Development Cycle Archive

Thread: IC4: Path of the Jedi

almanish
Thu Feb 26, 2004 1:44 pm
#547



RebellionCommando wrote:
and relax man...not everyone wants to flame ya....





Thank you for the positive attitude

I mean, I hate grinding too, I have been more than a week grinding and grinding and not playing like I like most.. so, I understand what all people say. This thing destroy making fun of the game and a lot of interacting (whole cantinas afk! we are now more NPCs! )

I try to get the positive things I get from that. Maybe "someone" understand under this that ideas are not bad, it is bad the way you sometimes put it at practice!
So, time for reflexion and trying to get this new path the best way it can be.

In the case of the reward for us holo-grinding. If some good ideas in this post are being heard, I would love to do the whole path, and I think that somewhere to start it, of more hints to us than to other people, maybe enough, and we are not going to lose interest in the game, but again, taht is my case, where the path is so funny as the end (FSCS). I understand that is not the case of other people and a lot of accounts are at stake.

Good luck Devs! And May the Force be with you (you are going to need it )
KyleKnox
Thu Feb 26, 2004 2:15 pm
#548

First - thank you for removing permadeath - that was the biggest problem. Many, many more remain.


Some random ideas:


All jedi are found and trained by other jedi. Jedi that form an apprentice relationship with another player jedi (initiate up to Knight can be padawan apprentices, Knight or higher can be masters in relationship), get 5% more xp when fighting together/grouped with there master/padawan - with NO VISIBILITY ISSUES. This relationship can be formed in similar way as in game marriages, with some sort of questable token (not a ring) Maybe a jedi amulet - one for padawan, one for master, kind of like the worthless dark jedi medallion. This gives jedi players A REASON to interact and behave like the movies....


Jedi required items (pearls and sabers) are destroying the economy and making the class unplayable. As more and more jedi unlock, and with the stealth crystal drop nerf, matters are only going to get further out of hand. Saber crafting and decay needs a complete rework. Saber crafting items (crystals, pearls) should only be acquirable by your jedi and should be non-tradeable. Sabers most be tradeable between jedi, as seen in the movies countless times.


Jedi require more money than any other class yet have no way to make money on their own. Im sure this was a purposeful dev design to screw us over and slow our progess. Quit it.


The current jedi trainer situation is ABYSSMAL and the LAMEST thing imaginable. All jedi trainers should be blue glowies, only visible to the jedi in question, xp requirements for tree boxes are fine, but the Padawan, Apprentice, Knight and Guardian boxes are out of control. For those boxes, the blow glowie should give REASONABLE, long, multiplanetquests. The current system doesnt feel like achievemnet but sheer stupidity on your part for being dumb enough to grind through it for countless hours...


Jedi should sense when they have become VISIBLE (on BH terms). We should also be able to sense the impending danger of an approaching BH/ or BH droid. This is true to the films. BH's that get automatic surprise and automatic first shot is simply unacceptable.


Jedi are a FORCED PvP class, yetour defenses are NOTHING compared to other elite melee or combat classes. Sabers should be able to block ranged and melee attacks. A lone BH should be VERY wary of taking on a jedi AT ANY LEVEL.


Jedi should get a limited amount of skill points. Luke and Anakin CLEARLY had other skills. This will also fix the title, or lack of title problem that plagues us. 50 skill points would be great.


Light sabers MUST BE AP3. And they must have their own damage type. Kinetic is completely insane. LS's are like no other weapon. They are the ULTIMATE. Light sabers are designed backwards. They get slower as they get more advanced - this is IDIOTIC. Fix 2-handed saber mods so a 2-handed saber is not a joke.


LS TEF should only happen in cities. This is true to the movies. Force use on Dath or Dant, planets CRAWLING with force senstives, should not give visibilty.


Jedi should have other viable ways to gain xp. A healer jedi should be able to use the force to heal others - WITHOUT Visibilty and without a TEF.


Jedi should be able to self buff - a skill that advances as we go up the medic/healing trees.
















