Development Cycle Archive
Thread: IC4: Path of the Jedi
1) We don't want compensation to be a trinket, credits, a special title, anything less than direct advancement into the new system, revealing of the silent profession or immediate unlock is unwanted.
2) Professions after Holo 4 matter. Dev's you were smart to put in badges. It gave you a tracking method to guage how much work someone has done. Use that data to evaluate effort after the 4 holo marks.
3) Not all Holo profs are created the same. In the current system, it doesn't matter, its random. But now that you are pulling the carpet out from under us, you need to take into account work. 4 Basic professions does not equal 3 elite + Bounty Hunter in time and effort required.
4) Not all profession are created the same. Commando requires master marksman, Ranger requires master scout, Bounty hunter master scout and marksman. If basic professions have a value of 1, and elite professions a value of 2, Ranger and Commando should have a rating of 4, and Bounty Hunter a rating of 4.
5) People who have exceeded a certain number of professions should unlock immediately.
6) People who have exceeded a certain number of professions beyond #4 should be given a holo to reveal the silent profession.
I think of it this way. It's your world, and I play in it. But I have sacrificed a lot of time, reinvented myself countless times chasing a dream that you said: Here is the way. I have been doing it your way, and I haven't really complained all that much because here is the kicker: the current system I can do, it doesnt require me to find a rare spawn that someone camps, or that I can never get because I work and have a family. If the new system requires that, the game will be over for me.
1. The method must be different for each person or at least so varied as to make it appear so.
2. The method must be very difficult.
3. The method must be fun.
Topic #1:
Let us take the contrary view point (proof by contradiction). IF a pattern exists or methodology exists it will be discovered, posted, and characters will unlock without any thought or challenge. These people will simply follow the posted pattern. In my mind this is a poor results. This may imply that the path cannot be known as well.
So how? The only way I can think of to make it different for each person is to make it random. Quests required or things done must be generated randomly and probably unknown to the player.
Topic #2:
The method must be difficult in order to prevent very large numbers of Jedi. It has been stated time and time again that the game will have difficulty surviving if the majority of players are Jedi (consider crafting for example, where will you buy your weapons, clothes, food, etc.)
It seems to me there are only two ways to make it difficult. Either it is time consuming or requires signicant thought.
Time consuming: I suppose there are several ways to make it time consuming. One of them is to require many quests, another is to require particular skills or professions. One thought is that random quest beginnings may establish a pattern after several/many random time consuming quests assigned to the character. The quests should require skills and individual effort to ensure it cannot be overcome by simply have a large support group.
Significant Thought: Perhaps the only way to complete the quest/requirement is to understand something about SW lore. Perhaps it requries extensive research. This seems consistent with the Jedi way.
Topic #3:
How can it be fun as well as difficult. I think the answer is variety. One must do a wide variety of things rather than the same thing over and over.
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Having thought about the requirements of a new system, I propose as a first cut the following:
1. There are N quests (where N > 32).
2. There are 5+ random quests assigned to each character (the number of quests may increase with the number of active Jedi)
3. Each quest should be reasonably lengthy, requireing at least a few days in some cases much more.
3. Questicons (just a joke name really) tell you 4 of the 5+ quests, the remaining quests are not hinted at by the questicons but perhaps are subtely hinted at in a random fashion which require research to understand. (This could be very very tricky to do).
4. After completing the randomly assigned quests, the character unlocks.
Notes:
None of the quests should require more than a single person to do but may require particular skills. Jedi is an individuals quest.
None of the quests should require camping. Camping is a horrible idea and will cost the game subscribers.
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I seriously doubt anyone will actually read this, but at least I can say I contributed.
I see it basically jedi is pretty much good and shouldnt be changed as far as how you obtain it do whatever u want i have a jedi. But jedi kinda blows, I played my jedi a total of about 4 days and havent played it in a month or so.
Reasons:
Jedi dont have any kinda defenses like pistoleer/tk master or any other profession (Dizzy/KD/Posture Change)
Lightsabers do Kinetic DMG, HMM in the movies they sliced right thru bout anything. Except one material I forget the name.
The fact that you guys are doing everything that puts alot more danger out there for a jedi such as BH/Jedi Tracking. Imperial Crackdown and such and not giving the jedi the proper skills to defend themselves before you do it kinda pisses me off. The only reason I can see you guys doing this is because you didnt expect jedi to outnumber bralwers and now see that so trying to eliminate as many as you can before you fix jedi and make it alot harder to get jedi to keep the numbers down which you should have done in the first place. Anyhow enough flamming other then that the content you guys are providing is pretty good jus a few small fixes and you should have a decent game. Until then I wont be playing my jedi (what doesnt log on cant be killed)
After the player has found the starter quest it shouldn't all be a clear cut and dry path either. Maybe the starter NPC could give out some minor clues as to what to do next instead of telling the player exactly what to do. An example of a quest they give would be to track down another NPC possibly an NPC Jedi for them but the quest giving NPC doesn't know their whereabouts. With all that said I think in order to unlock an FS slot a player should really have to use their head. Mysteries are always fun.
As far as Jedi not having enough resists to status effects player Jedi shouldn't have to gain xp for them. I think to gain them they should have to complete certain quests from their Jedi trainer. Make the quests relate to the particular resist that is rewarded but make it so that a novice jedi can only do so many of these quests to limit their resists while a jedi knight could do harder quests to gain more resists. An example of a resist quest would be to kill something that does alot of dizzy attacks and the Jedi would be rewarded with defense vs dizzy for completing it.