Development Cycle Archive

Thread: IC4: Path of the Jedi

ONiall
Sat Feb 21, 2004 1:03 am
#287

Josfe, that was very creatively thought out. I agree this is a great path towards FSCS. I also offer that some of the quests should require you develop certain skills, such as creating a schematic for a lightsaber that requires some advanced level of weaponsmithing. If we are determined to open the slot, and follow the path, then we should be willing to sacrifice.


Great ideas folks, and I also ask...PLEASE NO STATIC SPAWNS FOR RARE DROPS! Avoid camping at all costs!
tac-track
Sat Feb 21, 2004 1:05 am
#288

Uhhh...


What happened to "organic"? Please don't spend all the devs precious tim making more lame quests. PLEASE!


Nobody wants to do some boring pre-scripted "quest" that has a predictable outcome, or god forbit hundreds of them over and over again to prove they are worthy. Ya, ya, answer number one, answer number one, kill mob, answer one, repeat. can almost macro them they are so predictable. My character would never say the things that are scripted in. can't I say what I want to say?


Why not stop and consider how to make the things you have to do exciting and challenging (and I dont mean challenging by just putting more zeroes on the mobs ham). I mean challenging by forcing the player to be resourceful, strategic, and aware of the environment.


Give us mystery, give us chance, give us puzzles to figure out. Make information a commodity.


The intellect quest was along the right lines, but notice how fast it got distilled down to "pick the one who says they are both lying", and find it in this circle of coordinates.


Lay a dungeon on us that nobody has a clue how to figure out. The warren was close, but you gave too much data away. "Pick up a key, use the key. kill the monsters, get the rods... etc..."


Give us objects that nobody knows what they are for, but aren't useless junk. "hmmmsome kind of electronics component... looks like it may connect with this other one I have... " or "Does anyone know what this thing does? I better hang on to it".


Hope someone sees this post. I really do care how this plays out.


-tac






TAC-TRACK
RTECH : RTECH CITY : WANDERHOME
ArchFirehaven
Sat Feb 21, 2004 1:06 am
#289

Ok now for the Jedi themselves.


I agree with the different levels of quests (initiate, Jedi Knight, Dark Jedi Knight, Light Master, Dark Master) and I also think that they should have other quests that can be taken when needed like LightSaber quests (possibly only to be done x amount of times in a given period of time).


Now there are a lot of positives and negatives but the main negative for you Dev folks is basically you are creating a whole new game for the Jedi at this point. Moving up in Jedi cannot be fast or easy...at the same time gating how often you can do missions or not having a small feeling of advancement is also not a good thing. As most bounty hunters will convey doing the same or similiar missions over and over again sucks. At initiate though I think we can be a bit basic. I would have "save missions" where you have to go and save a randomly placed NPC who was in danger...that NPC could be put in numerous places from the NightSister cave to the Imperial Prison to the at the Sarlacc pit on Tatooine or Dantooine. In other words it would be a tough as heck place to get to. You could also have Plague missions where a city is hit by a plague and you have to work with mulitple NPCs and Players to get a schematic put together. In fact that system could be put to use a ton more....in fact I love that....yeah that would rock....okay so it would be aquisition missions where you would have to work through a set of NPCs to get a schematic and then work with a PC to get it build....heck you could even use your survey and sample skills to get certain materials or the schematics. The third mission type would be "guard" type mission. An NPC would start at one side of a town and move form there to the SP and from there to another town to a predesignated building. At some point they would be attacked...the Initiate must defend them. These could get real hairy if the person gets attacked in Theed.


I will follow up with the other classes of missions...I must think some more. Btw regular creature kills should give saber weapon experience still. The Jedi trees that require Jedi xp may have to be tweaked amount wise or the missions might have to be high rewards (compared to the current NPC exp quests in the game). Also there has to be differences in the light side and darkside to make this work...no differences would make this less that what it could be.


Btw my ideas are predicated that you have a trainer (like we do now) but also a mystic somewhere else that gives you one of these missions, you don't get a choice. A light side user will keep the same mystic throughout...upon choice of the darkside your mystic will berate you and kick you out as will your trainer...you will find a new master (should be a quest to locate) that is both trainer and mystic. Also Master (whether dark or light) should be able to target a lesser Jedi upon request (have to be in the same group for instance) and use the radial menu to "Generate a mission" and thus act as a mystic (and trainer of course also). More to come soon.






