Development Cycle Archive

Thread: IC4: Path of the Jedi

Saarkai
Sat Feb 21, 2004 1:50 am
#300

You should have a whole board to discuss this topic. I'm not sure one thread will do it.


Now on to my suggestion. Or rather my anti-suggestion:


Ok so you have to find the magic squirrel. Once you do find him, he gives you the key. Once you have the key you have to unlock the door that leads to the golden monkey. Once you get to the golden monkey you have to answer his riddle and then BAM! you are a Jedi.




Please don't make it some silly string of find this, talk to this guy, do that, aquire this item or that, and then do this.



Saarkai - Rebel Ace Pilot - Flurry
SiliconSmiley
Sat Feb 21, 2004 1:51 am
#301

I don't envy your tasks of filtering through all these posts, but I know you guys are reading some of them.


A Jedi is made through training in the martial arts. In EP2, you see a bunch of little tikes with lightsabers. I'm on the fence as to how I feel about all professions having a special path to Jedi. I really think it should be reserved for combat professions.


That being said, I also think that the quests unlocking the FS should be reserved for solo players. The path to Jedi should a unique experience for each player. It would be very difficult (nigh impossible) to implement a Jedi quest system that would be absolutely unique for every player. But there shouldn't be an option to group 20 players together and all go and finishes off the Jedi quests together.


Then, make the missions hard. Very hard. Put them in caves. Put them in remote areas covered in force weilders. Have protection, escort, destroy anddeliver missions that have a very real chance of going bad.If you fail, it shouldn't be easy to start the mission again. Make the NPCs starters random and have them move around. Have some NPCs that offer bad information or send you on dead end missions.


As far as the quests with the Jedi, get rid of the old staple of rare drop items required for lightsaber construction. All items required should be collected at a 100% drop rate based on completion of solo Jedi missions. Darth Vader told Luke that his skills were complete upon seeing that he had constructed his own lightsaber. I have no idea how the Jedi profession trees look, but I'm assuming that you have to have a lightsaber. Luke was given his first lightsaber, as I suspect were all the kids training for Jedi in EP2. I'd like to see a 'noobie' lightsaber awarded for a very early Jedi mission, with subsequent mission leading a player to the construction of their own weapon.







Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

nolan007
Sat Feb 21, 2004 1:57 am
#302




Thunderheart:


Suggestions for opening up a Force Slot in SWG...


A few random thoughts....


In order to unlock (a few qualifications and considerations for the path):



  • A series of quests to have been completed (perhaps 3 force-related quests total).

  • The various NPCs that give out these force-opening quests could not be waypointed (no predictable spawn locations, nor predictable names, and would not easily stand out) nor would they always be presentin the world. They would appear a couple of times a week for the entire day... more for first quest... less for second quest and only on certain planets. I suggest four times a week for first quest... and two or three times a week for thesecond quest (for the entire day).

  • Musicand a system message to help you know that you're close to an NPC that gives you a force-related quest. These NPCs should spawnfor you after you've met hidden criteria and have completed previous quests.




Hidden criteria is needed to prevent endless stream of openings and guides on how to open your slot....


Possible hidden qualifications that wouldnot published for being able to do the 3 quests... in order to get the first starting force-opening mission:


  • The player should have mastered amelee profession and have keptthat melee profession (any melee profession)for X amount of time (I suggest 2 weeks of time). I know people may not like this hidden qualification, but if you're going to be playing the "melee profession of all melee profession"... you should know how to do melee combat. This may not be "Star Warsy" but it would be good for the future Jedi and when they do combat. Jedi do tons of melee combat so they need to be able to handle themselves by learning and being comfortable withmelee. If they have done the grinding under the old system (on silent holo), this qualification would be met for your character.

  • The player should be factioned and have declared X number of times. Once again, Jedi should be comfortable with PvP since they'll be fighting BH, groups of player, small armies, etc. I suggest they should have 30 tracked declared events before the starting quest is available to them.

  • The player should have taught X amount of people some skill (gained a certainX amount of app. xp even thought app xp is capped... it can still be tracked). I suggest 2000 worth of app xp. If they have done the grinding under the old system (on their silent holo), this qualification would be met for them.

  • Maybe something else that would prove they play SWG and are not grinding to get Jedi. Maybe they've hit the cap of XP in their melee profession? If they have done the grinding under the old system (on silent holo), this qualification would be met as well.


