Development Cycle Archive

Thread: Should Force Sensitivity be a known path or a mysterious one? (II)

me-so
Sun Jul 11, 2004 8:41 am
#391


OckVofad wrote:



I would like to see each skill box (24 boxes) have a quest with a one week timer on it. So at least 24 weeks to unlock the FS slot.


---------------------------------------

Either you already have a jedi or you don't care about jedi. You want someone to wait (play) 6 months beofre becoming force sensitive so that he can become a jedi. Seems like a tiny bit of overkill here.


me-so
Sun Jul 11, 2004 8:43 am
#392

I think becoming force senstive should be directed. I hate mysterious.Making it mysterious is just going to frustrate people and make people leave the game. Plus once someone finds out, it won't be mysterious anymore. Keeping it mysterious makes it no different than what we have now. We may as well keep grinding professions.


I think you can make it content focused and adventurous. Someone has discovered an old jedi and he's hding somewhere. (Much like the start of the Hero quests).Where he is could be discovered by a series of missions similar to the reb or imp missions. Or any other type of mission. This could be the first step on becoming force aware (as opposed to force sensitive).


Once you've found him, he directs you to someone that has the next piece of the mystery to becoming force aware. As you completethe missions or quests you beocme more aware of your own force. As you become more aware make it more obscure to find NPCs with missions.For example, when you land on a planet you could notice a difference in the force (an awareness). This not the same as building up the force (which I would assume is the intent of the force sensitivity missions).Finding and talking to these people could direct you to someone that has missions for you to complete or have missions for you to complete. They could start in towns, direct you to somewhere or someone else. These people could be on any planet and you need to find them. Send me to different planets and places all around the galaxy I don't care. Just don't make it that I need to be in at coords 4500, 2200 on tatooine on Tuesday morning at 9:00am so that I can meet someone who knows about the force.


If you make it mysterious how do you test force senstivie mechanisms (other than internally).People willing to test would need some kind of advantage (if on test center)or separate server to play on.
downertool
Sun Jul 11, 2004 8:51 am
#393

what i want to see is a "Should the Jedi be removed from the Game?" poll.


i think it would be interesting to see







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cheserna
Sun Jul 11, 2004 8:58 am
#394

2 things... I know you'll never get this far, reading what people have to say.. and that's why you made the poll... but here's my take..

1. People who are jedi's, want it to be mysterious, because what the heck.. they're jedi's already and this will thin out the population a touch.... I, as someone who wants to be a jedi, want to know what's going on.

2. The jedi system has to be known... because if you even try to pull ANYTHING similiar to that holo-grind garbage, it's your head on a pike..... I want full disclosure, even if it means more jedi's, because it's OBVIOUS to the player base, that the developers left to their own devices, cannot be trusted....
Zbyma
Sun Jul 11, 2004 8:58 am
#395

Short answer: Yes! Mysterious and unknown.

My reason:

1.I play this game because I am a star wars fan, and I want to feel immersed in a dynamic star wars world. So every non-transparent game mechanic takes away from my overall enjoyment. I know this might not be a priority for other folks playing the game, but it is mine so I thought I would mention it. More specifically, since no one talks about the path to becoming force sensitive in the star wars movies, I would like this to be unknown and mysterious in the game. And no, I am not already a Jedi nor am I a power gamer.

2.Sure, eventually some players are going to figure it out and write a how-to guide. Fine. That’s unavoidable, but who cares? Why waste SOE resources writing the guide when you can get some player to do it ?

Some other points:

In a way, my answer to this question is “It depends”. It depends on what you mean by mysterious. Some people on this forum think it just means you don’t tell anyone how to do it. I am for that, but don’t think it matters all that much (see #2 above). Other people think it means different for each player. I am also for that, and I think it is very important. At the same time, the system needs to be workable and not so complex that it could never be implemented. So I think the developers should be less interested in this mysterious question, and more interested in the following points/questions:

1. Hologrinding was bad. What is bad about it that we don’t want in the new system?
a.It encouraged/required players to perform the same actions so much that they became boring and frustrating.

b.There was no way to really gauge your progress or even tell if the boring, frustrating things you were doing were helping at all.

2. Jedi should be elite.

a.I am a casual gamer. I play a few hours a week, sometimes more, sometimes less. If I can become force sensitive in 3 months of this, then it is WAY TOO EASY. I’m thinking a year (min) or two (max) of casual game should lead to unlocking the force sensitive slot. The problem with hologrinding that I think frustrated other casual gamers was that it was basically IMPOSSIBLE for us to ever hope to unlock the slot, because it would require us to do things we wouldn’t normally do that often (switch professions arbitrarily), and it on average required so many hours of grinding that it was just out of reach.

