Development Cycle Archive

Thread: IC4: Path of the Jedi

obiwan137
Wed Feb 25, 2004 10:52 pm
#508






B00tleg wrote:

One thing I'd like to see is a feature to show off jedi lightsabers withouthaving to engage in combat or be TEF because of it.




I thought about this and came up with the hanging your lightsaber on your belt (unequipped) it goes along with the jedi clothing idea of haveing 1 set of clothing for each defence including the kd dizzy etc and after getting all of them being able to merge it into something with a deffence to everything in a practicaly %. Also the lightsaber could possibly "recharge" or gain bck hp mostly based on the power packs the old jedi used to carry arround to charge their lightsaber.



-------------------------------------------------------
Cpt Spock
Bria : New Solah
"Live long, and prosper."
"If you eliminate the impossible, whatever remains, however improbable, must be the truth."
RebellionCommando
Wed Feb 25, 2004 10:57 pm
#509






JediHunter03 wrote:


Greetings! Here are a few ideas:


1. Instead of creating a new character, what if the character thatunlocks the fs slotbecomes the Jedi? In this system the Jedi profession would work in just the same fashion as all the other professions, with one exception. Once one skill is put into the Jedi profession, all other skills in all other professions are lost. This way one has to be truly committed to being a Jedi. Master Jedi should require all of the skill points. In many Star Wars stories and games, like in the Jedi Knight series of games, a Jedi can revoke his abilities and live as a normal character, i.e. a smuggler, etc. Or the person can embrace the force and become a full-fledged Jedi.


2. Jedi advancement should take place with pairs of Knights or Masters and Apprentices. It is fitting that the most extremem profession requires the use of the most extreme apprenticeship system. Instead of looking for NPC's to get skillsfrom, or train from, Jedi would look to eachother to take on quests together and advance together, just as in the movies.


3. Just as bounty hunters will someday be able to take on assassination missions from players, Jedi should also take on missions from players, but possibly only at the city level. If a rebel city was being raided constantly by Imperial pvpers with their at-st's and they truly needed help, they could call for the aid of a Jedi. They would be forced to put up a handsome reward if the Jedi was successful. This would integrate the Jedi into the player community and allow more interaction between players and Jedi.





I like number 3 a lot...that is a great idea.....Now about being full commited to a jedi...i think createing a new character in the old system allows the player to go back to proffessions he/she loves and have a jedi too! In the new system however fully commited jedis may be good.....but personally i would like to have my jedi have a new name and look since i am gonna be all powerful!!!


_________________________________________________________

Mastered Classes:

Marksman
Commando
Armorsmith (1st holocron) COMPLETE

Current Classes:

Scout (only to get BH)
Bounty Hunter (2nd holocron)


RebellionCommando
Wed Feb 25, 2004 11:00 pm
#510






obiwan137 wrote:





B00tleg wrote:

One thing I'd like to see is a feature to show off jedi lightsabers withouthaving to engage in combat or be TEF because of it.




I thought about this and came up with the hanging your lightsaber on your belt (unequipped) it goes along with the jedi clothing idea of haveing 1 set of clothing for each defence including the kd dizzy etc and after getting all of them being able to merge it into something with a deffence to everything in a practicaly %. Also the lightsaber could possibly "recharge" or gain bck hp mostly based on the power packs the old jedi used to carry arround to charge their lightsaber.




I think me and boot are talking about actually showing the light of the lightsaber...instead of just the hilt

almanish
Thu Feb 26, 2004 12:57 am
#511

One annotation to some ideas I have read

To the holo grinders reward for being "in the path" for so much time... well, I suppose I am going to be flamed, but I think that, although somehow they should be compensated, they should be given more hints or a little push in the right direction, maybe something more than that, but not sure if they (we, in fact, I am in my silent one, so I know what I talking about) should be given 50% of the path done... Yes, we have work hard, but in macroing, in finding the fastest way, the cheaper, the grinding. But there is still one piece of the puzzle we haven´t solved, the last one, and that one for some of us coult take out much more longer than the path we have already done, because it seems to be no way to know it, so, we are still lacking much more than those "50%" of the path. (ugh, I am being flamed! )

