Development Cycle Archive

Thread: IC4: Path of the Jedi

RabidEwok2
Fri Feb 20, 2004 1:50 pm
#235

I'd like some clarification:


Are these quests intended only for those that have unlocked the force slot, or do they also include the unlocking process?






ZEER
Sith Lord | Hatched May 2004

Totenkompf
Fri Feb 20, 2004 2:01 pm
#236

I for one am an advocate for jedi quest missions. The current leveling system for jedi is boring and very very very unjedi like. Jedis arewarriors and ambassadors/diplomats. Some times they are even assigned to assassinate (lets not get into what is politically righteous or not) specific key political targets. Mainly they are here to defend the interest of the republic. This is the most important focus for jedi.


Ofcourse along the path, you get disenchanted jedis who see the republic systemis a failure and are converted over to the darkside.


The jedi missions should reflect all of that. Then there is also the personal growth of the jedi himself, learning how to use the force, learning to be more attuned to it, but always in the service of the republic or the empire. Here are some very basic idea off the top of the head. I will divide the ideas into durations of short, medium and long. Short length missions are say 10 missions long. Each one giving you some jedi xp. Medium are 15-25 quests long giving good jedi xp, and long quests are anywhere from 25-40 quests, giving very good jedi xp upon completion. Short duration quests should give around 2-3k jedi xp upon completion, medium should give 5-6k and long giving 10k-20k jedi xp.


- a medium quest to attain their own resources to create their own crystals. Dark jedi should be able to do these quests to acquire their own resources to producered crystals or kill existing dark jedi for them. Light jedi should be able to find resources to produce their own crystals of varying colour except RED. The light jedi crystals perhaps focus more on speed modifier and force cost while Dark jedi artifical Red crystals should focus on very high damage but mediorce force cost and speed.


-Long quest to acquire Jedi robes with hood. These quests focus on the jedi in earning his right to wear a jedi robe, there should be a long quest of jedi robes available to intiate, padawan, apprentice, knight etc. These robes have increasing innate defenses or offensive capability. For example a light jedi initiate robe is automatically given, giving def vs stun, blind, kd, dizzy ( +10)and some minor ranged defence/melee defence (+10). on reaching padawan this jedi can then do a quest to earn his padawan robes, giving even more bonuses. perhaps increasing saber block, more def vs kd/dizzy/blind (+15-20)etc. and abit more melee defence and ranged defence. For those who follow the dark side, at apprentice level, the dark jedi gets his first dark jedi robes giving him bonuses to damage with his force power, maybe a robe that gives him more force pool ( dark jedi covet power), dark jedi force crystal experimentation allowing him to experiment with his artificial red crystals, and finally minor def vs stun/dizzy/kd etc. definetly not as much as light jedi.


-Long quest to acquire your own pearls. This one is tricky, should be available to apprentice or higher levels, and one idea could be the jedi must kill a juvenile krayt that is harrassing the countryside,thismany part quest deals with finding more information of this mysterious dragon that is terrorizing a farmstead, then the jedi has to acquire evidence and finally after making a calculated judgement is told to destroy it. Another idea is doing a quest where the apprentice has to hunt down a rogue dark npc jedi and kill him, but not after a lengthy quest to build up evidence of this dark jedi's treachery. Another idea could be protection of a vital ambassadorwhereNPC BHand Stormtroopers or rebels attempt to eliminate her/him, and your job is to save and protect her/him culminating in a reward of a pearl. This one is tough...but perhaps set a path where these npcs can walkfrom one point to another point maybe a trek of like 8km-10km on foot. While at anypoint an ambush can happen. Make sure the points do not go near any towns or cities...places like yavin, endor etc. would be good locations for these high level missions.


-Short and medium quests to gain jedi xp. Little things like escorting, deliver, destroying lairs, etc. these aren't super fun to do, but is a break from normal jedi grind. they should yield about 50k-60k jedi xp per 2 hours of work or 60k-80k jedi xp for medium length quests. As most jedi do about 100k-120k of jedi xp per 2.5 hours now.


