Development Cycle Archive

Thread: IC4: Path of the Jedi

SiliconSmiley
Tue Feb 24, 2004 8:56 am
#443

Ireally likedyour idea of Force-Sensitive XP. One response below in green.





Zbyma wrote:





This post is (mostly ) about becoming a Jedi, NOT content for characters that are already Jedi.


What about something like this?


Step 1: Force-Sensitive XP


Some variations on the FSXP idea:



b) There could be Light-side and Dark-side points.


Excellent idea. How about Light and Dark Side faction points? How about you have to have to achieve a certain number (5000)? And how about they're not available to look at under my profile. Perhaps holocrons could shed some hints on to how well you are proceeding on the path by showing you a progress bar, but no numbers. Many missions could earn you either depending on how you finish it. Some would get you points for one or the other and might have something to do with the NPC that gave you the mission.












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

Themonarch
Tue Feb 24, 2004 9:40 am
#444

Just an initial thought to bring a more realistic and personal touch to the game. Make the trainers blue glowies and visible only to the player themselves (only Luke could see Obi-Wan). That will stop any type of BH camping and you wont have to go to a lowly scout trainer to get jedi missions. I fully agree that the jedi quest should be a personal journey, I treated CH the same way. I'd get lost on dathomir for countless days alone and lost but when I would finally stumble upon a Gaping Spider Queen baby, the endless burst running, mask scenting and nightsister dodging and countless battles (and sometime clones)was all worth it. I feel that new tasks should be sent by a new waypoint in your datapad and take players to remote planets to meet up with the jedi trainer who will impart that task at that point. Also I feel that for time duration, Jedi quests should NOTbe a constant, meaning that oncea mission isfinisheda new one won'timmediately pop up. That will cut down on the grind factor andkeep the playerstill functioning in the games mechanicsrather than everyonedropping what theirchosen profession is to grind jedi.Also forplayers who are alreadyJedi thatI knoware having a hard time coming across crystals to make sabers. Ifeel that forcing a playerto camp a thug spawn and set a macro fordays on end or attempt a krayt solo isseriously unthematic and brings another halt togameplay. Instead of that sparatically once again send emails tojedi accounts which invite the player tosurvey areas for materials tomake the weapons, venture into caves around the universewhich hints at possible crystals or pearls or sets targets to take down which may be carrying items, ya know JEDI QUESTS,not thugkilling.


Omiata

played since beta, will be last to get jedi. 16 professions and grinding.



--------------------------------------------------------------------------------------------------
Didn't think that my "Quest" to jedi would lead to me cancelling my account.
9/12/04
Themonarch
Tue Feb 24, 2004 9:46 am
#445

sorry for the double post. Also I think that a jedi council should be set up and when the missions are compeleted from that council, AP is given.



--------------------------------------------------------------------------------------------------
Didn't think that my "Quest" to jedi would lead to me cancelling my account.
9/12/04
SiliconSmiley
Tue Feb 24, 2004 9:58 am
#446


I've been cut off from the internet at home, just moved into my new house and things are not set up yet. My isolation has given me time to cook up a couple neat ideas.


Mad Jedi Clones

This idea actually comes from the books for EP 7, 8 and 9. Been a long time, but I know there was some crazy Dark Jedi Master in there.


So here's the story, some Jedi has been inhiding but is starting to decline in health, etc. He's been living in isolation and perhaps the stress of being constantly hunted by Stormies, BHs and Vader himself proved a bit to much for the stoney Jedi's resolve. Said Jedi breaks down and gives in to the temptation of the Dark Side. He hijacks some cloning facility and begins to pump out clones of himself. But the clones don't work our so well and they're all a little bit more crazy. Clones with different (weaker) force powers would show up every X minutes until this cloner (lair) is destroyed. In some remote locations, allow a whole bunch of these mad Jedi to come out. They should spread out all over and wreak havok. Adventure worlds only most likely.


You could do a lot with this idea.


Light Side/Dark Side Faction Points

I saw another post that suggested the idea of FS XP. Sounds interesting to me. I like the idea of faction points more however. Completing random NPC missions offer the opportunity to earn FP in either the Light or Dark side of the force. Or perhapsboth. I'd really like to see some missions with different possible outcomes that would award Light/Dark FP based on how you solve the mission. Lots of good ideas already in this thread for different mission types. Should be able to find missions for all professions.