On the other hand I understand, from all the info devs have given to us, that everyoe should be able to get its FSCS some time. If you put a cap, make it random spawn, and all that kind of solutions, you are favoring powergamers a lot, a very lot more than casual gamers. Although maybe this seems to be fair (they devote more time) I have found that a powergamer is (mainly) that one you can find afk-grinding, killing senseless all kind of critters in the woods for the xp, or crafting day and night and shouting his spam in the spaceport. On the other way, casual gamers can be found doing a lot of things, but surely, they not enter one or two hours a day to grind and grind and grind. It is more probable in this case they enter to have fun, talk to friends, doing interesting missions... I feel these people make SWG more alive than the firsts one, but well, maybe I am wrong again (more flaming to me!)

More thigs why I should be flamed... let's see:
In the holo grinding path, I have found that I like some of the professions I have to do!! hehe. More than this. This way have helped me to undestand the strong and weakness in some professions, have me to love chef! (I will keep it, I accept orders! lol) and find some interesting bugs I could post and get things in the game solved. I now know how to combat some classes. Well, I accept this was not the best way to unlock the FSCS anyway, and agree that it needs to be fixed. Maybe if it were focused another way, they would have get more acceptation. Anyway, I prefer others ways as I have posted before.

Oh! and this one is the less "flammable" I think you should keep the second character slot for the Jedi. I think that Jedi are mainly devoted to his cause (it is difficult enough, I have heard). So it is not probable that when someone gets its FS, he still makes armors, weapons or that sort of things. So, although some people thinks that second char can be abused by Jedi to make money (this can be truth, I admit) don't forget that those shops you so much love, can be from a second char Jedi! Maybe the only ones stable atm

On the other side, when space gets out, I will want a pilot, and I plan to make my main char one, I plan to maintain chef and serve foods to my guild, I plan to get TKA maybe and making fun when (and if I get it!) my FS character has too many deathcounts, or, planning as I do to be "on character" everytime with him, want to relax and only have fun, instead of being a "wise, peaceful and focused man at all times"

well, that is all, I will put my amiantum robe and await your flames
samwise15
Thu Feb 26, 2004 1:03 am
#512


man didnt you hear that yoru work WILL count towards your opening your jedi slot



Click here to support this great Vision of a better FRS to save SWG by Glzmo!



All Fear the Monkey Afro....
Pango Isavo - Dark Jedi Knight
Kreistor
Thu Feb 26, 2004 1:14 am
#513

Ok, I've only read about 300 of the over 500 posts, so if I repeat something I appologize.


Also, I haven't opened my slot yet so if I get something wrong please correct me and no flame


Alright then, I want to make a suggestion about opening the FS slot (no yelling DarthHarbinger ). This is once you've opened the slot. I know it would be difficult to implement but it would be interesting if we had a choice of whether we wanted our new slot to be FS or our existing slot. This would be great for roleplaying purposes. You didn't see Han Solo going around doing things to suddenly make Luke a Jedi.


So, if you choose for your existing slot to be FS, then a new slot is opened up that is not FS. Otherwise it works like it does now.


Also, it's my understanding that once you choose the first Jedi box 'Jedi Padawan' that it costs all your 250 skill points. Would it be possible to make this a more gradual conversion? Like in ESB, Luke leaves his training to rescue his friends. He essetially he is a Padawan at this point. Instinctively he pulls out his blaster as he sneaks around and encounters Boba Fett. He still has his skills. Only when he finally encounters Darth Vader does he put his blaster away. "You are not a Jedi yet!"


Once you get to Master Jedi, all your skill points should be used up, so your Jedi boxes need to cost more to achieve. Meaning you'll need to give up more of your old skills for your Jedi skills. Plus, it helps hide a bit better if a Padawan has 'Novice Medic' over his head


On to Jedi quests. And this goes for not only after becoming a Jedi, but also achieving it as well.


