Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

JerikArca
Fri Jul 09, 2004 4:22 pm
#352






Mironus wrote:


Some info about jedi... and stuff


1. Lightsaber:


The lightsaber is the weapon of a Jedi, an elegant armament of a more civilized time. In comparison, blasters are crude, inaccurate and loud affairs. To carry a lightsaber is an example of incredible skill and confidence, dexterity and attunement to the Force.


When deactivated, a lightsaber appears as a polished metallic handle, about 30 centimeters long, lined with control studs. At the press of a button the energy contained within is liberated and forms as a shaft of pure energy about a meter long. The saber hums and scintillates with a distinct sound. Its shimmering blade is capable of cutting through almost anything, save for the blade of another lightsaber.

In the hands of a Jedi, a lightsaber is almost unstoppable. It can be used to cut through blast doors or enemies alike. Using the Force, a Jedi can predict and deflect incoming blaster bolts, and reflect them back at the firer.

After the extermination of the Jedi ranks, lightsabers became rare relics. The knowledge of their construction disappeared with their masters. Luke Skywalker, the last of the Jedi, built his own lightsaber as the culmination of his training.

Although use of the lightsaber is strictly reserved to the Jedi -- the only ones capable of handling the difficult weapon -- it is also used by their sworn enemies, the Sith.



2. Jedi:


A noble order of protectors unified by their belief and observance of the Force, the Jedi hearken back to a more civilized, classical time in galactic history. Their order is ancient, spanning over a thousand generations. As the Galactic Republic throve and grew over the centuries, the Jedi came to serve it as guardians of peace and justice. Headquartered on Coruscant, the Jedi trained, studied, and planned from the impressive Jedi Temple, a towering edifice rising high above the surrounding structures on the city-planet. They are governed by a High Council of 12 Jedi -- most of them Jedi Masters -- who contemplate the very nature of the Force.

To become a Jedi requires the deepest commitment and most serious mind. It is not a venture to be undertaken lightly. As such, Jedi instruction is rigidly structured and codified to enforce discipline and hinder transgression. Only 20 Jedi have ever voluntarily renounced their commissions. It is with great regret that the Jedi order recognize the so-called "Lost Twenty." A Jedi who fails in his training can be a very serious threat.

The dark side of the Force beckons to the impatient, and students in the past have been lured to its call with devastating consequences.

Jedi candidates are detected, identified and taken into the order as infants. One method of detection is through blood sampling -- those with great Force potential often have high midi-chlorian counts in their bloodstream.

A prospective Jedi begins training in infancy. All connection to previous family life is lost. In this early stage of training, a single master instructs groups, or clans, of Jedi hopefuls. As the Jedi mature, the apprentice is paired with a master to continue the next phase of the training.

According to the Jedi Code, a Jedi Master may only have one Padawan at a time. Near the end of the Padawan's training, she must undergo trials before ascending to the rank of Knight. The next level of rank in the Jedi order is the Jedi Master, reserved for those who have shown exceptional devotion and skill in the Force. It is from the ranks of the Jedi Masters that the High Council is chosen, which is the main interface between the Jedi and the government of the Republic.

The Jedi dress in simple robes and carry specialized field gear for their missions. Their signature weapon, the lightsaber, is both elegant and deadly when in the hands of a trained master.

The sworn enemies of the Jedi are the Sith -- a cult-like order bent on domination through subservience to the Force's dark side. Founded by former Jedi, the Sith abandoned the precepts of knowledge and defense, and instead seek abandon and strength through the Force's hateful energies.

Centuries ago, the Jedi destroyed the Sith order. A dangerous complacency set it, wherein the Jedi believed the Sith extinct. Little did they know the order would arise anew, to destroy their ranks. At first, the signs were few. The sudden appearance of a Sith attacker during the Battle of Naboo was startling to the Council, but that threat was dispatched. Still, according to Sith lore, the dark villains always traveled in pairs -- a master, and apprentice. For a decade, there was no physical signs of the remaining Dark Lord, but evidence of his power began to appear.

The Jedi ability to use the Force inexplicably began to diminish. This, coupled with increasing violence in the galaxy sparked by a Separatist movement overburdened the valiant protectors. Their ranks were spread thin trying to maintain the peace, and many Jedi fell during the crisis. When it came to war, and the first shots of the Clone Wars were fired on Geonosis, only a scant 200 Jedi were readily available for the conflict. Most of this taskforce was killed in the battle, but reinforcements, in the form of the Republic's new military, secured a victory against the Separatists.


