Development Cycle Archive

Thread: IC4: Path of the Jedi

Rissen
Fri Feb 27, 2004 8:17 am
#612

As to unlocking the new quest based path should be long as mentioned by others and I think it should be personal meaning it cant be completed with help. It should require combat, crafting, healing, scouting etc. as well as some mental puzzles and trait based. The combat should be challenging and the crafting should take time.


I DO THINK PEOPLE ALREADY ON THE PATH PREVIOUSLY LAID OUT SHOULD HAVE THE OPTION TO CONTINUE THAT PATH AT LEAST IF THEY ARE SILENT.


There seems to be no way for you to account for professions done outside of the holocron ones and they would be considered progression in the check off of possible criteria


As for the jedi life itself make a series of quests where they can obtain:


Crystals, Pearl(s), Saber(s), A device that gives localized missions like a portable mission terminal of sorts... maybe a oracle or orb or holopad..also maybe AP points as actually meeting and teaching other jedi is not only currently broken but hard and more risky especially once droids work for BH's and still allow the mission to be taken and completed by multiple BH's multiple times.


Allow them to do some quests to obtain the various profession badges and or titles so they can better hide.


Quests can involve them in the GCW, the plight of the comman man/woman, the crime syndicates, dealing with other force sensitives(npc).





FELON
NOW RECRUITING IMPERIALS AND NEUTRALS ON BLOODFIN
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Bagpuss_tm
Fri Feb 27, 2004 9:02 am
#613


Currently with the holocron system, while a grind ,and to tedious for many to even bother, every single player if they choose to do it can open a force sensitive slot, which is the present methods saving grace. You do not have to have access to large guilds, or have bags of friends you just grind if you wish.


If a quest based system is going to be involved, it must be fair for everyone, it must be long, very long, and idealy take the questing player across the galaxy, it must not in anyway, shape, or form, become like an Everquest epic Quest, or like a plains raid, for 'Uber loot', unattainable by those that do not have the reasources, of twenty or so other friends/guildmembers, as this would prevent anyone other than a powergamer from opening one. MMORPG's are very dull things if played solo and alone, but everyone should have an equal chance, and those that play during non peak hours shouldn't be handicapped.


While its desirable to move away from 'the grind' method, it is fair, and if the quest based system, isn't as fair, then it shouldn't be implemented at all.


Heir2003
Fri Feb 27, 2004 9:23 am
#614

I feel that the jedi skill trees need to be expanded upon. Each and every jedi is a cookie cutter version of the last.

Instead, a neat idea would be to expand some of the skill trees into their own professions. Think of it somewhere along the lines of KOTOR's system. In that game there are three jedi classes, Sentinel, Guardian, and Counselor.


Why not do something like that? Or better yet, have 3 or 4 different types of jedi paths (on each side of the force) after you reach padadwan that you can choose. One jedi profession would be a Jedi Healer-type profession. They'd still get SOME combat skills...but they are much more skilled at healing themselves and others. A second profession type could be your typical soldier-type jedi. This profession would have the best defenses/offenses of all the jedi types, but would have limited forcepowers, healing,and force points/regen.


A third profession type could be a Counselor type profession. (Kind of like a Mage in other games). This jedi would most likely have the lowest combat abilities of the 4, but by far the MOST force powers and force points/regen. They would have much more powerful abilities to use with the force, and could use the force as his/her's combat skills. Stuff like Force shield, absorb, lightning, choke, kill, affect mind...all of these would be much more powerful than would be with other jedi types.


The last one would bea Jedi Scout/Sentinel profession. The jedi would have a fairly equal mix of all the other jedi professions. It would have probably the second best combat abilities and defenses, powers, and healing. This one would have skill trees that closely resemble the current jedi that are seen in game today.


Here's a proposed breakdown of each jedi's defenses and force pools/regens at their prospective master box.


