Development Cycle Archive

Thread: IC4: Path of the Jedi

Alamandra
Mon Mar 01, 2004 1:59 pm
#690

I've read a few of the posts in here and some of them were excellent I think the current jedi system is very poor and you spot on with revamping it.


The difficult part is deciding on how it should run...


My personal view on it, is that i would love to see it become story based and involve a serious amount of questing over a period of weeks/months. Jedi should not be obtainable in a day or a week but a goal to aim for.


I deffinately think that the system should be randomised for each player that begins his long journey so that specific paths can not be posted on forums so makeing it easy to complete.


The greatest way for the jedi system to function would be for it to let you evolve your character as you complete your missions. This would guarantee you some fun watching your character progress slowly along the mysterious path he has embarked upon. Mission choice should also play a part in what side of the force your character will end up upon. It is very easy for a padwan to become enticed by the dark side of the force as theyre so undiciplined (example Anakin) whereas a master must make a concious choice to turn to the dark side.


Missions should there for have multiple possible finnishings. 1 thats good for the light side of the force and 1 thats bad, with the final totals deciding which side of the force your character will unlock.


Also the missions should be varied and try to incorpertae as much of what being a jedi involves as possible.


Light Side Of The Force.... Justice, Order, Harmony, Life

Dark Side Of The Force....Power, Hatred, Anger, Death


Baseing missions around the jedi ideals would be lovely, difficult i know but it would be incredable to know that your own personal choices on the path to jedi decide how you will be recieved by the populace.


As for skills that a character should unlock as he progress's along the path id like to see a new system brought in for this.


I believe that1 complete new tree (Apprentice Jedi) should be added to the current lists but non viewable untill trained and hence unlocked. When a player 1st decides to become a jedi he must undertake a number of randomly generated missions handed out to him by a jedi from which he gains force points xp. When he finally has enough force xp he should be able to unlock "jedi apprentice" and use those skills he unlocks from the very begining.


The only way a jedi should make force xp is by visiting the npc jedi trainer and undertaking missions from him. Upon completeion of the Jedi Apprentice profession a player shoulf then unlock a force sensative side dependant on what sort of missions he undertook.


A Character Skills sheet for an apprentice jedi should include 4 skill rows comprising of Martial Training, Force Training, Social Training, Engineering Training.


17 skills for apprentice jedi all requireing force xp obtained only by completing missions handed out by jedi's.


Xp needed should be treated as a superadvanced class eg..

50,000 force xp for Apprentice Jedi

125,000 force xp for T1 skills

250,000 force xp for T2 skills

500,000 force xp for T3 skills

1,000,000 force xp for T4 skills



Twilekpimper
Mon Mar 01, 2004 2:05 pm
#691

Personaly i think if you are gonna change the quest to make it all available. I read on the boards one guy said that he thinks it will be like the publish's 1 a month or a couple months. This will make alot of the players very mad we have all grinded and bled our way through professions after many months then to have to wait another 6 months or so to open our slot will realy p**s people off. I mean if your gonna do this at least leave the old system in too so those of us who don't mind grinding can grind and those who wish to stop grinding can do the quest to get it.



Also from most of the post i have been reading on this forum it sounds like the quest are for jedi not players seeking to open there jedi slot or am i just misinterpreting this. Oh and for all the flamers yes my grammer sucks thank you very much.


vivi44
Mon Mar 01, 2004 2:09 pm
#692

PLEASE



Loneghost Dost


(ggggggggggggggg[][]
Who Dares, wins! Meaning me!
vivi44
Mon Mar 01, 2004 2:10 pm
#693

THE JEDI WILL KILL US ALL QUESTS HAVE MY APPROVAL



Loneghost Dost


(ggggggggggggggg[][]
Who Dares, wins! Meaning me!
Dracon_Sinstalker
Mon Mar 01, 2004 3:19 pm
#694


Just a few word's of wisdom, Sometime's realism has to give way for gameplay and fun. Even though it is true their aren't many Jedi's in this time era, this is a game. I would bet that most people who picked up their copy of SWG said "Wow, I can be a jedi!" I think having an actual quest is the best move the dev's have made for this game.


