Development Cycle Archive

Thread: IC4: Path of the Jedi

mikit
Tue Feb 24, 2004 3:18 pm
#456

I think there should be NPC's that give you quests that last up to a few days or a week. You should have to travel to a different planet for each quest. And there should be a skill tree for becoming a jedi. A player shouldnt have to master a proffesion to become a jedi either. Anybody should be able to start quests and earn XP for becoming a jedi
Renairdor
Tue Feb 24, 2004 3:33 pm
#457

Path to becoming a Jedi:


Play the game to it's fullest to unlock.


Items could include:



  • Master a master profession off of each starting proff (your pick though- some control)

  • Achieve maximum rank in one side of the galactic war or another, to nearly ensure some PvP knowledge and skill

  • Reaching at least 1 million in the bank (this should be easy these days)

  • Looting a Holocron yourself, non-tradeable, and passing it to one of those Jedi trainers/folks on Dant. (Concern here - make sure they are droppable from any 10k HAM+ NPC, to avoid and real location camping. Static spawns do not drop them).

  • A certain amount of /tipping ?

  • A certain number of different players /tipped a certain minimum to show player interaction?

  • A certain amount of actual game time (3 months minimum? 6?)

  • A series of 'epic' quests, completion of themeparks and series of special badges. Quests must be reliable enough to work though. Nothing more frustrating then being blocked by buggy quests.

  • Finding and talking to a specific rare NPC who provides rare missions. Possibly this is something the system can generate a email for your character every 2 weeks, and you have a few days to meet or find the person. A general planet WP or general location WP could be generated. Those not interested in the path could ignore it.

-----


Being a Jedi:


Different XP for different skill trees.



  • Force power use gives certain force XP.

  • Lightsaber use gives certain Lightsaber XP.

  • Light and Dark XP acquired via Light and Dark Missions. Could be a somewhat 'annoying' mission requiring travel to other planets, possibly similar to BH missions. The Initiates work on same planet, the Knights need to travel. The Guardians need to do protection/assassination missions. These missions are received from various trainers or even just 'general mission terminals' that have a underground set of missions for Jedi.

  • Different skill trees similar to elite professions. Once you master the one handed saber, after a certain amount of banked One handed XP you open up the ability to work on other saber combat trees. There is no reason a Initiate could not be very good with a double bladed saber, but they would need to work on it. And if they did not work on force powers, they would be good with a blade, but poor with the force powers.

Crafting



  • Experimentation skill: Jedi could make a slightly faster, or less force cost, saber. Possibly damage experimentation and/or durability as well. Most actual lightsaber mods come from Jedi skills (see idea about specific weapon trees).

  • Crystals acquired through missions. It could be do a specific mission for a NPC, and you are rewarded with some XP and a random rated crystal. Crystals are potentiall better the more difficult a mission.

  • Damage type is changed to Energy (most appropriate. Those who hunt Jedi will just use Energy resistant armor, many mobs resist it, but it makes a lot more sense then kinetic.)

Gameplay



  • Definitely have Jedi become 'social'. This is a MMORPG. Most of the fun is grouping with friends and doing missions. Jedi take their risks in being seen and attacked. Friends should be able to protect, standard group rules apply.

  • Bonus Jedi Xp for a Dark Jedi Killing a Light, Light killing a Dark. Not a TON so it cannot be exploited, but some to make the fights desirable. I want to see Dark vs Light Jedi.

  • 15 skill points at Initiate so a Jedi can take a 'cover story' profession. They can then be a minor scout, minor medic, or something very basic early on without too much imbalance. Allows them a basic novice tag. The amount of skill points might be higher if there is a good enough reason/balance to the game to ensure Jedi are not too powerful. Or some professions may be restricted.

  • Dark and Light XP can be used to buy the Dark and Light powers. Use your Healing powers to increase healing XP. Using Mindblast would generate Dark jedi XP. If there is a way to do a number of skill points for Jedi skills only, it would be interesting idea to allow Jedi a limit on number of skills they could possess, and allow unique hybrids of jedi. Not all jedi in the universe were equal.

Faction and BH:



  • Faction could be decided on startup, but then is permanent choice.

  • BH would hunt the Jedi of the opposite faction.

  • Special perks to BH for killing Jedi. Some sort of 'BH points' that can be traded in for real perks. Schematics to unique BH weaponry and/or armor that could be crafted by elite crafters, possibly with rare resources required.

  • If a BH dies or kills their mark, cannot attack same jedi for a period of one week (death renews)

  • If a Jedi dies, other missions with their name are removed immediately to avoid exploiting, and visibility counter is reset.

  • Reward for Jedi killing off BH who attack them. Reward could be 'Jedi points' ora certain type of XP.

  • Benefits to this system is it's factional PvP, odds of exploiting are lower, the fun factor is increased as well as challenge level for both BH and Jedi.

That's a start of ideas. Maybe more after hearing any comments I hope Thunderheart has time to keep up with this thread.


