Development Cycle Archive

Thread: IC4: Path of the Jedi

StrykerXP
Mon Feb 23, 2004 8:38 pm
#430



Lots of posts on this so I don't know if mine will make a difference, hope it does though....


Personally, I think the holocron idea, in that you have to master professions, is a good idea...just kind of in the wrong place. The unlocking of FSCS should be more quest-based. And randomness is awesome as well, but I'm not sure how random quest-based FSCS unlocking can be. So it should be something like this...


For example, you go to a certain NPC to start your quest. Let's say that someone stole something from him and that he wants it back and wants justice; however, he isn't sure where this person has gone or even their name! So, in order to help this guy out for the first part of your quest, you have to go and master bounty hunter and then hunt this criminal down for the first NPC in your FS quest.


This system could be totally random....maybe its a guy that needs a high powered rifle because he is a hunter, so you have to master weaponsmith in order to help him.


This would give some direction to mastering professions, because right now, it is sooo mindlessly boring mastering professions, especially when you are on your silent profession and have no earthly idea which one it could be. I personally wouldn't mind how many professions I needed to master, as long as I knew which ones they were and there was a purpose behind mastering that profession.


And then, you can incorporate that aspect of unlocking FSCS with other quests that aren't soley based on mastering a profession.


Those are my thoughts and ideas, hope they help! I'd love to see a new FSCS unlocking system, the current one is so bland



Stryke <SAS>
Server: Starsider :: Rank: 2nd Lieutenant
"I got friggen locked out of the boards..!" - Jeassa
[lol.... gg?]
Jyrack
Mon Feb 23, 2004 9:50 pm
#431


Quests for jedi need to be more involving with the jedi community. Despite WoW's ideas to involve players in faction wars I believe this should be used as well. An example of such would be for a dark jedi to clear an area for a force well to be placed for his own benefit. The benefit being force pool increase or masked area from bounty hunters or increased jedi xp for anything he fights within an area. Once this force well would be established a light jedi on the same server would be able to get a mission to destroy the force well or banish it or something. And if the dark jedi can use the well to enhance his powers, he wont stray far from it. All dark jedis care for IS power. This way the jedis can find and battle each other, just as they are meant to be, in the continuing struggle of good and evil. Just a thought.


Can't have the greatest of heroes without the greatest of villains.
Be0Wulfe
Mon Feb 23, 2004 10:23 pm
#432

Jedi? Bah! I spit on your lightsaber tricks! It is easier to destroy than to create - what do children with sizziling, waving wands they cancontrol barely better than their temperments - or their bowels - know of the Force? Nothing!


You know the Force when you have imbued the Emperor's undergarments with non-chaffing field - smooth & silky feeling it is!

You know the Force when you have imbued Lord Vader's dietary goop with a no-gas additive!

You know the Force when you have touched the nature of the Universe and drawn out it's power to imbuethe ultimate power of the Death Star!


Bah! Jedi!


IOW, it would be nice if consideration were given to enable characters to be force sensitive - entertainers, ch, crafters - and not have to chase down a Jedi FS Slot. Contrary to popular opinion, some of us couldn't care less about the 'Jedi'


Ackepawa Ackepawi

Master Weaponsmith, Bloodfin



Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

AriesFusion
Mon Feb 23, 2004 10:27 pm
#433

how about, to add to my previous post, you get a little fs bar after a certain number of things done. Your trainer gives you a missions, you solve it, you get a little bit of a force bar, think about it, luke's powers weren't instintaneous right off the bat, he struggled to pull his lightsaber from a pack of snow, and that's what you should get from the npc "trainer" jedi. after doing a mission or two you should start getting fs exp that will let you manipulate objects, meditate a bit, force run for a few seconds. then as you move higher and higher you can mind trick, learn to weild a saber. So just like in the movies, anyone could be a jedi, just those that trained were spotlighted.
fryguyy
Mon Feb 23, 2004 11:35 pm
#434