Anyway, the quest to being a jedi should compose of a little of everything. Your main quests would be whatever profession you have most XP in. So if you have more total xp in TKA, then you would be doing the TKA version of the jedi quest. But, on your way through the quest, you should do many mini-version's of the other professions quest. Maybe not every single proffession, but you get the picture. Depending on how much XP you have will determine how hard of the side quests will be. You should probably take the top 2-3 Professions the character has and make those the side quests. The point is, that like they have stated, a jedi should have experienced different professions. I also think that you should have to be a Master Advanced profession before you can even attempt the Jedi Quest. Like other's stated, their should be decisions for you to make to determine what side you go to, maybe even make a new variable for Light / Dark Side, so that you can look at your character screen and see how you stand. Much like a Karma meter of some sort. Maybe have it to where, the starting npc walks around randomly, and maybe like everyday switchs a planet. Also you should make the quest giver's maybe in instanced zones. The way it would work is, you have to go to some temple to meet one of your quest givers. The temple is huge and has lot's of entrances, once you enter you go into an instanced zone, and will be the only one their besides your friends in your group. This way it won't be as easy for BH's to camp spawns. I do think there should be a quest or two or more that involves teamwork. Forcing players together isn't always the best idea, but I think a Jedi should have to communicate with others at some point. Also people who gripe about being forced to group, the Jedi Quest should be the hardest quest there is. You shouldn't be going through it like "Oh wow this is easy" It should be long and tedious, so that the reward is that much greater. That is just my view on how the Jedi Quest should be.
RebellionCommando
Mon Mar 01, 2004 3:56 pm
#695






r31909 wrote:
first off i dont think that there should be a limit to how many people can become a jedi. i think ever person that plays should have the oppurtunity to become a jedi. i am glad that you are thinking of changing it to quests instead of proffesion grinding that system blows last thing i have time for is to grind a bunch of different classes i dont like or want the idea is to enjoy the game and keep people playing. limiting the number of jedis only tells those that arent hard core players that you will never be a jedi cause you have a job and family and cant play 24/7 like some others. i think that you all allready have a good idea in your head about the quests and and your plan is probably better for the whole swg population then most of the ideas these people have. my sugestion to you is dont forget about us casual players




I whole-heartedly agree with ya man!!!

RebellionCommando
Mon Mar 01, 2004 4:01 pm
#696

I know this is like a target for flamers but....


I think that those who already have jedi can not be giving adivice to the others on how to become one...what do they care they already got what they wanted, now they wanna make it impossible for the rest of the population to unlock it....
CandiDance
Mon Mar 01, 2004 5:45 pm
#697

There is a phlisophy with Jedi. The force, light and dark.


With that in mind-


Quests should have a nature to them in the manner they are completed.Were they completedin a lightside or darkside fashion? This should give the future Jedi the same thing as faction points. At the end of their journey to become a jedi their alignment should be a result of how they completed their I want to be a Jedi journey as much as the fact that they completed the quests.


The second thought would be it should be the character that completed the quests that becomes the Jedi, not some new character from Jedi square one. Have the character that completed the questsmigrate to the force sensitive slot.
Jowet
Mon Mar 01, 2004 6:33 pm
#698

i haven't read thru all the posts so this might have been suggested already. but instead of just getting exp for the mastery boxes we can do either a quest or a string of quests to get the box. for example when we're 4/4/4/4 initiate instead of getting 1.5 mill jedi exp we talk to a certain npc who is supposedly our master. he sends us on a series of missions that are difficult, more so based on the box your going for. so when you're going for the knight box the quests should be longer or harder. thats just something that would make it alot more fun and give us something else to do instead of grinding out all that exp.




/_______/ / Darth Govan \ \________\
DARK JEDI KNIGHT
The Darkside of the Force is a pathway some consider to be Unatural,
I on the otherhand find it to be Completely Natural.
Skhrahklimnakek
Tue Mar 02, 2004 12:54 am
#699

I made a post about Jedi having to do quests to get status effect resists from quests. I think their normal resists like from energy should be recieved this way as well. I don't think anyone likes to see a Jedi running around in full composite. If Jedi could do quests that reward them with certain kinds of damage type resists this would remove the need for them to wear armor. Make it so they can't have incredibly high resists when first starting out like in novice Jedi, limit it to like 15% per damage type. but later on make it so they can do more quests to get more damage type resists. I'd much rather be out caught up in an intreaging quest than out grinding for weapon xp or any other xp. Make the quests full miny stories/multi legged quests instead of "This guy wants to kill me. Go kill him."

Another thing I think would be cool is making secret areas that only Jedi can go. Possibly new planets (Dagoba). I would love to see yoda at some point.



