Development Cycle Archive
Thread: IC4: Path of the Jedi
FR33K wrote:
4. Give us a force-sense, basically we whip out our saber when a BH with our mission comes within 80 meters.
1. Lightsabers need a revamp in how they're crafted.
- Crystals shouldn't be rare and hard to find, they should be easier to come by.
- Pearls should stay as they are, you should have to put out a lot of money to have a really nice saber.
- The condition of lightsabers needs to be higher, or when repaired we should have 0 chance of failure, with a 50 condition loss every time. This will let the sabers last a long time. Since we should have to depend on other professions, namely weaponsmiths (since we make our own), this shouldn't be a problem.
- Lightsabers need to be, well, lightsabers. There's only one thing in the galaxy that can withstand a Lightsaber attack, but since it's so brittle, it's worthless to be used as actual armor.
2. Force Powers
- Mind Blast - Shouldn't have a specific damage. It should be unresistable, unstopable.
- Lightning - Why isn't it doing Electric damage?
- Healing - Stopping Bleeds should be lower down in the skill tree, probably at Initiate. Also, healing Mind Wounds should also be at initiate. We can heal battle fatigue, but we still have to go watch an Entertainer to get our Wound Heals. Leave healing Mind Damage where it is, but give us a small Mind Wound heal at Initiate.
- Force Run - This is the only skill that doesn't give us experience (and it shouldn't), but it also gives us a TEF. I'd like to see it changed so that it doesn't give us a TEF since we also get no experience from it.
- I really like the way Force Power scales. Keep that

3. Experience
- While having Jedi experience based off using Force Powers, as a Light Jedi I see no reason why I have to kill and kill countless mobs to get experience. It just doesn't feel like I'm a Jedi. It needs to be quest based, especially for the Light Side. While there still needs to be combat in the quests, since Jedi do have to protect themselves occasionally, it shouldn't be the main way we gain experience.
- As for the Dark Side, killing is their game, and how it is should be more like what they have. Less quests, more all out killing. The draw for the Dark Side is that it's easier. This should be reflected in the experience. Make it easier to be a Master Dark Jedi than it is for being a Jedi Master. Also, since they don't have as much regen as Light, they should have more Force Power than they do as of now.
4. Visibility
- What gives us visibility? We have a general idea, but we need to know exactly what it is.
- Bounty Hunter missions, while great, shouldn't be the main way of controlling the Jedi Population. There needs to be a chance that we pull down the wrath of Darth Vader. He should come out of nowhere, completely demolishing anyone, even Masters.
5. Defenses
- Defense vs Dizzy - We're Jedi, strong of mind and will, we shouldn't get dizzy.
- Defense vs Knockdown - While we should have a chance of getting Knocked down, we should have at least some resists to it.
- Defense vs Intimidate - We're Jedi, who's going to Intimidate ME? We shouldn't get Intimidated.
- Defense vs Posture Change (Up and Down) - Same thing as Knockdown
- Defense vs Blind - Not needed. We have so much accuracy that it cancels out.
- Defense vs Stun - What does Stun do? Who cares about Stun...
- Innate Resists - 50% resist to everything. We shouldn't need armor.
Well, that's about it from me. The only thing that really needs to be done right now is to stop the endless killing of poor critters. After that, add defenses, change the lightsaber/force power attacks, and we'll all be happy.
Crystals should be easily obtained to match demand. If saber wear dictates a jedi need three or four crystals a week, then the *JEDI* should be able to obtain three or four crystals a week.
Saber wear is extrememly fast but understandable. But saber repair should be limited to replacing the crystal and have a far better success rate.
Armor vs robes -
Both should be an option to jedi. While robes with stats and protections might fit the look better, a jedi should be able to appear as any other player in the game if he is to be in "hiding". A jedi in robes should not be a walking target sign with "shoot me I'm jedi" on his back.
Tags/badges/bios -
If jedi are "in hiding" then do something about them being examined. No profession badges, no tag means jedi. Allow for some sort of "novice xxxx" tag to be worn (or better yet, allow *everyone* in the game the option of turning off being examined, which introduces the "unkown" factor).
Quests/trials -
Don't make these things/places/NPCs campable by every BH-wannabe. Nothing static.The quest system should obviously replace the broken apprentice points sytem. AP xp will be next to impossible to get and now with skill losses, if someone were to lose master jedi they would likely never get it back. Jedi being rare should eliminate any apprentice point system being used (not visa-versa).
Light/dark -
Don't try to make unique powers and abilities...then spend years balancing and counter-balancing the sides. Give both sides the same access to the Force and let how/when/where/and on who the powers are used determine if they are light or dark. A dark jedi is not measured by his using force lighting...he is measured by WHO he is using it on.
TEF/BH -
If a jedi is TEF to a BH due to a mission, then that BH should be TEF to the jedi.
