Development Cycle Archive

Thread: In Development: The Village of Aurilia

XxQuinlantuu_SaacuraxX
Sat Jul 17, 2004 6:28 am
#300

(let it be known that I haven't read through all the pages, just don't have the time or patience...or attention span...wait, what was I saying?)


I like the concept of the visitor and the village being where you start your path, but "Once players are on the right path" was also a statement made about the original system. If a path or series of events is a trigger here, I'd like for there to be a hint as to the mechanics of these events. What does it involve? Do PvP or PvE in any way trigger it? Will this be doable for all professions or will crafters/entertainers have to be combat involved to some extent? What I'm saying is, show us the door, open it, and let US find the light switch.


Sorry if this has been previously asked or stated.
Amesri-Ethagoulvi
Sat Jul 17, 2004 6:28 am
#301


Love the village idea here is my idea of a path to jedi


Should be hard. No one disputes that fact. But changes are needed to make this work effectively. Among many problems with the profession and some unbalanced skills out there the new unlockers are in a world of hurt once pub10 hits.


Things that need to be addressed


  • 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.


Stardrom
Sat Jul 17, 2004 6:39 am
#302

Yes and Yes


Both those ideas sounds excellent!


Finally some good, real, roleplaying with the game!!!
Jaeryk
Sat Jul 17, 2004 6:55 am
#303

Do you like the idea of the Village of Aurilia?
Do you like the idea of adding a quest journal?


Yes
Keteck_Toch
Sat Jul 17, 2004 7:05 am
#304

I love the idea.


In fact, it IS what I wanted!

I almost can't believe it, because in that thread where you asked about if this method should be mysterious, I gave the description of an instanced area like a temple or village, that you would undergo tests etc.

That makes my day that it actually was exactly what I was dreaming of!



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:::[Kach'Kri Kull]
:::[Proffession: Undecided]
IDontWantNoHandle
Sat Jul 17, 2004 7:07 am
#305




2. Is the compensation going to be worth anything for those of us veteran players who tried to unlock under the old system but were unable to?


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!



Amu
Kal_Silas
Sat Jul 17, 2004 7:36 am
#306

The more that I think about it, the more troubled that I become...


"The path to Force Sensitivity has underlying mechanics, but essentially it is to just play the game." - TH


While this seems fair at first glance, I have to wonder if my definition of "play" is the same as the Dev's. While I can't be certain, isn't that exactly what they said about the previous system? If it is, I can assure you that I'm probably not alone when I say that doesn't fit my idea of "play" when I think about gaming. What assurance do we have that this new system is any different? To my mind, I've played for the past year, recieved more badges than I care to think about, fought in the much-maligned GCW, engaged in PvP, explored virtually all of the dungeons, earned the highest available faction rank, am part of a PA, have a house, etc... To me, it seems like I've been playing the game for the past year, but if the Dev's point of view is different, then what have I been doing all this time? If I haven't been playing, have I been merely logging in and sucking up bandwidth for no reason whatsoever?




----------

Sev Kalarro
Master Commando / Master Teras Kasi Artist
Colonel, Army of the Alliance to Restore the Republic
DaHowler
Sat Jul 17, 2004 7:37 am
#307

TH,


Both answers are YES, This would do nicely for the new FSCS unlocking path.


Please make sure the holo-grinders with 20+ professions under their belt will be compensated. After recent news on the combat rebalance schedule I'm hanging on by a thread...



Gamax

20 professions and no unlock
Master Armorsmith, Master Artisan
-=ASTS=- Brand Gear on Lok in the town of Area Sixty Six (mall behind shuttle)
(KAURI)
Jbird_Laseryder
Sat Jul 17, 2004 7:50 am
#308


WOW!! I think that is just great! It addresses the continuity issues and makes for a new story and adventure as well.


I love it!



Jaicen Laseryder
Warrent Officer I - Imperial Navy
Smuggler's Alliance -MASTER PILOT-
Master Space Looter
Luck's End - City of Chaos - Dantooine
raynedog
Sat Jul 17, 2004 8:17 am
#309

This is the best idea I've ever heard, i'm so blown away by this. So if I understad correctly, you would attempted to be FS through a semi secret system, then once you are FS one day you log in and get invited to join the villiage?

Is it possible for it to be instance like the Corvet so the only people there are those on the quest, or will there be tons of sight see'ers?

I like the idea of the journal, and the villiage, keep things like this coming out to go with CB and I may have to stop working to play more hehe.



MCH /---\ MBH /---\ MHS / --\ FS
aazatgrabya
Sat Jul 17, 2004 9:08 am
#310


I've been thinking a little more about your proposed Journal.



  • 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
Bosyn-Dallas
Sat Jul 17, 2004 9:09 am
#311









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




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.




*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
Mischa Zarovich - I AM the scum of the Galaxy!
Master TK/ Master Smuggler - Tempest
Zbyma
Sat Jul 17, 2004 9:18 am
#312


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.



<<< IMPERIAL ORDER TO DETAIN ENCRYPT CODE 92AacA5s-99 >>>

Drota Da'Pothir. Twi'lek male. Yellow skin with blue markings. An Alleged slicer and spice dealer. Confirmed ties to the Cult of the Sarlacc and Jabba the Hutt. Wanted for questioning regarding whereabouts of Sarlacc City. Subject is armed and dangerous. Last Seen: Bestine, Tatooine.
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