When the Empire came to power, the Jedi order was exterminated by Emperor Palpatine, and his Sith Lord apprentice Darth Vader. During the time of the Galactic Civil War, the Jedi were all but extinct. A few survivors, Obi-Wan Kenobi and the Jedi Master Yoda, were able to train the first new Jedi in a generation. As a sign of the desperate times, Luke Skywalker was taken into the Jedi fold well past the traditional age requirements -- he was already an adult when he first picked up the lightsaber. Nonetheless, his raw talent in the Force -- inherited from his father -- was such that his age didn't matter.

Luke Skywalker scored numerous major victories against the Empire, and was able to lure Darth Vader from the grip of the dark side. Vader, once again Anakin Skywalker, defeated Emperor Palpatine, bringing an end to the Sith reign of terror that had seized the galaxy.






This is the key paragraph.


**After the extermination of the Jedi ranks, lightsabers became rare relics. The knowledge of their construction disappeared with their masters. Luke Skywalker, the last of the Jedi, built his own lightsaber as the culmination of his training.**





"If we make enough of a fuss we might get the attention of the devs."
"Long Live the Empire"
Colonel Nom Anor
mistan
Fri Jul 09, 2004 5:54 pm
#353

I have alot of ideas about the game but no time to list them all at the moment..but a short idea that came to me the other day that i think makes sense is about the GCW. how the system works now is that if i am a covert rebel and i see a overt imperial running around i cannot attack him unless i have a gtef or unless i get a tef so that he will attack me.correct? but what makes more sense and kind of ups the risk of being overt and i think would imporve gameplay is if any covert rebel that sees a overt imp or vise versa can make the decision to attack the overt player but in doing so they become overt themselves. this is just an idea and probably can have more thought put into it so that it works betterbut to me it makes alot more sense.


i mean if im a rebel in starwars and i see a guy that i know is imperial and maybe he is even killin fellow rebels im gonna come out of hiding and join the fight.


anyways i just thought id share a thought feel free to play around with this idea

oh and id like to know what you all think
SharpWizard
Fri Jul 09, 2004 6:22 pm
#354

I don't know if anyone has already proposed this idea but i will propose it anyway.


The game needs some form of gambling introduced,either pod races (like horse racing) ora casinowhere players can bet there hard earned credits.This would create more social activity among players.Players should also be able to host there own games where they can set the odds etc. Such a patch would bring well needed excitment back into the gameand also introduce alittle risk.
SolzDevius
Fri Jul 09, 2004 7:01 pm
#355


What is being done about the utterly insane inflation caused (mostly) by the combination of Medical Enhancements with Solo Grouping?


It's quite possible to make over a million credits during one buff session by grouping up with people to get very difficult missions for very high pay, getting buffed, and doing these missions by yourself (and thus taking all the reward yourself).


The inflation is getting WAY out of control. Everyone and their moms are millionaires. Combine this with the insane amount of money some of the old-timer crafters have (which is much more understandable, they've put their time in), and we've got a situation where people are paying, in essence, hundreds of credits per unit of resource for an item that shouldn't, by any means, cost as much as it does.


Is the combat rebalance going to take care of this issue? What is being done to address solo groups and the economic impact they are having on our communities?


More money sinks are NOT the solution to this problem. New players have a hard enough time enjoying the game without going bankrupt due to the high prices of everyday items.


I'd suggest a complete reworking of the medical enhancement ability (and for those docs who cry foul, I'm a doc too, and I STILL think it's rediculous what we can do). With buffs and Kashyyykan Ceremonial Armor (or, as I like to say, twigs and bubblegum), it's pretty easy for me to solo just about anything in the game. This should not be the case. It's time to lower the amount doctors can enhance player attributes.


I think that, with the above, the solo grouping problem will not be as much of an issue. You, the developers, cannot sincerely tell me that solo groups were an intended facet of the game. They are hurting the economy by creating an incredibly rapid rate of inflation.


we need a fix



---===//The Dent Brothers\\===---
Arther Dent ------ Krill Dent
Dented Motorworks --- Trader's Gate, Lok

Keebster
Fri Jul 09, 2004 7:08 pm
#356


I just had an idea, what about a left handed charactor. I know I am not the only left-handed player instar wars galaxies. I feel that it would add to the game play, personal customization, and player interaction. Any feed-back would be much appreciated. Its a conspiracy you know the right-handers are taking over and killing the left-handers in the process. We must raise our left-hands in revolt and meet these right-handers on the field of battle.
TheHomicidalVerpine
Sat Jul 10, 2004 4:49 am
#357

TH and Dev Staff,

I'd formerly like to suggest that perhaps it's time that the forums be temporarily 'locked'.The constant bickering and missinformation and misleading interpretations by players scewing even the simplest statements by some of you are getting way out of hand.

