Development Cycle Archive

Thread: IC4: Path of the Jedi

Grexor
Sun Feb 29, 2004 5:54 pm
#664

This post is limited to current people currently pursuing Jedi, and how you will deal with them.

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.
Smbal
Sun Feb 29, 2004 6:35 pm
#665



First off I would like to say that I have no clue as to what goes into making a game or the development cycle so if my ideas are crazy sorry. Anyway to get to the point....... The quest system is a great idea. I personally think it should still include a little Holo grinding. Maybe 1 or 2 holos to get you on the path. Once you masterwhatever professions then youmust do a quest in order to find a blue glowie Jedi (NPC's)to put you on the next path. This will be theJedi Quests. TheQuests should be tailored towards whateverprofessions you have mastered.They should take a while to complete. Maybe a few weeks.They should also be done by yourself. Once you've completed the quests you can then open your force sensitive guy. Once he is opened I guess continue onmore quests obtainedby talking to moreblue glowieJedi(NPC's). The NPC could give you 2 choices so that you can be on the path of a Light Jedi or Dark Jedi. This could also be dependent on your faction standings. That's about all I can think of for now..........


RAMBOW
Sun Feb 29, 2004 7:11 pm
#666

Im working on 24/25 atm... ill be around 28 when patch 7 hits... we dont even know when the new system will be in place... it would be nice to know that.... and im not sure i feel comfortable that ill be happy with starting all over at 28 professions....


Perhaps the old systme should stay in for those people who are this close... maybe make it harder... because Im srue i could finish all 32 before i could get a new quest system done....



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-Rave Lupine-
Mahonri Disciple #2: The Dusk
Risc
Sun Feb 29, 2004 10:32 pm
#667

These are my thoughts on unlocking the FSCS:

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.



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"I am not unmindful that some of you have come fresh from horrible grinding experiences. Some of you have come from areas where your quest for jedi left you battered by storms of frustration and staggered by the winds of sheer boredom. You have been the veterans of creative suffering. Continue to work with the faith that unearned suffering is redemptive."
Vyn
Sun Feb 29, 2004 11:21 pm
#668

I guarantee I'll get one-starred for saying this, but sometime the truth hurts.


The number one reason that this game went downhill was the holocrons, but more specifically it was the path to Jedi becomming well defined. The simple fact is that everyone wants to be a Jedi, but not everyone can be a Jedi... unless you want to rename this game KOTOR Online and just let the flood gates remain open.


Now the devs are asking the player base what the path to Jedi should be. That's not going to solve the above issue, since the player base is biased on the issue. They'll tell you how Jedi should be obtained, you'll set the path out for them, and they'll complete it. Then, everyone will be a Jedi. That's not right.


So, what's the answer? Nerfing Jedi enough so that it's not an appealing class anymore? That's also wrongheaded. The Jedi are supposed to be extremely powerful. That's the whole definition of what it means to be a Jedi.


As for the unlocking system, the devs should design it to be very obscure and undefined. They should shut up about it and let the mystery back into the system. When my friend andI were running around Lok way back in the day, trying to find some clue to the path to Jedi, the path had some kind of romantic mystery to it. It seemed like we could maybe find a clue somewhere! My friend thought there was something to some strange NPCs we found out in the middle of nowhere. We were intrigued. We searchead around other planets a bit, seeing if we could uncover any other clues. We heard of the Jedi quests on dantooine and hurried to do them. Perhaps some merit could be gained there! We ran around the deserts of tatooine looking for those hero badges... intellect, altruism, etc... maybe those were part of the system. We didn't know but we were willing to play the game to try to figure it out!


But then the system was revealed as being simply profession masteries... and then the mind numbing power-gaming grinder mentality took over where the detective mentality was once king. And we started putting notches in our belts for each profession mastered... systematically seeking out the holocrons we needed to get more clues... but it never ever had that romanticism to it anymore, because it was well defined. We knew exactly what we needed to do. We just had to do it.



:vader:

"Free your mind." -Morhpeus
DrJekyyl
Mon Mar 01, 2004 12:06 am
#669

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)





Master Swordsman/Master Rifleman
VegitoX
Mon Mar 01, 2004 1:48 am
#670

I disagree, and apparently the DEV team does also. Holo grinding throws off the games Economy...has thrown off the games economy.


Also, during this period there were no Jedi Academies-(laughing) thats like a Giant Sign with an arrow pointing down from it ;screaming for Vader to come and purge it.



Reo Grande* Mos Eisley Bred* Blue Milk Fed
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PetaByte32
Mon Mar 01, 2004 1:49 am
#671

Quest Idea

A collector in Theed tells the player he might have found the Sword of Marka Ragnos. It is in the hands of a merchant on Corellia. The player is asked to retrieve it for the collector.