Jedi Guardian/Soldier: Melee and Ranged Defense: 150+. Defenses against other things (i.e. Dizzy,KD, intim, Warcry, Stun, ): 80. Defense against poison, bleedand Disease: 25 Total Force points and regen rates would be the lowest of the 4.


Jedi Healer: Melee and Ranged Defense: 75. Defense against other things: 40. Defense against Poison, bleed, and Disease: 90 (they are healers, so they should be near immune to this). Total Force points and regen rates would be the second highest, only the Counselor would have more.


Jedi Counselor: Melee and Range Defense: 50. Defense against other things: 20-30. Defense against Poison, bleed, and Disease: 75

Total Force points and regen rates would be the highest...should be substantially higher than Healer.


Jedi Sentinel/Scout: Melee and Ranged Defense: 100-125. Defense against other: 50-60. Defense against Poison, bleed, and Disease: 50.

Total Force points and regen rates should be slightly lower than healers, but still substantially higher than Guardian/Soldiers.


This is just a basic rundown of how this might possibly work. There would be other variable involved, such as Counterattack, Terrain Negotiation, Lightsaber Crafting experimentation, and the like.


Of course there could be other differences based on Lightside/Darkside choosing.


I feel that jedi initiate should be kept somewhat the same, and after hitting Padawan, this is where the professions would branch off from each other.


As for quests and such, it would be nice to gain xp from combat AND other sources....like solving puzzles, doing missions for npc's, taking part in a battlefield (for jedi only maybe?), and other quest-type things.


Let me know what you guys think. I personally feel it would add a little variety and personal touch to the system.



::Heir
mysticalpandy
Fri Feb 27, 2004 10:08 am
#615

Here are my thoughts.


1) There should be a minimum of 5 Jedi quests that must be taken to open the FS slot for a character. Each one progressively more difficult and interactive.


1a) Those individuals who have completed the 4+ holocron profession should be able to start at the last quest. (reward system for the old mechanism). 3 completed holocron profession will start 2nd to the last; and so forth to those who have completed someprofessions to no professions.


1b) Roll these quests out backwardsgradually so you can fix any issues without a mass convergence on the first quest and then have a large downtime before the 2nd quest is produced. This will also benefit and use up the current holocrons that are on the servers.


2) Upon opening a FS slot the Jedi trainer should remain anonymous to everyone but the initiate (padawan)


2a) This will prevent camping.


2b) Will provide a static location for an initiate to travel to and from. A single NPC trainer can serve multiple initiates early on.


2c) Upon jedi development the NPC trainer can change. "I can teach you no more seek (NPC)." Much like Luke did by going to Yoda.


3) Quests or activites to develop the Jedi.


3a) Should involve all aspects of the professions: Crafting, Combat, Investigation, Healing mainly.


3b) The first quest should be built around building the lightsaber. The NPC can request certain items to obtain (random generate) which can be junk to more specific items (krayt pearls, crystals). Upon delivery of the items a schematic can be provided on which the initiate can then utilize to build their lightsaber.


3c) Combat quest could be anything from seeking out information from this NPC to destory this or that NPC. Depending on the NPC chosen to be destroyed this adds light or dark inclination for future quests and the development of the Jedi.


3d) Again at a growth point the NPC can say.."I can teach you no more seek out (NPC)."


3e) Solo and group missions can be utilized to enhance the development for light or dark sensitivity dependent upon the mission and the group members.


3f) At some point an initiate should have to seek out a PC trainer to obtain more knowledge and skills (Apprentice points). Since some Jedi have been on for a while and have developed the issue should be minimal. If there is a lacking skill or knowledge a NPC can be temporarily generated or utilized for training such as Vader or Obi-Wan. This will have to be a a great economic or resource costs to the initiate.


3g) Quests for development for dark/light growth can be aiding one faction or the other in the GCW. Destroy a base or kill this NPC.


4) Jedi's should be able to retrain at some point to adjust from light to dark (vice versa) but at a great cost by either losing skills or continuously have a TEF while in the process.



Just a few thoughts.