Cheers,

Omaduss
Tue Feb 24, 2004 7:26 pm
#458

Well here is a tidbit of thought although I may be alone in this. The force sensitive slot should be open at the same time as the rest of your professions. The skill point cost would determine whether a sentient being would fully pursue the path of the force or just dabble in it. As in the Star Wars realm there are a lot of force sensitives that were never Jedi or Followers of the Sith. And allowing it done this way if a force skill is surrendered it can never be regained or advance in that tree any farther.
TomBobbins
Tue Feb 24, 2004 11:28 pm
#459


Sounds good to me: Force Sensitivity to become FS then a Padawan to UNLOCK your Jedi. Im not sure about the others tbh but I like the idea so far and I cant wait til its release.



(ROLEPLAY)
Daxe Ostev
Pirate
In game since November 2003.
CU > Pre-CU > NGE

almanish
Wed Feb 25, 2004 12:42 am
#460

One thing I feel is missing, at least the first 4 pages I could read

"The Dark Side is not stronger, it is faster, easier, but not stronger".

Where is in all this the behaivour and Code of the Jedi? I mean, Jedi are cool, I like it a lot, but at the date, everyone wants them, because they are the ultimate character. I think we need true Jedi, people commited to the Code and cause. And Dark Siders too!

To this end, here I go:

Characters should have Light and Dark points, somethin to reflect their inclinations. If you kill some light aligned, then you gain dark side points, and reverse. Some kind of blatant acts, should give you L or D points, and this is harder, in rewards and penalties as you go up.

Being a Jedi, you must use your power responsible. You could not get your lightsaber out and kill the first Jawa that appears in your path only to gain lightsaber exp, well, not if you are not a dark one. So darksider have their paths easier to get up the skill.

But the Force is wise, and claims for balance, so darksider are consumed by their anger, and their hatred. This is reflected in the movies 'cause emperor and Vader have his phisical deteriorated. Vader only lives because the armor he wears, and the emperor feed from the life energy of the galaxy, sucking it away with the tremendous power he commands.

So the game should reflect this. Dark sider should have some kind of penalty for using the Force unchecked. Maybe stats reduction, nothing too serious at the begining, but stronger as they climb up the power ladder. If they lose stats, must use they dark powers to be able to be "normal", maybe they are disfigured and must use armor ever, or some kind of amulets, etc... you know the type.
There should be some kind of redemption to those in this path. Maybe if you surrender part of your dark side powers, you could recover some of the humanity that allows you to be among the rest of the people and not being a crippled but powerful monster. Or maybe you could seek a lightsider and ask him to alleviate your charge, and losing less power, redeem yourself a bit, losing those dark side points.

On the other side, lightsiders should be people commited to their cause. They only get their lightsabers out when there is no other way, and then only to use it, not to be flashy. They progress slower, because they must not use the Force with slight provocation. They should use it wisely. To alleviate this, maybe some kind of "Jedi duel" could be added to the radial menu, where two light side jedi can simulate lightsaber combat but they gain so few for doing this, maybe a hundred xp for a variable amount of time dueling. They should be given light side points, and jedi point by using the force in pacific ways if that is allowed.
There are sometimes, where a lightsider must use his lightsaber to combat. GCW may be an example for this, if the Jedi is declared, maybe he can use his lightsaber anyway he can, if it is not agressor in the case of lightsiders! remember the jedi teachings.. agression is the path of the dark side. Defending himself, or others (if this can be implemented, maybe using group TEFs, if some in the group is attacked you can attack her, etc) could be a valid use of the lightsaber in the light. This could be the way for those lighsider who want a Uber-PvP, but a hars one, always being attacked and not only when they show their powers.

Well, I know that all these ideas are short developed and only a few of them, but to be a Jedi should be something that although give you power, drains you of your body, or makes you exemplary and righteouss.

This way, on the other side, could make jedi population self controlled, because maybe then not everybody wants to play a crippled man, or the righteouss all the time, and use his main character to have fun and the jedi only when they feel they are commited. There are people that can be at home in this role, but not everybody could be prepared to be a true Jedi, and this is important!

Anyway, this are only ideas, and I know that not all people are going to like them, but jedi are jedi, they ahve a code, and they are a kind of powerful hero that should be reflected in some way, not only you are ligh side and you are dark side. Every one has its strong points and its weakness, and they are as important as the rest of the system, (I believe, of course).

I hope this give an idea of what I mean, I know I am not the best explaining myself not being English my native tongue.

May the Force be with you!
Citanul
Wed Feb 25, 2004 12:48 am
#461

How about having, in addition to anything else, quest points. I dunno, interesting basis.

Also, how about making some sort of endurence quest a requirement? Like a quest where you only have so much time to get from point "a" to point "b" and kill mob "c". But have it linked, like the themepark. So, say if you start the quest, you have to complete each segment in time, or the mission ends. And have the quest last serveral hours straight No afk crap.

