Development Cycle Archive

Thread: IC4: Path of the Jedi

Zbyma
Wed Feb 25, 2004 10:19 am
#482







Renairdor wrote:



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






Lot of good ideas in Renaidor's post, butthis I don't agree with. Shouldn't aJedi character be able to move from dark-to-light or visa versa, as he or she progresses? Likewise, they should be able to change their allegiances. There is a lot of support for this in theStar Wars continuity, I think.





<<< IMPERIAL ORDER TO DETAIN ENCRYPT CODE 92AacA5s-99 >>>

Drota Da'Pothir. Twi'lek male. Yellow skin with blue markings. An Alleged slicer and spice dealer. Confirmed ties to the Cult of the Sarlacc and Jabba the Hutt. Wanted for questioning regarding whereabouts of Sarlacc City. Subject is armed and dangerous. Last Seen: Bestine, Tatooine.
<<< END TRANSMISSION ENCRYPT CODE 92AacA5s-99 >>>

Towelie01
Wed Feb 25, 2004 10:45 am
#483

How about there be different types of Jedi like in Knights of the Old Republic. You could have some jedi's who focus on combat, whileothers who focus on using force powers. That way, us artisans can have a far shot at being a jedi.





Baccamox
Master Artisan, Droid Engineer 4/3/x/4, Novice Swordsman Big Lovable FurBall
"Grind blasters? Won't that break them?"
-Me
BaneShee
Wed Feb 25, 2004 11:08 am
#484



Opening your Force Slot:


Any kind of quest system will not work because there is no way the devs can make enough unique quests to satisfy all the players and in a matter of a few days all the known quests and detail descriptions of how to complete them will be posted all over the boards. Lets get real people, I don't want to play this game with 100k Novice Jedi running around....


The fair solution that keeps the number of Jedi to a realistic level but gives everyone an opportunity to become one and eliminates profession grinding.


Make becominga Jedi a complete mystery and make it totally random. Set a max number of force sensitive slots that will be allowed per server,this could be determined by a % of the server population.


Put in a max death count for each force sensitive slot and when that max death count is reached then that slot is lost (max death count to be determined by consensus).


Whenone slot is lostanother player is picked at random for force sensitivity. The only requirement for you to be included in the random FSS drawing is that you play the game on a regular basis (regular basis to becan be determined by consensus).


If you lose your FSS then you cannot participate in the next drawing but are still eligible for any subsequent drawings.The only requirement to keep your FSS slot is that you must play the FS character and be making reasonable progress(reasonable progress to be determined by consensus) towardbecoming a Jedi, this will prevent players from just holding on to aFSS to be used as a mule character.


This system seems totally fair to all involved and doesn't reward power gamers over casualplayers but also keeps the number of FSS characters at a realistic level.



For those players who are currentlygrinding holos:


Give them a certain amount of time to unlock their FSS, this can be based on their progression thus far and then after that time frame they are treated just like everyone else.



After Opening the Force Slot:

Use all the wonderful posts about quests and all the other good ideas about progessing my main concern is making the FS slot issue fair for all players and keeping the number of Jedi to a managable level.
Vashner
Wed Feb 25, 2004 11:30 am
#485

Test the players skills. Not the power of his guild or eliteness.


Make it doable by long term casual players not just the elite.


Already too much eliteism in the game and in like EQ epic's.




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schreck
Wed Feb 25, 2004 11:37 am
#486

I was thinking as I was traveling across Yavin the other night, there are all those interesting places that have no meaning placed on the planets. Those cool little ruins and such.


As part of the quest to force sensitivity why not make some of them hotspots of the force? A character is given a random amount, say 10 out of 100 locations. If you manage to locate your 10 locations you complete a part of your training.


Still a long road ahead but this could entail a lot of exploration, travel grinding maybe but still possible. Perhaps when they reach or come across such a location a very hard NPC appears and you answer riddles or fight him. In that way you know you have located one of your areas for your character. Failure means no training is credited and another spot is given to you, which you don't know where of course.


Just a brainstorm, throwing ideas around.


Deetz Bajakk
Captain of the Alliance
<SHADO>


Zbyma
Wed Feb 25, 2004 11:41 am
#487







SiliconSmiley wrote:





Rancor_Durni wrote:

Most of you are forgetting the fact that crafting proffessions have to do the Jedi missions too.




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.