- medium to long quests for jedi related items. Little things like clothing attachments (hopefully jedi robes will automatically have 4 sockets available when they finish a jedi robe quest) that give saber block +1 - +5, force power +10, force crystals. force regen +1,mindblast accuracy+5, force throw accuracy +5, force lighting accuracy +5 etc.Saber accuracy +5, two hand saber accuracy, dual saber accuracy, block etc. You get the picture. These should never bo higher than +5 withexception to force power +10. and the numbers should berandom. Since jedi robesshould only have 4 sockets, they would never stack beyond a +20. or +40 for force power and +4to force regen. I only forsee dark jedi using Force regen to make upfor their lack offorce regen but that means they give up alot of other bonuses like saber block etc. AND THESE ARE NOTTRADABLE.


Wellthese are some of my ideas i cameup with off the top of my head. they arent perfect but i think they would make jedi a lot more fun than it is now.


Toten







nolan007
Fri Feb 20, 2004 2:03 pm
#237



Hmm... can't edit my submission... oh well, it's a first draft.







~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

VemaGara
Fri Feb 20, 2004 2:17 pm
#238

On unlocking your inner Jedi:

When the Quest goes live, a large percentage of the game will immidiately embark upon this quest. To keep the servers from going nuts, you need to scatter these requests around the galaxy.

Given that folks can do a theme park in a day, you have the challenge of creating a system where the quest takes many days.

If the quest system can be gamed, then it will be gamed. Clever people will then manufacture force-sensitive slots and sell those accounts. That would be bad. I think that this is so important that I will use capitals: CAN'T GAME THIS QUEST!!!

I like the e-mail idea. Once you start on this quest, you get more quests e-mailed to you. You can't predict when. You can't predict where. You can't rush the quest.

Questions:
- Should players be able to see their overal progress? (Example: Mission 24/50)
- Should players determine their light/dark from their progress?
- Should players be able to see their light/dark progress? (Example: Light 4, Dark 5)
- What kind of help is allowable during the quest?
- How can these help limitations be gamed?

Jedi quests should be appropriate to jediness. Heheheh. Vague enough? Some should be solo, but others should be cooperative. Yadda yadda.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
MasterKev
Fri Feb 20, 2004 2:26 pm
#239

As a starwars fan i think the quest should involve a few steps. The first step should involve acquiring badges and professions, but not random. (ex. You would have to masterthree professions that in your later journey would help you complete your quest. or a Badge that in some way enlightens or helps you complete your quest.) Second I think that you should have to doa tree of quests that incorrpurates the GCW and that your badges and professions can help you with. Third and lastly i think you should have to be somewhat of an apprentice to a real Jedi player. This apprenticeship could involve learning from the player about the jedi ways. (ex. I have completed my quests for a rebel NPC and now i must find a real life jedi, well i know this jedi maybe i could learn from him.) This would also help new jedi in already having a feel for what a jedi life is. Also this would cut down on questions that new jedi would have. And maybe for the jedi who taught you would get a certain number of apprentice points for taking on apprentices.


Zaen Wolfshire<STORM> Flurry

Just a regular Star Wars fan.



Zaen Wolfshire -Flurry-
Master Medic/Marksman/Scout
Uuvi
Fri Feb 20, 2004 2:46 pm
#240

Arethere lightside/darkside faction points.....if not, there should be. This could help regulate what branches of the force are available to you.

I know this has been stated before but lightsabers.....kinetic? Lightsabers can cut through anything but cortosis and another lightsaber. This inconsistency is currently my biggest problem.

More interesting RP content. In order to enamor your audience they must be engaged in the story. We need more interesting dungeons, temples, ruins that can be explored and hold many riddles and perils. I for one would like to spend a week exploring some lost sith temple.

Quests should be made in such a way as to be interesting, not just a chore. Does anyone ever read the mission descrptions......well, you should have to or want to.


I'm sure i'll think of more.
SivartMalcuma
Fri Feb 20, 2004 2:48 pm
#241

I just want to say that for some, the Email idea is horrible, as many players (like myself) do not have access to an easily readable email account. It may sound weird, but it does happen.