My solutions/suggestions:

The force-sensitive slot should be something players unlock once they have been playing for long enough to have experienced most or at least a lot of the non-force sensitive/non-jedi content in the game. By content I mean PIOs, theme parks, profession specific things (but not requiring some combat fiend to become a chef of course ) . I think that making force sensitive unlocking XP-based seems an easy solution. You can even tell people how much Force Sensitive XP they need to become force Sensitive, and show them how much they have in the skills window. Make every, or at least many activities in SWG give players some small amount of force-sensitive XP. This amount should have some random element to it (like each activities gives 1-6 XP). Is this grindable? Sure. A player could just do one activity over and over again (it would be cool if you only got force sensitive XP the first few times you did something, but it seems like that might be much harder to implement). But I think most players, given a reasonable option that doesn’t require grinding, will choose not to grind. I know this isn’t a new proposal (MANY, MANY people have already posted suggestions like this), but I really think it’s the way to go, so I’m mentioning it again.

Reading back the above paragraph, I can’t figure out if I’m actually for mysterious or non-mysterious. Oh well.



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<<< END TRANSMISSION ENCRYPT CODE 92AacA5s-99 >>>

Feisen
Sun Jul 11, 2004 8:59 am
#396

Wow, you've got a lot to read.

I'd like it to be known.

So many people want to open FS to begin their path to Jedi. I'm just interested in being a FS crafter. When I learned that was a possibility, I was really excited for the new direction the "force" was taking. I've heard a few Jedi complaining on the boards that the FS powers aren't even useful to them, so it would appear having FS skills only benefits us "regular" folks. As a crafter who never listened to disembodied voices with career advice, and who has been the same 3 1/2 professions since she achieved them, I'd be very disappointed to learn there was no reasonable means for me, a die-hard crafter to achieve FS Mastery of the Craft. Needing to use any skill other than ones that branch off the Artisan tree would be unreasonable for me. I have no combat skills, no medic skills, not even any scout skills, and yet FS offers something to me too. Please don't let that be lost.

Different paths for different play styles would be nice.

One of the real drawbacks to making it known how to become FS is that when we DO become FS we open another character slot, right? That would mean a lot more Alts in the world. I'll not rehash arguments you no doubt remember all too well, but I'd be glad of another character slot to expand my interaction with the SWG game world. As much as scores of Jedi running around, opening up Alt slots for the player base will change the game.

Feisen



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IgescaStorm
Sun Jul 11, 2004 8:59 am
#397

I voted with "Known", but i do not agree with this "known-unknown" system.

I want both, as I said several times.


I want it a little mysterious, but not totally unknown, because that will lead to frustrating player, walkthroughs, grinding etc.

So, if we only have 2 choices, I choose "known".


I am VERY curious, whatthe new system will be, but i do not think, it will be a good system.

BecauseI lost faith in this DEV team, I am afraid, it will be a HUGE disappointment again, regardles of "known" or "unknown"... we will see...




Account canceled
due to NGE.
borderp
Sun Jul 11, 2004 9:06 am
#398


Visible and known to everyone...


I think becoming FS should be a easy, then focus more effort on creating a system where becoming a jediis fun, obtainable,and a rewarding task.


Don't have much else to say, except if you have it anything that resembles the previous system, you will have a lot of unhappy customers.
Jibbrish
Sun Jul 11, 2004 9:14 am
#399






JustG wrote:


Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?





Known.


As the second jedi patch you've devoted the last several months to this. You have a responsibility to show us what that time has been spent on. Continuity arguments are moot when jedi are dueling in starports. You are suggesting putting content live that has delayed the combat balance, smuggler revamp, GCW revamp and then not telling us how to get it. That is ludicrous.


Known. No question.





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SiffStargazer
Sun Jul 11, 2004 9:16 am
#400

Please, please, make it known and not extremely difficult! I want to have fun, I want to be force-sensitive, and I do NOT want to be a Jedi!

I want to have FUN!


Siff Stargazer, Flurry
FormlessOne
Sun Jul 11, 2004 9:33 am
#401

(Just found out about this vote...)


Are you serious? Let me understand this one:


  • Before Christmas, no one knew exactly how to open their FSCS. Speculation was rife throughout the community. Everything from the broken Hero of Tatooine quests to profession grinding was considered as a theory. Folks focused on developing characters, participating in the GCW, and so on.

