Development Cycle Archive

Thread: IC4: Path of the Jedi

knight111
Thu Feb 26, 2004 4:58 pm
#560


Idea for unlocking your force slot


- Date of character creation, plays a roll in opening slot.(not timeplayed)..meaning if I created mymain on sayfeb 1,2004

I would be able to do "x" number of quests from that start date to the present date. the older the character the more access to all the quest needed to "unlock"(only so may quests per month allowed, but if you been playing and payingfor 6 months you get access to all quest because you've put the time in), this way, for guys like me and may others if you havehad a character since the gamecame outand are on you "silent holo" you don't have to wait to get access to all quests needed to finish and unlock.

this is just an idea to slow the BOOM of the jedi that are on the way.


- Also a progress meter to let you know how close you are to unlocking.(like 56/75 quest completed)


just my take on it


biwan:



"For over a thousand generations the Jedi knights where the guardians of peace and justice in the old republic, before the dark times........................before the empire."Obi Wan Kenobi - Episode IV
LtGruber
Thu Feb 26, 2004 5:24 pm
#561

Idea for a part of path to become Jedi master, it starts off from Jedi Knight level.


"Jedi Master. A title bestowed upon those upon the greatest of the jedi knights, those who were strong enough in the Force and patient enough to pass on their skills by teaching a new generation"- A guide to star wars universe, by Bill Slavicsek.


It would be great if the system to become a Jedi Master required that you helped a padawan or initiate to reach jedi knight. This could be done by a system that gave you apprentice experience points while grouped with an apprentice of your choice. Watching him hunt, helping him out, protecting himand so forth. That would bring a social aspect to the jedi proffesion.





Gruber' Littletank
Jedi knight
Holy war.
voave
Thu Feb 26, 2004 5:31 pm
#562

Raildriver -


TH said this thread could be used for both....Pre and Post Jedi


Huin
Thu Feb 26, 2004 5:59 pm
#563

Dark Jedi Master Epic Quests: Just like in EQ we have to start thinking of Epic quests for the high level masters.Once someone reaches Dark Jedi Master he can speak to any Jedi trainer and embark on Epic quests to attain 3 items. One is a Sith Saber two is a Dark Jedi Robe and three is a Force absorption stone (This stone drains Jedi of their force pool).


First step is to speak to the first person who will send the Jedi on this long and dangerous road. Any trainer can send the Jedi to the first contact. The person will be a randomly generated Nightsister that will appear for the Dark Jedi . All the quests for Jedi can NOT be in static places. The First Epic will be acquiring components to craft their Epic Sith saber.


This quest should keep the Jedi Master busy for months. This Dark Jedi Master willhelp a recipe from the Night sister to create a séance to speak to an ancient long dead Sith Lord. First of all the Night sister will need a few favors.


The favor can be to maybe seek out and destroy a few Singing Mountain clan warriors and destroy them. After the Master Jedi has been peddling around the planets doing the Night Sisters bidding. Finally the Dark Jedi will be given several quests to acquire spell components for this séance. The ingredients can be several of the high level mobs like Krayt dragons or Kimoglias . These items will not always drop off these mobs . For a séance the Dark Jedi may need items like the Jedi’s sith amulet that is coveted by a Dark Jedi Master who is using it for his own devious purposes. The Dark Jedi master will have to seek out and destroy this Dark Jedi and slay him to get the amulet. Other ideas can be like bones of dead Force sensitives or Singing mountain clan members. Several rare drops that will keep the Jedi busy .


Once all these components are gathered the Dark Jedi will seek out the Nightsister hand in the items and the séance begins. Now the ancient Sith Lord will want to see if the Dark Jedi Master is worthy of his knowledge to craft a Sith saber. Now this Sith Lord will start all of the Epic quests for the Dark Jedi Master. First the Jedi will receive a stone that the Jedi will carry around his neck and literally need to gain XP with the item on . The Jedi Master will be instructed to always focus his anger and rage into the stone charging it with his very essence of hatred. To see if he is worthy the Jedi will have to seek out and pass certain tests while carrying the stone. Once the stone has gained say 15 million xp then the Dark Jedi Master is worthy and the stone is infused and glowing with power.


Then the Dark Jedi will begin quests for the materials to craft this saber. The ingredients could be three krayt pearls that will spawn especially for the Jedi Master and the 4th stone will be the stone that was given to the Jedi this Sith Lord or have him quest for it. Once all the items are in a aquired the Saber can be finally crafted.


Quest for Dark Jedi Robe:

The next epic quest will be for a Sith Robe. This will be similar to the quest for RIS armor taking lots of time and aquiring similar components and finally the Jedi crafts his robe.


Final quest for a Force absorbtion stone:


The final quest is the ultimate Force absorption stone . This item can not be crafted and will have to be obtained by a slew of quests. The Dark Jedi Master will have to peddle around and do the dirty work of several villans to track the Dark Jedi Master that will drop this stone. This stone will drain the force pool of a Jedi and can only be used once per day.


I could get into more details but that would take too much writing just giving ideas....



