, 2004 4:37 pm
#1543
KillswitchEngage wrote:
i think that a jedi that hits the jedi knight rank should be able to take a non fs person into training this would be another good thing for the jedi's they could tarin a PADAWAN under their guidance they could help them and such things and in time make the a jedi knight just an idea thats all!!
KILLSWITCH ENGAGE BOUNTY HUNTER- CORBANTIS
/agree
A Knight should have an apprentice or two. As an alternative to killing. Meeting with them (once every week or month) could gain xp or some sort of bonus to skills.
Comander_Madeen
Wed Jul 21, 2004 7:02 am
#1544
One of my concerns is that when I attempt to complete the mission it will be overly difficult (as it has been, and I'm a Fencer/Doc! No noob). I want to see do able quests that I can enjoy. I think a reasonably long quest is the ticket, not a long and overly difficult one.
Astem
Fri Jul 23, 2004 2:57 am
#1545
If you let NPC's choose what path you are going down doesn't that go against the game idea of choosing your own path?Silly
-Maltomix
Fri Jul 23, 2004 9:47 am
#1546
My comment is that it better not be ...
go to waypoint x,y and kill x amount of mobs.
Next, go to waypoint x,y on planet z and find rare monster that do not spawn and kill 100 of them.
Next, go to waypoint x,y on planet zx and solo jedi master.
How about putting puzzle in the game and I dont mean putting a terminal that ask quizes.
Examples of puzzles ? Go play KOTOR or any jedi knight game line including jedi acadamy. One puzzle that comes into mind in KOTOR is near the end of the game in the temple therewere squares on the floor where you have to flip square by walking over them to get a cetain pattern to moveon.
Or go pick up a good brain teaser book and improvisesome of the brain teaser questions.
Also these puzzleshouldn't be able to besolved by one person and be posted on the Internet to type in. like Geo lab caves with the set door unlock codes.
Forces used ? force push, force pull, force jump, force sense.... oh wait .... it doesn't exist in this game.
My recommendation... add force pull, force push, force sense(not the combat push that exists already).
The bar has already been set by these existing Lucas Arts game with KOTOR setting the highest bar. Anything short of these bar set by those gameswill be a disappointment of the jedi experiences.
Bladius
Fri Jul 23, 2004 1:27 pm
#1547
The problem with any static quest based system is anyone/everyone will grind through it one way or the other and then post the fasted method to grind it out for everyone.
Perhaps the "quests" to attain the path to Jedishould be randomly assigned to each person. Once Jedi is attained then some mix of static and random quests should be assigned to continue the path and provide guidance.
So for example in a period of time and email or some form of notification reaches the player in the form of a GCW content, Jedi contact or whatnot giving them a quest for the day or week...
This would help curb rampant holo grinders, npc quest grinders etc. It allows time to pass and forces people to interact with the current environment until such a quest appears.
The difficulty of the quest should reflect the type and level of class they currently are. However a minimum class (Ie Master Marksman or a number or skill points must be in use) to receive said quests.