Also, the missions should be almost completely random. Having static quests makes for easy quests. word gets around. Maybe build the quests in "modules." Each module could connect to another. So make say 100 modules or so, and you have say 10 modules in a quest, you now have like 3.4 X 10^19 (roughly, my calculator only goes to 80trill) different quests.



http://yodabyte.us
GKeeper316
Wed Feb 25, 2004 12:50 am
#462

heres my suggestion for unlocking FS slots (listen up, its pretty good, and makes a bunch of sense):



make the path to jedi different for all the profession types (combat, crafting, healing, etc.)


this is important for one reason and one reason only: to stop profession grinding. i don't know how much economics you computer guys took in college, but it (grinding) causes high profession turnover, which de-stabalizes the economy.


players should be rewarded for becoming masters of thier chosen professions, not forced to take on a job they have absolutly no interest in. you can make it so that they have to master at least one elite profession before starting a series of quests, but with the current system, a player could be a droid engineer for one week and a CH the next. it doesn't make any sense. i can't tell you how many times i've found a good vendor for something, and gone back later to find he's retired to do something else because a holocron told him to.


since you guys put so much effort into creating an economic system for the game, this system should be protected. it would be nice to have healthy competition for the trading of goods and services.



oh, yeah....


increase payout for master BH missions



Rogha Dainar, Esq.


Bria


Master Bounty Hunter


0-0-4-3 Pistoleer





Telos Radd
Honor is a gift a man gives himself.
Rancor_Durni
Wed Feb 25, 2004 1:16 am
#463

This keeps Jedi scarce. Also the FS missions, once unlocked, should be varied and probably require another mastery, it can't be too easy.
Niacin420
Wed Feb 25, 2004 1:27 am
#464

i think its a good idea to make it a quest and it should be a jedi that u get the questfrom at the end of like 20 quest it unlocks a skill u can us then u have to ues that skilltill it can be trained then u have to do like 40 then a skill again build that 1 up then do 80 ..160 .and so on so its still hard but fun.

Or have a quest that takes like a moth do to jsut unlock the skill.

All i realy care about is getting jedi fun. Not boring witch it is wright now i mean haveing to guess a master after doing 4 others thats jsut no fun
Shockwave91
Wed Feb 25, 2004 1:37 am
#465

The ability to become a Jedi should start from the moment you log into the game. Whatever path you take in game, might lead you down a certain path. A player's choices in missions, quests, professions, and faction should all come into play in unlocking the Force sensitive slot. If a player chooses to be a bounty hunter, and kills people for a living, their path would most likely lead down the dark path. More passive professions, or people who show a "good character" (whatever that means) would start down the light path. Actions that the characters make can sway them either way. Certain paths offer certain skills (similar to other Jedi based games). As you start your character out, some missions might lead you to clues on what direction you would need to take to unlock your slot. The moment you log into the game for the first time you should have the ability to start working on your quest to become a Jedi. Perhaps at first a character is delivering a message to another city and in route to completing the mission gets side tracked and you discover information about the force, or that there is a way of discovering the force. It should be a fun journey to unlocking the slot, not another boring grinding system.


Once you have unlocked your Jedi slot, you should have contact with a Jedi spirit who further guides the new Jedi in their training. Only the player would know where to locate this trainer. The missions that teacher sends you on, also allows you to grow in power and get the items you need to progress. Since Jedi's are being hunted, yelling for materials to make lightsabers in the middle of town seems a bit silly.

I think that professions should be intergrated in unlocking your slot, but only as a character judgement requirement for which path your allowed to follow.





Eilici
Master Swordsmen/Master Doctor
Skulls and Bones
Tarquinas

"We seem to be made to suffer. It's our lot in life."
Khragon
Wed Feb 25, 2004 1:43 am
#466

I believe one thing thats important is simply play time involved. The current system a person can potentially open their slot in 5 weeks, less even. There should be a minimal amount of in game playtime required to open it or time after character created, definitely over 3 months after character creation.


Next is language filters should apply, if you constantly trigger the language filter with profanity, you delay your progression. A Jedi doesnt use profanity, and those who do should be deemed not worthy to be a Jedi.


Third is any quest, item, etc done needs to be solo. Nothing tradeable or saleable. Last thing we need is Jedi quest farmers obtaining some Jedi quest item and selling them for 20million credits. If you do quests, you get everything yourself.


Fourth is there should be penalties in the quest system. Do something unbecoming of a Jedi while doing your quests you pay a penalty. Thats part of learning.


Genscout
Wed Feb 25, 2004 1:44 am
#467

I've been playing the game since it first came out. I forgot what a fun game is like. The dev's need to make it fun again or people will stop subscribing. Work on the jedi FS Slot. Make it attainable. Revamp it! I've been working on my silent holo too long now. The game is getting boring. Here is an idea that might make it fun.


keep
Genscout
Wed Feb 25, 2004 1:46 am
#468


I've been playing the game since it first came out. I forgot what a fun game is like. The dev's need to make it fun again or people will stop subscribing. Work on the jedi FS Slot. Make it attainable. Revamp it! I've been working on my silent holo too long now. The game is getting boring. Here is an idea that might make it fun.


keep on with the holo's but add quests to unlock the 5th silent one for an option. It does not need to be easy. I know that I will find a much more exciting game soon if things get too boring.


GAmers just wanna have fun!
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