Development Cycle Archive
Thread: IC4: Path of the Jedi
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).
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.
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.
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.
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.
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.
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.
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.