1. Kill / talk to that guy, bring back item quests - Meh, basic kind of quests but I can understand them being implemented. The only problem with these is that if the quest is for something difficult to get like a Kryat Pearl (over the top I know, just an example) we'd up with those INCREDIBLY ANNOYING spammers in front of Coronet Starport "KRYAT PEARL, FINISH YOUR JEDI QUEST, PST". Making these items non-tradable isn't the answer either. Is there a way to 'attune' these objects to the looter? So that there could almost be a new entry in the description called 'Original Ower'. This way if you buy that Pearl from DamnAnnoyingSpammer and go back to the Jedi NPC that gave you the quest he'd say "I sense that you have not achieved the goal yourself" forcing you to do the looting. Yes, this means that you can go with a group, but that's a good comprimise at the moment considering you go TEF if you fight with a lightsabre.


2. Missionand JediTrainerNPCs - They CANNOT be static. This just leads to hordes of Bounty Hunters sitting around waiting for Jedi to get their missions. There must be thousands and thousands of NPCs in each galaxy is it possible to attune something like .5% of them to be Jedi for one particular character? Meaning that my Jedi Trainers and Mission givers aren't the same as CoolObi's Jedi trainers and mission givers. Makes it more difficult to Jedi camp


3. Make quests quests - doing the Rebel Theme park the other day made me wonder "Why are all these imperial officers within 500m of a Rebel base??". Yes, spawned missions is the way to go, but can it be possible to spawn them a bit farther than 1000m? How about on other planets? BHs get their marks on other planets. This would make the Jedi missions more meaningful.


4. Jedi should be rare - I support alot of what's been done in SWG, but sorry, you really dropped the ball by giving out holos at Christmas. And then on top of that (I may be wrong about this) there is no longer perma-death for Jedi? Now, I'm not saying bring perma-death back. I'm not a Jedi player so I don't know how this plays (although the only way to come back is to clone and we all know how Jedis turn out when that happens), but there needs to be a serious cost to not remaining secret. Having to give up a number of skills or skill points would be interesting. It's better than losing them all. Or, if the gradual loss of non-Jedi skills is implemented, maybe they lose all their Jedi skills but not their regular skills, giving them at least a chance to start with some skills.


5. Building a lightsabre - like it was mentioned in this discussion, this is a 'coming of age' for a Jedi (I don't need to quote the line from RotJ ). It should be difficult for Jedi to do, and it certainly shouldn't be easy for everyone to find the components and spam the sale infront of Coronet Starport. First, components found by regulars should appear as junk. There's enough of it already in the game, so this way they won't know it it's important or not. Jedi on the other hand should be able to sense its importance. Again, maybe that 'attuning' loot to the looter may need to apply?


6. Hunted Jedi need a chance - I love the idea of Jedi being hunted! Adds to the flavor of being on the run. But it seems like the Jedi don't seem to have any chance at all. Again, not a Jedi here so I don't know how it works, but it almost seems like BHs are allowed to know their mark and fire at them while the Jedi don't. Is it possible to give them a chance at sensing danger approaching? Kinda like the chance for a Smuggler to avoid a scan. They don't need to know who or what the trouble is, just that it's near. At least gives them a chance to respond or escape.


7. Even mention the word metachlorians and I'm SO quitting and taking as many people as I can with me.... Ok, maybe not quit, but I'll be doing alot of LALALALLALALALA like I do every time I watch EP1


Comments welcome, flames are not


Thanks



Ub-ick Esava
----------
Bria - Working towards Master Dancer one fall at a time

Lowca - Master Dancer Extraordinaire
*CENSORS* Cantina, Honor's Keep, Corellia,
novo72
Thu Feb 26, 2004 1:19 am
#514

1) The MAIN thing I am concerned about and would like the development team to consider is the accessibility and possibility of finding and completing quests not only for all sorts of professions, but for solo players as well. Please do not make the quests so outlandishly difficult that one could only accomplish it with a task force of pets and players. While they should be challenging, they should also be able to be completed by SOLO players that aren't Bounty Hunters/Commandos/CH.