Since Bounty Hunters are going to be hunting Jedi, id love to see a quest or badge for them in return. Maybe like a trial forDark Jedi Masterthat would take himtoto aPOI that would be a massive bounty hunter camp and attacking there would alert all Bounty Hunters in the game with some sort of message about an attack on their heritage, the Jedi would get aTEFthat would not allow himto leave the planetbeforethe completion of the quest or until he dies. Of course the bounty on the Dark Jedi should be enough to motivate several player bounty hunters to hunt for the Jedi and kill him. One last twist is that the Dark Lord testing the Dark Jedi could demand a large sum of credits to be used as the bounty for the Jedi taking the trial. This intention is so that the quest is well known to all players and it is a show of arrogance and power that the Dark Jedi has commited his life to, the stakes should be very high for the Dark Jedi and failing his trial should be so punishing that players are practically encouraged to not take the trails.. i mean how many Dark Jedi Masters does anyone want in the game anyway. One more development tip is that the trail should not be allowed in the first or last couple hours that a server is up, they should have a player opposition. If that restriction is not practical for development then maybe the toughness of the POI can be inversely related to the number of characters logged on when the trial is begun. Lastly, yes it may sound like a lot, but i think it should take something EXTREME to become a Dark Jedi Master and i am terrified of the day that the title is shared by more than even the fewest of players in the game. May the force be with you.....
DawnTreader777
Tue Feb 24, 2004 1:02 am
#435

i have one suggestion that might be a little difficult to implement but would make jedi even more "immersive".


put dagobah and yoda in the game, available only to force sensitives and jedi, and make the entire planet one big jedi training ground. i am hoping that as time goes on the devs are planning on more planets and more territory for the planets that we already do have. and this would be a perfect area and reason to do it. this could be opened up after the game progesses to the time of ROTJ and make it another endor or yavin type deathtrap for all players. but until then jedi only.



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

knight111
Tue Feb 24, 2004 1:18 am
#436



A coupleidea's forJedi missions (light or Dark)


biwanLight) Mission objective is to locate NPC that is being temped by the dark side. find the NPC and interact with it answering questions. Different answers have different resultsie.. returning to the light or falling to dark.


:emperorDark) Mission objective is to locate NPC that is needed to be turned to the dark side.(almost same as the above idea)


either missions can be completed without combat, just depends on your answers.


just my 2 credits




"For over a thousand generations the Jedi knights where the guardians of peace and justice in the old republic, before the dark times........................before the empire."Obi Wan Kenobi - Episode IV
C_SKYWALKER
Tue Feb 24, 2004 1:41 am
#437

Thunderheart,



I keep hearing from alot of SOE staff "We are changing the unlock method due to desire of the player base..... etc..."



Where are you guys getting this information????? How about a poll like you guys do on other things? I would bet money that if you polled everyone about changing the way to unlock you would be forced to see that most of us dont want it. Not unless you are just adding a "new" method and leaving the old in place. I think I speak for many when I say "We dont want to be compensated in the new system! We want to finish the old system!!"


Seriously lets see you throw up a poll and see what happens. I know you wont but hey, I have to ask anyway!


Dotren
Tue Feb 24, 2004 1:50 am
#438

Wow this would be so much easier if your main character could become a Jedi....you could have a KOTOR situation where you discover your character has Force sensitivity, but I digress


I'm coming up with some of these ideas as I type and will seperate them into topics.I'm going to focus on Light side Jedi in this but theres no reason you couldn't take these ideas and turn them Dark.


Unlocking Force slot


Ok, most everyone agrees the current system isn't very good and there are many in this thread about what makes a quest "interesting and good" as opposed to what makes a quest "repetitive and bad" so I'm not going into that specifically.


I'd like to see unlocking your slot as something that still fits in with the game's theme. We've already established that, since its not your main character becoming a Jedi, you can't have the "I sense the Force in you." experience. What could be done, however, is have an NPC that is a Jedi in hiding or, at the very least, a paritially trained Jedi/force senstive tell your main character that they've had a vision about you. In that vision they see you playing an important role in bringing someone to the Force (this unknown person would of course be your unlockable slot). You havemay not meet this person but instead accomplish somequests that will set up the circumstancesof this person'srealization of their Force powers. Perhaps this hidden Jedi would like to train this new person but needs help in setting up and gettingin a situation where they'd be able to train (this wouldn't be hard to believe that the Jedi needs outside help sincehe/she is being hunted).