"Men have less hesitation about offending one who makes himself loved than one who makes himself feared, for love is held together by a chain of obligation which, because man is sadly wicked, is broken at every opportunity to serve their self-interest, but fear is maintained by a dread of punishment which never abandons you."
Dark Side Force Master
Dau Ji-Quan
RaptorThirteen
Thu Feb 26, 2004 6:21 pm
#564

1)The path to dark jedi should be quick and easy. it should involve killing and fighting, and their abilities should revolve around offense and raw power. take the force abilites they have now and add force drain, rage, a powerboost analogue... remove animal calm, remove or add a penalty to healing abilities and DEFINITELY remove total heal all even from master level...


2)thepath to the lightside should be long, hard, and not involve the slaughter of countless millions in the name of experience or lightsaber upgrades. one possibiltity would be meditating quietly in the wild. this wouldgenerate maybe as much as 100exp every 10 minutes(insignificant really) but NOT while the /afk flag is set(prevent afk levelling) should even be pretty easy to code that system up.remove abilities such as force lightning, choke, animal scare, animal agro, etc. and add new ones like force obsorb, meditate(like what quigon did before he fought darth maul for the last time) and a type of powerboost that enhances defensive abilities. i.e. center of being, but more effective.


3)lightsaber damage type.... yeah im sure you've heard that one


4)defenses we don't strictly need. not like npc jedi have them anyway. we don't need 90% resistance to everything that can be thrown at us. thats not true to the story. what we should have is a +90 dodge for melee and a +90 block +50 returnshot or something along those lines. the whole thing with the jedi isn't how much damage they can take, but how hard it is to actually hit one. the force senses danger and lets the weilder react before the shot is fired, it doesn't(usually) let the user survive a direct blaster shot.


5)either padawan exp costs are ridiculously high, or jedi master exp costs are ridiculously low. a jedi can't level up at a decent rate at padawan, and a guardian can just burn force like crazy and level up insanely fast(compared to lower levels). there is not difficulty curve in the normal sense, just a steadily easier road. the exp costs at padawan should be more along the lines of 50k 100k 200k 400k and the ones at guardian should be along the lines of 400k 800k 1.6m 3.2m and maybe as high as 7million for the master jedi box. getting that box should be the longest, hardest challenge in the game. maybe even make it so that you have to.... defeat a *arch nemesis* style npc in single combat for a dark jedi, and you have to be directly tested for *jedi like* personality and skills by a csr or by some elaborate game system designed ONLY for jedi masters. maybe make a planet(smaller than normal) that only a 4444 guardian can get to, and where only one can go at a time, where they must somehow defeat all the trials placed before them. make these dynamic so a players guide doesn't come out with a quick way to get through them all. in the event that multiple ppl wanted to take the "final challenge" at once, have some system in place to have them wait until a previous attempter has succeeded or failed. this would even allow the "final quest" area and/or arena to be monitored by a csr(prolly a rare occurance to have a person make it this far, at least for most of a year) and make it a big deal when someone successfully completes all the challenges and/or beats his opponent by announcing it in news articles or something. make it a big deal and give ppl incentive to get there.



The bounty hunters are comming. Say hi with a lightsaber.

Jedi Initiate 4121 Kauri
Unguilded now and forever.
FeartheLettuce
Thu Feb 26, 2004 6:28 pm
#565






darkhawk000 wrote:

Also many people hate to fight. I know about 10 entertainers and crafters that just love to talk
dance and craft goods to sell on the market. Dont forget all of these people.







just wondering...why would an entertainer or crafter that "just love to talk dance and craft goods" want to be jedis? there 1 1 crafting tree in jedi.... buildinglightsabers, the rest is COMBAT..... why have missions besides combat for crafters/entertainers when they dont even fight anything with their mains?

not a flame, just pointing out that they dont need to be a jedi to talk and sell goods......



Twigs
Ahazi

MBH/MC

"I'm sure this is "working as intended," at least until they get around to fixing it." -Spinmove5150
RebellionCommando
Thu Feb 26, 2004 6:37 pm
#566






FeartheLettuce wrote:





darkhawk000 wrote:

Also many people hate to fight. I know about 10 entertainers and crafters that just love to talk
dance and craft goods to sell on the market. Dont forget all of these people.







just wondering...why would an entertainer or crafter that "just love to talk dance and craft goods" want to be jedis? there 1 1 crafting tree in jedi.... buildinglightsabers, the rest is COMBAT..... why have missions besides combat for crafters/entertainers when they dont even fight anything with their mains?

not a flame, just pointing out that they dont need to be a jedi to talk and sell goods......






Have to agree wuth Fear on this one.....
TimolEisley
Thu Feb 26, 2004 7:41 pm
#567

I personally don't mind the current way jedi level.


What I mind is the way we have to get to becoming a fs character. Having quests to become FS is cool with me, but I think it should be left alone as a profession after you obtain the fs slot.



