Development Cycle Archive

Thread: In Development: The Village of Aurilia

Arconis_Runicblade
Fri Jul 16, 2004 3:11 pm
#157

I like this, one thing though, don't make it random where only if your "lucky" you can become Force Sensitive. I want to see it where everyone has a chance but it takes effort... though I do like the idea of the village... I'm not sure if it really goes with continuity honestly.


As for the journal, I love that! That would be so cool! But make it so that it tracks all your quests in your game not just the FS quests.



Arconis Darkfyre
Sasco
Fri Jul 16, 2004 3:12 pm
#158






Thunderheart wrote:





•Do you like the idea of the Village of Aurilia?
•Do you like the idea of adding a quest journal?


Message Edited by Thunderheart on 07-16-2004 06:50 PM






The main thing I like about this is: you got Story going on there, great stuff; it has certainly whet my appetite for more!



& yes I like both ideas, the Village itself seems to have been thought out & your hints suggest its all story based missions (great). The Journal adds immersion & lets your check if your memory isn't too hot (like mine!)



Thanks for this STORY driven content, looking forward to seeing it on Live when the time comes.






Sasco Zavar
Draja
Fri Jul 16, 2004 3:13 pm
#159

It sounds very cool, i really like the idea of the quest journal.
Treychyyk
Fri Jul 16, 2004 3:13 pm
#160


"Many of them were hunted by viscous agents of the Empire "



Merriam-Webster Dictionary:


Main Entry: vis·cous
Pronunciation: 'vis-k&s
Function: adjective
Etymology: Middle English viscouse, from Late Latin viscosus full of birdlime, viscous, from Latin viscum mistletoe, birdlime; akin to Old High German wIhsila cherry, Greek ixos mistletoe



Hmmm... so the agents of the Empire were filled with mistletoe? Isn't mistletoe generally used at Christmas, which is a very happy holiday. So the agents of the Empire were jolly people. Don't sound to scary to me....



I'm sorry, I saw the mispelling and had to.



Ibleu'Mahnose - Ibleu Inc Ships n More
City of Fanovetti on Lok -972 -940

Ibleu - Makes things go boom
JulesWindu
Fri Jul 16, 2004 3:14 pm
#161

Bravo and thank you for providing what on the surface seems to be a great start to adding more real RPG content to SWG. This is the stuff we need more of, not just dungeons and theme parks. I think this sounds like a great way to implement the Jedi quests and is what it should have been at the start, not a checklist but an active and flexible approach to becoming force-sensitive.



Djules Wyndu and Magae Switch
(aka Weato Neato the Beta Hutt)
DUO Motors will return...with Ships!
Kal_Silas
Fri Jul 16, 2004 3:14 pm
#162

Personally, I think that the village is a great idea. It seems like a very nice way to -finally- incorporate a bit of role play into the Jedi classes. Bravo and kudos to whoever thought up the idea!


On the other hand, why must you insist on making the initial path to Force Sensitivitya secret? The time for that has passed, and even in the previous incarnation, there was nothing overly enigmatic about knowing that you had to grind classes ad nauseum. Certainly, you didn't know exactly which classes you needed to master, and if this new system is that kind of secret, then I'm fine with it, however making us jump through hoops in the hopes of stumbling into the correct Path is not only wholly unnecessary, it is somewhat cruel.


After a year of playing this game, of suffering through various blatant bugs, broken promises, imbalances, and injustices, one would think that you would be a little more generous to your established player base. Yes, I understand that there is a need to keep the Jedi population in check, and trust me, I wholeheartedly support that notion. However, forcing those of us who wish to play a Jedi but did not choose to submit to the Hologrind craze to now plod blindly along goes beyond all reason.


Why not make the Path known? Make the quests challenging. Make there be a need for sacrifices. Find some way to make the player show that they understand what the Force is, and what the Jedi are supposed to be about. Have a way to have Vader's henchmen apprehend and place Jedi in the Imperial Detention Facility which then requires the help of outsiders and non-Force Sensitives to rescue them. Something. Anything other than yet another "mysterious" path. There has to be a more reasonable way to control Jedi other than to dangling yet another carrot in front of our faces for an indeterminate amount of time.


Do not mistake me when I say this, you have a prime opportunity to steer this game in a better direction. You could take this notion of mystery and chuck it out the window. Replace it with a series of quests that, while difficult, are extremely educational to the prospective Jedi. This affords you the opportunity to find the "right" kind of player to be a Jedi and not necessary only the powergamer who is only interested in building a perfect killing machine.



The problem is not that there are too many Jedi, it is that there is no sufficient reason to NOT play a Jedi. A few well-armed bounty hunters, or hostile NPC's are not enough. You need to devise something that makes the other classes an attractive alternative. The Jedi in this time period need to be shown that remaining in hiding is not just smart, it must be the only way to survive. The sad truth is that no matter who much I long to be a Jedi, at the moment they are for the most part reduced to a motley assortment of lightsaber-wielding thugs. For the sake of all that is good and Holy, please work to change this.


Perhaps the most troubling thing about this newsystem, Thunderheart, is that we have no way of knowing if the Devs are truly being honest with us. While I do not wish to be even remotely negative, you have to understand that a lot of us have experienced SWG's unfortunate tendency to leave things undone or put off until some far-away and often nebulous date. The proposed system may not be active for many months until the decision is made to allow more Jedi to be played. The system might be changed to change the population at a whim. The system works against the notion of "fun" that you and other developers have so often espoused to us, your gaming population.