Dyvim Storm - Eclipse
PrePatch9 4444 Guardian
Force Master
TK3387
Thu Feb 26, 2004 2:16 pm
#549


I haven't read through all of the posts but I have an idea. One thing I would like to see worked into the process of opening the FSCS is sort of a focus on PvP and possibly longevity in acombat profession. I know someone must have a better idea than mine on how to impliment it, but it will help their main prepare the player for PvP. Since Jedi is always open to PvP, the person will get better and won't see Jedi as such a let down...especially once combat is revamped and PvP becomes something better than just having the right template.


I was thinking something like this:


A random box is generated from the first elite combat profession the player wishes to persue. They don't know which box it is so mastery hasthe benefit of covering the bases. Once the player trains in that box, a random number is generated. That number is the times they must DB a player of an opposing faction in combat to meet just one of the criteria of attaining Jedi.


This would prepare the player for the PvP life of a Jedi, help them get used to live targets instead of just finding a trick that works against the AI, and it could bring the GCW into the path for attaining the FSCS. I know this doesn't address those who wish to only follow crafting, entertainment, or the medical professions but a Jedi is PvP and a player needs to get used to it before getting their slot or they will not be happy with the door they have opened.


With any combat profession, there are players who are good at PvP and those who aren't. I am one of the people who get waxed in most PvP encounters because I am used to picking apart the AI and using strategies that work well in PvE. I think it would be beneficial to take the lumps andprove someskill inPvP before opening the slot. After opening the FSCS it would be very frustrating to suffer loss while trying to learn the role of Jedi, build the character...and learn basic PvP skills.

Whiskey1
Thu Feb 26, 2004 2:24 pm
#550

I think the holocron path would have worked much better had they made them a type of loot dropped only x number of times for a person at certain levels of experience, in certain places and non-tradable.

I think the new system should encourage people to have to become forced exiles for a while, almost making it neccessary to develop personally and not ride the coat-tails of a group, with the prospect of being able to join some type of elite organizations when they become a master.

Not that I want to see Jedi factions out ruining things, but the idea of a noble Jedi council and an evil Dark Jedi orginization in league with the empire would be cool. THEN I could see forced PvP. You become a Jedi ... no forced PvP. You take on the responsibilities of a Jedi Master Trainer or Council Member, with its power and prestige, then you become a mark.



"I may be synthetic ... but I'm not stupid." - Bishop (Aliens)

Imeciose Wobew
SaLu
New Hope, Dant.
nolan007
Thu Feb 26, 2004 2:37 pm
#551



Do not listen to ideas that suggest we should not be able to be buffed nor that we should have a choice of what to wear (such as armor).


Yes, consider introducing some "Jedi robe" wearables. But, don't remove our choice to wear armor.


These ideas might sound "cool", but coming from ahardcore PvP background (ie. PvP every weekday for about 3 hours and 6 hours a day on weekends)...removing the ability to have buffs or wear armorwould be the worst idea that could ever be implemented concerning Jedi.


Achievers and rollplayers are making these "cool" suggestions... but, from a 84% killer...these ideas would be an unmitigated disaster for Jedi.


Effectively, you'd turn Jedi into Wookiees without even a buffing option!







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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

PhoenixOrion
Thu Feb 26, 2004 3:13 pm
#552

Here is an idea for Jedi - since as of right now, they are in the game in a basically non-canon matter.


When they hit Jedi Knight or Jedi Master - have an invincible and invulnerable Darth Vader come after them with a couple batallions of Storm Troopers - and only make it so the Jedi - not any of his friends - can fight them.


Jedi are supposed to be "all but extinct" in this era.


People should play Jedi how they are meant to be.


Elite, near extinct player classes that are not only hard to GET - but hard to KEEP as well.


The no more death for Jedi was but the last straw for the class canon-wise.


I can see if you made it so they didn't die at Padawan.


But once they hit Knight and Master - they should be more prone to Perma-Death.


Let some fresh-blood into the Jedi class. Not letting the same people play them over and over again.


I expect this to get one-star, b/c most of the people who play this game aren't star wars fanatics.



Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
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RebellionCommando
Thu Feb 26, 2004 3:29 pm
#553






PhoenixOrion wrote:



The no more death for Jedi was but the last straw for the class canon-wise.






I think when ya die you should remain a floating blue thing that cant attack or be attacked but you can converse with people and stuff...Kinda no point but I would use it if i had a floating blue character...
RonsterA
Thu Feb 26, 2004 4:09 pm
#554

Glad to hear the devs are going to read *ALL* these posts!