  • After Christmas, the game was severely harmed through an obviously ill-considered decision to circulate Holocrons. Whether it was to "improve" game morale or to keep customer numbers up, the effects were obvious - hologrinding. You had to grind anywhere from 5-10 professions to open it. This at least gave folks some hope, but ensured that those who signed up for roleplaying hadn't a chance in heck. You had to be a power gamer to open the slot. This destroyed the GCW (everyone's too busy grinding to fight a war), commerce (everyone's too busy grinding to make stuff), and roleplaying (this week, I'm a tailor/BE, but next week, I'm a bounty hunter.)

  • Sometime after February, after (I guess) too many power gamers had opened their slots, the number of professions required went through the roof - some folks had to grind all 32 professions to open theirs. Still, quite a few folks went through with it because that was the only way to get an FSCS.Left a lot of users out in the cold, though. By this time, battlefields are a distant memory, single combat is determined by who has the best armor and food, and group combat by who has the best riflemen, combat medics, and pets. Jedi are in hiding, using whatever means possible to grind experience and get up through Jedi ranks as quickly as humanly possible. Roleplaying has all but disappeared, despite the best efforts of some.

  • Before Publish 9, you announced that Publish 10 would provide a quest-based system for opening a FSCS slot. Many folks stopped hologrinding, as it was no longer necessary to destroy your character weekly or daily in order to get a FSCS slot. Anyone still hologrinding can open their slot, but can't roll up a Jedi before Publish 10. The hope is that folks will once again return to real roleplaying and more social activities, like single & group combat. Instead, Jedi are now running around ganking anyone who even dares to go overt. Neutral Jedi exist. Ethics for those who attained Jedi are optional.

And now, you're saying you'd like to consider obfuscating the path? With all due respect, does the phrase "closing the barn doors after the cows have left" hold any meaning for you?


The path to opening an FSCS slot should remain known. You've rewarded power gamers with enough - how about throwing a bone to the rest of us? You know, the "casual gamers" for whom it was told that a year or so would be enough to open an FSCS? The ones who were told that "anyone" can open a slot?




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ZelousShadow
Sun Jul 11, 2004 9:34 am
#402








It really depends, will the path to force sensitivity be gaining force sensitive skills one at a time to become "Force Sensitive" or will you become "Force Sensitive" when you have gained all your force sensitivities.



The Main problem with the Force Sensitive skills is that players will now need them to be competitive. Yes make them difficult, make them story driven, but don’t make them Mysterious. The last thing we need is to make the game dominated by the Holo Grinders that have unlocked!



How about we have to sliding scales the first being force sensitivity and the second being force belief.


For Example it could look like this




Force Insensitive---------------------||------Force Sensitive


Force Disbelief------||---------------------Force Belief



"Let The Force Flow Through You"


Becoming force Sensitive could be simple, such as a series of force related quests, That Every one could do, but avoid having them be from the Same NPCs, Nobody wants to see a bunch of force sensitive hopefuls gathering around the same NPC in a public Area, or shouting "Where is the Guy to start the force sensitive quests!"





"You don't believe in the force do you?" -Luke


"Kid I've flown from one side of the galaxy to the other, and seen alot of strange stuff, But I've never seen anything to make me believe in on all powerful force."-Solo


The Second Slider Force Belief is much more difficult, But is only required for becoming a Jedi. Thus allowing all players to gain there force sensitivities, but keep the Jedi Rare and Mysterious. Moving the force could include witnessing events, like seeing a Jedi Enclave Duel could raise it, or witnessing the Death of a Jedi would drop it. Those two examples are extremely exploitable but their just examples get creative with it.





"I want to come with you and learn the ways of the force, Like my father before me"-Luke to Ben


You could also Change it So Player Jedi must teach the Novice Skill, and can Only Teach one novice skill per player, per period of time, slowing the Jedi growth rate. These systems are much more "Organic" that will allow the Jedi population fluctuate with time (Sound Familiar")



Changing the Time period for teaching novice, or the number of "Padawans" could significantly change the system, which makes it adjustable. So If say we end up in a time period where Luke is running the Jedi Academy on Yavin4 we can change it so we can have more Jedi Padawans running around.






Sasco
Sun Jul 11, 2004 9:43 am
#403


As many people have stated, one of the main things that will be important is NOT to forget the non-combat classes (I am a Fencer, but I still think it would be grossly unfair to make a crafter/entertainer "kill stuff" in order to gain FS). Other then that it needs to be Story Driven as much as possible to get the immersion in there (again this is a personal point of view). But please no Camping of random spawns areas for hours....that isn't fun!

Message Edited by Sasco on 07-11-2004 06:04 PM



Sasco Zavar
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