Development Cycle Archive
Thread: IC4: Path of the Jedi
The way to stop grinding is much easier.
Wholearns a master title in a split second ? Right, noone.
Just add timers to learning and droping skills.
For example :
Learning/teaching class I 10 minutes
Droping 5 minutes
Learning/teaching class II 20 minutes
Droping 10 minutes
Learning/teaching class III 30 minutes
Droping 15 minutes
Learning/teaching class IV 40 minutes
Droping 20 minutes
Learning/teaching master title 1 hour
Droping 30 minutes
Most wont bother since they are afk all the time. It would make teaching more special. Learning and teaching makes you unable to do everything else and droping takes place behind the scenes like stat migration.
Okay, here are my thoughts.
- there needs to beunderground (as in hidden) jedi training acadamies set up around the galaxy that you first have to find, then apply for through jedi npcs. these locations should be hard to find and should randomly move upon each publish, or maybe even each hotfix. movement of the academies suggeststhe trainers "avoiding" the empire.
- There should be light and dark acadamies, and dark and light jedi professions respectively, each of them granting you different skills to use, ie force healing, force lightning, etc. etc. at first, players would have to choose from either light or dark skills, but can mix and match later if they want.
- applicatants would need to stand in front of a small jedi counsel of npcs and be "judged". the npcs would automatically detect if the player is ready to follow the ways of the force or not by determining badges, professions, locations, pois, items, factions, etc. basically the more experienced you are the better, however you dont have to have 15 mastered professions. the npcs would reject you or accept you automatically. if they reject you, you are given some form of advice or direction, for example "I sense a great conflict inside of you directed toward the gungan race. you will need to make a mend with the gungan species before we accept you into our academy." another example would be "you are quite skilled in your current profession - shouldnt you continue to develop those skills rather than abandon them?"
- once judged and determined worthy, you become a jedi padawan and you have to go through the "jedi training grounds", a la the beginning ofJedi Knight 2: KOTOR. however it wouldnt be a giant building that you run around through because the whole operation and organizationit is supposed to be hidden. instead, they would send you to various locations to accomplish various tasks, each time teaching you more and more how to use the force. mission content would depend on the academy that you are applying for - dark jedis would do a lot of seek and destroy missions, light jedi would be more focused on englightenment, saber crafting, exploration, etc.
- lightsabers should NOT be just "handed out" to the padawans. I think sabers should be granted in one of the first skills boxes. this creates a smoother transition into becoming a jedi - rather than players realizing their force sensitivity and immediately picking up a lightsaber to go out and start hacking and slashing, they should have a small grace period in there. (using force powers should grant xp -- they will have to stick to standard weapons for the duration of novice only)
- moving past the first jedi profession would require a unique trainer -- who better than luke skywalker?? after you learn your basic skills, and you want to become a jedi knight, or jedi master even, it makes sense that you would need to go train with someone really really powerful in the force. Luke comes to mind obviously, however, we can be more creative than that... what about the spirit of Ben Kenobi - or perhaps even Yoda ... !! (Yeah I know we need dagobah for that one)
- moving up the jedi ranks should put you more and more at risk -- until finally when you hit Jedi Master, if you are part of the light side, Darth Vader himself appears and kills you ... okay this last one was a joke, but the rest are very serious
... but I still think the risks should be increased obviously. as you go up in the ranks I think npcs should become more aggresive towards you. stormtroopers should randomly fly down in shuttles (I know this is possible already) probe droids should locate you and "mark" you to all imp players, etc. etc. - becoming a jedi master would allow you to place your own jedi training academy structure that you can place anywhere i.e. a house-- however, doing so would be extremely difficult to accomplish -- if imperials discover the academy it becomes "marked" and is visible to all imperial players and npcs, forcing the master to destroy it and redeed elsewhere. the academy could possibly be set up like a guild, but be more heirarchial rather than the current guild structure. perhaps jedi masters could also "hire" NPC jedi padawans to fight alongside them at a costof jedi xp or jedi faction points (if they exist)- much like the current system of hiring stormtroopers.
NPC’s players might interact with throughout the quest
Yoda's a big one. I wish Ben was here Possibly Blue-glowie form eh? We need Degobagh but im not sure if it would be a straight Jedi planet or just a planet with no PVP avalable. Then that poses some problems with Jedi hunting there for xp without risk.
Progression quests and trial ideas
I think that upgrades from like initiat to padawan and so on should have to be done in quests not xp. This game is so based on xp and not having fun doing interesting quests. Mabey you would have to do some kind of peace-keeping that would require a real light Jedis mind to do. Or some destroy missions for the Dark ones. Not to good at making stories though soI leave that up to someone with a better imagination than I.