The start of the journey that leads to opening Jedi...


Starting quest would be on Tatooine.


The force related quest is available4 days aweek for an entire day and it would occur on Tatooine (no predictable name, nor characteristic, nor location). This force related questwould only be availabe to your character if you've met the hidden criteria. Personally, when I think about the path that leads to being a Jedi... I think it starts onTatooine due to the movies. Maybe the NPC would spawn if you've met hidden criteria and it would be availabe only to you... you would receive a system message and music letting you know that you're closer to the force and close to the NPC you need to talk to. The force-related quest NPCwould spawn in one of the cities, nearone of thePOI, near ruins, etc. (not an empty field or empty wilderness). You'd have to be within 128m of this force-related quest NPC.

Maybe a message like "You have a strange feeling about this area. Is it the force calling me?"while music plays when this NPC spawns for you. If you happen to ignore the message and come back on the right day of the week, you'll get the option again to do this first quest (first quest spawns 4days a week for the entire day).


Once you get this force quest and complete the quest, you are flagged as being closer to being a Jedi.


The quest wouldinvolve combat as well as delivery of a force-type good.You would know you are doing something that leads to being a force user at the start of the conversation and the quest would reflect as much.


However,if you hadn't met theprevious "hidden" qualifications, your character would not have this NPC spawn for you on Tatooine.




"Middle" quest would be on Dathomir or Dantooine....


Qualifications:


Must have met the hidden criteria needed for the starting quest.

Must have completedthe starting Jedi quest on Tatooine.

A week must have passed before being eligible for this quest (hidden qualification).


The NPC that spawns on Dathomir or Dantooine for an entire daythreetimes a week and gives out this quest (each and every week indefinitely if they've met the hidden criteria and have done the first mission). If you happen to ignore the message and come back on the right day of the week, you'll get the option again to do this second quest (second quest spawns 3days a week for the entire day).


Maybe your account has an NPCflagged for you... you and only you can get this mission from this particular force related quest NPC. This NPC would either be a Nightsister, Singing mountain, hermit, outpost NPC, ForceAdept, etc... and it would give outyour middle quest(if you have completed the starting quest).


Once you got close to this NPC, music would play and system message would happen... "The force is calling me... I can feel it." (which means you are close to the NPC you need to talk to).


If you do the questone way, you become closer to the darkside... if another way, you become closer to the light side. If you have not done the first quest, the NPC would not spawn foryou (would not spawn upon approach ). This NPC should spawn near one of the POI, dungeons, temples, etc.


Once you complete the quest, you should get a system message letting you know you should complete their force-related quest.


"I feel the force beginning to flow throughme."




The "last" quest wouldhappen on Dantooine, Tatooine,or Dathomir....


Hidden qualifications....


Certain time has passed (1 week after successful completion of2nd quest).

Maybe15more "declared" events (still PvP'ing). This would help prevent players from logging in and riding around for music or system messages.

One weekshould have passed since the completion of the 2nd quest.

Another simple hidden criteria must be met before 3rd and finalquest happens.



A blue glowy appears to your character at some point on one of these planets... music plays... it's right in front of you... and gives out a mission... no searching for him/she/it... he/she/it just appears to you after a flight, at a POI, at a dungeon...anywhere on one of these 3 planets.. you get an onscreen message (with music) that "you feel the force."..the blueglowy appears right in front of youat this point... only you can converse with the blue glowy NPC... if you complete the mission one way (kill insteadtalking), you start one path (maybe get a message that you begin to feel the darkside of the force)... if you complete the mission another way, youbecome closer to the lightside.


In other words, your Jedi slot would either be Imperial or Rebel depending on how you completed the second andthirdmission... with a tendancy to be on the lightside... if you do both 2 and 3 in a dark side manner... you would be darkside (imperial)... if 2 as light and 3 as dark...light side would be your jedi slot... Of course, you could still decide to switch to dark or light later in your jedi career.


The lastquest would be tobring back some object to the blue glowy to complete the quest (a delivery mission to bring back his lightsaber that was lost or something) from a particular waypoint that he/she gives you.


At this point, your force slot opens up withlots of music and on-screen special effects.You're onto your path of being a Jedi with a force slot opened on thegalaxy.



Sidenote:


When my force slot opened, I didn't see a on-screen System Message and my music was down low... I read it in the spatial... so, the opening sequence should contain a lot of music and special effects on screen at the completion on this final force quest for the Blue Glowy Jedi.













