Development Cycle Archive
Thread: IC4: Path of the Jedi
How about making unlocking your Initiate slot reletively easy, but make advancing through the ranks much harder? I'm actually in favour of the notion of your current character becoming Force sensitive, and slowly turning into a jedi, rather than have another slot unlocked.
My reasoning behind this is that everyone wants to try a jedi, its human nature, the seemingly unobtainable. Now if you make progression up the ranks a very long and hard process, the people that just want to try it out can do so, but not necessarily be very powerful for a long time.
Yes there'd be lots of the lowest rank running around, but only the very dedicated will ever advance from that stage.
I also love the previous ideas mentioned of having quests with multiple outcomes towards the light or dark side. I think an important aspect of this is to not have the player know that the quest they have done contributes to their light/dark points or whatever. If everyone knows that doing x in mission y gives you light points and z gives you dark points, it discourages the player following an ethos throughout their jedi's life, which is very important for jedi. Pretty much everything a jedi does should contribute to whether they are light or dark sided, not just static quests. Hidden faction points if you like. We could get some great moral dilemmas in the form of quests.
Also as previously mentioned, quests should be about much more than generic killing or escort or delivery quests.
Finally I totally agree that any route to jedi should not mean any kind of camping whatsoever. Camping is the bane of MMORPGs in my opinion, and is one of the many reasons I love SWG so much
I understand that some of this may be very hard to put into a game, but I'm speaking as a casual/medium core player, not as a programmer
Sorry if this post jumps about a bit but I'm a scatterbrain
I work with a friend who also plays this game, and just today we were discussing better ways to become a Jedi than just grinding unwanted professions. It often comes up because his holocron said weaponsmith, and he dreads the mindless clicking he is currently having to do. Here's what we came up with, as succinctly as I can explain it:
Make it part of the STORY, which I'll call a Jedi's journey. For example, you have a "journey" consisting of several sections (or mini-quests), which when strung together should make make one long, rich, immersive story, with that glorious reward of Jedi at the end (provided you do it right). Each section is a different mini-quest, with a particular task(s) to be performed or choice(s) made, depending on the circumstances.
Some examples of a Jedi's journey:
1. In one part of your journey, let's say you have to search a planet(s) for a particular relic(s) which is/are buried in some cave in a remote area, and you must use numerous linked clues (perhaps provided by local npcs) to discover it's location. Perhaps you also must possess certain skills from a certain profession to look for and/or acquire the relics, the acquisition of which sends you to the next part of your journey. This helps to keep professions in general an important part of the game, and also ties them into the Jedi story in a meaningful way.
2. In another part of the journey, you have to befriend an npc of a certain profession (weaponsmith, artisan, etc) and serve as his apprentice until you become a master in that profession, thereby retaining some of the profession-grinding, but having to grind only one (my friend says he'd have no problem finishing only one profession).
3. In another part, you must befriend a whole npc species, speak to their leader, and perform a certain number of tasks for them, like say building them a certain item (a building, weapon, etc) from a schematic they give you, healing their sick during an epidemic, or killing a certain high-level creature that is terrorizing them (they give you a general area and you must find it), or entertaining their guests at a ceremony or ceremonies (e.g., as a dancer). In return for your service to them (which service could be related to the skills you currently possess), they give you what will send you to the next part of your quest.
4. In another part of the Jedi journey, let's say you must find a particular npc on a planet, and he asks you questions related to a Jedi's character. Depending on what George Lucas' and the developers' philosophy of what a Jedi should be (after all, this is a story of good vs. evil, so character is involved with Jedi, whether good or bad), maybe the npc asks you what you would do in a certain situation, or maybe your response to background events in the game. There should be 6-8 possible answers to each of these questions (not 2-3), all made to seem legitimate. But in reality, some of these answers would lead toward the dark side, some to the light side, and some causing you to completely "fail" in your journey toward Jedi, and the entire quest ends. In other words, 3 possible outcomes, one being a complete failure, the other two leading on to future sections of the journey and generated according to your answers to the questions. This would also cause a roughly even branching-off of dark and light Jedi, but still according to player choices. See below for answers to objections.
5. Maybe in another of the sections of your journey, you must bring along someone of the appropriate profession to aid you in completing your quest, like say, a doctor to heal the sick of a certain species (or an architect to build a hospital for the doctor), an artisan to mine for a certain special resource, a ranger to hunt down something that is terrorizing a local species, a droid engineer to construct a special droid, and so on. Again this makes professions valuable and makes them as well as other players part of each others' stories. Players could name their terms for their help, whether it be credits or items. Perhaps it could be items which might help them along on their own journey.