2) PLEASE take into consideration the time and effort expended by those who have gone through the "holocron cycle." A player should be helped, somehow, in the new system if they have completed Holo professions and still haven't unlocked the FS slot (especially if they have done 3 or 4). It would be patently unfair to start under the new system at the same level as players who never even obtained or used one holocron.


3) ConsiderMINIMIZING quests that require the finding of rare dropped items, e.g., holocrons. These requirements only foster a number of negative elements while increasing the general frustration of players. They foster, for example, site camping by hordes of players waiting for an item to drop, and they also foster a black market where these items sell for outrageous amounts (including out of game sales on Ebay, for real money, if the Devs weren't already aware of this fiasco).


Thank you for your consideration,


Best regards,


Novo (Scylla)


YoungJediWarrior
Thu Feb 26, 2004 1:43 am
#515

In order to satisfy the Star Wars fans as well as the avid gamer, I think the Jedi system need to be based on two things. 1) An understanding of how characters become Jedi in the films and 2) A strong need to limit the number of players that can be Jedi at any one time.

1- Jedis did not elect to become Jedi, they were chosen.

2- Jedis were chosen by other Jedis who acted as mentors to the Padewan.

3- Jedis had severe limitations on their actions because of their chosen path.

4- To violate these limitations have severe consequences.

So, these principles seem to indicate that to become a Jedi, one would have to be selected for this fate - not choose it of their own will - that someone (preferably a PC) would elect to sponsor this person based on their Jedi aptitude.

Only after being sponsored would the player have the opportunity to increase in power through completing quests.

Now, perhaps your aptitude could be effected by your in-game actions, but I believe this should be highly profession specific and not reward afk fighters and power gamers, but reward people based on the quality of their play.

This system will make or break this game for thousands of players. The developers need to decide which group they hope to satisfy - the gamers or the roleplayers. I don't know if a system exists that could possibly satisfy both. Then implement a system that can give everyone the feeling that becoming a Jedi may be possibly, but awarding this opportunity sparingly so as not to make every other character type insignificant and obsolete.

There is my two cents worth.

Jimmie Flannagan (Valcyn)
Master Architect
Master Merchant
Master Artisan
pnoyes
Thu Feb 26, 2004 1:45 am
#516

This period in SWG was at the tail end of the imperial scouring of the galaxy to systematically destroy all Jedi(with some notable exceptions), correct? So an easy way to keep the Jedi population down:


Make it SO dangerous and difficult that only the intelligent, skilled, and lucky gamer will be able to make any progress in Jedi skills. There are so many Bounty Hunters waiting to be Jedi gardners, and why not incoroporate automatic NPC spawns of Imperial Jedi hunters who appear when too many Jedi are on the server, or NPC bounty hunters. If Bounty Hunter Jedi missions worked well, Jedi would have to be constantly on the move and in hiding as it should be.


Ithink opening the force slot should be something even the casual gamer can do in a few months. Surviving to get through novice JEDI should be an absolute challenge. Getting to master JEDI should be the true mark of the SWG master and should require intimate knowledge of all profs and geography and how to utilze them to keep your character alive.


An unkillable Darth Vader death machine tracking down the foolish Jedi who flaunt their powers, or Boba Fett himself....nice!!! Put it in.


Anything to lower grinding in the game so people can have FUN!!!! That's what it is about.



DarkAzael
Thu Feb 26, 2004 4:30 am
#517

I believe a theme park quest would be a good idea but the theme park can only be unlocked by someone who:


1: First grinds for there first holo mastering that i.e. Teras Kasi


2:Then


DarkAzael
Thu Feb 26, 2004 5:28 am
#518


I believe a theme park quest would be a good idea but the theme park can only be unlocked by someone who:


1: First grinds for there first holo mastering that i.e. Teras Kasi


2:Then you get a vision of a place (may be a cave or a house in a city or mountian that only you can go in) this place could be on any planet you are given aone screenshots(a jedi vision)and an email with coorinates but no waypoint so it will take time to get to the place.