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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

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

BlackFox
Sat Feb 21, 2004 2:00 am
#303

It would be interesting if you made the quests partially random. for instance, if there are 10 total quests, then the first one would be randomly picked from a list of...lets say 10. there would be another list of 10 for the 2nd quest... etc... or 5 per quest level you pass...whatever the number that is feasable.


Anotherinteresting idea i had was to make a generated NPC antagonist repetetively pop up thru the quests. Generate the NPC at the very beginning, and insert the random name whenever the text calls for it. If the chain of quests is randomly selected from a group of possible quests based on how far the player has progressed, then whenever a mission involving this NPC comes up, the flavor text would insert his name and possibly profession (though BH and dark jedi are the only 2 two that would really work well)


In order to create an antagonistic feel, this NPC should show up at most of the quests involving him. even if it is to just walk in the scene, yell at some cronies, than run off... and like any good story, the last quest would involve the demise of thisNPC you've been put up against this whole time...



Bryce "Fox" Silverfox

Master Lurker v Leader of The Council of Grey v Mayor of Council Grove, Corellia - Ahazi


Kaelind
Sat Feb 21, 2004 2:31 am
#304

It seems a lot of people/players seem to want the force sensitive slot quests to somehow put their main character on the path of jedi, lets face it our mains are there for all kinds of other stuff already. What we need to realize is that we are opening a whole new character, not building upon the one we already have. A lot of players who wrote before me have some real nice ideas, but I think for a more role playing feel these quests should be centered around tracking down our jedi, not becoming one.


As it is, our FSC's will become jedi, there is no reason for my spice smoking, creature handling, armorless wookie should start behaving like a jedi... he'll never be one.... period, but he might learn of one, and convince him to come out of hiding and help his faction or encourage him to learn the ways of the force. So then these quests are not really aimed from the "I sense much power in you" but instead "so I hear you're looking for ol' so and so".


I can appreciate the need to depend on other players and their character types to an extent, the way a dancer relies on a tailor for the cool looking clothes, a warrior on the weapon/armorsmith. But I should never have to have a group made up of specific combat/healing classes if I don't want to. I really love interacting with the community but I hate depending on anyone else's leisure time. I play when I'm ready to have fun, I don't think its fair that because the only combat medic I know isn't on cause he has school I should be penalized from progressing along my path. Keep dependance on one another to a minimum, or to a level where we already do it. A few crafted items maybe.


Please, please never make us camp anything. It seems grinding was some horrid experience for most people, but camping will be worse, there will be more swearing and hate speach when hundreds of players all want to kill the same thing or talk to the same guy. I really love the way random npc missions work, where once I talk to the guy, agree to the mission... I'm given a WP that only I know about, and then the mobs appear only after I've been around the WP for a few seconds.


Honestly I think there should be a few more random sources of crystals/lightsabre components. I have a few ideas:


Locked Containers: put something much cooler inside these things, why would anyone lock up a unit of cheap aluminum?


Treasure Maps: make it have a good chance that a handful of crystals are being guarded by a handful of those little pirate guys... but give the pirates hats. Increase the rate of treasure map drops, put them in locked containers or lairs.


Lairs: Certain animals collect shiny object, a dangerous lair is a perfect hiding spot for a small valuable item, no one would ever think of looking in there for a crystal righ?


Harvestors:Crystals found once in a blue moon, would be nice.


Survey/Sample: Have a special blue mark on the map of the tool stand for "strange object detected" and when you /sample there might be a crystal, locked container, treasure map, eggs, special dinky artsy item to put in my house. Make these marks rare in and of themselves.


Corpses: Certain animals eat rocks and minerals that are sorted in their digestive tracts usually in some extra stomachs or auxilliary organs like the appendix. Rangers and Scouts should have a chance to find a crystal or two in the body of large voracious animals. Hell, even carnivores will swallow a smaller animal whole, so really for them it'd be the body inside their body.


These will help put crystals on the market maybe, or at least help people find them. I am sure there are more ideas out there, I hope this all works out for the best.





No one is taller than the last man standing.
kiadiANDmrchips
Sat Feb 21, 2004 5:01 am
#305

I think it would be cool if you had a interogation of two possibal suspects in a muder and you had to find the guilty party if you faild then you would be warped back to the mission giver and have to go back and do it again if you succeded in findind the guilty party you would gain jedi xp this i think would be a padawan lvl mission and the person you tell who the guilty party is would be a jedi knight testing you.