WIBRTyranT
Fri Feb 27, 2004 10:14 am
#616

i think that's brilliant. light vs dark, BH vs. jedi target, and duels. this would be great for SWG and have the mystery added to who's a jedi, not, oh look that jedi is running through the bestine starport owning imps, or through coronet owning rebels. of course, jedi get tefs when spotted, so if a jedi and dark jedi came across each other in town, they not only have to worry bout each other, but also everyone else who's around.... in a sense, i think if a jedi and dark jedi meet and start fighting, i don't think any onlookers would jump in and attack, just prolly run or stand around stunned watching these two dueling like maniacs... i say, players should not be allowed to attack two FS characters if they're engaged in combat, as per being stunned or scared sh*tless by this spectacle.


i'm currently wondering though, for those of us who have done the holos and just need to find our hidden profession, or are still working on our holos, what would the benefits be for doing so, as the Devs said there would be a benefit the further you got...


and will the FS slot open a new character or just make your current character an FS? i hope it'd open a new character, because i personally would like to keep my current character, and not have to change profs yet again. he's my enjoyment character, whereas my jedi character would be for actually becoming a jedi. i mean, i would like to have the choice of being a jedi or being a different class, since i earned them both, depending on my mood that day. the ppl who have gotten their FS slots already, have the extra character, so i don't think this should be changed, as it would be unfair to the rest of us FS hopefuls. i'm sure you'd understand after all the holo grinding and profession changing we've been doing, this would be more a pain in the *ss than a benefit. please let us get that extra character, and keep our main character as is, no one wants to be a jedi grinding their way through millions upon millions of xp every day, just to maybe master it and have nothing else to do.



that's my two cents.





Hemo Valencia
Master Rifleman, Teras Kasi Master
Imperial Colonel
Heretic
Pirate of the Kauribbean
WIBRTyranT
Fri Feb 27, 2004 10:35 am
#617

i also think that upon reaching jedi knight, you should have the choice to take on a FS character as a padawan, to teach in the ways of the force, much like the star wars storyline. this would be interesting i believe, as you could train together and help each other in situations, and say, once you have claimed a padawan or become someone's padawan, you take on missions together, like grouped players do, but you both get xp and whatever else jedi get ( fs points? light or dark side points) because of your connection to each other through the force. this would also bring out teamwork between players in situations where it's essential.


plus, it'd just be plain cool i think.

just another thought




Hemo Valencia
Master Rifleman, Teras Kasi Master
Imperial Colonel
Heretic
Pirate of the Kauribbean
Catatafish
Fri Feb 27, 2004 10:35 am
#618

Ways for jedi to either harvest or Enhance crystals.


Make jedi somewhat independent. I have to change my main character into a crafting class so i can afford to buy crystals and possibly pearls. So having the ability to possibly enhance crystals would be great. Maybe the farther up the trees we go the more ability we have to enhance the stats to a max of 175 or so. I would prefer the ability to hit the max on enhancing crystals on the padawan tree rather than higher up.





Titian Draconis-Master Architect-Master Chef-Master Artisan
New Gaspin-Talus
BrandonIT
Fri Feb 27, 2004 10:40 am
#619






Heir2003 wrote:
I feel that the jedi skill trees need to be expanded upon. Each and every jedi is a cookie cutter version of the last.

Jedi Guardian/Soldier: Melee and Ranged Defense: 150+. Defenses against other things (i.e. Dizzy,KD, intim, Warcry, Stun, ): 80. Defense against poison, bleedand Disease: 25 Total Force points and regen rates would be the lowest of the 4.


Jedi Healer: Melee and Ranged Defense: 75. Defense against other things: 40. Defense against Poison, bleed, and Disease: 90 (they are healers, so they should be near immune to this). Total Force points and regen rates would be the second highest, only the Counselor would have more.


Jedi Counselor: Melee and Range Defense: 50. Defense against other things: 20-30. Defense against Poison, bleed, and Disease: 75

Total Force points and regen rates would be the highest...should be substantially higher than Healer.


