Development Cycle Archive

Thread: IC4: Path of the Jedi

AnmeldungStinkt
Wed Feb 25, 2004 4:24 am
#469

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.



LinkForce
Wed Feb 25, 2004 5:28 am
#470

i think that this whole idea is great! i think that missions should to be the way to becomea jedi b/c mastering many unknown professsions is mainly for people who are power gamers, basicaly that way gives normal gamers no chance of ever becomeing a jedi. plus, this way would be more realistic to star wars rather than just mastering professions. Mastering 10+ professions teaches you nothing about force sensitivity or jedi. I also think the jedi titles would be great.
Darthvarshon
Wed Feb 25, 2004 5:58 am
#471

For Jedi Trials I would like to see you have to battle an NPC Dark Jedi wielding a red saber and force powers to obtain master status. A good way to do this is via quest. Send the pc to a Cave somewhere in the wilderness of an unkown planet. You should have to talk to specific people to get clues/riddles. Once you have found a waypoint you travel to it, and a Cave will spawn specifically for you. when you enter it its Dark and brooding, maybe a message will come up on your screen saying, (you can feel the dark side creeping around you) or something. In traveling through the cave you will see scary poi's referring to dark Jedi, maybe collect a red crystal or two, and at the end of the cave will be a Dark Jedi. Maybe you can have the PC fight them. Or fight them for a bit, till they feel defeated, and then turn them back to the light. This should be something that only you are flagged for, so that you cant take any help with you. Have to go alone.



JEDI MASTER VARSHON JADIN

Participant in the Master Apprentice Program
Foxteeth
Wed Feb 25, 2004 7:04 am
#472

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.






Alio Crestingsky


Founder and Co-Leader of
Y The Hall of FOXY
Ladies Y

DMFan
Wed Feb 25, 2004 7:34 am
#473

I'm against the need of mastering professions or to have a fixed amount of money; all these things are absurd to me.


One should be able to become Force Sensitive following a path of valor which means completing quests and finding particular items that can grant the player this great peculiarity.


So, let's find a way to create a great quest-based path which may be different for each kind of player (if I'm a master Fencer I will receive a kind of quest while if I'm a master Rifleman i will receive another one, and so on...).




"I was angry with my friend, I told my wrath, my wrath did end; I was angry with my foe, I told it not, my wrath... did grow." (W. Blake - A poison tree)

Danem Jy'viir - Old Denobia, Rori.
obiwan137
Wed Feb 25, 2004 7:40 am
#474


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).




-------------------------------------------------------
Cpt Spock
Bria : New Solah
"Live long, and prosper."
"If you eliminate the impossible, whatever remains, however improbable, must be the truth."
Helios51nv
Wed Feb 25, 2004 8:16 am
#475

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






Jason- Nezumi
Leader of Talyc Runi, Starsider
Helios51nv
Wed Feb 25, 2004 8:21 am
#476

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!





Jason- Nezumi
Leader of Talyc Runi, Starsider
Rancor_Durni
Wed Feb 25, 2004 8:52 am
#477

lol! so tell me, what do crafting proffessions do then? Its the people on the Jedi boards mouthing off about new ways to becoming Jedi, with silly, far fetched ideas like "You should all be a Jedi, but you need a Jedi master to make you FS" and "You have to fight and kill another Jedi solo" that are here complaining about not being a Jedi, its the actual Jedi who are out battling with the holocron system and playing the game.
SiliconSmiley
Wed Feb 25, 2004 8:55 am
#478






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."




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

SiliconSmiley
Wed Feb 25, 2004 9:12 am
#479

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.










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

Neutral
Wed Feb 25, 2004 9:34 am
#480

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.


Any when we had reached a certain number then our character would be unlocked.


An interesting idea.



As for Quests (for the new system).


I suggest a series of quests designed to teach a Jedi different things. One quest could involve training to be a scout (and this being able to learn more about your potential enemies (when clicking 'examine')). One quest could involve learning how to use your hands (something they'll need to know when making lightsabers) so learning how to specialize in a chosen Elite Artisan field (weaponsmith, armorsmith etc) -- A user could then _voluntarily_ set up a shop to sell these items while they're learning to become a Master in their chosen field.


Learning to become a Medic (or Elite branch) as part of a Quest should be important too. Helping other people is a very "Jedi" trait.


I think all of the above, plus the all important COMBAT quest is in keeping with a Jedi's traits.


Remember what Yoda said: "Adventure! Excitment! A Jedi craves not these things!" Also it's pretty clear that you must be willing to sacrafice a lot of stuff to become one, so no moaning about having to give up your favourite profession


Thanks,


~ John





*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
Neutral
Wed Feb 25, 2004 10:03 am
#481


The New Path to Becoming A Jedi (Quests)


I suggest a series of quests designed to teach a Jedi different things. Each quest would take some time to complete and would teach a player a certain skill/profession along the way. Once completed they would move on to another Quest with a different skill to learn. Ultimately a Jedi Initiate should be a Renaisance man (or woman).


One quest could involve training to be a Scout (or a user chosen Elite profession in the Scout tree)


This could teach them several things: Learning more about potential enemies (when clicking on 'examine' and getting more information etc). Learning to be a Squad Leader (for leadership qualities). Learning to be a Bio-Engineer or Creature Handler to be more involved and learning more about their enviroment.


Another quest could involve learning to use their hands, ie a crafting Profession (something which Jedi must use when making Lightsabers).


The User could then choose between Weaponsmith, Armorsmith, Chef, Tailor, Droid Engineer etc. They would then have learnt the necessarily skills and understanding about Crafting when they Mastered that profession and completed all the quests.


Learning to become a Medic (user chosen Elite branch) as a Quest should be important too. Helping other people is a very "Jedi" trait, plus it will teach them more about their own bodies.


Then we have the very popular COMBAT Quest, where the user must choose an Elite combat profession and master it (eg Pistoleer, Carbineer, Rifleman).


Then there's also the equally important, MELEE weapon training: A Jedi must know how to handle a basic melee weapon if they ever want to use a Lightsaber properly!


Finally they must show their allegiance and understanding of the Galaxy and what is currently going on around them by reaching a rank on a chosen side: Alliance or Imperial. (This should be VERY middling, without telling the user which is the "right" choice, its up to them. ie. The Imperial side could say that being a Rebel below the law is not a good way to instigate change in the Galaxy and that's why it's better to become an Imp etc.) A Jedi cannot sit on the fence in these matters, s/he must become involved in the Galaxy and its events and take a side!


These Quests should NOT be completely mission based. They should NOT be done step-by-step. They should say things like: "Now bring me a peice of Armor (if the user chose Armorsmith for their Crafting Quest, otherwise it would be Weapon, Clothes, Food, Droid or whatever) that you have crafted yourself". Then the next mission should be: "Now bring me a piece of Armor that can withstand 50% Kinetic blasts" or something like that. Next it would be a piece of Armor that only a Master could craft etc.


These Trainers could be the BLUEY GHOSTY Jedi from the end of RotJ etc. They could appear and tell the user they havepotential to become a Jedi(only the user can see them, like in the movies) and that they must choose a profession from a given tree. Once they have become a Novice in that skill, the BLUEY GHOSTY Jedi will appear again and tell them to create a piece of armor (as mentioned above) or learn about their bodies or heal enough people or get a certain rank etc. Once that is completed they will appear again and so on and so on.


Remember what Yoda said: "Adventure! Excitment! A Jedi craves not these things!" Also it's pretty clear that you must be willing to sacrafice a lot of stuff to become one, so no moaning about having to give up your favourite profession


Thanks,


~ John






*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
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