HunterOfPrey
Sat Feb 21, 2004 5:26 am
#306

I wouldent have anything against if your char BECAME a Jedi. You can either have a char that is Artisan/whatever or a Jedi char. That might limit the Jedi population some. Just make it so you don't have to be some über combat class to get you Jedi.



Coti Eafym.
Teras Kasi Artist.
Blackmaul
Sat Feb 21, 2004 5:46 am
#307


Heres my 2 cents.



I think if someone wants to be come a jedi that in the begining of that characters life that they visit a jedi master. He then will use the force to tell the would be jedi whatclasses he will need to master to become a padawan learner.



We al know jedi's have different skills and different force abilitys so a young would be jedi he must train to master the skills the jedi master thinks he will need. This way not evey one will be a jedi if you have to Master 4 Classes, this will take some time. Also the classes that were mastered could then be used to decide what skills a jedi will have. Lets say for instance if a would be jedi had to master a Dancer class then when he became a padawan he would leran the force ability of mind control, he would have a Far better mastry of the force in mind control then other padawans who didnt master dancing. This would make Each jedi Different than the other be cause there would be different types of jedis out there.


Now once the would be jedi Master's the classes he was given then he can become a Padawan learner.I believe that at this stage this should not be all skill grinding, i believe there should be a time that the jedi must sharpen his skills not only in combat but under a master jedi. Apadawan not only must learn the skill but he must get apprentice points from jedi masters by completing quests or doing battle in a certain time frame. Much like to master a class you must have apprentice points, I think that in each skill a padawan should have trainer with a master jedi. He must learn all types of skills from times were there is peace and also times were there is battle.



this is just a rough idea maybe some of you could flesh it out more.


I will try to come back and see what all of you have to say.


KaiaSowaPit
Sat Feb 21, 2004 5:49 am
#308





Personally I'd really like to see a bit more depth and ethical/moral decision making brought into Jedi quests. The standard destroy, retrieve, and/or escort missions seem a little too humdrum & two-dimensional for this role.


Perhaps the quest giver should purposely try to test the player by assigning a mission that an 'enlightened' one would refuse. The quest giver could initially appear as a beggar for example (shades of Yoda rifling through Luke's pack for food), spawning in random, seemingly unrelated locales and challenging the player to see beyond the surface. Also, a number of 'lookalikes' could be implemented (possibly even dark jedi attempting to twart or mislead the player) to add further challenge and intrigue.


Similar to 'Mission Updates,' some form of onscreen guide to provide clues and hints as to where to go could prove both useful and immersive - 'A mysterious voice calls you to Dantooine...' or 'you sense something peculiar about Oriaf Stargiver (a commoner)'


More interaction, more dynamic choices would be welcome. Less 'go to waypoint X, y... kill such and such, retrieve datapad, return for 200 credits'


On a semi-related note, I'd like to hear more feedback on this alternative to the FSCS system found here:


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=274871#M274871








insert forum-safe,
STAR WA
RSy
& iconic signature here

kiadiANDmrchips
Sat Feb 21, 2004 5:53 am
#309

i also think that people working to become jedi should do a mission from a npc or many whatever but the jedi should have the option to go to a special planet only jedi can go it would have a theme park for them to get there ranks and on the planet the creatures would be insanely tough so that it is very hard to survive on it similar to regular players and dathomir and by regular i mean people that dont have like 200 meele defense "nonstackers" it should be that hard for jedi to fight the creatures of that planet and the creatures should be beast that can manipulate the force even though they are creatures and jedi often have trouble getting the componets for there lightsaber i think there should be a jedi master that would give out krayt pearls a jedi master but these should be non tradeable so that they cannot be just farmed and sold to people and there should be a cave with tough creatures made of crystal similar to the crystal snake but have a body more like a gapeing spider and when looted they have a moderate chance of haveing force crystals on them and for the random metals and things you should have to do a quest at the themepark to obtaine these resources but when you complete the quest DEVS should make sure that the reward is enough of the metal or whatever to satisfy the need for everylightsaber the jedi will need to make from that point on and the pearls after the first one the jedi gives you should require a mission to be completed for him and the planet should be small not the size in virtule meters as everyother planet make it like 8k meters total and the creatures should be very comman to see lots of spawns also have mission terminals a jedi can take to earn him some money make them hunts of the opposite side of jedi likefor example a light jedi should get missions to kill a camp of dark jedi and a dark should get missions for a camp of light.
JRD442
Sat Feb 21, 2004 6:16 am
#310