The 4th dimension: TIME

I've read a couple posts that suggest some kind of time limits for undertaking missions to unlock the FS. I'm all for it! Perhaps you can only undertake one mission per day or per week. Basically spread it out so that a casual game could get just as far as a power gamer each day. I never really like hard-coded rules 'like you can't start your Jedi missions until you've had your account for 6 months'. I think these limits are artificial and inorganic. You should be able to start your missions to unlock the FS on the first day you have your account. But it should only be through a long period of determination that you are able to achieve unlocking. Make the process take 6 months by allowing only one Force FP mission a day using a 22 hour Jedi mission timer. This is still a hard-coded timer, but it allows players to make progress every day.


The idea is that each individual mission would take no more than 2 hours, hopefully most of the early ones would be done much faster. They could just work into the basic NPC quests that are already in the game. Perhaps only one or two missions would count from any particular NPC. You have to earn the trust of many people to unlock the FS.


My First Lightsaber

Obiwan gave Luke his first ligtsaber. I seriously doubt the little guys training in EP 2 constructed their lightsabers yet. Who knows though, Anikan did build a droid and a pod racer. Regardless if a Jedi's only weapon is a lightsaber, they must be able to get something immediately. Perhaps they are given a generic 'Jedi Training Academy Lightsaber'. These could be from the old Jedi council and hiden away by some old Jedi before his death. If you use the 'find the Jedi' method for unlocking the FS then the first thing that happens when you create your Jedi and log them on is that they have this basic Lightsaber in their inventory.


"I see you have constructed your a new lightsaber, your skills are complete. Indeed you are powerful."

As a Jedi proceeds up the Jedi skill trees they should be given bonuses to lightsaber crafting. Masters should have the greatest bonus. The basic resources required should be easily obtained. There should be many components to lightsaber crafting. These components and the saber itself should wear and decay,but the crystals should be reclaimable. Lightsaber components should not be able to be produced in a factory, they should all have to be made by hand. Each component should have a number of experimentation options that work just like any other crafting profession. Critical failure rate on lightsaber components should be higher than other craftables.


I'd even like to see a variety of casing options that would allow theJedi to personalize the look of the handle. But I'm not going to hold my breath for that one.


You could workthis in with the Mad Jedi Clones idea from above. Perhaps you could find a variety of lightsaber schematics as loot from Mad Jedi Clones. I don't like uber loot, but this kinda fits in with the story a bit so I can deal with that. There has to be something that keeps every Jedi from having the most powerful lightsabers in the game all the time.



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

Genscout
Tue Feb 24, 2004 10:23 am
#447

I really hope that this includes options to open a FS slot. Been mastering proffessions for my silent hollow too long now.
Rancor_Durni
Tue Feb 24, 2004 11:31 am
#448

I believe that a set of trials should be implemented yes, and then all the players who have completed the near impossible tasks will be added to a list to be tested by a real person, tested on certain criteria, i know its corny, but its the only way i see of making it so difficult that only the worthy get through.
stabboy
Tue Feb 24, 2004 11:59 am
#449

Working with the game as it is now I think the way to become a Jedi would be to do missions. The game is already set-up this way. Entertainer, Explorer, Delivery, Destroy, and Surveying missions. You would need to do lets say one hundred missions each. They would range in difficulty. Here is a an typical example of what I think would be good.


Easy - Get a sample of Lokian Friut and take it to such and such on Dantoonie.

Medium - Get a sample of Dantoonie Berries of QO > 900 and PE > 800 and deliver it.

Hard - Such and Such needs 20000 Berries harvest it or buy it and deliver it.


Other idea would be to have a mission to make a multiperson camp. You would need to get Novice scout and train up the first two boxes in survival then make a camp your mission is over.


Having the missions spead out throughout all the basic professions will force people to experience the whole game, and be well rounded like a Jedi should be. Just having the basics professions shouldn't mess up peoples templates too much.


Destroy mission examples. Use the caves that are in the game already.


Easy - Kill a Frail Squal on Rori with a Certified Polearm Lance.

Medium - Kill 30 Bark Mites and one Bark Mite Queen at the Bark Mite cave on Rori.

Hard - Kill 50 Nightsisters on Dathomir.


Elite professions can kill Nightsisters solo but new players and crafters would have to group to kill this many.


Scout mission examples.


Easy - Harvest some wooly hide on Dantoonie

Medium - Harvest Herb meat with OQ - 900 and PE - 800

Hard - Harvest 10,000 units of Rori Avian meat


Again you would have to group if you are a crafter or new player but the power gamers will be able to do this solo.


Artisan examples.

Easy - make a bofa treat.

Medium - Sell 10 items on your vendor

Hard - Make 1000 of one of the items in the engineering line.


Artisans would blow right though these because they should already have the materials while the combat people would struggle with it.


Another thing that would make it more player dependent and if there was only one of each mission terminal, and they would spawn out everydayand spawn in another location. This way people would have to find them and would not be able to just camp the terminal unitl they completed all the missions in it.