Defenses -
I think alot of this problem will go away when KD/dizzy is nerfed. Dizzy could be adjusted to be alot of things (reduced accuracy, etc) but the KD/dizzy combo is obviously skewing PvP outcomes on every encounter. When will gamedevelopers learn that total-disability attacks ruin PvP. There is no sport in simply killing someone who is on their back and can't fight back.
Jedi Cost of Living -
This is currently a major joke. A jedi needs a good two million credits a week to function (armor and crystals). If anything has ruined the early stages of jedi for me, this was it. I'm not talking about uber 5th-gen sabers...I'm talking about a suit of ubese and two crystals a week.
I posted an idea before jut to get it off my chest. After digging into this Thread a bit deeper. I agree with the people that say intigrate the Jedi profession into the other professions. This gives everyone a shot at trying out the profession with out mindless grinding or creating an overly camped spot or dungeon, while at the same time negating the negative effects of the lack of ingame interaction on a in-game level.
If the Jedi quest is made to be elite in any way, shape, form, or fashion, the elitist mentality that is disruptive to the overall player contentment will continue unabated.
Not the mention the Profession in itself.
ALL the planning and fixing of the quest to attain Jedi isn't going to mean ANYTHING, unless the profession is fixed.
This requires fixes on a few different lvls in-game.
The saber crafting and maintaining
The Outrageuos amount of EXP to lvl up
Jedi are
- At apprentice:
- At Knight:
- At master:
- apprentice your stats would be +1500 to ham +750 sub stats from a base players stats.
- Knight your stats would be +2000 +1000
- Master would be +3000 +1250
My suggestions for Crystal foraging harvesting
- Make them untradeable andthere really is no need to limit them to once a day in my opinion.
- Dark and light should be able to forage for them as well doesn't make sence that a dark jedi would froget how to find one.
- There would be no need for a TEFforaging for crystals and it may take 15 20times to get one at creation even longer.
- /crystal foraging would beset up like bio-eng sampling dna,The higher the into the skills you are the better chance you will have atfinding one and the higher quality they become.
- Dark Jedi progression in the above skill will not get any better once they choose the darkside, from that point they would forge.
Forging the Crystals - the Dark Jedi infuses his hatefull energies into a crystal To do this would surly take all his/her forcepower. To keep in line with continuityI suggest this.
- Dark Jedi forged crystals as apprentice would have a large increase in damage over foraged ones
- As a Dark Jedi progresses up the tree's the damage of new crystals will continue to grow as they become stronger in the force.
- Rather then generic resources for crafting their gem they will forage for a single rawl material that has no stats all stats would come from the Jedi's power in the force by random roll
- This raw material would be easier to locate then crystals and would also be non-tradeable.
At the start ofapprentice the Dark Jedi would have a MUCH higer damage(say 30% more damage)output then a light Jedi with that gap narrowing as they progress up the trees. at master dark jedi would maintain approx around 15% higher damage then a light Jedi master with a light Jedi master having 15% more armor.
Jedi also need more basic skills then they currently have. Even darthvader was a droid eng.
I posted an idea before jut to get it off my chest. After digging into this Thread a bit deeper. I agree with the people that say intigrate the Jedi profession into the other professions. This gives everyone a shot at trying out the profession with out mindless grinding or creating an overly camped spot or dungeon,only to realize they don't like the profession, while at the same time negating the negative effects of the lack of ingame interaction on an in-game level. i.e. Roleplaying...RPG
If the Jedi quest is made to be elite in any way, shape, form, or fashion, the elitist mentality that is disruptive to the overall player contentment will continue unabated.
Not to mention the Profession in itself.
ALL the planning and fixing of the quest to attain Jedi isn't going to mean ANYTHING, unless the profession is fixed.
This requires fixes on a few different lvls in-game.
The saber crafting and maintaining
The Outrageuos amount of EXP to lvl up
Jedi are an intrgral part of the Star Wars Universe. Instead of using them as end game content. integrate them into the initial character content.
And make some different goals for end game content...nota profession that everyone and there brother wants to play.
I think that SOE and theDevs will be making a statement when they release this change.
That statement is going to be either, we apologize this one's for the player base
Or it's gonna be, look at this...you want it?...you want it?....give me some money....that's right..oohh so close..hahaha...keep tryin.
Idea for quest/crystal hunting for jedi:
Every X amount of hours played (say 6 for now) a jedi would get a screen notice like this:
"you sense a focal point in the force near you"
then a box would pop up saying that you have sensed an unknown disturbance in the force and asking if you would like to investigate further? (box would be just like the survey box you get when you discover a concentration)
then if you chose yes a waypoint within 1km of you would light up and when you get to that location you find a force sensitive npc that you have to kill or converse with (depending if he is light or darkside like you).
If you are both on the same side of the force, a successful conversation leads to him giving you a force crystal.
If jedi are on opposing sides then a duel insues and upon killing the jedi and looting you get a force crystal.
the difficulty is random with a range depending on your current level. The quality of the crystal also directly depends on the difficulty of the mob that spawns.
