Development Cycle Archive
Thread: IC4: Path of the Jedi
you want it rare? How rare?
Find a csr or two, give them master jedi titleness and have them randomly log on on random timespaces of no less than a week next to a randomly chosen player from the database.
For your sake, i hope the csr assigned to do that is a roleplayer.
And i also presume you can take it from there on.
Crafting missions could include things like multi-leg missions to earn the components we'd need, puzzles (which would actually challenge the user not just the character), or quizzes on our crafting profession (or questions on general game knowledge). Just a few ideas, I'll try and think of more later.
First, he reached the ANH equivalent of Padawan status basically by meeting Obi-Wan. We can model this process:
Rare[0] random[1] spawns in the wilderness will offer a simple delivery quest to a static NPC[2]. This quest is the start of your path to Force Sensitivity.
The static NPC will offer a few of the trivial quests offered by existing static NPCs. However, if you've done that delivery job, he will offer a further set of quests; I suggest quests that aid people in need, rather than destructive quests, since a Jedi should seek to serve the Force, not the other way around. Even if the player wishes to be a dark jedi, the one giving the tasks probably does not wish them to be.
It is up to you here to decide how many quests there are, if those quests spawn multiple people and so on. My personal preference is that the completion of these quests should be an offer:
Billy-Bob NPC says to Queeble, 'I sense in you much power, my friend. If you wish, I can teach you the ways of the Force. The first step, however, is always to unlearn what you have learned. Do you wish to learn?'
Accepting No will forever close that character's ability to be Force Sensitive. Accepting Yes will cause the character's existing skills to be completely revoked, and the character to become Force Sensitive, irreversibly. The player may at this point create a new character on that server, who will never be able to become Force Sensitive.
This provides the continuity that the character who quested for the Force Sensitivity is the one who gets it. It also allows for that NPC to be your FSCS trainer. If it is technically infeasible, the NPC should direct the player to a new NPC, who will be the FSCS slot character's trainer.
Now the character is a Novice Padawan, and life changes dramatically. The NPC will immediately offer a new set of quests, this time for the components for the Padawan's light saber. Bear in mind that the Padawan will have no real abilities at this point, and the quests should reflect this. In other words, a Novice Padawan should not require a Krayt Pearl. Similarly, at this point the Padawan's trainer believes them to follow the Light Side of the Force, and the quests should reflect this. As a suggestion, the Padawan could be tasked with carrying vital medical supplies to a remote farmer, who had discovered a force crystal while digging up a new field, or perhaps you are sent to check for survivors in a crashed escape pod; fortunately the pod was empty and presumably just a malfunction, but the power regulator would be perfect for the lightsaber.
We then note that Luke is trained by Obi-Wan as they progress on an important and dangerous quest. Unfortunately, this quest costs Obi-Wan his life, but it also allows Luke to grow as a person, progressing to the ANH equivalent of a Novice Jedi. We model this:
After the player has reached Master Padawan, their NPC trainer will not teach them any further skills. Instead, a set of quests will be offered to allow the player to find their next trainer. Ideally, these quests will be able to follow two paths, and the path chosen by the player will dictate their Light/Dark nature. For example, your Master might say that a local gang has been harassing a family. You can complete the quest by finding the gang and slaughtering them all, though your Master will be saddened. You can also complete the quest by talking to the leader, and discovering that the gang is in fact a group ostracised unfairly by the townsfolk, who are merely trying to recover a precious item. In the first case, the story will be over, and the next story will begin. In the second case, your Master will send you to the family to learn more.
Finally, your Master will direct you elsewhere for further training, pleading old age or infirmity or inability or some such. If you feel up to it, you could even have the Master slain, and his blue glowy directs you on, but that might be going too far.
Following Luke further, he essentially completes more drawn out and involved quests at each stage of his development. He moves through Jedi, with one failed attempt to save his friends on Bespin, followed by a successful attempt in Jabba's palace. He becomes a Jedi Knight after his quest to save his father's soul is completed; incidentally destroying the Emperor in the process.
In the EU, he becomes a Master after further struggles.
The key points here are:
1) The path to FSCS is started by a mission given by a wandering NPC.
2) The path cannot be started until certain criteria have been met by the character
3) The path should be tailored to the playing style of the player
4) The path should reflect a life of dedication to the Force
5) It would be nice if the character could /become/ force sensitive
6) The lightsaber components will come from quests. The first set of components should come from the initial quests offered by the NPC, but dynamic POI style spawns should crop up from time to time, some of which will give saber components, allowing for variability in the lightsabers.
7) This questing tradition is also the transition from Padawan to Jedi, and Jedi to Knight, and Knight to Master. At each transition, the player may move to the Dark Side, though I'm at a loss to explain how they might reverse that transition.
[0] Use a sensible definition of rare, not the definition used for Arachne Widow babies.
[1] Alternatively, key the likelihood of the spawn off useful information about the character. I would suggest things like total # of quests accomplished, certain badges received, and specific requirements on 'main' quest series. The more of these things a player has done, the more likely the spawn is to appear.
[2] The ideal situation would be to have the static NPC chosen based according to the profession you are most proficient in, favouring elite professions over novice professions, and selecting randomly from equal professions. This way, you can tailor the quests to various play styles.
For the FS quest thing:
Not so much of a quest, but how about a point system? Doing certain quests earns you points, but so do other things.
