Development Cycle Archive

Thread: IC4: Path of the Jedi

Ranxero
Fri Feb 20, 2004 10:41 am
#170

Jedi Quests - For the Jedi, not to become a Jedi


First off, the quests should be varied in nature. Combat should be only a small part of it. Not all Jedi have access to millions of credits, crystals, pearls and an unlimited stash of uber sabres.


To obtain the quest, perhaps the holocrons should come back into play. Use it to obtain the location of your next quest. First quest could be to create a holocron (non-sellable, Personal use only).


Some quests could be based on force power use, depending on level. Others could be seach for an answer types. Problem solving, investigation, thought based quests should be very high on the list. Aiding the helpless, righting the wrongs, all things Jedi. Of course, dark Jedi could wrong the rights and hurt the helpless.


Combat based quests should be a small, small part. The game is already all combat based. For more fighting, go do a mission. I want something that will occupy my time, give Jedi xp, and not require a 5 pearl sabre, full 80+ composite, and a set of buffs, while being bot followed by a master CM.


Give Jedi the ability to go up in skills without the wholesale slaughter that is currently required. If you want to do nothing but quests to raise your Jedi, you should be able to. Keepers of the peace...remember? Not killers of the durni. Aid in the GCW, without killing all the brain dead stormtroopers wandering about the cities. "We're keepers of the peace...not soldiers...we can't win a war for you."


Quest could also enable other features. Loot drops to aid in kd/dizzy etc. Jedi 'armor', clothing, weapons. Shouldn't raise the wrath of the crafters, as they dont make these things anyway.


Bear in mind that Jedi are uber secretive. We try not to rely on anyone else. Not that everyone is a BH in novice brawler clothing, but who can you trust? If we have to go out among them, then we need a better disguise. No title, no skills, is a bit of a give away.



Chirac biwan: Mohr

Don't be so proud of this technological terror you've created. The ability to destroy a planet is insignificant next to the power of the Force.

eznihm
Fri Feb 20, 2004 10:45 am
#171

Are these quests for force-sensitive characters to perform or for regular characters to complete in order to unlock the force-sensitive character slot?
Redguard
Fri Feb 20, 2004 10:47 am
#172

I believe that quests should be somewhat unique to each individual. The quests should also not force people to become dependent upon combat to accomplish it. Here are some thoughts on the FSCS slot:


1. Light side-Dark side: Each player should have a hidden faction bar which would lean to either the light side or the dark side. Becomming a Jedi is something that requires people to make well thought out choices.Dark Jedi let themselves give in to their darker emotions. Becomming a true Jedi should be about following the Jedi code to the best of a players ability and making choices that avoid unneccessary conflict.The dark side is a more seductive path but it should have consequences.(Ie loss of physical attributes when powers are used. An example Jedi would take fatigue damage while a Dark Jedi would take wounds from using their powers)


When dealing with NPC's starting a fight without provocation should earn dark faction. You have created a number of quests that can be used to accumuate light side faction. I would also consider having darkside tainted creatures spawn on occasion. There could also be some consdieration taken into affect with mission quests. Certain missions could be considered good/evil and be scored for faction (Ie killing creatures for entertainment is an evil act while saving a farmer from having his crops destroyed from some kind of vermin may be consdiered a good act.) Even Rebel factional missions should provide the opportunity to loose Light side faction. There are a number of Rebel revenge missions that would not be considered appropriate for Jedi. I would also suggest that you place some light side missons on the Imperial side. Let the deed determine the price to be paid.


2. The Progression: Once a FSCS slot is opened the character should not automaticly become a Jedi. The player should be consdiered a Force Adept. These players should have limited but useful powers. They should have inflated skill tree costs but still be allowed to become other professions. Their knowldege of the force can help them attain their goals but they'll never be as powerful as the Jedi until they follow the path to become one.


Once Force Adept is mastered then the next step should be Apprentice, Padawan and from that point make a distiction between Jedi guardian, Jedi sentinal and Jedi Counselor. Yes these titles come right out of KOTR but they make sense. Not all Jedi handle problems the same way and providing optional pathways would provide an opportunity for advancement throuh their play style. I do believe that you shold allow players to have other professions but once again the Jedi skill tree should cost more skill points to advance than the standard template. To become a true Jedi Master however all skill points would need to be dedicated to the profession.