I would say 500 missions of various difficulty would be enough. And then you would have an additional quests to actually open your slot. I would make these cool but not to difficult so everyone could do it.


And the last quest a trivia quest about the game world itself. If you fail you can't take the test again for a week of so. At least each Jedi wouyld know alot about the game itself.


Thansk for reading






KarlaceEQ
Tue Feb 24, 2004 12:09 pm
#450




Ok one the quests should be soloable, and not for groups to do. Groups can add so much fighting and loot stealing. Static spawns are a BAD idea as that can also lead to campers, loot stealers, etc. The quests should be a series of npc's that need a player to complete certain tasks. For example i go to naboo and there are choices to the quests like i can choose to try and save the girl, or kill her, or talk down the people ,etc and depending on what is done is what determines advancement to the next stage. Also you can add light and darkside points here like saving gives you a light side point where as killing give you a dark ide, kinda like what KOTOR did.


What should not happen is going to an npc ands him saving i need a dx2 pistol which forces u to master ws, then the next npc says i need a wookiee blah blah which forces you to master tailor, because thats the same old holo grind.





Karlace
I am the god of all you know and love
Sexiest Wook on all of Bria
"When he opened the fourth seal, I heard the voice of the fourth living creature say, "Come!" And I saw, and behold, a pale horse, and its rider's name was Death, and hades followed him."
BrainMandinga
Tue Feb 24, 2004 12:19 pm
#451

It should be dynamic and involve what the person has accomplished already. I had madea post about my idea on an alternate site.


My for instance was dealing with a Master Dancer (simply because that is not a combat oriented profession).


Said dancer would approach an NPC, this NPC would give a mission to Dance for Jabba (all just an example). In order to do that you would have to complete the Jabba Quest to get to Jabba's throne room and have him trust you. You have to dance there for a specified amount of time. From there, Jabba (or G-5PO) would send you to someone else, and you would have to do something for them, possibly related to another profession that you are involved in. This could go on through a series of multiple quests, culminating in a large final quest to unlock your FS Slot. This would involve utilizing all that you have learned, and the skills that you have (It does not make you change your professions).

It is a general idea, which is dynamic and does not make a person change their professions, but rather focus on what they have. There is a lot of room to work with an idea similar to this while still keeping the general idea. It would also allow people who have done holocrons and multiple professions certain advantages. For instance, allowing them to skip to a much later point in the quest by a "review" of badges. This way could reward you for your work to date, and give you new things to do. It also would incorporate doing already existing Theme Parks and quests into the main idea.






"Which did you like better? 'Jedi' or "The Empire Strikes Back?"
"Jedi"
"Blasphemy!"
"'Empire' had the better ending. I mean, Luke gets his hand cut off, find out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All 'Jedi' had was a bunch of Muppets."
Rancor_Durni
Tue Feb 24, 2004 12:24 pm
#452

Most of you are forgetting the fact that crafting proffessions have to do the Jedi missions too. The Jedi missions cannot be combat orientated or crafting orientated, as having to do this was a major concern with the holocron system, The only way to get around this is to have some Jedi quests which require a mastery, I.E: an elusive bountry killed such and such a Jedi, hunt them down and destroy them, requiring you to have master BH, or "Create a replica Jedi Knight robe for a bestine museum", this is what you will see, other wise what does a master artisan do when they get this mission; Go toe to toe with a Jedi Knight, only beating him in single combat will reveal your true ability with the force. Masteries will still be in it, its unavoidable.

A lot of people have said "Crafting proffessions get a certain path to unlocking the Jedi slot". This cant happen either, no variation, combat proffessions can't get one way to the FS slot because its narrow minded, it requires less skill than the holocron system. Somehow, an equally as challenging yet not as taxting system needs to be in play. This can be accomplished by human Jedi recruits who pick on certain outstanding players, such as those who have been in X hunting parties that took out such and such a super mob. Crafting proffessions who have recurring customers, smugglers who slice for other players a lot more, adding them to list and looking at the best to see if they can become a Jedi.

Another way, without humans, is to create uber hard missions for each proffession, but even if random, they will all be done eventually, and we know not everyone can unlock their fs slot.
Master_Mavric
Tue Feb 24, 2004 2:03 pm
#453

First I have not read all 20 pages of this thread. I did read the first three however.


Here is my input...


1) The path to you force senstive slot shoud not require you to be a combat profession.


2) In the starwars galaxy there are 4 types of Jedi. 3 light and 1 dark.


A) The Dark Jedi


a)The Dark Jedi is all about distruction, power, and greed. This is a primarly combat only profession. To unlock a Dark Jedi slot your toon should be mainly combat orintated.


