Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one?
Twiggy_Gorath wrote:
Genrader wrote:
The path to FS should be completely mysterious and random.. You can't possibly know the HOURS of fun my friends and I had doing things like walking down scary roads on Dantooine hoping to find an NPC that would tell us something to do.
We spent hours doing all kinds of quests hoping our "good will" would get us to the path to FS.
How disappointed we were to realize it was nothing but holocrons and professions made me want to throw this game out the window...geezus.
Also, the more mysterious and random it is, the harder it will be for people to make guides for everything. Make each quest vary a little, and make it so the quests are in completely random order. Some will involve intellect, some will involve finding very rare spawns, some will involve good will, etc.
These quests better be INTERESTING, GOOD, RANDOM and not easily put into FAQs on how to do it quickly.
And on a side note, I am NOT a Jedi.Message Edited by Genrader on 07-10-2004 11:38 AM
Message Edited by Genrader on 07-10-2004 11:39 AM
LOL! My friends are I were like that too. Every NPC interaction, mission was a potential slot unlocking activity. What a kick in the mid-frontal region it was to find out there was no mystery at all, just some pathetically mindless system of grinding through professions. If we were smart we all should have bailed on the revealing of that "mysterious" game system and left SOE to ponder it a bit more seriously.
Ah well. I hear WoW looks promising from some of my friends and guildmates testing it. Be nice to throw money at someone else besides SOE (EQ, SWG....) for a change. Especially a class act like Blizzard (they are developing WoW still right?).
Whoohoo, someone like me! It was horrifying when I got my holocron and it said Armorsmith. I nearly died.
As for WoW, yah, they're still developing it. I probably won't end up switching to that, I'll either switch back and forth between EQII and SWG or stick with SWG until Middle Earth Online next year.
Ideally, it would take the form of a content-driven quest similar to the new Hermit Quest. Perhaps with the semi-static spawns or spawn areas, preferably with quests on each planet of the galaxy, driving the player to complete stories and missions.
Please do NOT make them like the Jedi Knight Trials. Those are the most uncreative missions that have been put in this game. Find MOB, Kill MOB. Repeat ad nauseum. Every quest should have a story. Every quest should be compelling.
Also, at least some of the quests should take time to complete, in order to purposely gate people from advancing too quickly. In other words, the spawns might not be there every day. Or if they are there every day, perhaps some of the key quests are quite difficult to locate because the spawn area is so broad. If this step is not taken, and the path is able to have spoilers written about it (which it will, this is unavoidable), you will find that powergamers invariably will find ways to complete the "months of work" in a few weeks or days. The Hermit Quest was completed by a good number of people the day it went live. I'd say that is evidence enough to support some form of gating. Even if the quests say "return to me in 3 days time" or something, at least this will stretch out the progress.
Perhaps every new quest, and indeed some old quests, could be adapted to grant a certain amount of invisible "Force-Sensitivity" rank, similar to how visibility works for Jedi. For example, the Hermit Quest could be made to be worth 10,000 Force Sensitivity points. 2,000 for each of the 4 parts, and 2,000 points for returning to the Hermit. Make the goal something like 1 million Force Sensitivity points to "unlock," and grant Force Sensitive skills along the way as you progress. I don't think the player should necessarily know the value of each quest they do, just know that they are progressing. This also would enable you to assign a value to any given act in the game. Killing a nightsister elder might generate some points. Mastering a profession that one had not yet completed might generate some points. Doing missions might generate some points. Crafting an item might generate points. Obviously, the quests would be where the "big" point-gain is, but in this way every person could truly mark their own path, by progressing in whatever way they see fit.
There must be a COMPLETE path to Force Sensitivity that includes no combat whatsoever. A master chef/master tailor should have just as much opportunity through their own quests as a master combat medic/master rifleman. There must be entertainer quests, crafting quests, combat quests, medical quests, etc. If not, the system is fundamentally unfair to the playerbase as a whole. Do NOT require crafters/entertainers/medics to group with combatants to progress. This is UNFAIR to a person with no interest in combat. And before you say "well, Jedi is a combat profession"... yes, this is true. However, some people will prefer to play a "combat-lite" Jedi and fill out the ranks of the healers/enhancers, or will want to just benefit from the passive Force Sensitive skills that can be earned. EVERYONE should have that opportunity, this game is not just about combat.
In conclusion, this system has a lot of opportunity to impress... but it must be like the Hermit Quests, not like the Jedi Knight Trials. And as I said, people should have a general idea of what they need to do, but not necessarily the EXACT path nor should they know how much value everything they do has. In this way, it can be a truly epic adventure, taken at the pace of the player, and be something one is proud to have accomplished.