In the expanded universe novels jedi were always constantly at the forefront of the battle between the rebels and imperials. Why not have the Jedi play some parts political role / guardians as they do in the books. Not only were jedi made to fight the big baddies but also they were intellectuals too, many quests involved them using clues to help them solve crimes, puzzles and such. Every Jedi should have to have its time of temptation to go to the dark side also. While not everyone did it in the books if your going to go jedi then struggling to stay good should be a part of your training as a jedi. Being good is not a definition i would give to many who play this game. Staying on the path to a good jedi should be rewarded somehow. Diplomatic solutions were often handled by Jedi alone or in company with a politician. In the books each Jedi seems to have their own little force "trick" i think each jedi or a random selection should be giving out these special force tricks that won't overbalance the power of a jedi but add some kind of fun perk for being force sensitive. Also if you read the books it tells you that there were hundreds if not thousands of jedi that the emporer and vader and normal jedi never found out about, aka Leia Solo, Plus there was the Joruus C'Boath clone who guarded one of the emporers most prized safe houses. Just one more before i go, this one i think should definitely be read by devs in the later part of the expanded universe novels a new alien race comes into the "New republic" and this race i forget their names are not affected by the force and have a strong armor that is very resistent to lightsabers. If there is a force sensitive slot to open why not make another slot for this species that is well suited to combat jedi because they are unaffected by the force. Or you could make quests for the jedi to fight them and it would be more difficult than a regular jedi on jedi battle.



When do we get our own spaceships, i am doing bounty hunter and if i had my own ship it would be hella' lot more fun man. Since i am imperial will i get to purchase imperial ships with fp or credits ??? Pls let me know whats up Developers you can email me on radiant im Killah' Imperial Captian and a Wookie who has a thirst for rebel blood.




Killah'





Killah'
MackAgp
Sat Feb 21, 2004 6:17 am
#311

The jedi have high levels of midi-chlorians in their blood , why not have a system that quests randomly increase this level , and when you get to the trigger level, bingo your FSC is open.

You could even have a doctor/jedi have a tool that could test your current level (even though you don't know what your trigger level will be)

Makes it easy to port over ppl that are already on the path, since you can just set their starting level to a scaled value to what their trigger level is, depending on how far down the path they are.

By making it random quests it would stop ppl camping quests to increase their level's . Also would work on crafting quests/exploring quest.... and so on.


just my 2p's worth





Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
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Gelco_Darkfly
Sat Feb 21, 2004 6:32 am
#312

I think you should first need to complete all the base professions then maybe 5 higher professions then maybe 1 or 2 hybrid ones. that will give you the knowledge needed to be a jedi. But the professions can be whatever you like not specific ones like they are now. Then you have to find a rare jedi trainer or another player jedi who can give u the ability to craft a basic lightsaber. You must then travel around searching for components to build it. Although once built u cant use it and it will be transfered to your FS character when it is created. After that you can earn force xp, when you reach a certain amount of xp (says 2million something very high) you open you FS slot. You get force xp by doing some missions for a moving trainer (although he isnt too hard to find). But you get very little xp so it takes a long time to build up. You also get very small amount of xp for healing people, dancing for them, so every profession can get a bit of force xp. Then over time you build it up little by little until you open your slot. Then the lightsaber is transfered to your jedi and you can use the jedi only on the server you unlocked the slot.

I think a jedi's life should be very hard to put people off being a jedi. Maybe the fact that vader is hunting the jedi should be included. All light jedi should be enemys of imperials so they find it difficult or perhaps instead if the jedi pulls out his lightsaber near a imperial they will attack and troops will be called in. Also very high bounties should be kept on very powerful jedi.

Also make the light powers more powerful than the dark powers. But make the dark side easier. For example imperials will ignore a dark jedi. And dark jedi dont appear on BH terminals. etc. So you can take the easy path to the dark side but with reduced power at the end. Or you can have patience and take the slower harder path to the light side but be rewarded with better powers.

Not sure if this already exists but dark jedi and light jedi always show up as enemys and can attack without warning.

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