Jedi Sentinel/Scout: Melee and Ranged Defense: 100-125. Defense against other: 50-60. Defense against Poison, bleed, and Disease: 50.

Total Force points and regen rates should be slightly lower than healers, but still substantially higher than Guardian/Soldiers.






This is exactly what needs to be done with the Jedi system. It is so boring to me to think that my Jedi is just going to be the uber PvP l33td00d.


Why can we not have different Jedi's with different abilities just like we have current professions with different abilities and classes?


I know dabbling is difficult to balance with our current system, but it also is so robust that people keep coming onboard.


Please, don't make the Jedi just be the ultimate weapons. They were so much more.





Erdeid - Master Commando
Erleid - Master Musician, Master Entertainer, Master Artisan
nope...gone again...
MaskimXul
Fri Feb 27, 2004 11:20 am
#620

Ok guys and gals,


I dont disagree that the current 'grind' is most definately the wrong direction for unlocking a jedi character but i dont think that professions should be altogether ruled out of that equation either so here's my thoughts on unlocking through quest.


To begin with the ideal static mob to start you down the correct road is already in the game. The trainer of your profession should send you to see an NPC **ONLY AFTER** mastering your given profession. The idea in this being that you're sent on a series of quests related to your profession which in theory you should have more than the required skills to perform. After running several (say maybe 5-7) missions for this NPC you are rewarded with a non droppable/exchangable/sellable/any other type of thing short of destroable holocron.<--- we'll come back to this in a minute.**** Now on to the more exciting part. Each profession trainer makes you go to 3 different NPC's for similar scenarios. Add to this that you need to do 3 different sets of profession based missions (yes i said master 3 professions) and you now have what could spell a lengthy process to collect your much needed holocrons.


Time for a tally here:


Master 3 professions


*each profession has 3 NPC 'Quest givers'


*each 'Quest giver sends you on 5-7 quests


for a grand total of 45-63 missions (a solid number to be determined by the devs) that all do (or in theory should) relate to your chosen way of life in the SW Galaxy. No more being told who or what to play.



Now on to the dreaded holocrons.



You have or have opened your 9 holos and find that each one progressivly imparts a piece of 'eye opening wisdom' and a hint as to where to find your 'secret NPC jedi master'. Do this... speak to him and recieve your reward. Ultimately the idea here is that your character would be flagged for each leg of the quest being completed and the holos are flashy trophies that just tell a location (which is worthless to anyone but you) to keep the market value for such items to a minimum.

DaHowler
Fri Feb 27, 2004 11:39 am
#621

So many good concepts have been covered regarding how to open FSCS, I would be reiterating if I gave my ideas.


I do, however, want to make a few commentsrelated to the path to FSCS:


There is a significant portion of the player population currently working on opening FSCS. Please carefully consider how you account for progress in the old system whenimplementing the new system. Right now I'm hanging on the thread of hope from the comment made a month or so ago that said this would be accomplished in some form or fashion. FSCS is a long journey and if I've travelled 90% of the way I may just crack if I hear I'm now at ground zero. For the sake of my sanity and the sanity of the subscribing population as a whole, please make sure this is equitable.


Related but separate idea is people's desire to know how far along they are toward opening FSCS. Old system was introduced and until holo's this was a completely blind path. With holo's and a period of player population discovery, the general player population has a pretty fair understanding of where they are on their path today. While the dev's want the path to be difficult and success rare, FSCS-seeking players want to know where they stand and now that they have a portion of that with the holo's it would create great disatisfaction to completely lose progress visibility. I would suggest whatever content is developed to gain FSCS that it include some form of progress visibility. This can be done without spelling out what is required and that is my main point. The path ahead can still be mysterious while revealing the progress of past actions. This may eventually lead to player population "decoding" the path requirements, but alas the same has come with holo's. Depending on how you build the path to FSCS content, this "decoding period" could be short or very long.


Thanks for the tremendous service and product you guys are providing.



