Development Cycle Archive
Thread: IC4: Path of the Jedi
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?
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.
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.
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
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.