A series of quests could insue, like finding Jedi artifacts that would be usefull in training,scouting a "safe haven" area forfuture training, craftingotherusefull items, etc. You could conceivably have sets of quests for each profession and have the player choose which quests they want to do, based on their skills. Completion of these quests could provide bonuses to your Jedi's training (if, for example, you found a safe haven to train, the Jedi would later train your force character there and you might get bonuses for being there, or you find a Holocron that the Jedi will later use to help train your new character and you can recieve some sort of training enhancements for that).


After your finished, the slot would unlock and when you create your new character, your Jedi Trainer will be the Jedi your main character just got done helping. The quests you did to help the Jedi will follow through and in some ways effect how your new character trains.


Jedi Training and Force Powers


I think some people had some good ideas when they said to look at the movies, games, and books for training ideas. We know we haven't seen the full extent of Jedi training from any one of these things but, if you put pieces together, you could probably form a huge set of quests, all very Jedi like, to train towards mastery. Learning the Jedi code, investigate local bad situations, construct a lightsaber (more on that below), help people in trouble, face a trial (always a cave isn't it? ), etc. If you make the system very dynamic you could have some quests very customized for each character...to make it feel like its "their" Jedi trial they're facing and not the same thing as 12 other Jedi waiting in line.


Once again, using my system you could have all sorts of training bonuses that are directly derived from what your main character was able to help your Jedi trainer with in preparing for the training.


As for Forcepowers...some of you should really read some of the books or, at least, some summarys on them Yes, I know many of you don't consider them canon but I point out that Lucas used some of the material from the Expanded universe (like the name "Coruscant") and he or his company approves the topics and ideas of the books so he must consider them at least partially canon.


In any case, I think the current system has a good start here. There are certain powers that are considered Light and some are considered Dark.... and yes some are considered Universal (doesn't matter if your Light side or Dark side...Force Push, Lightsaber throw, etc.). The idea that they're considered these things though doesn't make them that. Most of the newer games and books (approved by Lucas...I know what you were thinking ) point out that its not the powers themselves that are Light and Dark, its how you use them. Force Choke for example, Vader used this to kill people - Dark Side....Luke used his in ROTJ presumably to just knock out the gaurds (I say presumably only because it doesn't stay and show them waking up later) - Light Side. Only difference was intention..Luke didn't want to kill them simply to kill them. Yes, he could have used other Force Powers, like pushing them into a wall to knock them outor trying to do a Mind Trick but I think he wasn't trying to draw attention and the Mind Trick thing doesn't work on everyone.


Another example, this one from the books. Force Lightning - Dark side version is for torture, pain, and ultimately death. Light side version is used to stun enemies.


In the end, it seemsits much more about attitude and intent of the Jedi than it is powers. I suspect mostJedi aren't trained in things as lightning more for the idea that there wouldn'tbe too much use forit (nothinga Jedi couldn't accomplish with other powers...or simply not getting into a skirmish in the first place) and that it could beabused but that doesn't make itDark.


Lightsabers


The current system in this I half like and half hate. Lightsabers are supposed to be very diverse and complicated to make. Each one is supposed to be unique to the Jedi that made it.Now, thereis a good selection of hilts already...thats good, keep adding more someday . Crystals though, and the overall forumals, could use work. As it stands, Krayt dragon pearls are hands down the best. Most other games that involve lightsabercrafting and pearls have the krayt pearlsas really good too but not hands down the best.


If you read that Young Jedi series where they're making their lightsabers for the first time you'll notice that they try to choose gems on color and personal ties. You might pick one from a piece of jewelry thats a familyheirloom, for example. Another person might choose a gem because of its uniqueness to their planet of origin. You also have to choose on imperfections and such...gems with imperfections leadto faulty lightsaber operation.