3. General Thoughts on the Quests themselves: There must be a certain element of randomness or else we get people camping static spawns. The quest should take a number of steps but each step is one of perhaps 20 options which will create a diverse set of opportunities. Holocrons could still be used to provide a player with guidance. Some of the NPC's approached should also take into consideration play style, Artisan/Jedi Trainersprovide missions which involves crafting. Entertainer/Jedi Trainersprovide opportunities for queststo work these steps out socially. Medic/Jedi direct have quests that require medical orientated characters to use their skills. Combat centered Jedi would provide quest opportunities to work the quest out using their strengths.


The Jedi quest would require people to take on certain skills to be successful but still allow them to retain their core character. For example a crafting orinetated Jedi might have to advance in weaponsmith a bit to make a special component item. A medical character may have to take a few levels in doctor to be able to craft a cure for a disease. These tasks should be something which the persepective Jedi needs to accomplishby their selfto advance and not be something they can buy their way through by purchasing the item in question.


4. NPC's to Interact with: You have a number of underutilized static characters in game. They offer some missions but other appear to be there just for show. The quests should be galaxy spanning and involve interaction with these static NPC's. Having a trainer or holocron direct you to the next one of a number of NPC's throughout the galaxy to key the next step or task in the quest would provide some diversity. Yes at some point there should be interaction with some of the core SWG NPC's but they should be part of your final step towards becomming Jedi.


5. At some point a Jedi needs to face the Trial which Luke Skywalker went through. They need to face the dark reflection of themselves and overcome it. Dark side characters would face a different kind of challenge such as defeating their master and or other Dark Jedi Apprentices. Only after the trial is complete should the player have the opportunity to advance in the Jedi skill tree.




Given the choice between style over substance. I'll take a sandwich.
Trasgo
Fri Feb 20, 2004 10:50 am
#173

I have not had time to read through all the current posts so I am not sure if this idea has been mentioned yet. It seems obvious to me it would be a great idea to add the planet of Dagobah into the game and make it exclusive for doing Jedi related quests/missions. I believe the population on this planet should be limited to some degree, and your opportunity to come to Dagobah should also be limited by having to complete a particular difficult quest that will be accessible to all type of players not only combat professions. I am completely unaware of the logistics of adding a new planet into the game, but I do know there will be a number of new planets added during the Space Expansion and could be added before then hopefully. I also believe Yoda, and the blue glowy Obi-wan should be featured prominently in these quests/missions.



Trasgo-deSombra
Master Droid Engineer - Leader of the Ruby Cardinals

BlammStarr Tech Starship Chassis & Components
Located in Ruby Lake, Naboo 132 -5460

JediMasterZero
Fri Feb 20, 2004 10:51 am
#174

First I must say that I'm rather disappointed that the devs have to rely on their customers to give them ideas for this. What I suggestwould certainly cause an uproar, but I really do feel that the devs should make the FSCS accessible to all. Don't get me wrong - I'm a hologrinder too, and I think that it's the single most absurd thing in the world to have to master ump-teenth professions you DON'T liketo get a shot at being aJedi. The devs screwed up and they know it...hence the holocron madness. That said, let me continue. As I was saying, the FSCS shouldn't have to be unlocked at all. It should be selectable upon character creation, BUTONLY after their account has been active for two or three months. I believe that the "organic system" that they devs stated they had to keep the Jedipopulation low is currently in place -Bounty Hunters are part ofthat system, as is the loss of skills they're going to implement upon Jedi death. I would broaden it though...for those people who choose to go the Force route, and show a total and utter disregard for trying to keep their skills secret, will eventually get a full time enemy flag....forced to go into hiding and solitude...having a very difficult time staying alive. And the idea behind havingthe account active for saythree months would beto a)get profits rolling in for the game and b)to force people to try the other professions...which they may never want to leave just to be a Jedi!


To me, that sounds a bit better. I mean, look at what the entire premise of this game was! To follow as closely as possible the continuity of the Star Wars movies...Little Farmboy Luke didn't have to master 50 different professions, or find random NPC spawns, or run gauntlets or quests. He just had it. And so should we. And I guarantee this - yes, Jedi will be around a bit more (and killed a LOT more), but odds arepeople are going to want to stay with their toon that they have. Think logically - you becomea Jedi and you can't use any other skills at all. When you're a normal character, you can be 50 different things all at once! Different people will be enticed by different things, and we should have a choice of whichever one we want. That's what most of us payed for. Jedi aren't invincible...they will die, and they will kill too. Same as any other character.It'll be organic....just watch.