This would be a great way to solve the crystal issue and would even allow higher level jedi's to help the lesser jedi out with the better crystals they find on their mobs.
-Tessaline
Flurry Jedi Initiate 4114
- Say you get a combat related mission. Don't make it like every other combat related quest, where it spawns something 1km away. Make the player travel to another planet. Make 'chains' of NPC's that you have to talk with to find out enough information about where it is what you're hunting for whatever reason. When you finally find the creature/person/foe then you should obviously know it and feel accomplished that you got this lengthy task done. Most combat quests seem to take me 3-5 minutes tops.
- Say you get a crafting related mission. Have the component (perhaps something that really lets you it's a jedi related mission, like a lightsaber component) require some fairly rare resources. Now some of you might be thinking..... well then you would be dependant on the server spawning those minerals if they didn't exist. Well you could develope NPC chains that could 'spawn' some for you that you could sample for.
- Say you get an entertainment mission. Someone sends you out in search of a very hard to contact agent first to find out who you must perform for and talk the agent into performing for very important people that would eventually lead to someone who is knowledgable about the force or something equally obvious.
- Say you get a medical mission. There is a rare disease that you must cure. Not only must you search out the components to manufacture the cure but you also have to find and administerthe cure to important people. For instance some jedi inflicted with a strange aliment,that he cannot use the force to cure,sends you to amaster doctor that then sends you on a chain of quests to research the cure and have you produce it.
- Say you get an exploration mission. There is a jedi that believes that there are some valuable force crystals in a dungeon. You must take a small group of buddies and finish the dungeon to scout it out properly. Say that expedition turns out unfavorable results. The jedi would then send you to another planet to do the same thing again.
3. Also.... please make the missions we get related to our skills. I think it would be silly once again to grind out your character that you enjoy playing only to find that your 'jedi missions' require you to do something totally else. Don't make us ruin our main characters if we just want to try out jedi. Alot of players are still using their main characters along with their jedi. Some might get halfway down the 'jedi mission' path only to find that they were happier doing what they did before their jedi missions.
4. I think a mission system with some codependancy is fine. You could do this quiet easily if you used a missions system like above. For instance take the medical type of mission. Say thathe finds that he needs the blood of a special type of rancor. Now he is a medic, not a commando. He just likes healing not weilding a blaster and running to his doom. So to finish the quest he needs to call up his buddy to help him take down this beast so that he can get what he needs. The next quest he finds out that he needs this special component to deliver the cure. So he calls up his artisan friend who is also doing their 'jedi missions'. Now the artisan has already done the 'lightsaber' component quest. In that quest he recieved aschematic for this lightsaber component. It just happens to turn out that this component can be used ALSO in the medic's cure quest. So he has his artisan buddy make him up one. This encourages the player to be more social and this whole 'jedi mission' thing is alot bigger then just himself. He could use the help of others.
5. When we complete a section of the quest please give us some sort of recognition that we've done something significant. I think the easiest way to do this is to simply give us a badge. For example with the medical 'jedi mission' we could get a badge with something like "..... has cured a rare disease for a jedi"Not only would this beat neat to have as a trophy for our character... but it would be some way to gauge or progress towards force sensitivity.
6. If you had these special badges awarded then all you have to do from that point on is pick a number required for a FSCS. The way I'm envisioning these missions I think 10 of these badges would be about right. If these quests were made hard enough then it would take a 'hardcore' player atleast a month or two to get through all this.
I think the point I have to stress the most over all of these again is to make it obvious that we are making progress.... no matter how little, toward our FSCS. Don't leave us in the dark doing random things hoping for the best. That will only make players more frustrated and quit.
-Vaelek
Jedi Quests invloving both combat and problem solvingI think would be good. (More than take this item to this WP)
Jedi Badges for completing Quests, Speciality Items for Jedi
Going and talking to a Force Sensitive NPC (like those at the Jedi temple on Dant) should give us something different than that of a normal PC
Radom Email sent by an NPC saying "I have felt your presence in the force, and I need your help; you can find me here...) and so begins a quest.
Jedi Interaction with Nightsisters and Force Sensitive quests.
Basically I am looking formissionsthat will take me to different planets, that will take me days, maybe even a week(s) to complete. Fighting along the way, avoiding BH's, Calling on friends - Jedi and non-jedi alike to help help with.
Jedi Trials would be kinda cool too - make it necessary to actually "fall" to the dark side by going and conducting quests or "raids" that would earn you a place in the dark side.
The rewards should be Jedi XP.
I would also like tobe able to "feel" other Jedi or at least know who a Jedi is who is near me. I see this as good and bad
Good: When the apprenticeship points come into play wewould know that a Jedi is near and offer trainingor get trained
Bad:I can see "evil" Jedi Spamming (not that it would really hurt anything) "NAME is a Jedi!!!!"
Just some thoughts.