Im still trying to open my FSCS..Im on profession #6...here are my .02 on opening



  • Give credit to professions grinded by "unlocking" quests for us to do with every 3 professions mastered

  • ie...grind 9 professions..let us do 3 quests

  • Max this out at a total of 21 professions...7 quests total (keep the mastering professions in the new system)

  • make the 21 professions our choice...yes..everyone will master the basic 6..but by doing 21..it will both allow us to create a template, explore other things we would have never done...& give us the choice to *NOT* have to master BH or CH or BE ..ect..

  • by letting us do a quest after mastering 3 proffessions...it would let us explore a combat quest say if we just mastered TKA..or a crafter quest if we just mastered Armorsmith.

  • this would also keep the FSCS openings levelled to what they are now

  • the quests ....I prefer the majority of them to be new theme parks..by adding missions..and loot..will both add time needed to open ..but also keep us interested

  • *IF* the path to opening is going to be different for everyone..make 12 quests...we need to do 7/12 ...by doing this, quests that are *less* combat oriented can be created for entertainers & crafters.

  • *maybe* quests that are based on "Hero of Tatooine" can be created *BUT* this leads to camping and *BIG* problems with the Mark of Alutruism...(when only 1 can complete it at a time) - people need to work together..not against

  • quests need to be longer than Jabba..and emperial retreat...I did Jabba in 2-3 hours...if all the quests took that little time...Id be opening my FSCS in a day or 2 after mastering 21 professions

  • DONT make the quests a large PA thing...make them solo

hope it helps





Zedig - 9 Squadrons Master Pilot/Jedi * 191 Badges & counting!
Porta - ex-Master Doctor

xnnnnn79*n*e*r*f*e*d*u*n*t*i*l*f*u*r*t*h*u*r*n*o*t*i*c*e*
RailDriver
Thu Feb 26, 2004 4:09 pm
#555

I think you all are going to be in a world of hurt. Everyone complains about having to find holos etc. Well what are u going to do when u have to kill a FS character with a 22k ham all by urself? What if you can't complete this? Are they going to allow you to use a group to help? So then you'd have groups of people runnin around helpin each other to become jedi. Personally I believe holos are the best way to have people become Jedi. This quest idea is far fetched and its only gonna cause more complaints because its too hard or takes to long. If you all do decide to inact these quest I believe people should have the option of doing holos and not quest. I myself will be quite angry if the quest are put in and all my work is tossed out and I must start over again..and I know thousands share this feeling.



Lycon


Vaclyn server


Balzan
Thu Feb 26, 2004 4:23 pm
#556

I'm a Star Wars fanatics and I have been for 14 of my 16 years of my life. Yet I agree with all those who want the permadeath system removed, and am glad it was,just because the few want to have permadeath affect them, doesn't mean everyone does. All that really matters to SOE is truly that the majority of players enjoy the game, and how close to star wars it is doesn't really matter. No offense to the dev SW fans, but it is true to SOE profit is all that matters. The jedi are something that all players want to master. I my self have always wanted to be a jedi, and still do. Although part of me wants to acquire jedi easily (do 2 kill missions of some sharnaffs), I know that it should be a very difficult path, and the length of the missions should be dependant on the class that you have chosen and the faction you have taken. There is one thing that would be considered a problem, and that would be whether or not the missions were hidden from players. I believe that the becoming jedi missions should be given by an old jedi master, who will be your personal jedi trainer when you become a jedi.


How I believe this should be implemented is Once you've mastered the current elite, or hybrid profession that you are leveling you get a force thought from a master. Telling you something like "NAME come to WP on PLANET further your learning" These should be in dangerous places like on Dantooine, Lok, Dathomir, etc. You get 5 missions of varying length and are then told that the master was wrong about you.