I'm certain this whole message will fall on blind eyes, but at least it's been said.


And I've been around since Day 1 of release (when all the servers crashed), so yes I know what I'm talking about...I've been through it all with this game and I would LOVE to see it be what it was SUPPOSED to be.

-Kyp Emique ~Kauri~ ~TKM/Medic/Scout/Marksman/Chef/Smuggler/Commando/Pistoleer/Artisan/Engineer/yada yada yada~



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
Thunderheart
Fri Feb 20, 2004 10:55 am
#175






nolan007 wrote:



Thunderheart,


Is this In-Concept about what Jedi should do after they've unlocked their slot?


Or, is this thread about whatplayers shoulddo to open up their Jedi slot?


I'm confused.




It can be both, but seperate the ideas so its easy to read (thanks )




Kurt "Thunderheart" Stangl
Community Relations Manager
salvestrom
Fri Feb 20, 2004 10:58 am
#176

Quests should involve doing certain things that DO require a profession. This should not be the whole of it, but part of it. Quests should, and undoubtedly will, include aspects that nobody likes. The path to Jedi is long, difficult, and requires sacrifice on the part of the player. Any system that requires a player to NOT sacrifice his time orcharacters template is going to be too easy.


No, Luke didn't have to dance for anyone, but Luke was already force-sensitive. We're talking about a game mechanic to unlock the "secret character".


Quests should be single player - the Jedi's life is solo, so the path to it should be solo.


In-keeping with the movies, the character created using the FSCS should not have any force powers. Luke was 18 and had never used the force, or was aware of it. It wasn't until Obi-Wan made him use the training device on the Millenium Falcon that he first experienced his latent powers. The first task of the newly created FSC shouldbe to awaken his abilities.


Luke's path to Jedi Knighthood involved rigourous training, difficult decisions and above all, understanding. The journey to the Dark Side seems to largely be about desire for power, often focused around unlocking their own. Impatience and a willingness to trample on others to get what they want marks initiates of the Dark Side.


The quests should reflect the above aspects. The path to Jedi should focus around ideology, as much as, if not more thancombat.


I don't believe you should be abletocraft your way to Jedi Master.


Sal



JediMasterZero
Fri Feb 20, 2004 10:58 am
#177

Sorry...in response to Thunderheart's thread, my previous post was about Unlocking the FSCS...not the actual Jedi path. my bad.



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
Liuy
Fri Feb 20, 2004 11:02 am
#178

my only sugguestion to devs is please think about an reedit of the skill points system maybe there are many wich thought about 300 skill points to aplay as instead of 250 ... couse many professions are needed to feel free as an individual in SWG but with these 250 points right now every one is bound to focus on only 2 Master and if proffesions need like medic aswell an scout couse slow walking , everyone has these prof. aswell but for these 15 points for an novice is realy to much for learning it ...



please think about it


greets Liuy


MasterCraig
Fri Feb 20, 2004 11:06 am
#179

I think a lot of people have had some nice ideas, the only thing I do not want the quest to become is a camp fest where half the server is camping one mob/type of mob. I like the idea of having challanging creatures/mobs to take down but make it so everyone can spawn their own if something like this is implemented.


Again plseae DO NOT make this another camp fest.






Furbacca



Kovev
Fri Feb 20, 2004 11:10 am
#180

I've been reading this thread, and although their are clear diferences of opinion, it's filled with great ideas.

However, the posts prompt me to metion a few itmes that I feel should really be strongly considered. They are as follows:

1. Don't make players do things that are just annoying, and stupid wasted of time, like:
A. Waiting for x npc that only spawns once each day/week/whatever.
B. Doing anything in x seconds, no timed events please. Don't make this a twitchy game of keyboard and macro creation skill.
c. Have to pay XXXXX credits to continue, the reasons are ovious on this.