"There ain't no t|ts on the radio."
Kelliannaenwyl
Tue Mar 02, 2004 1:14 am
#700

i remember back before release seeing an extensive write up on the 7 different forms of jedi i would like to see this incorporated into the game after veiwing the jedi skill trees i dont think its going to happen there so why not in the quests to become a jedi a master of each form is your point of contact (not only to give missions but to give the jedi wanna be some background in the different forms) just finding the master should be a quest (static for individuals but not for everyone (this avoids the 'rush' style of playing that is so common among other games this is an empire devided and jedi are STILL far and few between if anyone can be 'rush'ed through soon only jedi will be playing oh and noob player under a week old) quests to get component parts for jedi would be nice instead of having a light jedi havng to turn in to a mass murder just to get what he needs for a sabre the dark jedi heck they should enjoy that go kill 1million meatlumps and find a single force crystal non combatants whould have the opertunity to finish the quests not just tka commando BH masters not every one is heavy combat and shouldnt have to be to be a good jedi the jedi where warrior monks not just warriors more akin to samuri or the knights templar then the 82nd airborne have a Q&A session that is nonstatic with some of the jedi masters you even some practice combat with the master to get a feel for the upcoming jedi not just out running escort or scouting missions have the Q&A option for combat runs instead of just solid combat interspersed with the scout/escort missions travel remember these guys are still in hiding (not to say that they cant be on corelia naboo tatooine) andwith vehicles now in the game and hopefully soon sky / star vehicles the planets are getting more and more accessible as well as smaller build a practice sabre that is less then a jedi's beginner saber and lasts hours and is untradeable (like the current sabres) search for "rare" components that are more like natural occuring resources rather then loot maybe special surveying tools to find it that the wannabe jedi needs to craft (again treat like the sabers) this puts a limit on the "rush' yes a storage droid will get around this still but i know you guys are working on that too (maybe a line of code that makes them act like vendors) this keeps the difficulty of attaining jedi up but allows anyone including noncombatants to attain jedi not just the heavy defence stackers
Gaadrielle
Tue Mar 02, 2004 3:27 am
#701

I think quests related to your profession is the point.... the first system was nice somewhere, but it was nearly impossible to have a clear link in Role Playing.... my master swordsman must become a master musician !!! Now, I am master architect, want to keep that profession and have no need to learn to fight...


Here is the idea, to follow jedi path you need to finish what you begin, dixit master yoda... so quests related to an advanced profession with master rank should be nice. Somewhere, the player should choose (if he had 2 masters) which profession he chooses to follow the path of differents quests. It will be then a known first step for all.


After that, quests with increasing difficulty, that also need cooperation with other players at one moment or another... It will improve interactions too, and i hope then roleplaying.


To keep active these holocrons (I think holos were really funny stuff, for trade, quests....), we can also imagine that they told you who is the next person you have to meet, or what do you have to achieve to do one step more toward FS.


But, the last step should remain clear for all players. Indeed, players that dont have time to play hours and hours per day should be able to follow the path with same chances than others....even ifit takes more time to complete tasks.If you have to find out what the last step is, it s a huge advantage to people "sticked" to their computer because they have more time to explore, find.... and that doesnt sound fair to me (even more causei cant play that much!!!).


Hope this can help.


Gaadrielle - Chimaera


Groomaka - Infinity





LandonRyuu
Tue Mar 02, 2004 5:11 am
#702

Holo grinders who have not yet unlocked (everyone who is at their silent.) Should be compensated well. This is only fair, and it the Jedi population experiences a slight surge as a result of this; the players are not to blame.

The definition of "compensated well" would be that after grinding for at least three months (most of them.) They should not have to take another six months out of their playing year to simply unlock. (The Jedi grind without macroing is going to take another year anyway.)

There is no doubt that Jedi is the "end game" as it stands. However, requiring those who have not unlocked to spend months more than they would have grinding just to follow the quests would not be fair by any means. (They've already at least halfway earned their slot.)

I believe that IF there is to be Jedi population control, or any sort of method it should lie not within the FSCS. (It's been hyped up and propagated so much that many people do in fact DESERVE (yes, DESERVE (in capital letters) their FSCS slot. Paying customers that have spent hours upon hours of time. Casual Gamers that have gone hardcore. Etc. etc.) their slot. I believe that it was once stated that the FSCS would not be rare, and at this point I would agree it shouldn't be.

However, any methods employed to keep high level, capable, indeed-legendary-Jedi rare; must be employed AFTER the FSCS is attained.

It's only fair.
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