These are just some ideas we came up with, and it seems that the developers could come up with more ideas like this which make it all seem like a true "journey". Feel free to post your own ideas for each section of the journey, but I think the basic structure is sound.
Added comments:
- As far as failing on the journey, I realize some players would be angry if they failed and had to start over. But for one thing, you simply must provide for the possibility of failure (which is only temporary anyway) or else everyone will eventually be a Jedi. For another, it is hoped that this quest (and the entire game by this point) would be enjoyable and immersive enough so that players would simply keep trying, rather than leave the game in frustration. They could not blame their failure on the game itself, the developers, or anyone but themselves, thus taking away excuses for giving up or leaving the game. Also, the possibility of failure adds some risk, and thus more immersion, to the game -- remember this is a story after all. Failure (which in this case is only temporary) is as much a part of the story as success is.
- Each of the sections in each journey must obviously be different for each player. Maybe have a large bank full of these mini-quests from which to generate a certain number (perhaps a varied number within certain parameters) in random order, to make up the entire Jedi Journey. And obviously each one of these mini-quests must have different circumstances, for example different species, planets, questions, etc. Again there must be a large number of these in order to make each player's journey unique. More planets and species, maybe with the Space Expansion, would also add much to the setting.
- A journey like this wouldn't be accessible by a newbie, due to the fact that he must possess certain skills and be able to use certain tools/weapons in order to complete the journey -- skills which would not even be known to him until he reached each part of the journey. Thus again, professions are not cancelled out by the existence of this journey, they are amplified and made part of the story. Players are thus also required to invest some time into the game in order to begin their journey at all. And most importantly of all, anyone can do them, not just powergamers.
Would love to see some replies on this. Thanks.
Rippen
I'm not a Jedi yet, But someday will be hopefully
. So I'll add my 2 credits.
I have not read any of the books but have seen the movies of starwars. Most of the time there seems to be a Jedi Knight/Master and a Padawan/learner.
I think it would be decent if someone who is a Knight or above teamed with an initiate, they would both get like 5% more jedi xp (sort of like crafting practice). But only while in a certain range of each other and actually playing together. We would then possibly see a better representaion of what the movies depict.
And after thestudent reaches Knight, the teacher could get another student and the former student could start teaching a newcommer. I guess what I'm trying to say is that a student can only get the5% if teamed with a knight or above and a knight could only get the 5% if teamed with a student below knight level - but only one student.
The teacher would automatically get some AP because he has "Trained" the student at each new level obtained by the student.
I could forsee the Jedi community becoming closer knit group that way too. Although it may be close already, but not being a Jedi, I wouldnt really know.
I think it would add to some of the emersion to be able to say "I was taught the Jedi arts by Jedi Joe who was taught by Jedi Oniwon Kobe" etc. (please excuse names - it's allI could come up with at the momnet
)
But if you choose to train alone, then standard xp applies.
I absolutely think it should be a solo quest. Act 3 was good in the aspect that it required some degree of teamwork. Jedi however os not really a GCW issue-sure it plays a part-but it is moreso a personal endevour. I also think that certain clues should be given-more to those who have completed holos-to start-then everytime a milestone is achieved on the quest-a new clue will be given. As the search nears its end the clues should decrease in number and increase in difficulty. But mainly I believe that if people are alowed to help each other-we will soon be knee-deep in padawan kaka.
1 lose the holos thous should of never made it to game.
2 force crystals should be harvested out of a jedi only cave on dantooine. called the force crystal cave and in side a some crystal spiders that you need to kill to get to the center of the cave to harvest a crystal. 1 crystal a day for jedi's
3 crystal should be the way you get the color of you sabar and artifaces and pearls should all be upgrade options items.
4 should have jedi only quest from trainer to set your path to light or dark. the out come of the quest determents your force side you'll be when you are ready to hit knight.
5. bounty hunters droids should pop on jedi and jedi should have the option to destroy a bounty droid to pervent a bounty hunter from finding you. this well lower the jedi farming that soon will come.
6 jedi only clothing (IE robes and and stuff with skill modes)some that are effective as armor. normal armor should give negitive stats to force powers and effectiveness to powers. might be able to be crafted by jedi or loot and quests
7 jedi should have a way to deflect laser fire back to a target at random and add skill modes to that as you lvl. IE blocks and reflects
8 jedi need deffence mods added to the knight tree and up to allow them to be more effective.
9 jedi master should have a specal force power to choose from that is different from light and dark side this should be obtained from a jedi master only quest from trainer (example: dark side rage, light side force deffence to force powers)
every post considered herein? hmmm well, you never know!
current situation: sabers = kinetic damage
what it should be like: own (special) sort of damage
oh and some maxed out resistances plus a neat pistol special, at padawan would be nice too ![]()