Gamax

20 professions and no unlock
Master Armorsmith, Master Artisan
-=ASTS=- Brand Gear on Lok in the town of Area Sixty Six (mall behind shuttle)
(KAURI)
Hulkarella
Fri Feb 27, 2004 11:48 am
#622

i think that the jedi quest should be split up depending on the type of jedi. as there are different jedi (guardian, sentinal,...) so that there should be a type of jedi for medical personel, that focuses on the healing of people with the force, so that the missions can take you down a specific area of jedi. as not all of us want to run around and use our powers in combat, but would rather use them to healing and education. a mission for the healer would be something of a humanatarian act, where the sentinal would be a protcetion mission. also i think that bounty hunters should have a better vs jedi bonus, as it seems that the bounty hunters are no match for the dark jedi, and as a result, many are going to join the rebellion, a better jedi hunter bonus would keep people where they want to be, not where they have to be. and i am sure my spelling is off, but i hope you are able to understand.
AKawolski
Fri Feb 27, 2004 12:25 pm
#623


Instead of giving credits or item rewards, how about having NPC quests (static ones that don't repeat, not the dynamic ones) give a small amount of Jedi XP as a reward?


The trick would not to give so much that it would completely unbalance the current system, but just enough to make it a worthwhile minor diversion from the constant random hunting and killing.



I was thinking more on the lines of 1-10K on average up to 20Kdepending on the mission's difficulty.According to the SWGExplorer site (probably not up to date), there are about 600 "static" missions. A person doing all of them could probably earn say 1 or 2million Jedi XP total, which isn't THAT much when compared to that you needaround 6million Jedi XP to reach Padawan.


Killing creatures (even without using force powers) would still give you more XP and thus faster advancement, but doing missions would be safer (unlessthe Jedi is on the BH terminals) although you would be in public more.


I don't think it would be that difficult for implementation. They just need to assign a Jedi XP value to each existing quest.


I'll even throw in a bonus idea: If the game counts how many quests you've done, how about letting every 25th quest you do gives you a random crystal instead of the XP? (The devs would have to count the quests by account to prevent "crystal farming" Jedi mules who do 25 missions and delete themselves to do them over and over again for more crystals.)


Now Jedi can run around and spend their time doing missions instead of using main or alt characters to hog meatlump spawns from newbies or ruin the economy with million dollar crystal markets.
wooshoofoo
Fri Feb 27, 2004 1:10 pm
#624

The Path of the Jedi


I noticed that TH asked four separate questions. For now, let me write about just the Force Sensitive quest concept.



Force Sensitive Quests

Design goals:


- These quests should require time, patience, but not excessive in-world status. Requiring a certain number of professions, skills, items, badges, playtime, friends, etc... may encourage extra game time, but will cause the playerbase more frustration than it's worth IF IT IS EXCESSIVE, or if it is all there is. It should be more difficult for a complete newbie to complete, but should not change their focus from "having a fun time" to "unlocking that Jedi."


- The pace must have a maximum cap; a series of quests that appear over time (and cannot be hurried up) is an example. Allowing someone the means to power their way through the quests in a week is not only harmful to the game overall, it's harmful to them. You have a good game; don't give the players the option to ruin it by progressing it as fast as they please, at all expense of gameplay (the grind is a good example; people will, through their OWN choice, abandon all to hologrind, and then complain that their main character is "messed up"). They will thank you for it later.


- They must not be reducible to a formula, walkthrough or a spoiler. This reduces the "magic" of the Jedi concept to merely that of another item to "get."


- They should be achievable by anyone, even casual gamers. This means nothing that requires excessively hours of gameplay, or excessive in-world resources. This is very important to the concept of "revamp" and engaging new players. The idea that I can "play2 hours a day and unlock in 5 months" is both more appealing AND more balancing than "play10 hours a day and unlock in 1 month," because I would guess that not very many players like to "play" that much. Even many of the ones that current do are doing so BECAUSE of the hologrinds, not naturally. Naturally, power-gamers will complain, but hopefully you are willing to accept that instead of complaints from the general playerbase.


