Development Cycle Archive

Thread: IC4: Path of the Jedi

RebellionCommando
Thu Feb 26, 2004 9:58 pm
#573






FR33K wrote:


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





That would be really cool.....
Seomon
Thu Feb 26, 2004 10:55 pm
#574



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.




§eomon/§eo §nowlock

Large House-o-Crap located at 1175 -6143 outside the Agro Outpost on Dant

Grey Haven

Forever in remembrance of Tirza. May she rest in peace.

RebellionCommando
Thu Feb 26, 2004 11:28 pm
#575


"1. Mastering 32 professions AUTOMATICLY unlocks your force sensitive character slot.


Reasons?


Anyone who plays Star Wars Galaxies long enough to do EVERY profession in the game deserves a force sensitive character...

Plain and simple. After doing EVERY profession in the game would you honestly want to do anything else than Jedi? No."



Those who have mastered every professions already have a jedi...regardless if they have ever picked up a holo in thier life.... Holos just tell ya what to master....if you do em all then !boom! jedi for that player...
AWThirdup
Thu Feb 26, 2004 11:39 pm
#576

Sabers -

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.



Unlocked: 6 Feb 2004

".....a great disturbance in the Force....like thousands of voices crying out and suddenly silenced.....oh wait, that was beta"
killianstar
Thu Feb 26, 2004 11:43 pm
#577

I've had my jedi for a few months now and i gottasay verydisappointed in the ways it works. I am not a jedi whiner but i was looking forward to roleplaying in this game and there is none.i would like to see quests involving story lines and puzzle solving for jedi ultimately even quests t obring dark jedi back to the light and such ( or vice versa if a dark jedi character).


my personal vision for jedi would be instead of an additional character slot just opening access to jedi skills and templates on our main character to move thorugh the game much as luke did in his training through the movie. having to find a master and training and as i am training giving up skills as i rely on my growing jedi skills over time much as luke stopped using his other skills like getting rid of his blaster weapons as he became more proficient in using his light saber. much as we all did on the grind to opening our slot giving up skills in one class as we needed new skills for our next class. this would almost certainly solve the whole problem of a lack of defenses for novice jedi. we would at least have the skills we already had obtained to rely on as we switch to jedi.


it seems very much to me as if they jedi where never meant to be the pvp gods of combat we all thought they would be so why not bring the xp req's more in line with those of other characters? it seems to me also that bounty hunter mission against us and even the whole constant pvp tef is a little unfair and really leaves us as griefer fodder. iwould like it to be more like regular faction missions where we get a tef only when doing faction missions. even balance our skills and combat abilities as you balance all the other classes.


i would like to see experience trees and skills for light and dark jedi to reflect thier opposing pathos. for instance lower xp req's and better offensive capabilities for dark jedi to reflect that the dark side is quicker easier to obtain. and higher xp req's and better defensive capabilities for light side jedi to reflect that they are doing the more difficult path but with greater rewards by listening to the force.


but most important i want story lines and philosphical missions leading us down our path. i would also just like it to be FUN! jedi as is currently envisioned = zero fun. just boring swg stopped being fun with all the grinding and lack of realopportunites to roleplay. this game has become exactly that a game and not a very starwarsy one at that. it has only replaced solitaire as my time waster of choice.


in closing I still possess a small amount of faiths that the devs might be able to fix this profession but it is fst fading .
Alltalksebrasky
Fri Feb 27, 2004 12:16 am
#578

ok ive spent well over an hour now reading posts and ive got a few ideas/sugestions, please bear with me i am not a jedi, i am not close to obtaining jedi status


in my opinion i thinkg this whole jedi thing should be as close to, or similar to, lukes journey durring SW4-6. and what i mean by that is any character with any profession should beable to become a jedi. Luke was a farm boy on tattooine. i think that the journy should have nothing to do with any of the professions, (although having certain professions wouldnt hurt) kinda a rags to riches deal where any one from any profession can just stop and start the path of the jedi. however, to become a jedi should take complete devotion to becomeing a jedi and at least a month to attain. one sugestion i heard was that your actions should have an effect on what side you lean towards and that i think is a very good idea. and maybe it shoulnt be as much as actions in a quest as much as actions in the game. forinstance start keeping tabs on how many of a certain faction are killed per player, or just look at faction points. if someone does nothing but kills people all day (good or bad) then they definately should be on the dark side, and have that be their only option, (so if you have a rebel with over like 2,000 imperial kills and stuff like that, even though hes a rebel he should not alowed to control the light side) now this starting quest should be a random quest, given by a hermit or something (nothing to do with the force aka jedi master in desguise) and it shoulldnt be hard to find, mysterious yes, but not hard to find "lengend tells of a hermitt that lives in a cave outside of theed" something to that effect. this way anyone who wants to open their force slot should beable to do so. so then you open your force slot, the next step would be to find a master. now the master would be either a) annpc OR!!!!!! A PLAYER JEDI MASTER!!!!! now the catch would be... BH's are out on the prowl for jedi's (have the reward for killing a master really really high) so if someone comes up to you and says "hey are you a jedi master can you train me?" are they really looking for training or are they looking to kill me? there should be very few questswith becomeing a jedi and should mainly beimproving skills. jedi's and padawans will meet in homes or secret locations (some skills will have to be honed outside) and will train together. (masters can make training droids orcan duel padawans for lightsaber wielding experience. a master will have to give blue prints to a padawan to make a lightsaber. and a padawans first lightsaber will probably fail. and this should be the same for NPC masters as well. and if the master dies then thepadawan starts looking for a new master. now the catch would be that to attain the absolute top of the top jedi you have to take on an apprentice and train them to be a jedi. after a jedi reches a certain point i think to attain higher skills he should beable to venture out alone, and continue the path of jedi by him self.