For example, make it so there are three groups: healing, artisan, and combat. Each group has an equal amount of points assigned to it, but you only need to get, say, 3/4 of the total amount of points. To get points, there are many ways. Example: healing. The number of unique people you heal gets you points. The amount you actually heal for gets you points. Artisan: the number of experimentation points you use gets you points. Using the experimentation points one at a time earns points. The quality of the materials you use earns points. Combat: the frequency you initiate combat induces a lesser number of points, outside of missions. Harvesting the creatures you kill earns points (not wasting the bodies.)
Basically, count small things that a Jedi-type would do, but not necessarily a power-gamer. The quests and badges could still have an influence, but I think others have that covered.
Also, I think there should be some attempt to put RPing into the system. For example, you could shift the requirments for a Mon Calamari towards peaceful goals. I also don't see a problem with CSRs and the events team awarding small amounts of points (maybe as people get large amounts of points, put their names on a list to allow CSRs to be available to boost them a very small amount.) Finally, I think the idea of randomness that was somewhat present with the current system should be maintained.
- 2 Totally Different Paths - There should be two totally different paths, one Dark Jedi, one regular Jedi. They should, however, be the same quests, just with the "dark" added in or the "light" added in.
- Combat Quests - Quests where NPC's assign "positive" assassinations...if possible. Dark Jedi's would get more assassinations, "light" (what the hell do we call non-dark jedis?) Jedi's would get more creature removal, or training combat.
- Crafting Quests - The fact that crafting is a big part of the game shouldn't be ignored in the quests...no matter how uninvolved it is with Jedi's. Give the player a schematic, find the resources, and deliever. Or possibly have the item help the player in their path to becomming a Jedi.
- Recon/Exploration - Travel...travel, and travel some more. Jedi's need to know about the galaxy. Have quests delivering (recon), and possibly discovering POI (exploration).
- "Find this item" - Like I said, I know it's going to be there...the "Find me this rare item and bring it back to me" quest. Please, make it something possible to find, because we know that people will cheat and sell the items. Making it "non-droppable" doesn't help either, we've found ways to pass that. This is where I suggest having holocrons come into place. Perfect setup for Dark and Light Jedi's (I still don't think "light" is the right term?). Dark need to find sith, Light need to find the normal holocrons.
- Holocron Use - Well, you guys said it yourself on the "Friday Feature", those trying to become Jedis under the current system aren't going to be forgotten. So, I already mentioned one way, delivering holocrons. But thats not really fair, what does that have to do with grinding professions? So, we could have this be the scenario for the very beginning of the quests: NPC instructs player to find a mysterious item called a holocron (regular or sith depending on side) and bring it back to him/her. When returned, the NPC will tell the player what the holocron said, and the player should master that skill, then return to the NPC when done...That will be their "main" skill on their path to becomming a Jedi. Those that have already completed a holocron can pass this quest by simply just bringing back a holocron to the NPC. What other way could you "return the favor" to those already working on the current system? Give them a bye on the first part of the quests.
- Time-Frame - I was worried when I saw that "Quests would take place over a long period of time". I hope that this doesn't mean that it will work like the Cries of Arcaadia, one quest opening a month...That would just suck, people should be able to go at their own pace, if they're ahead, hell, they deserve it, let them become a Jedi before everyone else.
Well here are my thoughts...hope this is taken into consideration...TH, I just hope you clear up soon, are the quests comming in Publish 7?
- Make it flow, and never allow progression to stall from having to compete for spawns, or random spawing quest NPCs. I can handle driving 2000 miles, but not down a road with stoplights every mile, or 24/7 rush hour traffic.
- Make it so it can be soloed, either with a crafter or combat profession. I would hate to see a bunch of FS quest cookie cutter character templetes come out. Have the difficulty for combat quests consistent with master professions lvl 25-35; ect. Attaining a jedi should be an individual thing.
- Make economic status irrelevant. What I mean by that is.. make any quest/path items are nodrop (like current Jedi quest holos)to discourage camping whatever drops those items, and also to ensure that the person dosen't go out and buy their way through quests.
If I had control over the revamp, I would leave holo grinding for holos 1-4. Once a character reaches his/her silent holo, then that holo would direct the player to an NPC to start force sensitive trials.
Force Sensitive trials idea:
Every 2 weeks force sensitive trials would start, and players would be given tasks to complete every day.. like bring a rare resource that can only be sampled with a special tool they are given, and the resource spawn shifts every hour or so. Each time they turn an item in, or gain a kill count ect., they are given points. The top 5% at the end of a period (maybe 3-4 weeks) would then be granted a force sensitive slot.
Once the force sensitivecharacter is created it will have a period of time to make it past the initiate stage, and a limited amout of deaths. If the character fails to reach its goal then you go back to the force sensitive trails..
These are just my ideas, no need to flame. Thanks
The main thing I want to see is a long, involved process that could require months to complete. Missions should be extensive and involved. Going from the movies we know that the path to becoming a Jedi is not a simple matter, you have to devote your life to the Force.
I would love to see missions that require groups to complete, something like this: Bounty Hunter tracks down NPC and kills NPC's captors. NPC is close to death. Doctors and Entertainers work together to heal NPC. NPC unable to walk to safety, so crafter makes a special vehicle for NPC...
This game is about community, and players should be encouraged to interact as much as possible, this means that the "less popular" professions such as crafters, entertainers, and doctors should be integral to the process of becoming Jedi.
For those of you who belive that Jedi is nothing but PvP fighting all day long, remember we are 'living' in the EU here, so here are some great Jedi from the EU whohave expanded beyond thefight...
Cilgahl - Jedi Healer
Ikrit - Teacher
Jacen Solo - Creature Handler
Tionne - Musician