Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
But then, maybe I missed the point of the game, I thought it was a war and everyone was trying to win something, apparently it's a grind where everyone gets to be a jedi and duel in theed, my bad.
Suggestion, rename the game.. Starwars Galaxies: Jedi Wars
- City day: 30 minutes until caps were reached. Everywhere. (Except maybe Lok.)
- Hologrind: How many 32-prof unlocks did you read about? More than I suspected. Heck, I said "never" to the hologrind, then ended up doing 19 before I came to my senses.
- New content: There is ALWAYS a complete walkthrough within a day of release -- to Test Center!
Now, the only way to keep it mysterious is to be completely random. But, that breaks the fun factor. It's just another sort of random hologrind. People wil compare notes, limit the list of actions, and people who want Jedi will grind through the list of actions, whatever it takes. Whether they are quests, profession masteries, or purchasing and eating one of every food item that can be crafted, it will be achieved.
The hologrind was an incredibly destructive force in the game. My city and PA lost many players due to this. At least one quit the game in disgust at grinding Merchant, because it ruined the RP for his character. I've heard stories like this from many others.
So please, SoE. I've been a player since Launch Day. I've kept my quiet most of the time. As an Architect, I didn't whine for the months that we couldn't make medium and heavy flora harvesters. It took almost a year to fix the Master Armoire art. The Corvette and DWB are inaccessible to a more casual player. But please don't fail us this time. Stop focusing on mystery and aggravation. Nym's Themepark was a blast. I'm even getting excited about loot kits. Whatever the new system is, just make it fun?
Examining the path to force sensitivity in isolation won't do. Many people here express a wish that the path is difficult and dangerous, but few would agree what "difficult" or "dangerous" means. "Difficult" to some means "Make it so I could do it because I'm uber l33t, but the care-bears wouldn't stand a chance so I'll be the only Jedi and I will PWN J0000!" Are these truly the people you wish to play Jedi and represent the best of the Old Republic? The min-maxing power-gamers? Yes, they deserve it too, but on their own terms of difficulty. Therefore I would say your first priority is to fix the con(sider) system.
With a laser rifle and Marksman: Rifles 3, I can solo a red-con quenker on Dantooine. With Marksman: Pistols 4 I can solo a red-con shaupaut hunter on Naboo. Until your con(sider) system truly understands the level of difficulty and danger for any given mission, defining what is "dangerous" is impossible. Some here have suggested that the path to Jedi should vary depending on one's starting profession, but that is folly. Who would grind out four camping boxes of Survival I-IV for Master Scout when one could macro-craft through Master Medic and heal some idiot tumbler in a med center? The easiest and safest paths would soon be found and exploited, so simply filling in skill boxes won't do. So begin with:
1. Fix the con(sider) system so it truly has an understanding of how difficult a particular encounter will be. This should include the creature's resistances to the weapon you're carrying, the quality of the weapon in your hand, the number of people in the group who can target the same HAM pool, whether the creature DBs, if the creature has disease and the party has no doctor who can cure it, and so on. When this is done, NOW you are in a position to decide what is dangerous.
Second, you need to implement systems that make Jedi less obvious. Much, much, much less obvious. At the mission terminals near the Theed starport I will almost ALWAYS always hear the sound of a lightsaber charging up. Some idiot has asked a Jedi to duel him again. ("hey dude duel me kay no db, r u jedi master? woot"). Create a penalty for characters who run around with Jedi titles over their heads, and create a penalty for running around with a lightsaber equipped: a timer, perhaps, based on the number of NPCs and players in the area who can see you. This would make it more dangerous and more punishing to a Jedi who duels people at starports or force-runs through a city because regular walking is too slow and boring. At present, the number of Jedi are unforgiveable and there's nothing any player can do about them.
I do realize that attaining Jedi is something that should be a lot of work, and it should be rewarding for those who achieve it, but I have to reiterate that the penalty for showing off one's Force skills in public should be steep, should be swift, and should be irreversible. You lost your Jedi on Bria? Too bad, that FSCS is gone forever. Why don't you try unlocking Jedi on Sunrunner instead?
This brings me to:
2. Compel existing Jedi to remain hidden. Penalize Jedi who Force-run around major cities with their titles on and lightsabers lit by giving them an XP modifier. For every X seconds you leave your title on, equip your lightsaber in public, etc, you require 1% more XP to achieve your next box. Penalties should be cumulative. This would give someone every incentive not to show off; it would only make one's path to Jedi longer! A flamboyant Jedi could easily find himself looking at 250% the XP requirements for each new box.
3. Restore penalties for visible Jedi. Highly visible Jedi should truly be tracked down by Boba Fett, Lord Vader, or by the Emperor himself, and duly axed. When killed by one of these figures, reinstate the death penalty for Jedi, so that FSCS is locked out forever--BUT make it possible for the player to pursue Jedi on a different server. One hopes that the player will have learned something from his behavior.