8Firehaven7
Chilastra Born . Day One


snipaho
Sat Feb 21, 2004 1:07 am
#290

".....there should be 100s of quests to do......for one you need to be a Master Musician to play for someone, for another, you need to take down a Krayt, you'll need to Kraft a set of armor as a Master Armorsmith, etc....that will take TIME for sure!"



The whole point of the new system was to do away with the old system, which was pure grinding. Leave the profession grindingout of the new system.





- Anakis Seska -
rebelwraith
Sat Feb 21, 2004 1:09 am
#291

I think that it should be quest oriented but with tons of npc's giving u several missions in order to further go down the path of being a jedi. Like with the way Jedi find their trainer there should also be a certain person in a city where u put in something liek /myquestgiver or something like that that will then give you the first mission that will lead you to several other quests down the path of becoming a jedi. And in order to proceed through the missions the current professions that you have you should be required to haven certain skills in that class. Like say that u decide to be a commando and you just get novice and you finish 1 mission, in order to do the mission you should then be required to get another skills such as heavy weapons 1 or flamethrower 1. At least that way it might still be profession oriented but only within in the certainprofession that you are currently working on. Then the missions should spread from planet to planet like the rebel theme park missions. Then you last mission should end on one of the harder planets like Dathomir where you then recieve training form a jedi master where you will then find out that you are force sensitive and there for unlock you force slot and then you shopuld get a badge to show that you have gone through all of the jedi oriented missions with the character you are using.



_______________ Laviathon Oipoth ________________
__________________________ Pre-CU Jedi __________________________
_______________ LAW ________________
LAW is back punkass


Jesterstear
Sat Feb 21, 2004 1:12 am
#292

I'm sure that this has been mentioned before, but it should be stressed over and over again - PLEASE do not make it easy to get a Jedi! Length of time is irrelevant. If you make these quests the same crappy "Fed-Ex go to this waypoint" quest, you're going to cheapen the whole thing.


Make quests different for every person. Make it so that no one else can help the person on the quest. Make them find trainers in obscure places... and I do mean make them FIND the trainer. No "here's a waypoint, go talk to this guy" type thing. Give a person a hint like "between the city of Moenia and the Emperor's Retreat, you will find (insert name here). They have a task for you." Then have that person give a similarly cryptic clue.


As I said, please do not make these "Fed-Ed" delivery / destroy missions (those are NOT quests), and do not make something static where within a few minutes of someone getting the quest, a walk-through is posted to every fan site.


Isyc
Sat Feb 21, 2004 1:14 am
#293

I have not read all the previous post but I have some ideas about this.


First I think the missions should be based on your skill level just like regular missions you get from a mission terminal. And if you are grouped they should be based on the groups combined skill level. I like going solo so I don't want to be forced to group to complete these missions.


I don't think the npc's who give the missions should be static. I think holocrons could be used to give waypoints to npc's. the npc's could spawn when you get close. I know this will cause farming again but I think it is better than having the npc's be at the same spot all the time.


missions should have more than one outcome. if you aresent to save someone you could either save them or kill them. save = light side points, kill = dark side points. whenI say light side and dark side I don't mean imp or rebel. I don't think you should have to follow a certain faction to become a jedi. missions should build off each other.


make there be requirements before even starting these missions. something like requiring at least 2 basic and 1 elite professions mastered. at least 10 npc missions. at least 20 poi's visited. at least 200 hours of game play. etc.........





Soako - Master Gunfighter
Kovev
Sat Feb 21, 2004 1:17 am
#294

The best Idea I've seen so far is the weighted badge idea, simple, effective, easy to put in place, fair, very fair. This smacks of perfection. How could things be made any more fair then this! Who could abject? It would even make people fully explore and experiance SWG. I could go on, and on, it's perfect..........perfect

Take all of these great quest ideas and make then jedi content, so jedi can do much more then run around and kill things. Give perals and crystals as rewards, and lots of jedi exp. Make it so the missions are a much easier way to advance then just goign around and slicing up whatever you encounter.

Another point I'd like to make is all jedi are light side orientated. I know we use the catchy phrase "dark jedi", but these is no such thing, they are fallen jedi. The point is, you must first be jedi before going dark side. Nuf said on that.

Lots of great post here, but a few really bad ideas as well. Like the fellow who suggested that all seekers of the FSCS be subject to bounties at all times. No, that is a realy bad 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

LiveToServe
Sat Feb 21, 2004 1:28 am
#295




A key concern should be how the proposed quest system impacts the in-game SWG community.