by doing any if not all of this it would take the camping for jedis completely out of the picture, plus it would encourage friendships and working with other people. i do enjoy doing quests and stuff but questiiing should be just half of the battle, if any at all. i was one of the few who attained badges like the intelligence badge and people spoiled the fun by shadowing you and then stealing the random quest for themselves which made it very frustrating and not very enjoyable. if we leave it up to the players to get to jedi for them selves and less dependant on random or static quests it would be a much more enjoyable game.


a few no-no's that i would definately not like to see added to the whole jedi quest thing

1 quests, and unlocking your force slot should have nothing to do with faction rank (jedi's are wisemen/women not soldiers, lets keep it like that)

2 becoming a jedi should not need any combat training nore artisan training, any person from any profession should beable to start the path if they want

3 from what ive read from some of the posts in here lightsabers need to act more like lightsabers

4 becomeing a jedi should be very dificult to attain even for the most avid players

5 jedi should be based on skill not only on quests


these are my 2 cents, comments criticisms, flames, and compliments are all welcome
kelthuzad
Fri Feb 27, 2004 1:12 am
#579

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


Kiashia
Fri Feb 27, 2004 1:23 am
#580

Grant Jedi naturallight armor 60% resistsvs all attacks at creation.



  • At apprentice:

Dark Jedi would be granted 65% natural light armor

Light Jedi would be granted 75% natural light armor



  • At Knight:

Dark jedi are granted 70% natural armor

Light Jedi are granted 85% natual armor



  • At master:

Dark Jedi are granted 80% natural armor

Light Jedi are granted 95% natural armor



2) Remove the ability of a Jedi to be buffed by doctors in its place HAM increases. Foods and narcotics however could still be used. This would be the same light or dark.


At creation all Jedi would be granted

+1000 to Health Action and Mind

+500 per substat


As you progress up the tree's 4 trees there would be addititional points granted so you grow as you progress


  • 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.




Kiashia [90 Elder Jedi, 90 Spy, 90 Medic, 90 Bounty hunter, 90 Commando] The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the blade of the heart.

nnn((((((((((nnnn]9X9ggggggggggggggggggggg)


kelthuzad
Fri Feb 27, 2004 1:26 am
#581

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.


So what's it gonna be? In the best intrest of the game as a whole? Or, in the name of creating some crack pot time sink to keep the money flowing?


This game doesn't need those to be sucessful. In fact timesinks and money sinks ruin this game.

It's like creating a beautiful painting, that steals your breath away, then changing parts of it or adding things to it beacause someone says that it won't sell if you don't.


STOP TRYING TO CREATE THINGS THAT FORCE PEOPLE TO PLAY FOR AN EXTENTED PERIOD OF TIME TO ENJOY A HIGHLY SOUGHT AFTER ASPECT OF THE GAME.


People will respect a good solid game with no aces in the hole type time sinks more and will give back in return.


YOU REAP WHAT YOU SOW. AND THERE IS ALOT RIDING ON THIS CHANGE TO THE GAME.
JediNerfherder
Fri Feb 27, 2004 1:27 am
#582


Just an idea, I have always felt that drop items being required to craft lightsabers to be a bad idea to say the least.. Evidence of this is very apparant by the outrageous prices, and now its even worse with the loot tables being messed up..


Solution: forget this /crystalsense or /crystal extract, give us schematics to create our own crystals. Since the weapon itself is just like any other weapon in the game, simply give us lightsaber experimentation points, let the resource qualities effect the quality of the crystals, and the quality of the final combine. Remove the crystals from even being dropped at all, perhaps leave an optional component slot for krayt pearls to act as tissue or scales would in other items.. As far as colors let us choose this at the end just as any other color selection in crafting, after all, for the most part a Jedi's lightsaber color is his trademark. One could then just as easily select damage type during the crafting phase also and thus kill two birds with one stone.. It cant be that hard to implement, the coding is already there.


DarkJedi102
Fri Feb 27, 2004 1:30 am
#583

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




Shadowtalker
Fri Feb 27, 2004 1:52 am
#584


First off I'm not a jedi.


Here are my thoughts about unlocking jedi or your FSCS.


-Many many people have invested so much time into the current system it would be harsh to scrap that all. Say someone has mastered 30 out of 32 professions after their silent holo. To change the system to a new obscure quest system would be something that would drive this player mad. Please, if the current player base wants to continue grinding out the rest of the professions let them. Like it was posted above the people that have grinded 32 professions deserve to be able to unlock their FSCS.


-I like the idea of a quest based system. Please though..... do not make it like the hermit. Back when everyone though getting all 4 badges from the hermit was the key to FSCS people were camping this supposed spawn area. This was really not very SW.


How should the quest system work? I'm sure you devs probably have a good idea of it already. Here are the things I personally think it should include:


1. When you find these quest givers make it obvious you are doing something that is contributing towards you FSCS. I think a great current example of a jedi quest is from the sith/jedi around the ruins of dantooine. When I did that quest (way back in September) I was excited. I couldn't wait to get back and do the next one. Even if this NPC quest was one step in one hundred I was motivated to continue. Please don't make it some random NPC that spawns in the middle of nowhere, only with afull moon, when it only rains.....


2. These missions should be hard and take time. Whether it's a combat related mission or a lengthy exploration mission it should take a good length of time. Examples of the missions could be like the following.


  • 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

Tybar
Fri Feb 27, 2004 1:54 am
#585

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.




aURabyt Romrani v Tevia RomraniUb
iImperial Creedi
AKA Tybar, the Cross Dressing Wookiee from Tat.

A in memory of Jolo Darmist, Duncan-Idaho A
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