I seriously think, if nothing else, you should close down the forums for at least a week. Take an hour while at least most of you are at lunch, dine in at the office, and prepare a statement of where your wanting to take things.When you open back up the forums simply have this statement of the game Boldly printed on each forum so no one misses it. And end the statement with, if we haven't mentioned it here, it's not an issue that we're working on at the moment.

I know the reason for keeping this thing up and going is to keep us as up to date as possible; but I think a lot of good ideas are also getting lost in all the banter being posted. Set some Forum times. A week up time for general posting to two weeks down time for all of you to get time to go through that weeks posts and reply to the pertanent stuff mentioned that week. Boards come back up, bam, we get whatever answers you have for us about what we've asked thus far and the added... anything else isn't being worked on at this time. That's not to say that your not planning on doing it later; just a headnod sort of thing to those asking all these repeated questions.


THV



The One and Only Lunatic Fringer!
Leki
Sat Jul 10, 2004 6:00 am
#358

I couldn't agree more...


Player cities do need to have streets, walls, etc. If for no other reason than to give the city boundaries so players have a feel for city limits. The last thing anybody wants is to have two cities too close together. Also, what about spaceports for LvL 5 cities? Right now there is no benefit to reach metropolis level. Considering the time and effort city mayors have to use to get their city there, you would think that there would be something at that level to make it worth their wild.



Jonathon Bodean
Kettemoor
groovysplat101
Sat Jul 10, 2004 6:55 am
#359

To the guy who wanted to see a sword hitting a sword...ok. That'd be cool to watch. However, what happens if you're facing the other way? Right now, you still hit. What happens if you're out of reach of the person you're attacking? Right now, still hits. What happens if someone hacks at your wooden staff with a sword? The only way to make it work would be to have a special "mode", like Center of Being, Beserk, etc, which tells your character to block melee shots. "Dueling Stance", or something like that would do. You'd be reduced to walking speed, have to face your opponant, have the max range on your weapon reduced, but you'd have an increased "avoid getting hit by the big metal stick" bonus. If successful, their weapon hits yours, dealing damage to both. If you're not careful, or if they do a particularly powerful strike (perhaps if there could be a "sunder" at some point, where you aim to break the weapon, not the person), your sword could get broken in two. You could then keep the "Broken Reinforced Combat Staff" as a trinket in your house, and get a new one. People could make LOTR-style displays with broken swords, or whatever. Also, there's a scene in The Last Samauri, at the end, where Tom Cruise's character down-slices through the gun that someone tries to use to block his sword. The sword carries on into the person's face, but thats not the point. You could, if you had a Rifle, you could use that to help protect you, or someone could aim for it. With a Lightsaber, a Jedi could cut the end of a gun off, or whatever. Obi Wan cut Maul's lightsaber in half. Anakin's got cut in half. Stuff like that would be pretty cool, and it'd make the realistic PvP suggested more realistic than was suggested.



Onto my main point. Fixing Jedi...well, not fixing. Jedi themselves are alright...its just the way they interact with other players that needs to be different. What people are complaining about, mainly, is the obviousness of Jedi. Here's a few suggestions on how to make the Jedi more realistically unobtrusive.


Create a psudo-faction for Jedi. I say psudo-Faction, because it would have to be in excess of the Imp/Rebel system, so that Jedi can still be involved in the GCW. There are many advantages.

Jedi titles are based on Jedi "Faction" points. You have to "face the trials" in order to shift up a level...they'd be quests for faction points, against pretty tough enemies. Maybe they have to go to Dagobah, and kill themselves...as in, the polar oposite of them, in order to make Knight. They could kill Dark Jedi to gain Light Jedi psudo-FPs, and visa versa. That would, admittedly, turn Jedi into a PvP thing, but it does mean that you don't get so many high-level Jedi.

You could then somehow link the Faction into gaining levels or better sabers or something like that. (Jedi Master Robes instead of Stormtrooper Armour, better Lightsabers with different coloured blades, etc).

