Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
But wasn't it planned (and if it was stick to it!) to have a limited number of jedi on each server?
Say you have XX slots that may be taken by players for the title dark jedi master, XX slots for players with Padawan title and so on.
If the maximum number of slots is reached, others are unable to learn that profession.
Of course this would mean that you have to be fast - or look at a 4444 guy without master forever. But as there still is XP loss for jedi, I guess this system would be quite dynamic.
And it adds a little more suspense to playing a jedi: Play good and wise and you keep your title. Make mistakes and you risk to be a 4444er for some time.
Sounds nice to me - but I admit that it has "whining target" written all over it.
The last time we had total mystery surround the process we ended up with Holocrons and profession grinding. We need to know at least some details so we can comment on what is good and bad about it and so that those that did not unlock have some direction and hope.
Let's not repeat the mistakes of the past.
JustG wrote:
The question to continue discussing is this:
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?
- Recluse Gurk King - 1000 XP
- Acklay - 3000 XP
- Death Watch Overlord - 10,000 XP
- etc. (the list doesn't need to be exhaustive - perhaps 20 or 30 entries)
For each mob killed the amount of XP is added silently to a total (the value is not accessable to the player). For training ("further enlightenment") the player must track down their shrine again and see if they've qualified.
This way the player has a means of feedback, but it's not spoon-fed to them.
At the shrine - the player always has the option of refocusing their efforts on another tree. This freezes the skills in the previous tree and all XP earned there. After doing the qualifiying Hero quest, the player is then given a hint as to how to progress in the new tree.
Crafting Mastery
To understand how inspiration and artistry come from the Force you must create the most difficult and rare objects in the Galaxy
Similar laundry list of items weighted for XP by rarity and difficulty. These are all creations from limited use loot drop schematics (DXR-6b, AV-21, RIS armour, crafting aprons,Mandalorian armour and wine, the jetpack, etc. The resulting items are drag-and-dropped onto the shrine where they are checked for presence on thelist and the creator name is checked for matching to the present character's name (to prevent simply buying the items). If both variables are valid the item is consumed and XP awarded (silently) - if not the item is kept in the player's inventory and an "invalid" message is displayed.
The XP awarded is weighted based on the rarity of the schematic and the rarity of loot components required. For instance, the AV-21 schematic is quite common and easy to get - however the powerplant is distinctly less so and so the XP awarded needs to be adjusted accordingly. This can go all the way up to Mandalorian armour at the top of the scale.
Other means of awarding XP (for the other trees)
- Charity: a few NPCs are placed in the galaxy that award specific little trinkets (decorations - nothing with tangible game effect) in exchange for large sums of money. Provided the trinkets are cool and unique enough this would also provide a money sink for the exceptionally rich even if they're not interested in FS. The trinkets could then be turned over to the shrine in exchange for XP.
- Teaching: when a given tree is active, every instance of training (earning Apprentice XP) also provides a small amount of Jedi XP. Greater amounts of Jedi XP are awarded the higher up the trees the skill trained is. Since this can be macro'd in severalways, XP gain would have to be carefully evaluated.
- Quest items: there are many quests in the galaxy that are one-time only and award neat little decorations (food rewards from Mos Taike for instance). These decorations could be turned over to the shrine for XP gain.
- Badges: certain badges could qualify for a one-time XP gain. Things like the Explorer badges (Journeyman Explorer etc, not the individual POI badges), the various CSR badges andthe Warren and Corvette badges could all qualify for Jedi XP gain.
Some of these could be non-tree specific, in that they always provide XP no matter which tree is active (the teaching one for instance).
This way each tree is unique in it's progression, and requires the player to experience many types of existing content. It also forces a character to give away important and valuable items (Mandalorian armour for instance) in pursuit of their goal of Force Sensitivity (very in keeping with the Jedi mythos).
As to challenging, I think that it should be something that feels like a great effort worthy of the reward at the end. I think it should be something that someone can accomplish alone. I don't think that it is quite within the feel of what a jedi quest should be (or even very fair, for that matter) to have the quest require components that are impossible to attain without the aid of a large group or raiding party. Really, what is wrong with creating a quest of this sort that can be completed by a non-combatant? Of course, that presents the developers with the challenge of coming up with such a quest.
As it is, I am presented with the dilemna of whether I should keep my current character, who I don't have plans to become a jedi with, complete the force sensitivity quest, and then create a new character with my opened second slot that I do want to become a jedi, and therefore will have to do the quest all over again, or do I want to give away all my stuff, create my future jedi character, do the quest with that character, and then recreate my current character and still start all over again.
I'm not sure which would take more effort, but I guess in the end, I would have more accomplished with the first option (two force sensitive characters).