Development Cycle Archive
Thread: IC4: Path of the Jedi
I would like to see missions that mean something more that what we have now..
Point A _________ Point B
Rinse, repeat.
I would like to make a couple suggestions. One, i think when your FS slot comes open you should have the option to start training dark or light side then. of course you should be able to drop dark side skills if you want to go back to the light. Please don't do like in Jedi Acadmey where you can have dark side and light side skills and be dark or light. Adding in Sith Artifacts that boots force powers for dark siders. Also i think there should be 2 planets from jedi characters only.For instance Corbantis(Ancient Sith Captial Planet) for dark siders and maybe Dagobah for light siders. Then you could have dark and light masters to train under and do missions for from both those planets also it would set of a whole new set of galatic battle missions where dark side attack light and light attack dark on their perspective planets.
Also, i think you should put in there something about visiting force senstice POI, for instance visting ben's house or temples on yavin and doing training there. Maybe even introduce the sprit of exar kun at one of the temples there(since he is not acutuly dead at this point). I think jedi should be able to sense and see things and do things that others can not see or doat these force senstive POI. Also you could allow dark jedi to control things like the Massasi the way exar kun did. Sorta like jedi pets.
Over all please just read the books! Sith Wars with Exar Kun would be a good start to find some stuff to add to the game.
The path to open the slot:
1. Explore all the worlds. Visit a percentage of the POI's.
2. Create or save a life. Healing others - a certain number of different people. Release butterflies,bats, glowzees etc into the wild.
3. Knowledge quests. Put a museum and library on every planet. Have statues and paintings and grave markers, etc with inscriptions. Answer questions correctly based on knowledge learned from finding and reading these items or meeting certain NPC's.
4. Puzzle quests. Quests that involve solving a puzzle. Talk to many NPC's in different locations. DO NOT give waypoints to NPC's - figure things out with clues.
I definetly believe that none of these quests should be easy. We are going for the most prestigeous thing in the game so it should mean something. As for ideas, they should challenge both are minds and our profession skills. Perhaps logic puzzles where you only get one chance to answer and if you get it wrong, you have to start all over again somewhere else, with a different problem. They should not focus on a single aspect of the game, such as combat. There should be elements of all, but how they are solved will determine the players progression.
2: NPC’s players might interact with throughout the quest
Most likely all types of NPCs, from the well known to the obscure. There are still jedi out there that have not been caught by the purge so that would be an obvious place to look. Perhaps certain quests from big names such as Borvo, Jabba, Garm, or any number of others could be used as a springboard to more paths and quests.
3: Progression quests and trial ideas
The quests should obviously not be cookie-cutter in nature and shoulddefinetly become more difficult as the character gains skills and abilities. Keeping in mind that jedi were not only peacekeepers, but magistrates and investigators, the quests should reflect this and challenge the jedi accordingly. It is my belief that for certain quests and trials, it should be administered by a digiteer. That will help to keep the experience random while making sure everything goes smoothly. As far as progression, we have to look at it from the perspective of two systems, before jedi and after jedi. All quests before jedi would have to be done a certain way to conform to certain rules regarding professions and their abilities. Since jedi operate on a separate system from that of normal characters, their progression would also reflect this.
4: What skills a Jedi might use on these quests
I would imagine any skills the jedi has available would be useful to complete a specific quest. Not just combat, but things like mind tricks or healing (if the jedi can heal others), or any number of things. On the other hand, certain quests could be impossible for a jedi to complete alone, which would require the help of a number of different professions.
5: Quests for different profession types, for instance, social quests, explorer quests, combat quests, etc.
As stated previously, most of these quests should have elements of all game systems and only focus on a specific type in certain situations. That being said, different paths for different skillsets would also be good for both the sense of realism, and to prevent the entire community from taking a single path with the same exact skills and ruining the economy.
6: Player interdependencies and cooperation’s
While the path of the jedi is ultimately up to the individual player, cooperation with others should be a major focus at certain points. For certain quests, other characters should be required to use their skills to aid the player. For example, a certain quest would require the jedi-seeker to obtain information about an NPC or event. This information would be locked away inside a complex and only a slicer could get it out of a terminal. The information would be worthless to anyone but the jedi-seeker. However, only through the assistance of others can the player progress. This could lead to many types of rp and community building. If people whine about being "forced" to group, then let them whine. Soloists are not the focus of the community, even for jedi.
7: Jedi Titles earned through the quests from Force Sensitivity to Jedi master
Personally, I don't think any titles beyond the basic ranks would matter too much to anyone other than the player. Since they are more a mark of distinction and serve very little real purpose, they should be an optional accessory.
One aspect of Force Sensitivity that can be included in Jedi quests is the ability to "sense" the truth, and the ability to use a Jedi Mind Trick.
In the NPC chat dialogue, Jedi can select one of these to get farther in conversations with people who would otherwise not say anything else.
Or, the missions themselves would require use of these skills to get the required information or item for the quest giver.
If these were options for a Jedi when speaking to special NPCs, it would quickly give a more accurate sense of being a Jedi. Additionally, if these abilities are not used properly by the Jedi, I would expect many of the quest givers to be Evil. Men who send the Jedi on a quest intended to kill him. Jedi should have access to the highest level content, and passing these trials should be extraordinarily challenging.
"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."
I am under the impression that the email idea is to make use of the in game mailbox each player has.
One thing I would like to suggest to the devs. I would say don't pay too much attention to keeping the path secret. If you have a truly engaging and tedious method to open the FSCS, requiring tasks and incorporating learning different professions for particular acts, then let that be known. If it is worth it to someone to open their slot that badly, then let them. Just make sure that the Jedi death system works properly, and BHs can track Jedi, in order to make being a Jedi that much more difficult. Sure, some may think that the game will turn into Jedi vs. BH wars, but if it is a long term quest, and requires thought, skill, patience, and sacrifice, then you may find people will either go through with it or not. Then you can let the rest of the player base, those who like playing regular characters, go about their gaming, without a huge interruption from this hologrinding, and what not. There have been plenty of good ideas here, but don't cap the Jedi, and I hope you have seen how crazy everything is with people guessing how to open the FSCS...just let people start on the journey wherever, some guy in the swamps of Rori or something, and go off on whatever well developed path you can create...once we know how to start, we don't walk around guessing and messing up the rest of the game.
Grinding is its own reward.
Armani wrote:
AS LONG AS THOSE WHO HAVE BEING GRINDING SKILL AFTER SKILL ARE GIVEN SOMETHING MORE THAN A MINOR HEAD START.