It allows you to be a Covert Light Jedi, or an Overt one...and the same with Dark Jedi. If you use your powers, and there is a person in the area to report you (CorSec, NSF, Imperial, etc), be they player or NPC, you are made an Overt Jedi. If you were part of the Imperial faction, they would know you were a Jedi working with Imperials. You can't attack Imps, Imps can't attack you. It just makes Jedi need to be a little more careful.

"Perhaps I killed a Jedi, and took it from him." When a Jedi dies, make it possible for the person that killed them to gain their Lightsaber. Most would be unable to use it, but some would. If there were 1-handed, 2-handed and Polearm versions of the saber (ie. Dooku's, Obi Wan's and Maul's), Masters of the Swordsman, Fencer and Pikeman professions would gain "Lightsaber Lunge", or whatever the basic lightsaber move is. They'd be no match for a Jedi with it, true. And they'd get a very low bonus, and the basic move with the saber. And, they'd have to kill a Jedi in the first place to get their Saber. But it would take away the unfairness of the Lightsaber - there are a few non-Jedi who have gotten their hands on lightsabers. You could also make the "Dead man's Lightsaber" a non-transferable item. When the Jedi is cloned, they still have their Lightsaber, as if they were issued a new one. This would also help to encorage people to Master the elite melee professions.

Make Shield Generators (if they aren't already) resistant to Lightsabers. The Destroyer Droids in Episode 1 had shields. If Lightsabers could go through those, Obi Wan could have just charged and sliced, taking out the droids. Ergo, Shields resist Sabers. I personally don't use a Shield Generator, but I might have one handy in case I run into a Jedi at any point. This system is not only "realistic", but it means that even an accidentally overt n00b, if he had a Shield Generator, could survive an attack from a Jedi. The n00b might have gone overt to try on the Stormtrooper helmet he got for doing the quests on Naboo at the Emperor's Retreat. I don't think many people use Shield Generators ATM...this would be a good way to revamp them, and get them used more widely.

I suggested this as a Smuggling thing, but I'll suggest it again here. Item storage in droids, right now is pretty lame. What if you could get a "smuggling compartment" in your droid? It would work like item storage, but a little different. There'd be less slots, but the slots would be numbered. When you said the command word ("equip 1" would equip Item 1, "unequip 1" would unequip it, or something like that), it would automatically equip the item in the Smuggling Compartment into your inventory...like when R2 fired Luke's Lightsaber at him. It'd mean that a Jedi could store their saber inside a droid, out of the way. It would be easy to equip, and would hide it from the eyes of Stormtroopers. Non-Jedi could store their weapons in their droids. Right now, I have a macro set up so that when I press a particular key, my Pistol is equipped, and my Pistol specials menu is accessed. If I could "/say Pistol", or something, and automatically get my pistol in my hand, it would free up an extra slot on my menu, hide my sliced weapons from view, and give an actual smuggling aspect to the droid. The only problem would be if you forgot to bring out your Droid, or its battery ran out, or something like that.

The alternative to droid smuggling compartments is hidden holsters. Jedi usually have their saber on their belt. Smugglers usually have a pistol in a holster. Swordsmen have swords in scabbards...polearms can be worn across the back, as can rifles. Stormtroopers have a holster on their thigh for a Blaster Carbine. Grenades can be worn on belts. If it were possible to buy an item of clothing that had item storage, you could store your weapon in that. There'd be all sorts of weapons you could have stored on your body. If you could select the "quick-name" of the item (a one-word name, like "holster1", or whatever), you could then "/equip holster1" to equip that weapon. Macros and hotkeys could add bits of player flair. A little animation that looked like your arm was moving to the relevant place...perhaps dropping to one knee to draw a pistol from your boot, or whatever...that would be enough. It'd just make things a little easier, and a little more realistic for people...and it would mean that, because the item is pretty much hidden, a Stormtrooper wouldn't spot it as sliced, necessarily. Final note - holsters would need to work like belts, and go over the top of clothes, AND armour.

Final thing...once again, not soley Jedi, but it fits with it. At the minute, the chest plate of armour goes over the top of a jumpsuit, but a Jacket does not. A chest plate cannot go over the top of a Jacket. A cloak cannot go over the top of a chest plate. It seems a little stupid to me that you can't wear a "Pilot's Jacket" over the top of a flight suit. Lots of pilots have flight jackets that go over their flight suits. I also feel that a cloak, or at least some sort of item, should go over armour...or at least the chest plate. Removing bracers and bicep pieces is understandable. Removing and Ubese Jacket makes sense. But not being able to wear a chest plate under a big, baggy cloak? Doesn't work for me.