I agree with this! I say do away with the second Jedi mule character, make PCs follow the path of the jedi (whatever that means ), and they they have to use their PRIMARY (and ONLY character on that server, unless they have two accounts) character as the Jedi. Jedi are a combat class and possibly a support/social class (healing, arbitration,etc.) But NOT a crafting class. They make a few Jedi specific items (lightsabers, for example), but I don't think that there is any evidence thatthere were Jedi merchants...


Of course, if the Devs keep the Force-Sensitive Slot 2nd character concept, then I think there should be a way for all characters (including crafters) to unlock their slot, just because there doesn't need to be any correlation between opening the slot and actually being force-sensitive or a Jedi (since the player has to make a completely new character for that). I agree with SiliconSmiley that grinding towards opening the Force-Sensitive slot is bad, but I think that combat and crafting can both be grinded, so there shouldn't be a bias because of that.


Once again! No permadeath now, so there is no need for a 2nd Jedi character slot. Get rid of it! Oh wait, that isn't what we were talking about? oops...







<<< IMPERIAL ORDER TO DETAIN ENCRYPT CODE 92AacA5s-99 >>>

Drota Da'Pothir. Twi'lek male. Yellow skin with blue markings. An Alleged slicer and spice dealer. Confirmed ties to the Cult of the Sarlacc and Jabba the Hutt. Wanted for questioning regarding whereabouts of Sarlacc City. Subject is armed and dangerous. Last Seen: Bestine, Tatooine.
<<< END TRANSMISSION ENCRYPT CODE 92AacA5s-99 >>>

OrricTal
Wed Feb 25, 2004 12:51 pm
#488

May have been covered off already, but my thought was that as you aquire a the xp to get a skill you are "Contacted" via the force by a master / adept / whatever and told their location, this location would work much the same way as a mission does in that you go to the planet follow the waypoint, then it gets updated when you are close enough that you can chat without fear of getting murdered.


I like the idea of that person then giving you a mission that would aid you in getting a lot of xp towards your next skill (but not all of it to leave room for the Jedi in training to go out and do their thing)


I think force sensitive NPCs could be fun too, in that they can sense a jedi nearby challenge you and if you don't talk your way out of it / kill them (light and dark paths) then they announce your presence (although maybe this would be best left for more powerful jedi)


Another idea was that if a bounty hunter comes after you the jedi should be able to sense a disturbance or something like that and know they are being hunted, you should get increased amounts of xp for successfully killing them or evading them for an amount of time (something like this may already be in place, but not sure)


I agree on not having fed-ex (fetch and carry) missions for the Jedi, but I also think that you should be able to accomplish them solo


From reading the books the Jedi were seen as keepers of the peace in a lot of cases, would be nice to have NPC challenges for you to settle disputes, allowing you to have a fight if you are evil, or come to a fair understanding if you wanna be nice.


Anyways I got more, but most people have probably already given up reading by now!!!


Cheers


Orric


YourFace
Wed Feb 25, 2004 1:45 pm
#489

I like that Idea.. you rock.
Silvadeus
Wed Feb 25, 2004 2:45 pm
#490

Alright, this is an idea for FSCS as well as when you become a jedi....


Ok my idea is that you create something along the lines of the Emporers retreat quest, my biggest concern however, is having 200 people all attempting to do the same quest, as everyone rushes to get through everything...


The idea behind this would be having several caves throughout the galaxy, on different planets, you would have to complete certain quests involving, talking to a certain npc, and as you completed more quests, you would then be able to move on to the next cave to do the next set of missions.


Now in order to be fair, you would need to produce two different roads... one for Combats (CM's, BH's, CH's, TKA's, Commandos....) which would involve, defend this base at point a., destroy this, do this, kill this dark jedi... save this light jedi, assist, this FSC with this task... and also one for Crafters, something for these guys that would involve, take this schematic, gather these resources, help build a lightsaber for this jedi... (course that LS would not be useable) but dont make it so that crafters have to change their profession in order to complete the quests...



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nimat
Wed Feb 25, 2004 5:16 pm
#491

First let me say that I think a quest based method of becoming Jedi is a great idea. Sorry to all those who spent hours AFK dancing, and macro grinding but that system was a disaster, and I think all elements of grinding your way to Jedi should be thrown out. Identifying the needed quest via holocrons is also a bad idea;, Jedi are supposed to be keepers of the peace. So the path to enlightenment shouldn’t be to kill every biped in sight hoping one will drop a holocron.

If the quest are done right (similar to Act 3) then becoming Jedi will be challenging and fun. And isn’t having fun what were playing in the first place?