As I said in one my other only real post ever in this forum, you have to also consider that not everyone has the same amount of time to play this game. No matter how much I wish it were otherwise, I can not simply wave a wand and make my financial obligations go away. Work is a nasty necessity of life, and that precludes have limitless game time. A hidden Path, by nature, will require a substantial time investment to fulfil. Please do not punish those of us who wish to be Jedi but do not have nigh-infinite free time.


I'm sorry about the length of this post, and for the fact that it turned out to be very "ranty" in the end. Having been a life-long Star Wars fan, not only is this a game that I am passionate about, but the subject of Jedi and the Force is one that is very near and dear to my heart. I truly hope that I have simply misunderstood your post, and that I am reading too much into what you've said. Time will tell.


Help us, Thunderheart, you're our only hope.


May the Force be with you.



----------

Sev Kalarro
Master Commando / Master Teras Kasi Artist
Colonel, Army of the Alliance to Restore the Republic
Mkappus
Fri Jul 16, 2004 3:14 pm
#163

Im a little confused:


We may or may not reveal more as time goes on. It depends on how the flow of players through the system goes. (If too many players are pushed through the system, we may have to make additional changes based on technological needs, but if we do that, we will let you know in advance). It may not be long before you are visited by a mysterious stranger. It will be a very short time before the path is revealed and generally known amongst the players. Once players are on the right path they will be welcomed to the village with open arms, and will be given the training they need to understand how their Force Sensitivity works.

Do we have to wait for a game mechanic to tell us that we can start to explore our force sensitivity? I thought it was our choice to start these quests, not have to wait for something to magically happen.






Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
loomis001
Fri Jul 16, 2004 3:15 pm
#164

quote
It may not be long before you are visited by a mysterious stranger. Once players are on the right path they will be welcomed to the village with open arms, and will be given the training they need to understand how their Force Sensitivity works./quote
--------------------------------------------------------------------------------------------------

have a problem with this this means it can take month to an year for the npc talk to me to lead me to the village ..how is this better than silent holo?



Member of the inqusitor of the Imperial Navy, imperial dark jedi
RogueSaber76
Fri Jul 16, 2004 3:19 pm
#165

Question for JustG here: Why did you not just say yesterday in the stratic chat that becoming FS was unknown?You had the chance yet you ducked it. I thought you were the man on SWG, stand up and act like it. You know full well that the majority of your customers want the path known, for months you led us to believe it was known. If you keep changing the system everytime the power gamers break it then the rest of us have no chance. I can not stand to be lied to it is one of the lowest forms of communication, I would rather you spit in my eye then look me in it and lie. Sir you need to rethink how you arehandling your customers. The idea of story or quest driven content is most welcome, pinning the tail on a donkey that keeps getting moved around the room is not.



Jaxom Bladerunner
Imperial Col. Inf.
IRGN
Dark Jedi Sith
IDontWantNoHandle
Fri Jul 16, 2004 3:23 pm
#166


Thunderheart,


I don't know if this has ben answered...but it was said that those who have spent time working towards force sensitivity viaprofession mastering would be given appropriate consideration for thier effort in the new system. It was never clear to meif that meant for example 4 holo professions of 5 were mastered or if 23 of 34 total were mastered.


From what I am reading it looks like there may be no credit given to those who do not unlock before publish 10 is released. Can you clarify how close to unlocking characters will be treated with the new quest system? Will someone with 23 professions mastered have to do the same questing that a brand new character or willthose who have made the effort be given consideration in the new system reflecting that effort?



Amu
OHMSS225
Fri Jul 16, 2004 3:24 pm
#167

I love both the village and the journal very much! And I love love love that there will be quests for each type of play style.



However, once the waypoint for the village is up on the forums and fansites, it's going to become more crowded than Coronet. I'd hate to see that.


Then again, I'd hate not to be able to find it myself. I plan on heading out there the day publish 10 comes out and having a blast!



-= Ahriman BreViary =-
CaptainCalamity
Fri Jul 16, 2004 3:24 pm
#168

I love the idea of the village TH...


I would read through the all the pages before posting this (to ensure it hasnt already been said) but I feel it needs to be said again if not for the first time.


You say the village is a peaceful place where those peolpe live... and they all have certain ways with the force. Well keep the area secret. For those you want to reward for already ":grinding" out a large number of professions give it a tie into the storyline. Tell them in a roundabout way where it is... a sort of direction. They are sensing out the village. They feel drawn towards it type thing.


Because then you can still keep the village a secret while at the same time helping those already close continue on they're path.

sm1550
Fri Jul 16, 2004 3:25 pm
#169

i honestly like the thought behind this idea...kind of.


i'm fairly new to the game, only starting back at the end of February, but I did particpate to some extent in the grinding. I did my 4 holos (the first stage to the old system) and since none of those professions really excited me (Merchant, Artisan, Entertainer and TKM), I basically ended up mastering a couple other professions (Pistoleer, Smuggler, Swordsman, Marksman...thinking about doing BH now). I've only got my 8 professions mastered, but since May I've been the same professions...Pistoleer/Swordsman witha smattering of Scout and Medic. When I heard that the grind was ending a quest based system was being introduced that would not require you to master random professions, I has overjoyed and decided to play only the professions I thought looked interesting.


Now, I'm essentially being told that my work may have been useless. granted, there are plenty of people that have grinded 20+ professions that have not unlocked (and would be a heck of a lot worse off than I am). however, if those individuals that took the time to complete their 4 holos in the old system are not rewarded with at least being immediately invited to Aurilia and beginning their quests to Force Senstivity, then I'm a little perturbed.


in the old system, at least i had a standard by which to measure my progress....no matter how long it took me to master all 32 professions, i knew that i would be unlocking by the time i mastered #32. this newly proposed system seems toput me at the whim of some unknown game mechanic as to when i can even go to Aurilia and begin the FS quests.



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