Also, are there actually any capes in existance? I keep looking, but I can't find any. And can you make it so that I can wear hot pants over regular pants? I want a superman costume.


To summerise:

- Jedi "Faction"
- Faction = Jedi Ranks as Faction Titles
- Faction = Faction Items
- Faction = Covert/Overt
- Non-Jedi getting Lightsabers, either as weapons or as "generic items"
- Shield Generators resist Lightsabers
- Smuggling compartments
- Holsters
- Cloaks over armour. Jackets over flight suits. Hot pants over pants. More capes. Shirt with the Superman logo on the front.

I think thats all, for now...sorry for the long-windedness.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
TheHomicidalVerpine
Sat Jul 10, 2004 8:15 am
#360

A more user friendly forum set up so that we can monitor our own threads and edit out 'unrelated' material from the 'flammer' posters. That would be an excellent fix.


THV



The One and Only Lunatic Fringer!
TheBrandeni
Sat Jul 10, 2004 8:59 am
#361

with the new look (and alot more cooler i might add) in episode 3 wookies, is it possible to give the option to image designers to "buff up" your wookie? because George lucas didnt intend all wookies to look like chewbacca speaking of episode 3, i hope to see some related stuff in the game.
Xifera
Sat Jul 10, 2004 2:53 pm
#362

Anything you change needs to be tested.


After you added in the millions of NPC's to mos eisley, the lag in that city has become worse than walking into Coronet or Theed. Why? Mobs of utterly useless NPCs scattered everywhere throughout the city. Hop on a system with "RECOMMENDED SETTINGS" and you'll see my point. I do not enjoy getting 0fps every 50m for 10 seconds at time.



- Tet'ra (Eclipse)
gagan
Sat Jul 10, 2004 5:03 pm
#363

i would like to see something happen with the current POI system.....


The majority of times i am online the same time as alot of other people i.e. 5:00pm GMT. I have visited the kunga stronghold 10 times in the past week only to find that it has been completely emptied of anything (i dont know if there is anything of note in there as i have never been able to do it) by previous players. The respawn rate is really slow....and there isnt even the gratification of a badge at the end of it. Other POI's are the same.....location..location...location.


What would be good is if they could be turned into something to achieve i.e. there is a mission associated with each one.....this would help to give some sort of meaning and credence to there existence as apposed to just reaching a location.


Obviously these missions would have to be at a level in order for them to be achievable by newbie's but also still interesting and challenging to experienced players.


I have recently tried the corvette which i found hugely enjoyable...despite the difficulty....since this was unspoiled as my party were the only party in it....im sure other groups were also enjoying the corvette but as they had the dungeon to themselves simultaneously neither group had the problem of 20 people killing the same NPC's for the same loot at the same time in the same dungeon.........Frustrating im sure youwill agree.


Please could this be looked into, i feel it would make the POI's, again, something to be achieved.




Gagan sandrider

Master Swordsman

Master medic

Master Doctor

Master Artisan - surrended

Master Architect - surrended

Master brawler - surrended

TKA novice
gagan
Sat Jul 10, 2004 7:17 pm
#364

As an addendum to my previous post above:


Why not have the queststowards he path of jedi incorporate the profs into them? For example the NPC in city X on planet Y informs you that in order to gain entry into dungeon A you will nedd to achieve................... dancer x/x/3/x to open door.....Swordsman 4/x/x/x........Master medic........and Artisan x/3/x/3......only then will access be granted to the dungeon.


Let me try to explain my thinking.....The door to the dungeon will only open to a dancer of x/x/3/x ability dur to it needing a particular dance to open (like Ali baba....only dancing not saying) The creatures/NPC's etc inside can only be harmed using a particular weapon (Power hammer etc) and nothing else gained from 4/x/x/x of swordsman prof. The item which needs to be crafted/used from NPC in dungeon requires at least a Master Medic to craft/use and you need artisan x/4/x/4 to do whatever Artisan x/4/x/4 does(tired, late at night when im typing this) obviously it would have to remain within the 250SP limit.


just ideas.....feedback always appreciated


This would help to tie in all the different aspects of the game, ensure that achieving jedi is not a walk in the park, continue to provide grinding opportunities for those who enjoy grnding but also allow greater interactions between players to achieve the goal.
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