What skills a Jedi might use on these quests
Not just his in-game skills but give something to think over. Let us engage our minds. The Jedi were very thoughtful beings so give us some puzzlesolving (not too hard) that would require all the skills that a Jedi of the level the quest is has up to that point so he has to use all his resourses avaliable.
Player interdependencies and cooperation’s
I am a solo player. Many thingsI like to do on my own, but there is a fun time in groups hunting somethings like krayts. I think most of both the path to the Jedi and the Jedi life should be solo but, have some group interaction without penatly of getting your Name all over the BH forms and terminals. I also love the idea of Master-Padawan bonds. This is where a Jedi take another Jedi under his wing for the initiate-apprentice stage of the skill tree and teaches him the skills not the NPC. It would be like the marage(sp?) in the game and would show on your data pad like Apprenticed to So andso. He would show hime where to hunt and share resourses with each other. Possibly you even have to take a padawan as one of the requirerments for master Jedi.
Jedi Titles earned through the quests from Force Sensitivity to Jedi master
After completeing the quests to get the FSCS you should get the optional badge of something like (...has become intuned with the Force) or something. On the Jedi you should be able to go to Jedi type pois and earn exploration badges that way (something like the Force cave Yoda had).
I myself am a wookie i think there should be jedi armor for us but thats just me
when you get a darkjedi master you sould get the title Sith Lord
... ok im drawin a blank for any other ideas but ill post again if i come up with any
ok i thought of a new one
We should e able to choose what path to take in the begining
like when you create the jedi char ther should be 2 professions
1. Light Jedi
2. Dark Jedi (wich i personaly want to become)so feed your hate let it grow and consume you then your journy to the darkside will be complete![]()
ah im just pullin your leg i dont have a clue how to get to darkside i not even a jedi HA!![]()
Rancor_Durni wrote:
Most of you are forgetting the fact that crafting proffessions have to do the Jedi missions too.
I have not forgotten this fact and I am currently on the fence about this issue. The Jedi Arts require a great deal of martial training. I reference EP 2 here. There were tiny little dudes with lightsabers. It'd be really easy to cut your own arm off training with a lightsaber, but the Jedi give them to children.
As much as I'd like every player to have the opportunity to become a Jedi, I don't think that there should be a way to craft you path to Jedi. Let's face it, crafting is easy. Crafting missions, entertainment missions, they're all easy. If there was a crafting path to Jedi, exploiters could simply rebuild their templates to grind out the professions and complete the path.
"A Jedi must have the deepest commitment, the most serious mind."
Great! Multiple Jedi Classes! That would be fantastic. I have no idea how the current Jedi Skill tree looks, but this sounds like a great idea. Could this be implemented? I have a couple comments to specific ideas that I've responded to below.
Master_Mavric wrote:
A) The Dark Jedi
B) The Light Jedi
Players should be able pick their skills, but ultimately Dark or Light should be decided by HOW they use their powers. Currently, this sort of 'alignment' is handled by Faction Points. Light and Dark Faction Points could be issued based on the method of completing tasks and missions.
a) The Protector Jedi Class:
b) The Healer Class:
c) The Diplomat Class:
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.
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.
This is a great idea. The basic 4 branches would be skills that all Jedi should have. Perhaps this is the Padowan part. Once a toon completes these 4 branches, they become a Jedi Knight.
As far as where to go from there, I think the toon should be locked into the one path that they used to unlock the FS until they have mastered it. Once they have mastered it, they will have the option of taking skills in the other branches. Or perhaps they have to complete some more quests to unlock these other branches. Basically, I want to protect from exploiters finding the 'easiest' path to unlocking the FS.
6) After obtaining the FSS Jedi should have the ability to "scence" trainers.
"The Force is strong in this one." Interesting, but I'm really liking the 'blue glowie' trainers idea.
The Old (Imagined) Path to a Jedi:
When we first started playing this game we thought the Jedi unlocking would be something that would happen in secret. Like maybe, we speculated, that we were being constantly monitored for our choices. Killing an innocent would minus our Jedi status by one, swearing would minus our Jedi status by one, etc etc. Anything that Jedi wouldn't do in the films, our toons should shy away from.
Then doing something that was considered "Jedi like", helping people, tipping generously, learning more about the world by visiting different cities etc, would add 5 points to our Jedi statusetc.
The New Path to Becoming A Jedi (Quests)