Upon arriving on Corellia a spawn waypoint is created. The player goes there and finds 3 to 5 "aggro neutral" bandits loitering around. One has the "I" above his name. The player talks to the bandit and learns the bandits robbed the merchant and killed him then sent a runner with the package to a base and now they have to kill the player. They aggro red and attack.

After killing the bandits the player is left with a choice.

1) Go back to the collector and tell him what happened which would end the quest as a failure.

2) Go speak to a corsec officer in Kor Vella who will give him the waypoint to the bandit base.

3) Speak to an informant in Tyrena who will give the waypoint of the bandit base.


The bandit base is small dungeon. Only persons on the path to FSCS are allowed entry into the base. The player must go to the bottom of the base fighting bandits of various DLs (15 - 20). Once at the bottom the player meets the bandit leader (aggro: white). The leader tells the player his runner never made it back to the base. He was killed near the entrance of the base and the sword was gone. Burned slashes proved the killing to be done by a lightsaber. The leader will go on to say it might have been an old hermit living on Corellia in the Agrilat swamp. He supposedly a failed jedi.

With this the player gets a waypoint somewhere in or around the agrilat swamp. When the player gets to the waypoint a camp is spawned and a weak "Failed Jedi" is there. The player has to defeat the jedi and finally get the sword.


The player takes the sword to the collector and recieves a random single force crystal. The sword, however, isnt the Sword of Marka Ragnos as was thought but a clever forgery.


Quest Ends


PB32





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Skhrahklimnakek
Mon Mar 01, 2004 2:20 am
#672

I think JoahSaetts' idea with the random quests would be the best way to go about unlocking FS. Maybe there could be 50 or so different "starter FS quests" for players that are randomly assigned to the player when they first log on after the new system is put in. I think a good way to ensure the rarity of Jedi would be to make the "starter FS quest" given out by an NPC that's randomly placed at different spots for each player at different times while other times the NPC wouldn't be placed anywhere like they've gone into hiding for awhile but eventually make them come back out. This NPC could be anywhere in the galaxy.

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.



"There ain't no t|ts on the radio."
PetaByte32
Mon Mar 01, 2004 4:09 am
#673

Quest idea for Light or Darkside Jedi


One of Darth Vader's Dark Knights, the group of dark jedi that helped Vader hunt down and kill some of the jedi council, has gone over the edge. He hassought refugesomewhere on Dantooineand is very close to either cracking and destroying himself or turning back to the light.

The lightsideplayer gets the quest from a NPC in the Mining Outpost on Dantooine. He then goes to thespawn waypoint of the Dark Knight somewhere on Dantooine. The Dark Knight will be aggro yellow to the lightside jedi. He then must converse with the Dark Knight and through talking to him try to get him to come back to the light. If he choses the wrong replies the Dark Knight could turn on him. If this happens he has no choice except to kill the Dark Knight. If he succeeds the Dark Knight will turn back to the light and give the player a random force crystal and some Rebel faction..

The Darkside player gets this quest from another Dark Knight at the Imp Outpost. The Dark Knight tells the player that this dark jedi is a threat to the Empire and if he should turn to the light he could tell some very deep secrets on base locations and such to the Rebellion. He must kill this Dark Jedi before its too late. He then goes to the spawn waypoint of the Dark Knight somewhere on Dantooine. Upon arriving the Dark Knight will Aggro red and instantly attack the player. Once defeated the player will recieve dark jedi knight robes and some Imperial faction from the Dark Knight at the Imp Outpost.


Quest Ends.


PB32






Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
JediNerfherder
Mon Mar 01, 2004 5:11 am
#674

Ok, i already made a huge long post of what i thought bout the Jedi profession... I'm not gonna throw out a ton of outlandish ideas here like i see on some posts, but more along the lines of what you originally had planned for the Jedi profession... Also im not gonna copy and paste it in here, if the devs really care to read it..


heres the link


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=291327


Whitebeard67
Mon Mar 01, 2004 5:59 am
#675

Please please please do someything about us Wookiees who can not get armour, it is restricting the professions for us Wookiees


At least do something about giving us tougher skins to take more hits, i am fed up with always being one of the first to get incap or slain on group missions!!!!


Thank you


Lt Whitebeard - TEF Militia (Flurry)

Staff Corporal Rebel Army

May the Force be with you

klawlegna
Mon Mar 01, 2004 7:01 am
#676

Allow Jedi to go Overt and same faction perks as players.



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Sudelaya - Rage of Carkoon
"The Villain of Kettemoor"


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