Development Cycle Archive
Thread: IC4: Path of the Jedi
SEAN
My suggestion is have a NPC that is always in the game. This NPC would move around from time to time. If you want to be a Force sensative then you would have to track him down. If a player was able to find the NPC and start the quest the NPC would just continue on walking to his next location. Other players would have to track and follow the NPC until he/she would make the next stop. This would alow for the Ranger profession to have some value, as they could track this NPC.
Another Idea would be to have a static NPC that any player could talk to. This NPC would not start the quest, but would tell you the general area that you will find the NPC to start your FS quest. Again you could alow rangers to help track this NPC.
My simple suggestion is to not make these like the epic quests in EQ. The path to jedi should be a solo endeavor that everyone from a crafter to TKM can accomplish. It should by no means be easy, but it should focus on things that becoming either a light or dark jedi should entail..
I do not know what you have working under the hood in this regard but, for example, person A has gone silent on their holocrons. This person goes to speak with either a light side or dark side quest giver. The person is given whatever points are deemed fair by the dev team and told to go to another person. Now this quest for a light side character may involve aiding someone or something in either a combat or monetary fashion. Maybe even finding a padawan that is in danger of dying and healing said padawan and assisting them in defeating the bad guys. For a dark side to find the bad guys and make sure that the light jedi is anihilated. Either through healing of the bad guys or actual combat.
Once this is done to find an either light or dark knight. Then run through a series of tasks that would prove both intelligence, wit, and perserverence. After finishing that they should then need to seek out a master. This would entail a number of quests that wouldgive hints as to where the master is available. This master then should have a series of another 3 or 4 quests that involve several planets, and make it more a test of wit and iq than of brawn. Like I mentioned before any class of character should be able to attempt this.
Now with these quests there need to be some additions made. First it can not be a camp fest. We have several planets available in this game make use of them. This will serve two purposes: 1. IT will keep the walkthroughs from making it a complete cakewalk for everyone and 2. it will allow everyone solo or guilded to partake. I belong to one of the largest guilds on my server if not in the game and that guild should not be given precedence over the player who likes to go it alone. I seem to remember that Luke never took a party of people to dagobah in order to lift the xwing out of the swamp ![]()
Finally I think there needs to be some changes made to the force powers. Lightning and choke are definately dark side powers as is life drain. Not every jedi should have these powers without some risk. Perhaps the game should start tracking jedi actions and rather than making it a choice of going light or dark make it mandatory as a result of actions.
Here's an Idea for quests that is entirely comprised of player interaction, includes player bounties, and would require very little content development. These quests could theoreticallybe used at any stage of the progression, from unlocking to master.
1. Any player that is interested in participating in the FS system (i.e. trying to unlock) registers with some NPC, that is fairly difficult to find, perhaps one that is only accessible at the end of a series of difficult quests.
2. Players that register are susceptible to Player bounties at all times while online(I know, forced PVP, but if they're going to be Jedi, they'll have to get used to it).
3. Bounty Hunters that are registered with the system can get BH missions on participants as well as Jedi.
4. Non-BH Participants, including current Jedi,can get missions to help protect other participants from Bounty Hunters, or to protect Jedi from Bounty Hunters. Non-combatant particants have the option of hiring another player to perform the task for them.
For example. If a Bounty Hunter draws a mission on a particular player, at some period of time after the mission is assigned, another participating player that is online at the time will get a message that such and such player or jedi has been targeted by such and such BH. Randomly, the message may include the name and/or location of the targeted player, the name and/or location of the BH, or both. His job is to stop the BH from killing the player or Jedi. Some sort of additional information would be provided to aid the player in accomplishing his task, for example, he might get a message telling him that the BH has just taken a shuttle from X to Y location. "Stopping" the BH may involve killing him, or in the alternative performing some other profession related task, like crafting a particular item and delivering it to the targetted player before the BH gets there.
5. The whole thing would have a scoring system. Each time a BH kills his mark, he gets a point. Each time he dies before killing his mark, he loses a point. Similarly, each time a targetted player is killed, he loses a point. Each time he kills the BH, he gains a point. Guarding players gain and lose points in the same way.
6. If you reach a certain number of points (say 100 for example), you either unlock, get one step closer to unlocking, or advance to the next stage in the game, whatever that may be.
7. Additional mission types could be added for other professions. For example, an entertainer or doctorcould get a mission to buff a participating PC who requested the buff. The entertainer/doctor will get a point if she succeeds in providing a full mind buff or set of doctor buffs to the target. The catch is that another player will get a mission to stop her, and yet another player will get a mission to protect the target. Points will be awarded according to sucess/failure of each player in his/her task.
I would like to see the 'path of the Jedi' beome instead... the 'path of the special character'. Where you open your specia; character slot and one of the choices is Jedi. But another could be intelligent driod, or {insert ideas here}. Even just opening a second character on the same server would be worth it to me.
Since I am not interested in PvP at all (much less non-consentual PvP) one of my worst nightmares is opening a FSCS. I would have to decide which or my friends to give the character to and then go about recreating my current character (because there is no way I'd let the slot go to waste).
I would like to see the route to opening the extra slot be based on quests but with the type of quests having an impact on the type of slot opened. As a personal preference I do not take missions that target intelligent being (excepting Imperials, but that is force upon me). And when I am running quests I try to keep from killing everything that moves unless the quest requires it (as many do).
Arden Gates
fyi, it's averaging 1 death a week. 3 deaths a week and you would start over every week and yes that would be the same as permadeath.
Fear, anger, aggression, all lead to the Darkside.
well, i think that its great for a lil' change in this matter. and the reason is because for some, its about holo grinding and Star Wars isnt bout that. its bout finding your path, a guidance through the Force. seeing where you go, whetherit be Light or Dark.
even the path of finding a Master to teach a Padawan isnt easy. like Luke for example, he had to travel to a remote planet to find Yoda. that was his quest. and even for Luke the path to through his training wasnt complete, and he also fell from the Light to the Darkside. and the fight to bring his father to the Light was a battle in itself.
quests for the FSCS is alot like life, you dont know what you will have to do, or what life will throw at you. its not just the struggle to accomplish your goals but a struggle within yourself to find your path.
in short.......quests i think are a key essential, for any character in the game. what you put into to it, is what you will get out of it. and i personally think that this a key element for making the game more Star Wars-ish. the feel is what makes all of our paths more exciting.
i for one, look forward to one day inlocking my FSCS using the Force, i cant wait to become a Jedi...........
"May the Force be with us, all of us."
I wonder... with no permadeath and new quest system will there still BE a separate FSCSslot or will character "become" a jedi?Answer to that questionwould definitely affect the kind of quests that you would go through.
If my character would BECOME a jedi, doing profession-specific quests from many professions would be a viable option because in the end it doesn't matter what professions you mastered on this particular character, he final profession would still be "Jedi"
If SOE keeps the current FSCS system, it 1) undermines Single Character Slot policy and 2) then quests need to be designed in a way that would not force people to give up their chosen professions... and need to re-master them once FSCS slot is opened.
With everything else about jedi being revamped, it seems this is a valid question to ask. I know, this thread is not for asking questionsbut a clarification on that issue would be extremely helpful...
Thunderheart wrote:It can be both, but seperate the ideas so its easy to read (thanks
nolan007 wrote:Thunderheart,
Is this In-Concept about what Jedi should do after they've unlocked their slot?
Or, is this thread about what players should do to open up their Jedi slot?
I'm confused.
)
LOL