3nce you have found this place i.e. bestine house in the slums(that you have walk past as a normal person but seen no blue line on the map to intergate that you may enter but now you can) Inside there should be a puzzle to solve with more clues( more of a dialog like answering 10 questions from the starwars universe or the planets and nature of swg)


4nce this is done the NPC tells you you are beginning your journey. Now this is where your Grinding comes in for Teras Kasi, you are given missions based on you Holo i.e. for this prof.


Mission 1:you may need to meditate for a long time to reach a new level of being(gain ability to heal others) Mission 2:you need to journey to a temple using your mind only again no waypoint but instead of a screenshot a riddle to solve(earn a badge) Mission 3:Helping the sick and injured in a small setttlement given waypoint to this (earn a badge) Mission 4: Track down a settler and stop her/him from killing someone (this will be done by careful answers) Mission 5: using no weapon(i.e. for this prof. no Vibro Knuckler) defeat a mad creature that is attacking a village on Naboo.


5: Once you have done these missions you now with 1200ap then you force sentive slot opens a your journey continues


6: Now you should get jedi exp points from the first holo Grinded forand i believe that the skills and stats you have learned from i.e. Teras Kasi should stay with you. ( giving every jedi a different look)


7: When you are ready to learn a new skill you must return to your NPC


8: When you are ready to master or move to the next level i.e. Knight to Master be it Dark or Light you have another vision and you begin your journey to find the new NPC but at every level from the start you have to do 5missions then 10missions then 15missions and so on until you are a master.


the rewards could change i.e. you cannot afford to buy a Krayt pearl but you may get one from a mission of a waypoint to a man that has one or a darkjedi that you have to kill to get one or both depending on how many the you thing that one person needs as rewards.


I believe in trials for jedi like in the Jedi Knight:Jedi Academy game/ or in StarWars The Empire strikes back with yoda's training for luke there shouldnt be any combat. depends on what you have mastered for holo i.e. Terasi Kasi combat would be good but if it was Tailor or Artisans combat would not be a trial for you


I still think one holo should be enough not four and guess the last one. It still makes it hard for some peolpe like newbies cant just join the game then became a jedi it should be for all but it must take time to become a jedi like a month to do the above 1-5 this way you still are rewarding those who have started grinding or have grinded at least one holo


Jedi should be independent when doing missions up and until master but after that a NPC or a terminal in your hiddin place should give you jedi missions as groups of jedi not aBounty Hunterand a jedi together


First Holo=Artisan= by getting there stats you will find it easier to make a light saber


First Holo=Heavy Swordsman= by getting there stats you will get a bonus from weilding the light saber (single blade)


First Holo=Bounty Hunter= by getting there stats you will have bonus from melee and ranged attacks


First Holo=Medic= by getting there stats you will have the ablities to heal and cure poison


these are just a few ideas of what i believe a jedi and how to become a jedi should be!!!!!




Razzilon
Thu Feb 26, 2004 6:23 am
#519


The path of the Jedi immerses the player on a life Quest for knowledge of both themselves and the Force.


A player that seeks knowledge of the Force will expand upon the knowledge and skills they already possess


as well as learn new ones. Along the path to 'enlightenment', opportunities and temptation both play a role in


shaping and honing the development of the skills the knowledge of the Force bestow upon a player, thus


making them increasingly more sensitive to the 'tug and pull' of the Force.


Following this philosophy,upon aplayer's path to Jedi, theyshould increasingly gain understanding and


knowledge of the ways of the Force until they become 'force sensitive' (an apprentice/padawan).


This would involve the following:


1. Upon creating a character, a player should be required to master their starting profession. This would allow a basic skill to build upon and be the first step toward unlocking a most basic knowledge of the Force. Quests built upon this profession and supporting it should be completed in order to gain access to a new skill that will be required for the next step towards FS(force sensitivity). NOTE: all professions would need starting quests and choices within them.


2. At this stage, according to the choices presented and then taken by the player, a new set of skills(profession(s)) would present themselves from which the player chooses another path to follow. (There could be combinations that would require the player to master other professions as a prerogative of the next chosen profession.) Quests built around this profession would enable the player to advance along their path at their own discretion, again shaped by the choices they make.