So here is my idea here. Havecertain crystals give "extra" bonuses for something. Example - if your given a special gift from someone in a quest and it hasgems in it, allow the Jedi to extract the gems and choose one they want for their lightsaber. The gem may havea special bonus because its being used to craft this particular Jedi's lightsaber. Another example, you find a crystal Naboo and your Jedi character is from Naboo. This crystal could have a different extra bonus because its a gem from your homeworld.Also include quality of the gems as this could help balance this.No one wants yet another krayt dragon pearl situation..where you feel you HAVE to use a gem from yourhomeworld to compete. Well, perhaps the gem you found on your homeworld is of mediumquality and you found a gem on Tatooine of high quality. Yes, the one from your homeworld, Naboo, has a bonus for youif you use it butits medium quality lowers some of the stats. The Tatooinegemhas a highquality, however, with better overall stats but no bonus. You'd then have to make a choice on which one you wantto use.


The point is, have crystals be worth it...not just krayt dragon pearls. Heck, allow for ultra rare drops or ultra rare mining oppurtinities to find crystals even better than dragon pearls.


Finding the crystal should be a task in of itself. Some Jedi have to look far and wide, some are given them, some are given jewelry at some point that they use the gems from. You could include all of these systems...perhaps with the higher quality gems being found instead of given.You'd go someplace, mine some gems (maybe through the surveying/sampling system), polish them up (through a crafting process), then choose based on quality, colors, and stats.


Jedi crafting should play a bigger part in all of this. Why make it only the crystal that has stats? Why not make the hilt construction more in depth. Ok, so you want this particular lightsaber hilt...you need a superconductor, a completed crystal (from the process I described above), buttons, power source, casing, amplification device, etc ( I don't know the exact names of all these, I'm sure there are multiple sources out there that describe the basic necessities of a lightsaber). Each of these components can be found and each have their own stats to help increase durability, effectiveness, or whatever else you want to include. Want a hilt thats made out of a Rancor tooth, like Tenal Ka's? Get a Rancor teeth as trophies and find one with good stats to use as your hilt.


Lightsaber upgrading I don't have much to offer on...you didn't see it in the movies much and I haven't read about it in the books really other than replacing broken pieces. Some Jedi, like Corran Horn, had special crystals designed to change the shape, length, and color of the blade for different circumstances. KOTOR uses secondary crystals to enchance the lightsaber...the main crystal doesn't do anything more than give the blade's color.



Thats my ideas so far. Please, I'd like to hear feedback on this If I can think of anything more I'll post it later.


Dotren

Flatfingers
Tue Feb 24, 2004 1:52 am
#439






LeBob wrote:




Flatfingers wrote:
There is a simple and well-known two word sentence that tells you everything you need to know about Jedi: "Power corrupts."




I think you're referring to the passage in George Orwell's Animal Farm: "Power corrupts, absolute power corrupts absolutely"

reference






Orwell is certainly relevant, but more from 1984 than from Animal Farm.


"Power corrupts" is actually a quotation of Lord Acton. The famous quote from Animal Farm is "All animals are equal. (But some are more equal than others.)"


Good stuff, definitely.


--Flatfingers


mort666
Tue Feb 24, 2004 3:51 am
#440



So here is my 2 cents worth for the Jedi revamp.


Firstly dump the holo grind and replace it with a combination of Profession based and Quest based elements to unlock the force. Profession wise, don't be a grind out the professions and unlock but more of, Master two or three professions but have the player keep them for a period of time, let the player choose the profession, have the element that unlocks be a time period and experience earnedsince mastering the professions.


The Quests, once you've been a Master of your profession for a period you get the call to do a quest or two which finally unlocks your force sensitive slot. The Quests should take days to complete not hours and be geared towards the professions of the character, so they are not just combat or delivery, but other things such as Heal someone for a doctor, or track and rescue someone for a Ranger.


The choice of going to the Dark or the Light side, this should be influenced by your orginal character, therefore if your original character was an Imperial it should stand that your Jedi character would become a Dark Side Jedi. However it should still be possible to overcome this and move towards the light side, but the character must be able to prove themselves.