Locky-1138
Fri Feb 20, 2004 3:17 pm
#242

titles for completeing missions is a GOOD IDEA!, titles like "novice brawler", "novice medic", "first responder", "apprentice sharp shooter" etc... as is, you can spot a jedi a mile away. no title? no prof mastery's, must be a jedi


and please READ THIS POST. if you have read thephilosopher's post before, read it again


Light Side Vs. Dark Side - A Detailed Proposal (UPDATED - Version 2.2)

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=248059






- I support keeping & balancing the current combat system You can too
its been emotional...
Loksir - night elf warior, earthen ring
Laur - night elf rogue, earthen ring
LockysCorpse - undead warlock, lothar +Riverlands+
Squidwalker
Fri Feb 20, 2004 3:23 pm
#243

I will go more into detail on this when I have time. But to start with I would like to see something in the progression that deals with the different asspects of the Force and it's powers, like the Pen and Paper game. The three aspects/powers of the Force were Control, Sense and Alter. The Control is controlling yourself. Your thoughts, strengths, body, agility, mind etc. This was the first aspect that a beginning jedi should learn. And what Yoda was teach Luke to learn first. " Control, you must learn control." If a Jedi can not truely control himself and his own being, how can you effectively control things outside himself such as his environment and others.


The second part was Sense, the idea of sencing your surrounds, other around you, the environment, how things might move about or interact with each, sencing events and danger, etc. This is the second phase of jedi training, where you have to fully understand and know how to intrepret your surrounds, from your enviroment to other beings, and how it all connects and interacts.


The third part is Alter. This is actually being able to change, or well alter things. This ranges from moving objects, changing things properties, changing other beings thoughts and feeling, the mechanic/chemical/biological structure of things. This is the next phase of a jedi training, changing things outside of himself.


The last part of jedi training is combining the three, Control, Sense and Alter. This is where some of the more powerful and advanced, and effective powers come from. Mixing Control with sense, Control with Alter, Sence with Alter, and then all three. This should be the phase of the final trials of becoming a Jedi, Knight, showing sufficient abililty of using all three powers, singly and together, mixed and matched. Being able to effectively use the three aspects in all differnt ways.


Jedi Master would be showing extended persiod of time doing the last part, some extrodinary feats of using the force, having a specialy in one aspect etc.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
IdahoJedi
Fri Feb 20, 2004 3:25 pm
#244

I just hope that devs make it to where fi you are on a mission to becoming a jedi, yuo cannot group with PC's because then that person did not earn to become a jedi, he only half did



Itoz Crandist-Novice BH
"Don't be to proud of this technoloical terror you've constucted. The ability to destroy a planet is insignificant next to the power of the Force"
http://forums.station.sony.com/swg/board/message?board.id=Bria&message.id=416270> The most ridiculous movie ever!
The best movie ever!

The-Deadman
Fri Feb 20, 2004 3:28 pm
#245

I think that jedi quests (getting FS slot and jedi doing missions)should not always be combat oriented, some should promt you to think "what would a jedi do".


For example, you have to go get a certain item for someone, but on the way you see 2 children and a woman being attacked by a pack of huurtons (for example) and if you walk straight past them and get the item, you dont get what you possibly could have gotten by saving the women and children, which is what a jedi would/should have done.
candleman3
Fri Feb 20, 2004 3:37 pm
#246

This is for unlocking you FS slot;


Ok i have thought about this for a while. I think i have got a very good path to being a jedi. While it doesn't contain all the answers, it does make it difficult and prevent a few things that are bad about different quests.


The Holo Grind has some good and bad parts about it. It isn't so much that you end up grinding through a bunch of "holo given" professionns. It is the part after the silent one that drives people nuts. Who wants to grind through 15 different proffessions for a chance at being a Jedi. So my first part is to actually keep the holos in. (dodge the brick that was just thrown at me). But limit the number of holos to 2-3. This will also give the people who have started the holo grind credit for their work. To make this work you will need to increase the number of holos looted. If you keep this low then there will be camps tring to get them. Also i think your character should be 2 months old before you can start the path.


