Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
I
We have the Imperial Crackdown........Now we need a JEDI CRACKDOWN - Vader's REVENGE (and some Rebels agree)
I want to discuss all the Jedi running around OVERTLY.....I think this is completely out of place for the current timeline of the game and feel that SOMTHING MUST BE DONE... With the Imperial crackdown, Rebels no longer run around OVERT, at least not as much without facing some serious consequences. I am a Rebel and agree completely with what has been done with scanning for contraband and the like... I think this should be done for all the 'yea-man' Jedi who just go around in robes and show off in starports and the like. This past July 4th weekend allowed me to play a lot (thanks the gaming gods) and I really got fed up with some of these wanna-be-overt-jedi. I know that I am not the only one that feels this way so I figured I would post about it.
My suggestion would be to use the same sort of scanning used in game now or even no visible scanning at all.. The scenario would follow something like this:
Overt Jedi (Dark or Light Side) will chance having a landing party drop down and engage them in battle (possible incorporation of Bounty Hunter mission terminal cross-referencing from a coding standpoint). These should not and cannot be the normal Imperial Troopers but instead should be a legion of Dark Troopers or even Royal Guards with Krayt dragon style HAM. The Jedi should also not be allowed to flee the area as this landing party should come as a surprise. The great kicker will be a final dismembarkment of Lord Vader himself from the shuttle and engaging the would be overt Jedi (Death will come swiftly). After all, he is assigned the destruction of all Jedi (Dark or Light) by the Emperor himself. This Death should also have some impact to the OVERT Jedi as faction missions have on Imperial and Rebel alike….the loss of Jedi faction or even go as far as XP in the skills trees.
This can also serve as a check and balance system for Jedi and combat gaming.
Now I already hear the whining from current Overt Jedi from all the server galaxies….."that’s not fair…" Hey! The developers took out permadeath for you Jedi already and most of you have abused the privilege of being a Jedi.
There can also be a reward system put in place for those Jedi who stay covert and covet what the have been privileged with.
Any Comments……?
The important thing is that if there are 10 of the same items for sale, there is no indication on who is selling what, and the cheapest item always sells first.
Turnover is generally very quick if you price properly, it's very easy to sell things. This system is much easier in FFXI since there are no unique items in the game. It's also required since gil is so hard to come by and you are constantly swapping your equipment for something more appropriate for your job/class.
I think all the non PC crafted items should have a real commodities/auction style way to sell them.
Resources should be sold similarly to commodities/stocks in the real world. (With as much or as little detail as the devs want to give it). Any other generic item (any item that isn't player crafted and has no unique attributes) should be able to be sold on an auction system also (that has no 6k limit).
One more thing. I think the Commodity terminals should be handeled by Merchants only. (What skill.. master? I don't know..) They get commission for ever sale made through their terminal and through every batch of resources listed.) They should be able to set the commission to whatever they want. They could charge a commission of 1cr/100units. I also think there should be a levy by the galactic trade commission.
While your at it, remove all the auctions and turn them over to the merchants, removing the 6k limit at the same time.
Resources should be able to be retrieved from ANY terminal. Items should be retrieved only at the terminal it was listed at (or delivered for a fee).
Simple, Nerf-Free Jedi Balance - The Jedi Code
Jedi within the Star Wars universe are supposed to be the top of the food chain, but this conflicts with balanced game dynamics in a role-playing game. The resultant paradox can't be avoided because PC Jedi are a product promise for SWG, but it can bedealt withby taking a tip from the old Star Wars table-top RPG in its handling of the PC Jedi and instituting a code of behavior for Jedi (which, coincidentally, is in-keeping with increased "Star-Warsy-ness", since there is actually aJedi Code). In brief -All Jedi are very, very spiritually "in-touch" individuals (which is the source of their power) and failure to use the powers they command in the appropriate way invariably results in some serious negative effects for Jedi who act inappropriately since they are unbalancing the source of their power itself.
Salient Details
One of the biggest problems with Jedi in a computer RPG is that the people most strongly driven to "win" a Jedi character are also those players most likely to behave in an un-Jedi fashion, which unbalances the game and destroys the "Star-Warsy-ness" of having Jedi in the first place. To reduce the actual power of the Jedi would not be in keeping with the feel of being in the Star Wars universe, but leaving them overpowered opens the door to unfair play and abuse.