B) The Light Jedi



a) The Protector Jedi Class: Thisis acombat geared Jedi class. They are the best with a lightsaber. The Protector Jedi class should also be obtained by combat toons. This could be one class of FSSs where the Protector Jedi can fall to the dark side more easly the the other Light Jedi types.


b) The Healer Class:This well it speaks for itself. This class should be obtained thru the Medi/Entertainer profession types.


c) The Diplomat Class: This is that class that should be avalible to general crafters, scouts, ect. The Diplomat Jedi class were found interceeding in disputes. The crafter class with there knowedge of resources, structures, other matarial things and scouting class with there knowedge of terain and wildlife are best suited for this type of Jedi class (yes Polatisions are included in this class too butI think that is self evedent).


note: Crossing over between classes was seen, so you are not bound to the class you start out in. Also it was posable for any Jedi to fall to the Dark Side. However, it would be easyer for a Protector class Jedi to fall the a Healer and the Diplomats fall somewhere in between.


3) Each class should have its own method of obtaining there FSS. Some combat should be required for all the types as well as the other aspects. However, the Protector/Dark classes should be combat intensive with a little of the other thrown in from time to time. The Healer should be mostly medic/entertainer work with some combat and some dispute sutleing. The diplomat should be, well you get the idea.


4) Quest granting NPCs should be dificult to find. They should move every day or two. The quest given should take into the primary profession of the toon requesting the quest. This may be done by looking at the title the toon wairs. On page two of this thread was this bost by TygerBlueEyes...


"Well I was hoping that it would be something like the mark of heroism quest, no not bugged...lol
I mean a multi staged quest that has random spawn with long intervals. That leads to getting a ‘mark’ towards opening the FS. Each ‘mark’ has 4 sub-quests and then the final ‘mark’ quest. Each planet would have its own ‘mark’ quest and it 5 marks to able to visit a hidden Jedi Master to request initiate trail. Passing this trail will open your FS. Failing you will have to repeat the process over."


To expand on this a little the Jedi Master at the end of the quest should ask you trivia questions like the Theed Libraryon. However a wrong answer shoud spawn a quest to find the correct answer. Once you have it you may return and try again but not before. This keeps you from getting to the Master and random guessing your way thru the question (like i did for the trivia badge). The question could have to do with the nature of the jedi, the jedi code,the galaxy as a whole, and the force.(This could give a new use to those Holocrons. The corect use might I add as the Holocrons where a knowedge base for/off the Jedi not instruction on how to become a Jedi.)


5) Once the FSS is obtained the player the should be forced to gain differnt types of Jedi xp. This xp could fall into catogories such as, Saber xp, Nogocation xp, Healing xp, And Force Useage xp. The differnt types of Xp allow the assening of the apropreate tree. At level four then the High-Bred and elete professions start. At that time you may chose to go into one of three professions (stated under #2) and the fourth tree grants an expanded force knowedge profession that ades in the other profession types. Now what is the point in the three paths if they all lead to the same place you might ask. Well here it is. Like wookies have trouble earning IMP faction points, the Protector Jedi class has trouble getting Healing xp. Yes they can cross over but it takes longer to get anywhere in this way you have differnt classes of Jedi that are semi set by there playing style before they obtained there FSS.


6) After obtaining the FSS Jedi should have the ability to "scence" trainers. To a standard passer byer it looks like a player toon having a conversation with a noble. To another Jedi though he can see thru the force that this Noble is a jedi trainer. Training for Master/Novice skill equils (or title skills) should require the Player to run a quest and return with an item, data disk, or after solving a crises. Then the trainer will train, for free, the skill asked for. Players should not be able to train each other in Master/Novice skill types (title skills). This "sience" could be as simple as the trainers name being in blue instead of white for Jedi.


7) Titles... ... read the books and use the proper titles. they are easy to find.


Thanks for asking for are input...


May the force be with you...









Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Ricenikova
Tue Feb 24, 2004 2:17 pm
#454

How about the suggestion i saw on another post, things like "find me a dark jedi robe." You could craft it if you were an artisan, or loot it from an NPC if you're a combat profession.
Tigra
Tue Feb 24, 2004 2:56 pm
#455

Question... I'm not sure if this has already been answered on the boards, but I'm about to leave work and really wanna leave So... basically... does anyone know what the deal is if a player activates a holocron before the quest changes go into play... do they HAVE to finish out that holocron before they can partake in the quest(s), meaning is the holocron binding or when the quests take effect you can basically forget about it if you want to?... will it matter if they finish that holocron or not after the quests go into effect? AND what methods are being proposed to let players know whether they are making progress in that "particular" quest... Thanks... sorry if this is has already been answered... biwan:
Page 35 of 122