Development Cycle Archive
Thread: Friday Feature Jan 23rd Jedi Revamp
I would like to throw a few thoughts i've been having about the proposed new jedi system..namely the opening of the force slot.
The proposed plan is to change from the Holocron system to A Quest based system..this scares me for a number of reasons and i don't think they should do away with the Holo's until they think it through.My biggest concern with quests is camping...as everyone that has played other MMORPG's will tell you..camping is a pain in the ass...50 people waiting for 1 super rare item to drop..when a creature spawns everyone attacks it..no one knows who got the loot and everyone gets annoyed..
This game has done a lot to avoid camping and if these new quests were to incorperate items..i feel big time camping is not too far off..
The other way to incorperate Quests would be the same as the Hermit quests....random spawning camps in a general area, which as everybody that has got the badges will know...finding the hermit camps is extreamly annoying and can take a lot of wasted time doing nothing but flying around empty areas..
Now after all this we don't want Getting a jedi to be too easy..if everyone had a jedi the fun and challenge in the game would be lost so the quests would have to be hard to complete...which brings me right back to the reasons above, this is why i would not like to see the holo's thrown away just yet..maybe they should just have a way to find out the 5th proffesion, that means opening a jedi would take time..but not impossable.
Canith wrote:
No offense Shidevie but Jedi is what is bringing people into SWG not Creature Handler or Bounty Hunter nor Artistans or Driod engineers. So they are gonna revamp the Jedi untill they make everyone happy so they can draw in a larger paying crowd.
Actually, there are a lot of people who, like me,cametothis game wanting to become Bounty Hunters, as I have said before. I don't have that much of an interest in becoming a Jedi. I'm sure there are a lot of people who identify more with Han Solo than with Luke who would rather be Smugglers than Jedis. I know there are people who have no interest in Star Wars but were inticed to play this because the crafting system was so unique, so they bought the game to become artisans like Weaponsmiths and Droid Engineers.
Don't assume that everyone has their heart set on being a Jedi.
If these changes get made:
6 months in the future, a typical conversation:
Player A: "WOOHOO!!!!! I UNLOCKED MY FS SLOT!!!!!!!!!!!!!!!!"
Player B: "That's nice. So did everyone else."
R2DADROID wrote:
If these changes get made:
6 months in the future, a typical conversation:
Player A: "WOOHOO!!!!! I UNLOCKED MY FS SLOT!!!!!!!!!!!!!!!!"
Player B: "That's nice. So did everyone else."
I think the System as it stands should stay..it takes time and dedication to open up the FS slot at the moment..it's the only thing that drives me is the fact that at the end of it i will get a character that is rare..and a challenge..
I don't want to see some guy that maybe plays on a suday afternoon for half an hour open up a jedi that i have worked soo hard to get...that is unfair..
The system as it stands is a pain in the ass to complete...but it means that you must have dedication to open it up.
Q-3PO wrote:
The first phase is for short term and those changes will appear in Publish 6. They are as follows:
- The permadeath system is being removed and changed to a skill revocation system based on deaths.
- Deaths will decay from the death counter after one week.
- Deaths after a buffer (3 to 5 depending on advancement) will have a skill revocation penalty.
- Skill revocation will be slight at first, but will increase in penalty as the player accumulates more and more non-decayed deaths.
- The skill revocation penalty will increase as a player advances up the skill tree.
- The skill to be revoked will be randomly chosen from the last skill earned in each of the 4 skill branches.
- No more than one skill will be revoked at a time, though players can get to a state where they lose a skill each time they die.
This is all of the information that is available at this time. As additional developments occur, we will post more information.
Feel free to give your constructive feedback on the Publish 6 Jedi changes here. In the next couple weeks, we'll open threads in the In Concept Forum to get your feedback on the future potential changes. May the Force be with you!biwan:
"The first phase is for short term"
This seems to leave open the possibility that Permadeath can be put back in the game once the kinks are worked out in the system.
I understand that Jedis are bugged and its not really all that fun right now.
Perhaps this is just a temporary holiday from Permadeath.
Here is a message I would like to say from the devs:
"Permadeath will be removed and replaced with a skill revocation system until problems with the Jedi system have been ironed out. When we feel the system is working, we will let everyone know well in advance before we bring Permadeath back."
Taken from the Jedi Top 5 Issues:
ArjunThakur wrote:
4. Permadeath. This is addressed in Publish 6, please read HERE
- Players can die due to uncontrollable circumstances, specifically bugs and link deaths. Given a starting Jedi only has 3 lives, many players feel the current system is intrinsicly flawed in this respect.
- Because death can be caused by any number of bugs, the community is asking that the current permadeath system be reviewed with earnest.
- Many players have the motivation to spend the hundreds of hours it will take to progress their Jedi, and most accept the risks involved. However it is the fact they can die to circumstances outside the rules of the game that is causing great turmoil.
I say:
Remove permadeath the problems with the game system that cause the Jedis to die needlessly get fixed.
Once the Jedis' problems, get fixed, reinstate Permadeath.
Until then, have the skill revocation system described by Q-3PO