- They should be reaccessible with penalties. Disallowing retries (or setting a numbers of retries) will discourage casual gamers. Allow unlimited retries and it is more likely there may exist abuse or exploit potential. By allowing successively larger costs/penalties, you will ensure the player is careful, but that he always has an option to retry should he go link-dead, he wasn't "on his game," his buffs fail, or the 1001 reasons people will inevitably give. Setting a time limit between retries might also be a good idea.


- They should be personal, both for atmospheric and practical reasons. Becoming a Jedi is an intensely personal experience, especially if you alone have achieved it. In addition, it is far more difficult to design a quest that will be challenging to both a single casual gamer and a hard-core power-gamer grouped with 5 similar guildmates. Finally, items/info to Bob's quest should not be usable by ANYONE else.


- They should both give an idea and prepare you for the Jedi lifestyle ahead. If you decide that Jedi will require vast resources or rare items (such as crystals and pearls), then make acquiring a sample, a part of the quest. If you decide that Jedi will have to learn to live humbly, make THAT a part of the quest. If you want Initiates to start off weak, then the players should get a taste of that during the quest. If they don't like it, they can quit ahead instead of whine later. This way, when the player actually unlocks, he/she won't need to go on a sudden mad quest for whatever it is, and there's no shell shock. This is one part where you CAN require dedication from the players, because once they reach Jedi, they'll have to learn to live with it anyways. If you want the quest to require that players be open to PvP during the entire quest, for example, why not?


- They CAN encourage the player to try out different styles of gameplay (but this should be optional). You want them to try out different professions? Fine. Categorize the professions into play styles, and allow the player to choose one from each. Do NOT require quality, but require time investment in the profession. Make a player pick from a smithing profession, and then make them stay there for a while. The player will have to live with it for a while; might as well learn to play it! (An important point is to not make this MANDATORY. Some people LOVE their existing play style so MUCH they'll complain ceaselessly, despite your noble goal of enlightenment. They'll gladly do a slightly harder quest in exchange for not having to drop their self of self.)


Given these goals in mind, we can think of a number of ways to implement. Here's just one example.



To begin the quests, you need to either a) have X exploration badges, b) have mastered X professions, c) have X many friends or have joined a guild or a city (or combination thereof), d) have dueled X many players, or e) have spent X amount of time in-world. Do not tell us this (if you choose to implement it this way), because it will encourage grinding them. Just tell us you need to at least be X months old. But make the entry requirements low, so it's relatively simple to "begin" the quests.


Once the system begins, you will be contacted by an NPC, who says she is in city X on planet X, and wants to help you reach enlightenment. You will have to find her, and speak to her about enlightenment. This is an otherwise-normal NPC, maybe a trainer. In either case, the NPC is random for each person.


You will have to complete a series of quests over a period of X months. Each quest is completely different; one might require either you face Y alone and defeat them; another might ask you to learn discipline, by either crafting an item of your choice from a list, or willingly give up X lots (X skills, etc) for the duration of the quests- naturally you can cancel this vow at anytime. Another might ask that you kill or even incap nothing for X number of days. And so on.


If you do not like a certain quest, you may choose to pass over it. You'll have to wait foranother quest, but perhaps the wait will be shorter to reduce frustration. CHOICE is the key word here.


Once you complete a sufficient number of quests, you will unlock the Jedi slot.


To further ease the simplicity of quest design, you can assign a different VALUE to each quest; harder quests grant you more towards your eventual path. Simpler quests grant you less, but also will be easier and will cause the next quest to come up faster. This way you can just keep adding to a list of quests that is then randomly cycled for each player.


I would like to write more, but alas, I'm not being paid to do this and I am quite tired. I hope you have enjoyed this read.



Agoo- Master Bounty Hunter/Master Rifleman
Smith-N-Weston Master Artisian/Master Smuggler for hire
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