My concern is that if everyone is running around performing standard-type quests, it will have amore detrimental impact on the economy and in-game society than the holo grind (e.g., more difficult to puchaseresources and quality crafted items, everyone grinding away in isolation, decreased levels of social interaction, etc.).


As far as ideas for crafters /social / support classes, each one of those folks has the ability to produce something for an NPC or assist an NPC. These acts could well save the life of an NPC, oraddress adire need of an NPC (such as a dire need offood or shelter).Other acts could be to help rebuild a city devastated by an imperialor trade federation attack. Someacts could be unpalatable, such as having to dance to a series of Hutts across thegalaxy (ack).


I *strongly* recommend thatthe quest process allow crafters to be crafters, and encourage them to continue to provide their invaluable contributions to the in-game SWG society.I am not into crafting, but I *need* them and want them to be encouraged. Ifthequest system is a "kill the krayt" type process, then please let us know in advance so that I can have a chance to stock up on everything I will needforevermore.
Exterminans77
Sat Feb 21, 2004 1:28 am
#296

None of the quests (Post Slot or pre-slot) should the person need assistance from other players. The Jedi Path should always be a solo one. And it shouldn't require static spawn camping.


One of the main reasons given for changing the system is that it wasn't casual gamer friendly. Static spawn camping and needing a guild to complete a quest (like in everquest) isn't casual gamer friendly. It shouldn't be easy but it shouldn't require more than 1 person to finish it. A programmers nightmare.


Another reason people requested a system change was that you had to destroy your character to do the holocrons. The quest system should not be completely based on hardcore combat, if it is people will still have to destroy their character to do it (if they are not elite combat). Any thing that requires a hardcore combat template to complete is no better than the system we have now, since many will still be destroying their character to do it.


The Holocron system was not well liked but it was something you could do solo and at your own pace, the quest system should be that way as well.
Arcaine2
Sat Feb 21, 2004 1:32 am
#297

I like the idea of a Jedi trainer - who is in hiding that puts you on the path to opening the FS slot.


There should be additional quests from other NPC's thatyou will need to completein order to even findthe trainer(s) - This should consist of good deeds. Since the Jedi are neutral and then you choose your path by doing good or evil - the NPC quests to even find the jedi trainer should be accessable to all. Once you hit the 5000 fp the next NPC you tawqlk too tells you to go find so and so on such and such planet. These should be random.


This could be one long theme park. Maybe even set up a force faction that you need to get 5000 fp's before you can even begin the jedi path. Then you need even more from the Jedi FS quest trainer.


These quests should be progressively harder as they progress.





Arcaine my game name
I have no idea what I want to be when my toon grows up.
Sorulis
Sat Feb 21, 2004 1:39 am
#298

Jedi that have already unlocked should be forced to do many things.

Dark Jedi- You should recieve a mission set from the Emperor/Vader to prove your willingness to serve them and not try and take over the Empire. Hence why you will stay safe from the Empire.

Light Jedi- Should do some mission maybe about something that is in a journal maybe found in Obi Wan's old house.

There should be many missions with many rewards, Crystals, Robes(schematics). New Hilts? you get the idea. Even skilltapes that could add bonuses to Jedi skills.

For unlocking characters should need to do MANY things by themselves and also things that REQUIRE large groups. Because lets not fool ourselves 99% of hte creatures in this game can be soloed by the right professions. But the unlocking quest should NEVER be able to do all by yourself. This is the force slot, not some magic mace or something. YOu should require grouping for most of it, for the last parts LARGE groups. Please by all means don't make this an easy quest.

The quest should also consist of rare spawned NPCs that you have to talk to, and only the first person to talk to it recieves that part of the quest, Much like the badges on tat. But they only give you a piece of what you need and direct you to the next piece, but you cant aqquire the next piece without the one before it.

For Master trials, for Dark should be quests that involve killing Light jedi and also maybe turning light jedi to the darkside.

Light Side - Saving innocents, and turning dark to the light.



Kayn
Dark Side Force Master · Ranked Jedi
Conjurers of Dread · Bloodfin

Malovec
Sat Feb 21, 2004 1:42 am
#299

I am not going to read through this because that is your job, but I think to unlock the quest should grant you force skill points which you will need 250 (duh to start jedi) then have NPC's that grant them the ability to locate a player which is being hunted by (_______), the bounty hunter and protect them and get bonus exp by doing a good jedi deed.



"Dee Doo Dittle, Doottile!" - R2-D2
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