Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
Alrick Durgan,
Intrepid
Message Edited by Dubolom on 07-10-2004 03:38 PM
Consider what happens if you make the path 'mysterious' in the sense that there are a set of actions that must be taken in order to unlock your FS slot., but no one knows what they areinitially.
- This is bad from a testing standpoint, you can't QA something very well if you don't know what to look for. If you make the system simple enough so it does not require a an extensive QA pass, you are more likely run into the issue of my second bullet point:
- These goals will become apparant over time.
With that stated, lets say that in attempt to add a level of 'mystery', you design a system that introduces an amount of randomness to the goals you must achieve. Granted, this does sound like a very good idea; it allows for a very large pool of possible goals that may or may not be nesseccarry to accomplish, hence it could not be easily documented and completed by simply following a guide;this isone of the main reasons why you would want to design a mysteriouspath to unlock.You may refer to the time period between November and May for reasons why this will be very difficult to accomplish. (the Hologrind)
Instead of spending resources making and hiding a system that is complicated enough to be both fun, difficult, and yetnot mind numbingly boring, invest that itme into an epic, robust, lengthy, and involved quest based system.
Known/mysterious does not neccessarily have to be black and white. If you feel there is a very good design that includes something mysterious, by all means implement it. Just don't make everything a mystery.
I also think Time limits and such arent good either. Some have suggested it should take 6 months to get your 24 little fs skill boxes. Sorry to say but im opposed to that. As you can See by my Title and Join date i have been with Galaxies for a long time. I was a Beta Tester and all of that. I have over 15 months of direct play time in SWG. Did I unlock? No i didnt. Not cause i didnt try but after 20 Professions i had enough and settled back into my pre holo-grind template. Sure i could probably grind out the last 12 very quickly but im having fun as my template i got. I dont want to grind again. I also dont want to be told well since you got lazy and didnt do the last 12 were gonna make you wait 6 more months.
The Quests should be done as quickly as the player doing them does them. The Developers did Say everyone cna unlock but the Powergamers will of course unlock quicker. So yes a Powergamer may speed through all the quests in a fw days while the causal gamer may take a month or two but guess what? Thats what the devs said would happen. Powergamers get it fast while others get it slower.
The System needs to start off very simply like this.
Alec Suba recieves 1 Force Sensitive Skill Point come patch 10.
He looks at the Force Sensitive Skill Trees and Picks a Novice skill. That novice Skill represents his initial Force Sensitivity and entrance into a larger world. From there He does whatever Quests or Missions are setup that everyone knows they will need to do. As he does them he gets more skill points til he has his 24 Skills and can proceed to the Jedi Trials.
Everyone in Star Wars is Force Sensitive. Thier knowledge of the force etc determines what happens. Thats why these missions should have a nice filled out story where the force is explained to your character as you progress and then you finally get a chance to prove yourself and work on being a true Jedi.
From what I understand, Force Sensitivity isn't extremely uncommon in the EU (might be wrong there). With that in mind (and with knowing what the FS skills are going to be). I don't think it's necessary to keep the path there a mysterious one. Everyone can determine for themselves whether or not that want to take skillpoints away from something else and put them into enhancing their existing abilities.
Personally, I'm a Master Ranger, so I need every damn point I can get my hands on for my combat skills to be useful at all. I can just about manage being a Master Ranger and Master Pikeman for example, with 18 whopping points to spare for CH. I could decide to spend those 18 points on enhanced melee defense or enhanced foraging or whatnot, and I don't think it'll make me an extremely powerful guy. There will likely be templates to be made that do make a strong difference, but that's not very different than what we have now.
I'd like it to be my choice to go through a certain path to get something that isn't uncommon. Im sure plenty of people will decide they need their points way too much to be bothered with FS skills.