Jedi are methodical, deliberate, and proceed with caution and sure feet. they take no action without reason, and never take a life if there is any alternative. Good things to keep in mind

2. Use existing game contnet, like badges, and theme parks to tie into this.

3. Include many differnet professions, like:

A. Find a sample of bla bla bla steel of XXX stats
B. Track down the elusive XXXX and hail it
C. Go forth and heal the wounded and sick
D. Rid the farming community known as XXX on XXXx of xxxx threat
F. Go th Singing Mountian Clan With XXX and convince her to surender XXX artifact to you (no drop, acquired by a series of quests)
G. Serve the movement to end the sway of the dark side, attaning an officers rank
H. Travel to XXX sites of power (PoI's) and bring back proof of the pilgramiage (badges)
I. Prepare/acquire XXX drink that aids in meditation (quest series involving chef quested food that you need not make, but must quest the componets of)
J. Follow XXX and find out where he goes, you must survive to report this information.

You get the idea.



Kovev Sormcrow Elder Jedi
Pre-NGE: Jedi MLS/Master Defender Pre-CU: Jedi MLS/Master Enhancer.
Valkyri Strombringer Elder Merchant/Armor smith
Please deliver winnings to Vendor at 75 by 1436 on Dant, just outside BRP hall

xtxShifter
Fri Feb 20, 2004 11:11 am
#181






OdiousEncounter wrote:

Whatever it is, it should NOT be one step kill, escort, fetch, or deliver missions, ala themeparks. Act III was a good example of mission varity, and although i still don't think they're up to snuff for the jedi system,it's a good starting place. Conversing with jabba's NPC was interesting and relatively well done. Having to think your way through the conversations knowing that you won't get a second chance (outside of shuttling off planet to grab the mission again) was very good. Even the defend the base mission was much more interesting than destroying the base, even if the mechanics really aren't much different.) Variance is important. I don't want to fetch 10 datadisks in a row. I don't even want you to invent a brilliant mission and us play through minor variations of it 20 times. The only way the quest system will work is if you get many DIFFERENT forms of missions, all providing an interesting and well-madedeviation from the norm. Having different sort of missions (requiring acheiver, explorer, and socializer skills all) is also a necessity. Require all of those skills, but not to such a radical extent that we will have to stop doing what we enjoy for long periods of time. That is why the profession mastery system failed.






I couldn't agree with this post more!



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

Sha_Ja
Fri Feb 20, 2004 11:12 am
#182

As part of the Force sensitive quests go, IMO there should be one static quest. for everyone, where you have a conversation with the npc, and you tell him what type of profession are you. entertainer, Crafter, Combat. He asks a favor from you,to do a mission(based on your anwsers) for him, after completing the first mission, he says there must be something special about you, because of the "ease" you completed the mission. He then thanks you, and asks you to do 3 more missions for him. After finishing the last, he seems very excited about something but will not tell you what, he says he has to speak to a friend of his, Maybe a week goes by in real time and you get an e-mail from that npc! hes asking you to meet his "friend" who will give you 12 more Very hard missions depending on your type. possibly having to craft some rare lightsaber part, with rare resorces. or having to find a special npc to entertain. or maybe having to kill or escort someone from darktroopers, or maybe at a high enough level, help a force sensitive player escape a dark jedi by keeping him in combat for a minute while he runs. After finishing those last 4 quests. you have to wait a random ammount of time, And this time you are timed, once you get the e-mail you HAVE to hurry (or else maybe you have to start back at the "Friend") you have maybe a day to get to that npc. once you get to him, you have your final missions. a whopping 36 Extreamly hard missions which will test your char. and char creation to the most. making the most of your skills. and skill points for this. This could be the one portion of the quest which causes you to drop a few skills for something, maybe you might need survey to get a resorce from that planet. maybe having to craft a stim pack to help an npc. After these final missions the "friend" tells you that the originial guy was right about you. There is something "special" about you. but he has to make sure asks a you a few questions which decide if you have to do more quests. or if your done already, possibly asking about the quests? he samples your dna and with a little mind trick, with some light effects. hes gone. leaving you to wonder how long untill your next quests? or possibly your done? all it will take is time maybe some random missions you get while waiting helps figure out if your heading in the right direction?

When i come up with some ideas about the other quests i'll post them here hopefully some people like my ideas

Thanks for your time in reading this



Sha'Ja
Master Lamer - Idiot 4/0/0/4 - Novice Smart A##

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