2a. Giving the player a choice in their own development would allow a vast, intricate variety of gameplay and interaction between players and could even broaden the horizon of role-play within the GCW.


3. Static quests along the path to Jedi that require at least a little help from other players would help congeal the SWG communitymakingguilds and player cooperation more valid within the scope role-play.


4. Players who already have vast skills and knowledge(mastered all their holo professions and however many others) should only be required to complete one last profession with its quests, which will present itself upon implementation, then be required to complete the static quests.


I may post more later, but currently I am tired of typing.


There is one last thing that is still not clear to me, whether this whole post is in error due to the subject of 'path to become a Jedi' not having to do with pre-slot, but rather for Jedi after already unlocking slot. Clarification from the Devs, specifically Thunderheart would be appreciated.


Razzlion/Rassilon, Ancient Lord of Time



Akaara
Thu Feb 26, 2004 6:41 am
#520

"So, you want to learn the force... help you I can. My ally is the Force and a powerful ally it is. It is what gives the Jedi his power. It is the energy created by all living things, it surrounds us, penetrates us. It binds the universe together. The force is this and more. it cannot be fully described with words. You must feel the force to understand it." Yoda


To feel the force is what we need to learn in hopes to become Jedi.


"The force is a gift we share. Learning the force is not just aquiring another tool for manipulating the world around you. It is choosing a whole new life. It is remembering who you are and forgetting the limitations you have put upon yourself. Luminous beings we are, not this crude matter we call our body. Learning the force is learning your true strength." Yoda


Seven steps to unlocking/becoming a Jedi.
Each step brings you closer to the force and a deeper knowledge of the force.


----

step one: "You must be open to the force in order to recieve it".An NPC that spawns someplace/anyplace. Not a static spawn but maybehave many of these that spawn only once in a great while and he/shewill start you towards the path. Once youhave found YOUR trainer/guide then you would meet with them once a monthto discussyour progress. The first step he sends you on is rather simple but remember you will need to spend a month on each of the seven levels to progress to being fully in touch with the force. The first step "allow the force to take root at the most basic level". Become pure in body... not sure if you can track this but... no using spice, eat natural foods once a day, exercise and maintain your focus. (I know these would be hard to measure and I am unsure if it can be done or not but this IS the path to becoming one with the force.) Maybe bring the trainer back a specific food item that is hard to locate.


Step two: after a month at step one, you must find your trainer again for the second step: loose your reckless habits. For one month no killing baby animals or no killing period. (I think this can be tracked) for one month.


Step three: Find trainer and he tells you to: Seek the truth, and he sends you on a quest possibly to other NPC's who will send you to other places and so on. Where you must be truthful even if death occurs... some moral objectives which you must pass in order to continue or else you will need to repeat this step.


Step four: Love, peace... this is where your trainer sends you on a mission to 'tip players, apprentice XP, helper tag and perhaps other things like quests to rescue someone, generally being helpful towards your fellow players (I think this can be tracked but not sure).


Step Five: Go with the flow... feel the force flow through you... What you must learn is to want what the force is giving you. A quest or mission or going someplace where you can see/feel the force in the game. (I think a cave or a mountain or someplace specific would be cool if you could go there and 'feel' or 'see' the force working around you.) Not sure how do-able it would be but would be a nice effect. Then on this mountain or in this cave (a booming voice perhaps)gives you another mission with a paradox so you're damned if you do and damned if you don't so you must learn what it is the force it giving you without question. Test of character.


Step six: Learn closeness.. stretch out your feelings, see everything around you as an extension of yourself... at this point you are close to unlocking the slot. More missions and searching for more NPC's No player killing.. everything you do must have a purpose, no swearing and so on.


Step seven: You unlock the slot...


This is kind of heady stuff but it is something I think would make the Jedi powerful, make the seekers of the Jedi way really LEARN as they get closer to unlocking the slot. Yes it should take time... alot of time to become a Jedi.



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

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