Jedi advancement, this should be both Quest and experience based. Therefore it would work something like, first you learn a skill, you go away and 'practice' the skill for experience points. The level of this should not be too large as to make this a grind, when you hit the cap you do a Quest. The quest again should not be too long, but include 'twist' elements that would govern how you progress, therefore have 'decisions' within the quests, if you make the wrong choice you move towards or away from the dark side.


Quests should be a combination of Combat, Exploration, Soical, made up of elements of each, they should also make you interact with other Jedi, for instance you may be asked to contact another player Jedi to team up with them to fight a particular enemy, you would only complete that quest element if you group and fight together. If one player decided to go it alone then this choice should count towards the progression to the Dark Side.


Also the locations for Quest NPC should not be static, to avoid Bounty Hunter camping. It should also be added that as well as Player Bounty Hunters going after there should be NPC ones too. But also have it so that Jedi Padawan can summon assistance if required as a life line, but only if they are close to death they can call a 'Jedi Knight Pet' as assistance to 'rescue' them, but have this call limited to say 2 calls within a 24 hour period and that the rescuer will only protect the player Jedi and then disappear when the danger has passed. Therefore allowing newer Jedi toprogress easier should they run foul of another Player or bounty hunter. After all Jedi Padawan would have a master to teach and assist them...


Azrel.



Olo'rin / Azrel [SFR]
Sunfall Rebels Guild Leader
Olo'rin Jedi Knight : Azrel Rifleman Bounty Hunter
Home Is where the Sun Falls
Protector of the Way of the Divine, fight with Honour and Duty.

lisasdarren
Tue Feb 24, 2004 5:31 am
#441

The first and most important thing is that to become a Jedi shouldn't involve any grinding... SWG is a "Role-Playing Game" and so to become a Jedi should be about playing your character, not crunching numbers.


My first suggestion would be to have a delay on how soon you can start to try to open your FS slot, maybe 6 months from character creation and 150 hours of in game time.


Once a player has met the time requirement they can start to try and open their FS slot, travelling the galaxy (Visit at least 4 planets?), completing specific quests (There are plenty of others with ideas for what these quests should contain) and probably mastering at least one advanced profession (but any advanced profession... The player should be playing their character to meet a specific concept, choosing professions that fit that concept, and not just shifting professions in the hope they will open their FS slot). Doing all of these (and possibly other things) not just any one.


Opening your FS slot should take time and dedication, but it should be possible for anyone to achieve, those who want to grind their way through 20 professions and those who want to master 2 basics and 1 advanced to fit with their character concept and then play their character in the Star Wars world.


But it should involve some playing of the game, if you just stay in the same town and grind through all the professions you should not open your slot... you are not playing the game...


Devs please remember this is a Role-Playing game and no matter how many munchkins you get playing it should first and foremost reward role-playing.






Trax Treort - Rifleman, Fencer & Imperial Pilot
SiliconSmiley
Tue Feb 24, 2004 8:41 am
#442







777erc wrote:


hmmm... the personal jedi thing sounds cool, but there were no jedi hanging around helping out the new guy. And the bh camp jedi trainer would cause a problem. Maybe have a blue glowy should up and direct a person to a random npc's whichnormaly gives quest, butinstead of the normal questthe jedi potential wouldget a jedi quest.


It would also be nice if the player was not able to choose the dark or light side, but the choices the player would make with npcs would decide.


See evidence of vader's hunt for the jedi would also be nice to see. Maybe in the later missions vader might even show up. Making the jedi mission a "run for your life" kinda thing.






Great application of 'dead anciet jedi' trick. Doesn't have to be Obiwan or Yoda. There are other ancient powerful Jedi that could come back. Just because they haven't been specifically mentioned in the books or movies doesn't mean that they're not there. A player could be guided to a number of random NPCs and when following the directives of your dead Jedi these missions would count to unlocking the FS slot.


I like the idea of unlocking the slot by 'finding' your FS character through a series of NPC missions that I have read.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

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