The quest should be random and different for each player preventing people from just posting a list on the net for everyone to follow. There could be clues for which NPC you need to see to start a FS quest. For example as you complete the Rebel theme park the final mission ends with an NPC giving you a hint as to where your first Jedi quest begins, this could be a name, a town, a planet, or even a location. The NPC could say something like “You should visit Bela Vistal, the fountain there is beautiful” Then you go there and run missions for the NPCs near the fountain, one of them will end with a new clue. As you go along the clues should become harder and vaguer. Some could even be given during the quest not at the end to keep you on your toes. The more interesting and varied the missions the better of course; consider adding caves or mazes that require puzzle solving (find the switch to open a door etc,).
Instead of just fighting your way through have quest where you use stealth to sneak in steal enemy plans or rescue a prisoner. The Act 3 quest where you had to infiltrate Jabba’s gang was fun, so more like that would be great. Most quest should be solo missions but a few should require player interaction. Some should require you to get help from other players, either to make something for you or to help you defeat a particularly hard boss. . Luke would have never destroyed the Death Star without Han’s help so we should get help on our path to Jedi too.

As for Mastering Jedi, I agree with an earlier post that said static NPC mission givers would be camped by Bounty Hunters, after all our job is to get the mark by any means necessary. So the above system of getting clues to your next quest would work for apprentice Jedi too. The Jedi quest should be quest where you have choices to make, not just go fetch or kill. Based on the choices you make you start to become either light or dark Jedi, thus allowing you to change your path along the way. After all Anikan didn’t plan to go to the dark side. It was a result of the choices he made.



Nimat Wiecheu - Bounty Hunter
Bloodfin
obiwan137
Wed Feb 25, 2004 6:21 pm
#492

Lol trust me you DO NOT want to set a cap on jedi. Lawsuits,suits etc (trust me there are people like that out there)



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ZapatoGrande
Wed Feb 25, 2004 6:48 pm
#493








Here is a novel idea. What if all playercharacters were force sensitive to start with and each account was limited to one character on all servers (so no lot trading etc)?Players would have to choose if they wanted to continue on the path of the force, while forsaking other skills similar to the system we have in place now with a finite number of skill points. This would allow the already extremely busy developers to create content for the jedi trainees as well as the continuing evolution of the other classes and the big picture story arcs like Act 3 and the GCW.


Developing content for unlocking the FSCS is just a ton of extra work that could be spent developing quests/content for jedi trainees and non-jedi players. Not all players will want to put in the work to becomejedis due to the difficulty of the path/bounty hunters/the Empire hunting them down/etc.The path to mastery should be long and arduous but every player must be able to complete it if they so desire. The fact that we all have to pay amonthly feefor this game, makes other options less desirable. The more I play this game, the harder it is becomingto justify the monthly cost, when I am not able to play the game as a character type that I want to. I am not advocating that all players be jedi, I am advocating that the cost of the game should include a force sensitive character so I have the option of pursuing if I so choose. The new and improved futurecontent would determine how long I stay on the jedi path, but I strongly believe that all paying players must have the choice to start on the path of the force and not have to wait or satisfyothercriteria (quests completed/time subscribed/badges obtained/professions mastered/etc). The fact that I am paying for this game every month should be proof enough that I want to be a jedi and that I am worthy enough.


What do think?


Terrin




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Aztrekker
Wed Feb 25, 2004 6:49 pm
#494

Hi, i started playing this game aprroximately 6 months ago and at that time, i didn't even know that u could become a Jedi. As soon as i found out that you could unlock a FSCS, that became a priority to me. I scavenged the internet for information and found out that a holo could be of help. I obtained a Holo and expectations grew high as i was about to use it. I almost felt the need to cry when i discovered that i had to give up my current proffesions, Medic and Marksman, and become Novice Artisan and start grinding... This is no fun at all (yes, i know 1000 people have mentioned it before) since i have no interest in grinding. It is VERY expensive to do on your own, and that puts you at the mercy of others. I strongly urge the Dev-Team to remove this and make the quests based on your chosen proffesion insted of forcing them upon us.


Second of all i have a question,and i hope someone can help me:


On one character my holo said Master Image Designer. That was the first holo i have used on him.But on an other character (on another server of course), the first holo i used said Master Combat Medic. If i master ID on one character, and CM on the other, will i have 3 more proffesions to master or 4 more on each char?


Thx a lot for a great game, hope you manage to find a way to let us gamers, that dont have much time to play, a way to unlock a FSCSwithout having to grind stuff ormake us master proffesions we have no interest in mastering.


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