Development Cycle Archive
Thread: In Development: The Village of Aurilia
- Group Tef against a jedi. in a reality stand point. If you and you buddy's were (hypothetically speaking) in the army and you saw you friend being agressed by the enemy would you fire on that enemy to help your buddy? I would venture to say yes. But under the current system if you are Imperial, Rebel, in a pa, group etc and your jedi is attacked by a BH or another player the people in the agressors group may freely attack you while commonly aligned people with the jedi have to stand around with their hands in their pockets. Unbalanced.
- Jedi Robes. Should provide as adequate defense as composite armor. Currently they do not. They offer minimal protection i.e equal to bone armor. maybe a lil better. Unbalanced.
- Healing stacked diseases and poisons. CM'S may have been hit with a nerf. but not really. HAVLA is still out there and depending on the quality allows aroung 16-26 uses of warfare to be thrown in a matter of seconds. A jedi with healing ahould be able to cure these maybe not all in one shot but at least a high percentage per jedi heal. just like a doc cannot cure multiple states and/or diseases in one shot they still can heal very effectively if they have the proper meds.Unbalanced.
- Force Ranking. the allowance of farming FRS points should be looked at. The whole system as a whole needs to be looked at. Jedi gank squads and jedi farming off pa members is not very good. Hurts playability and enjoyment for those who want to play by the rules but see exploits in a system and have to weigh the choice in order to keep up with the pack. This is very. Unbalanced.
- Clone camping. While I agree jedi is supposed to be hard. Clone camping is greifing. Plain and simple. The dead jedi paid his price with his death. but being subjected to repeated abuse is wrong. The only option a jedi has in to log out and wait a few hours then re-log and clone. the only way out of that situation really.
these are but a few of the problems i see at the moment that i can think of off the top of my head. I am sure there are others that ppl will be willing to add.
onto the path of a jedi. the life of a jedi come pub 10 should be hard but fun. I firmly believe that a starting point should be known but after that make it a quest driven and mysterious path that is unique to the individual. make their choices drive the path. smart ai with the quest npc's and unique dialogue depending and evolving with the player and the players standing and choices made. certain npc's that will recognise the player when approaches and depending on their standing vs the players standing their reactions and behaiviors adapt. example. a player who is dark side aligned by choices made thru the quests will now experience negative and sometimes violent reations from light side aligned npc's when he approaches.
Wouldnt that be cool. you have npc's who call you by name and say "(insert name) used to be a good one but now he travels a dark path, beware of that one." or something to the effect. Or if your standing has sunk so low or high that a dark sider or light sider would attack you on sight challenging you. And thus making you prove your worth in continuing your path.
And your actions and deeds will be known to each of your next quest givers. and wether youve failed or succeeded in your mission will enact different reations from them. I hope it wont be like most quest where when you fail you just rinse repeat. Make the npc's react to failure. and make you pay off your debt for failure. wouldnt it be funny to be flogged for failing? or any other type of reation. The whole flogging thing gave me chuckles thinking back to when i was a noob and kissed a imperial colonel and got beat down.
anyway thats my 2 credits enjoy.
Do you like the idea of adding a quest journal?
This has been asked many times. Will those who have made progress unde the old system be compensated for their effort. Thunderheart, any answer would be appreciated!
- The ability to categorise your past and present quests and list in a number of ways: Per planet, date, deadline, type ie combat/crafting/explore etc...
- A record of all appropriate conversations.
- A list of rewards where known (to prioritise your order of events)
- Should there be a progression when failing the mission rather than repeating the process a marker to show success of past quests might be useful
Ya know this would be a valid arguement if other professions revamps had not been scrapped to the 1% of the game could be that muc more uber.
First off, I think it is beyond great the the path to becoming a Jedi is going to be based on story/quest driven methods. The "holo-grind" was killing this game and took the fun and mystery out of becoming a Jedi.
/StartRant
Second, and I know this is getting a little off topic, but I think it needs to be said.To all of the people like Fight_the_Future, please understand that this is part of the development cycle. Yes, Jedi are getting all of the attention at this moment. It is a far better way to allocate the resources of the development team by focusing on one problem instead of trying to fix a lot of things all at once. That was what came about in the first few major publishes after launch. The result was that everybody complained that nothing was really getting fixed. The dev team simply didnt have the time or manpower to address all the issues of all the professions had in one publish. It was decided that each major component of the SWG gaming experience would be evaluated and dealt with individually with each publish. I'm sure that the dev team would love to have everything fixed right now, but the realities of working with such a complex programming structure such as SWG, along with trying to get out an expansion, which is equally complex,that brings in a major component of the universe we all are inhabiting (i.e. JTL - "The Space Expansion"), make such a quick fix impossible. Everyone will get their turn in the publish cycle. Be patient.I truly think it will be worth it in the long run. And as for the idea that they are "stringing us along for our monthly fees", the entire SWG staff gets paid the same no matter how many people pay those fees, unless enough of us leave that they shut the whole game down, in which case all the devs, or at least a good number of them, lose their jobs. I doubt they want to see that happen, so they are not going to promote false hope in us. The boy can only cry wolf so many times before everyone stops listening and goes away. SOE has invested too much time and money into this game to let it die that easy.
/EndRant
Thunderheart wrote:Without revealing the exact path to Force sensitivity, let it be said that it is not hidden in the way that the Holocron/Professions system was hidden. The path to Force Sensitivity has underlying mechanics, but essentially it is to just play the game. It is definitely achievable, but mysterious and unknown. We don’t want people to grind anymore, so ticking off master professions will cease to be part of the equation. We may or may not reveal more as time goes on. It depends on how the flow of players through the system goes. (If too many players are pushed through the system, we may have to make additional changes based on technological needs, but if we do that, we will let you know in advance). It may not be long before you are visited by a mysterious stranger. Once players are on the right path they will be welcomed to the village with open arms, and will be given the training they need to understand how their Force Sensitivity works.
This is Great news! Just what I was hoping for (I'm speaking of the quotation above particularly). And yes, I also like the village idea. I think you are taking this in the right direction. Keep it up.