A simple code of behavior would heavily discourage whimsical abuses by PC Jedi while otherwise letting them retain their unquestioned combat superiority. Basically, apply temporary penalties to any Jediinitiating combatagainsta non-Jedi, since to do so would be unjust and not in keeping with the Jedi way, since the Jedi are preservers of peace and justice(in the case of Dark Jedi it is because such actions arecowardly and a sign of weakness, since the driving characteristics of Dark Jedi seem to be pride, ambition, and a severe superiority complex). This general type of solution has long been used in table-top role-playing systems to balance out powerful character classes/races. It is simple and effective, but allows realistic"freedom of action" for self-destructive types.
The Good and the Bad
The primary effect would be to make it "not worthwhile" for Jedi players to abuse their power by harrassing weaker PCs. Some added bonuses would be slowing Jedi advancement, since they could only gain experience through conflict initiated against them or with other force-using players/mobs. Reducing the potential for abuse and slowing Jedi advancement would make playing a Jedi "more realistic" and would probably discourage many powergamers from wanting Jedi since the character would be forced to behave honorably and wouldn't allow them to dominate the battlefield except at appropriate times, thus the overall number of Jedi would be reduced to a more realistic level. Another benefit is that this doesn't actually nerf Jedi, it just means that they can only fight in self-defense or against those in a power bracket more similar to their own. All Jedi would have to be calm and self-disciplined, since a player who could be "taunted" or provoked into initiating an attack would not do very well in the long run, whereas a clever Jedi could manipulate others into attacking first.
The downside is that a lot of people who holo-ground their way to Jedi will be very irate and may quit, but that's the same drawback faced in any serious change to a character class. It may also be a coding challenge, but "flagging" enemies with something similar to a TEF should allow them to be differentiated from those who have not attacked the Jedi or his/her party.
Overall, roleplaying potential for Jedi characters goes up, abuse potential remains, but actual abuse would be rare since nothing could be gained by it, and chronic abuse or harrassment would be almost unheard of since such Jedi would always be vulnerable to ambushes. Also, overall"Star-Warsy-ness" goes up due to having Jedi that act like Jedi should instead of Jedi who slaughter the weak for sport and profit.
Details:
A Jedi Code could include the following (in game terms):
-
Any Jedi initiating an attack on a non-Jedi (PC or NPC) (i.e. attacking a player who hasn't attacked you, or attacking a non-aggro'd mob) would recieve noXP/FP of any kind for winning, and would use all force powers at a seriously increased HAM cost due to not being in tune with the force. -
Any Jedi attacked by other Jedi or non-Jedi (PC or NPC) fights with the full strength of his or her uberness and recieves fullXP/FP for victory against the attacker or any member of the attacker's group. -
Any Jedi initiating an attack on a FSC or FS-NPC would also fight at full strength and recieve full XP/FP. -
Any PC or NPC attacking a current party member of the Jedi/Dark Jedi would also be flagged as "fair game" since defending one's comrades from harm is a just action (could just be considered "revenge",which makes it"worthy"from the Dark Jedi's perspective as well).
Notes:
- If lack of XP/FP and restricted use of force powers doesn't do enough to discourage abuses in testing, penalties could be increased, doubling or tripling the cost for skill use against invalid targets to the point that a Jedi who initiates attacks against non-jedi would be no more than an even match for their victims.
- Any combination or variation on the suggested penalties would work, depending on what's most easily coded and most loophole free, as long as the overall effect is to encourage Jedi to act like Jedi and protect players who would rather role-play than max out their character for anti-Jedi combat, but still want to play a role in the GCW.
- Increase the accurcy with 100% (Very important)
- Decrease the number of components used to craft this bad boys. As it is now they take aroud 5 factory rounds to make. The whole crafting process should be revamped so they become about 1/3 as expensive.
- Make all Heavy Support Weapons with Heavy Armor Piercing.
Grant Master Creature Handlers the ability to use weapon specials while riding a mount.