Ve et Consilio

No Longer a Master Smuggler Until they stop Nerfing us and give us our 6 month old promise(Wanderhome)
Imperial Base Commander
Nabubu Imperial Front
FignarKrynn
Thu Feb 26, 2004 8:10 pm
#568

Quite impressed with the number of constructive posts seen some really good suggestions and also some questionable ones, althought i am glad people are putting their views across and also for the developers to give this opportunity to us to put forward our suggestions. I just want to add my thoughts which are as follows:


Essentially i am going on the notion that everyone playing wants a slot. If this is the case you need to avoid having a common set of quests which are exactly the same for everyone and require loot etc to complete these quests, or a simple problem solving exercise. Reason being when someone has completed these quests he/she could spread the knowledge of what to do etc to complete a particular quest or even sell looted items for certain quest etc which would lead to a similar thing we saw with the holos mass numbers of grinders. You also need to avoid randomly appearing NPC's which could appear at a x time or x number of days. The quests have to be done solo and also not at such a great difficulty that you will be stuck for months on end on a particular quest.


What you need to do is have a commonpool of quests with a similar purpose that is relevant to the Jedi, i.e diplomacy, problem solving, combat, learning about the force (could be something to do with learning the history of thejedi, learning to use the force (you get the basic idea). From this basic quest pool you assign people with different quests to each other (obviously it would be very hard to generate random quests all the time so some may be the same but different npc's give them and may be situated in different locations). This can be done on character creation much like how our professions were assigned to us. Now when a player wishes to start these quests he could have to locate a jedi in hiding such as the NPC on dantooine who will begin to choose these quests randomly from the pool to begin your journey down the path of jedi. One thing you must make sure is that there is a good mix of problem solving, combat, researching, etc to make these quests interesting and worth while. As rewards for completing these quests your assigned trainer could give you certain things such as a jedi robe, fragments to make your light sabre, holocrons with important information for later quests etc.


Now the way you are given titles should be dictated by your performance in these quests i.e if you opted for a more combat orientated approach, or if you used diplomatic solutions, much like the questions asked by the member of the Jedi council in KOTOR which determined weather you were suited to guardian etc. Now doing these quests should offer you 2 hidden paths dark and light so certain actions such as killing an npc in a quest for no reason would give you dark side points where as solving the problem using force pursuade etc would align you to the light side. Upon reaching initiate depending on which path your actions took you too should be marked with a relevant event. For instance if you decided to go down the path of the dark side you turn on your trainer and duel him and strike him down after which you hear an inner voice which gives you guidence on finding a master of the dark side to follow. Where as if you decide to follow the path of the light side you recieve a visit from a blue glowy who will begin your next step of training. This symbolises the unlocking of your FSC in the old system.


From this point on things should get interesting and fun to do unlike the current constant killing for xp the jedi tree involves. For one you should be able to use the fragments your trainer at initiate lvl gave you to craft your own sabre along with other elements your blue glowy friend or dark jedi master asks you to find for your first quest as initiate. This could involve surveying for certain types of crystal and metals, to finding another npc who will give you a series of quests to gain the parts to consrtuct your sabre. This part of the path to jedi master be it dark or light should focus on the actual training of using the force powers so the quests have to represent this. The quests need to be relevant to either path you are following, i.e dark side would involve using your hate and anger causing suffering and pain to others which would more or less mean doing quests for the empire. You get the basic idea i could go on for ever lol but i leave it at that for now.


Also you need to think about quests which would allow the looted item be crystals or let the jedi survey for them as the current system is inadequate and would affect the new system if its not changed. Also instead of the jedi wearing armor let them wear robes or relevant outfits for their titles i.e at padawan you get clothes etc which provide you with the required skill mods for defences i.e +18 to dizzy resistance etc as you advance you are given the opportunity to obtain the next clothing item via a quest which will mark the start of your new lvl i.e from padawan to knight.


right my brains gone dead so i'm gonna stop there cya later dudes




Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


Amesri-Ethagoulvi
Thu Feb 26, 2004 9:03 pm
#569

my only thing to say is read what the post is about before posting. this isnt abot how to improve jedi. it is about how to improve the path to obtaining jedi. ok thx bye

FignarKrynn
Thu Feb 26, 2004 9:14 pm
#570

i'm sorry to say read the post yourself matey as it is not just the path to jedi but includes the actual progression once on the path of jedi.



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


Amesri-Ethagoulvi
Thu Feb 26, 2004 9:49 pm
#571

thats what i just said.

FR33K
Thu Feb 26, 2004 9:51 pm
#572


1. Give us quests that involve PC's, for ex: I need a component that only a Master Artisan can fashion, once I supply him with the 3-use template (in case there are crit fails). Then I need to return this item to the quest giver. Hell this could be used for Lightsaber components, or whatever. Basically it can get non-FS players involved with the Jedi profession.


2. make craftible cystals or at least make crumby ones available.


3. Move the ability to createhigher genlightsabers throughout the trees. I'm a new FS and I think it's pretty retarded that I can make a 5th Gen saber the day after unlocking.


4. Give us a force-sense, basically we whip out our saber when a BH with our mission comes within 80 meters.


5. ADD AN ALTERNATIVE WAY TO GAIN JEDI XP ASIDE FROM SLAUGHTERING 100's OF THOUSANDS OF CREATURES.



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