Now for the silent one. This is where i would change things. How about it isn't silent. It send you off to meet a NCP. This NCP will talk with you and ask if you want to go on the path to be a jedi. Warn you of the danger. You trade your Holo for a New Holo. This one looks like no other Holo. It is non-tradeable. It is illegal so it CAN be taken away by stormtroopers. If it is, you have to start over. OUCH! This will be the key to unlocking you FS.


The NEW HOLO. You use/read the holo and it will show Obi-wan. He introduces himself and asks again if you want to be a jedi. He explains he will help you with your skills to be one, but after that it will be up to you. He will return in X amount of time. This is where you must have a lot of patience. Obi-wan will only appear for 5 mins at a SET time, each time. So i read it again and it give me a count down. I.E. 2 days 13 hours 33 sec. I will need to read the new holo at that time. I have about a 5 min window to read it. This shows patience and disipline. If you miss it, a new count down is given. Obviously we all have to work or go to school, so this means you may miss a few. This time between needs to be random. Somewhere between 1-5 days. Now i haven't decided whether or not you should have to read the New Holo at a different location on a different planet each time. Basically it would tell you where to go. These would have to be different for each person, preventing camps.


OBI-WAN visits. When he visits, Obi-wan will teach you something. This could be a quest. Kill something. Kill someone. Deliver something. Build something. Visit someplace(Jedi POIs). Survey something. Heal something. Talk with something. Get some resources. Many different things. If you fail, you would have to do that one over again. Maybe even link up different quests. So the big question if how many visits before you unlock the FS. That i don't know. These quest MUST Be done by yourself. You cannot be in a group or have a pet for help. If it is to kill something and you don't have the skills to do it, then it is up to you to gain the skill to kill it. This may mean grinding part way through another profession. Crafter will have just as much of a chance as a combantant. He/she will just have to work harder at it. Crafted items need to be a item that can be experimented. It will need to meet certain criteria. I.e like a crafting tool with a 10.00 effectivness or higher. It also MUST be crafted by YOU. This would be a check to make sure it isn't bought. Yes it may mean that you have to find the right resources and gain points in Artisan to get better expermintaition points. The only thing i am against is something that requries you to grind back to Master Architect in order to make. It should be something you can build as an artisan. Or maybe the schmatic is given to you, and uses Artisan xp points for it to get better. OR you must be a Master Rifleman to kill this one creature.


The path i have given is tuff. It requires you to train in different skills in order to fullfill a quest. This will mean it will take you longer than just a few visits. The quests given by Obi-wan need to be random also. This way a pattern isn't figured out.

Well that is enough from me today.



Candle, TKM(HWP)

Are you a mature minded individual Interested in joining a Rebel/Neutral PA? Visit:
http://www.huwipa.com
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MannFett
Fri Feb 20, 2004 4:03 pm
#247

I have two topics I'd like to touch on. FIrst is a good question for the devs. I am a Dosh and I would like to delete and start as a different species. I am through four of my five holo profs though. Do I have to start over the path to open my FS slot if I delete and start again as new species? Also, when I DO open my slot do I always have to keep the character I opened the slot with or can I then change species? And now to my thoughts on the quests. I definately think quests should be profession dependant. They shouldn't require power gaming either. I'm a casual gamer mostly and I think I should not have to log sooooo many hours on playing to open my FS slot. Missions should get harder as you go along and I think you should be able to do them alone. I understand this is a MMORPG but I don't think becoming a Jedi should require someone elses help. Take me for instance. I don't want anyone to know when I do open my slot. I don't want to have to rely on other people to help me open my slot. It just doesn't make sense...



Josmak, Bloodfin, Jedi
Gurbokolok Sobulu, Bloodfin, Master Droid Engineer/Master Shipwright
Kyhu Iofa, Bloodfin, Master Bio-Engineer/Master Merchant

Damage, Inc. BE Goods/DE Goods and Flora Resources located just outside MO @ -177, 2350 .
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