Lightsaber: lightsabers should not decay should all be two-handed (look at the Padawans in AOTC are they using single-handed lightsabers), with the exception of the rare pole arm one which require a schemetic to be found instead if earnt by a master, Is Darth Maul a Master Sith? I don't think so, does Jedi Master Yoda use a polearmed light saber, does Mace Windu, does Obi-Wan (Alec Guiness), does Darth Vader, no they all use two-handed light sabers. Also lightsabers should have NO minimum damage and have no speed there is nothing that can slow a lightsaber, it is a beam of purelight and is thus weightless, lightsabers should also allow the benefit of extra defense themselves;lightsabers shouldhave the chance of removing a limb (thus removing the characters ability to equip any weapon, and thus require the character to search out a doc for a bionical limb);


When in the films do any of the jedi use force-lightning, it should be removed from the jedi skill tree, the addition offorce-lightning to the Jedi wasof EU doing, and I consider it utterly unlike the lightside of the force, even force choke annoys me, although Luke does use it on the guards in Jabba's Palace, it would be wise if it only removed the opponents ability to attack or stop the jedi from doing something.


Mind trick should be able to be used to remove a TEF from their character, although this would not be able to be used while a lightsaber is out.


These are just some suggestions of a crazed Star Wars fan who thinks too much on these types of things.




Taerl Setran | Churen Tek-Den
Smuggler 90 | Elder Jedi 90----|

Crew for the Undermyth/ideas for your own crew.
Underworld
How I see NGE smuggler working
DISCLAIMER: By reading the above post you waver all rights to take my post as offensive and completely understand that whatever said that could be misconstrued as offensive was instead offered as humour, unless stated otherwise.
RonsterA
Thu Feb 26, 2004 4:36 pm
#557

jedi quests -



  • you know the little blue (i) above the heads of NPCs we can all see??..do a little green (q) for jedi quests

  • make these quests static or random..but make sure *only* jedi can see the (q)

  • make these npcs are both heads of state and farmers or hermits alike

  • make the quests the npcs give progressive...ie..complete 20-30 of one level...you go up a level in difficulty

  • make the completion of the quests mandatory to moving up in the jedi trees

  • fall to the dark side and your quest npcs give out dark quests (q)

  • (whats the point of a jedi that grinded up?..they should have to help people now and then)

  • the quests givin to jedi can be taken from all the other posts here..but i dont think we want to see another disk delivery mission...or fetch a camera mission..




Zedig - 9 Squadrons Master Pilot/Jedi * 191 Badges & counting!
Porta - ex-Master Doctor

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RailDriver
Thu Feb 26, 2004 4:38 pm
#558

And one other thing....this is a thread for things to do with QUEST to become Jedi..not ifu already are one.
jk___
Thu Feb 26, 2004 4:50 pm
#559

okay here goes


For normal players trying to archieve FSC:

They need to find an npc in their starting city, an idea could be the trainer for their starter profession ? Otherwise a holocron could tell you which npc to go see, instead of telling you what proffesion to master. Then there should at least be 15+ missions pr. npc, and the missions will have to require you to be different proffesions, so that you just cant master TKA or something and then do the whole thing in a yipee Could be nice if you for example had to use medic skills for one mission etc. And it should be required that in order to obtain FSC, you should visit an npc on every planet, with everyone of them giving you 15 or more missions, and each one of them should require you to be a different proffesion. This will help keep the jedi count low, but still archievable if you have the time.


For padawans/initiates trying to archieve apprentice:

You should see an npc, rebel or imperial, whether you chose to fall down to the path of the dark side or follow the light. They will put you on some trials simple trivias, destroy missions, and resource collect missions. It could for example be to get a pearl from an npc master bounty hunter or something like that.


For Jedi/Dark Jedi knights trying to archieve guardian:

As before you should answer some questions about the Jedi code, a trivia, and the questions must be randomized in order for ppl not to put out guides etc, and the questions must vary from dark to light. A bit like the trivia questions in KOTOR if you have seen that Again kill, collect and etc missions, and the difficulty must rise again.


For Jedi Guardians trying to become Master:

This shouldn't have anything to do with Apprentice XP. In my opinion going from 4-4-4-4 guardian to Jedi Master should be the most difficult event in the entire game. This could be a 30 or more mission-quest, including a trivia with hard questions about the Jedi order, and destroy missions like hunting krayt dragons solo. hunt down opposing factional players (high ranked faction players), or master bounty hunters of another faction.


This is just my late night suggestions In time more will come

Meditate on this, I will.


May the force be with you



Qui-Jak Latunka - Jedi Knight of the Old Republic
A Jedi from a more civilized age.. before the Dark Times.. Before.. the Aurillian Village

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