Once these are done, NOW you are in a position to implement a new Force-sensitive path, for you have lessened the consequences to your game of failing to keep the path difficult.
Now, what should the Force-sensitive path be, in my opinion? It should hearken back to the speculation from the Beta boards.
a. It must be a known process, but not "scoopable," that is, you can't simply publish the Jedi Walkthrough.
b. It must be a process different for every player, so that what works for one won't necessarily work for another.
c. It must encourage people to follow the path of the Jedi as it was meant to be: wisdom, courage, compassion, honor. Patience. Control. Mercy.
d. I'd like to add a personal hope that it is somehow encapsulated in a story.
Let me describe the system I would like to see:
Somewhere in the Galaxy, on some near or distant planet, there is an NPC that the player must speak to. This will begin the path. However, the NPC will be different for each player. The NPC may only have a vague story about a relic that belonged to his grandfather, or a message he intercepted for the player, or a threat he overheard on the player's life, or a traveler singing a strange song. (If the player hasn't located this NPC by the time he has spent half his skill points, the NPC can send him an email.)
Following the clues that the NPC provides will lead the player to look for someone in particular. This encounter will vary depending on the character's skills. The name may pop up on a mission terminal for a certain delivery on a certain planet, perhaps; or it will be the name of an NPC held by Trandosian slaves; or it will be the name of a Bothan diplomat on another planet; it could be a customer who walks into an artisan's shop; whatever. For players with a great amount of combat skills, it might even be a Jawa warlord held captive by Tusken raiders which the player must rescue, or a Nightsister, or an droid engineer held hostage by droidekas. Ideally, the difficult missions will require not SKILL points, but FACTION points: if you get the rescue-the-Jawa mission, you'd better start working on your Jawa faction.
At any rate, one specific encounter links to another. It will pop up, and if the player is diligent, he will see it and recognize it when it occurs. The difficulty level should be based on the player's skills, or those of his group if he's not alone. Following link after link in the story chain will ultimately lead the player to certain rewards.
For this to happen, dear devs, we will need different kinds of missions. Does anybody really read the mission descriptions? No: we just rush out and destroy, or survey, or dance, or whatever. We need missions where you have to kill the slavers but RESCUE the slaves. (Right now if you take a slaver mission, and you try to destroy the base, the slaves attack you! Hey, thanks for nothing, just trying to help.) We need missions where the Borvos (or swoopers, or whatever) will beg for mercy and then LET us show mercy (or make a note of it if we don't). We need missions where we're preparing to attack a base of Valarians, one of them shouts, "Is one of you a doctor? This man needs help!" and we could help them. We need missions where we're rescuing A Beloved Pet, but (get this) the pet is actually there be rescued. We need missions where one of the Gungan mercs has stolen a priceless coin, and we (get this) have to find it and bring it back. We need missions where we have to decide what to do, instead of just to kill everything that moves and move on to the next. We need missions where we have to make CHOICES that show what kind of players we are. Right now, the missions are so cut-and-dried you could make jerky from them. This is not good.
The game should be wise enough to recognize that players have multiple skills. If the Bounty Hunter/CH/Novice Medic is only taking one bounty mission after another, he may miss out on the fact that his next NPC can be found on a Scout Mission, asking for carnivore meat, or in a regular delivery mission asking for a gun schematic, or in a regular destroy mission looking for his lost pet cu-pa.
Above I mentioned that NPC Faction points should be crucial here, and they should. This means, sirs, we will need ways to accumulate faction points that do not depend on weapon skills. If I run a delivery mission for Bib Fortuna, I deserve some kudos from the big slug himself. If I'm finding Dolovite Iron for Cor Sec, I deserve some Cor Sec faction. If I'm gathering bristley hides for Lord Nym, I want some faction kickback. If I'm playing slitherhorn because some RSF commando mentioned a mission to me, I want the RSF to recognize it. And if I'm going to spend my time killing Trandosians, then ALL Trandosian NPCs should hate my guts.
At any rate, we should be pursuing Force-sensitivity in a series of encounters with PURPOSE, and allowing our subsequent choices along that path to either make or break us. In order for this to happen, and not be scoopable, there does need to be a certain random element. ("Last time these guys told us to stop shooting, it was a trap. But this time, are they telling the truth? What if they DO have a sick man in there?")
In other words, we should each have a different starting point, but once found, the path should unfold before us, and if we follow it diligently, we can make it eventually.
ESPECIALLY if it were someone well respected by the community as being a hard worker and dedicated community member (whether friend or foe in the GCW). Kind of like how no one was bitter when James Earl Jones got chosen to go to the "baseball heaven" in Field Of Dreams. We didn't know why, but we somehow knew he deserved it.
Mawock wrote:
I would really applaude you devs if after the first person becomes force sensitive, that it still remains somewhat of a secret on how that person got to be force sensitive...