Development Cycle Archive

Thread: Should Force Sensitivity be a known path or a mysterious one? (II)

WSCove
Tue Jul 13, 2004 4:51 am
#690

All i have to say if you guys ever read this, don't leave out crafters.


This has been a problem ever since holos were introduced. Many crafters couldn't get them, so what did they do, quit crafting and started griding.



All i ask is don't forget pure crafters like myself that couldn't kill a Kreetle.


I will be glad to see a new way to get it, i have played over a year now, things can get back to normal with not everyone just gridnding and not actualy enjoying this great game.


In closing, you have to think about pure crafters that can't kill.


I still am sure you guys will make most the quest fighter based.






-------------Founder of Ruins of Myth and the Defenders of the Grand Sith Guild---------------------
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JahnFahl
Tue Jul 13, 2004 4:53 am
#691

it should have a Story in it, but it shouldn't be neither frustrating, nor anoying, like killing rare spawns, or such stupid things, it should be somthing that introduces you to the ways of the force(imagine in the SW universe the Force is a kind of a storry to scare little children, or the nothing but a daydream)


Some little Ideas:

-maybe somthing like biing sent to a Cavern to investigate the disapeering of a whole platoon, or somthing like this, where you see some stange things, like places where it is extreamly dark and cold(for a place of the dark side) things hoovering in the air without any repulsors.

-maybe somthing like meeting a Jedi NPC and fist stalking him maybe becoming friends and then as the last piece seeingyour jedi friend stroken down by Darh Vader. maybe somthing like vader freezes you, or tells you not to beso foulish to try to stand against him. or maybe you should be able to hide while this fight and than when Vader leeves going back to you dying friend, where you would have the choise:

steal his sabre and finish what Vader didn't or trying to help him and get the sabre and the blessing of the Jedi as his last whish befor he /shedies


of cource everything should happen in closed zones, because ti would be too stupid to see 5 other jedi friends around you and 4 vaders at once

and i hope that once you are a jedi it wont be like now... because it ist too stupid to see 5 guy with light sabres and Jedi clothing standing at the SP and not beeing able to attack them, i think that every act, or Title, or thing that is related to jedis should end with a TEF, so that they have to hide, that would have the effect that first the Jedis remain misterios for non Jedis as for Jedis and second itgives the non Jedis the impression back that this is StarWarsGalaxies and not JediWars Galaxies
Elzaa-Itu
Tue Jul 13, 2004 6:18 am
#692

publish 10 and 11 will most defenetly be the deciding factors if me and my friends will stay playing SWG or join any of the dozens of new MMORPG's coming out this fall (WoW, EQ2, Guildwars, Darkfall, etc etc).

Make it take fairly long, but not be some sort of luck driven system that noone knows how to unlock.



**************************************
Elzaa Itu
[IR] - [Insidious Rapture]
Former:
Elzaa Zarr - Pyrae Itu (Jedi)
Unlocked 12/03/03. Banned 03/03/04.
Jansom
Tue Jul 13, 2004 6:40 am
#693

Known.


My friend and I are also staying around until this publish. Neither of us cares for the game mechanics in SWG but we are playing it simply because it is Star Wars. The ability to play a Jedi is an important part of the experiance. I did not play Galaxies when it came out because of the jedi system and I do not intend to continue if the new system is not enjoyable. Personally I think a simple way to handle things would be to make force sensitivity an option available to the player at character creation. Just offset it with a penalty of some sort, such as a reduction in overall SP's.
Gwandalf
Tue Jul 13, 2004 6:47 am
#694

I would like to have a clear way to get to Force sensitive, like finding a NPC wich starts a Story driven Quest and the way i sove all the riddles and targets for these Quests will show if i am force sensitive or not.


This should be the wy to forcesensitiveness, but this way should not be harder then is has been in the past nor should it be like it has been ( by completing and mastering a bunch of random proffessions.


It should be a big adventure in wich end should be by sucsessforcesensitiveness or normal way of living if i fail my quest.
LadySpawn
Tue Jul 13, 2004 7:13 am
#695

PLease for the love of God and all that's holy, make it straight forward to each character. And please, please, please never ever ever make anything use a random spawn like the hero quests. That is the most God awful thing in the universe, very poor design. Static quests and spawns only.


No mystery, straight up.
Kazzacuk
Tue Jul 13, 2004 7:32 am
#696

Okay let's keep the facts in mind Luke was a moisture farmer on tatooine when he found Ol'Ben. Now what did moisture farming have to do with force sensitivity? NOTHING! The key is: He found a old Jedi in hiding. Luke performed no quests to become force sensitive; he WAS force sensitive but since this process is not available to us I propose the following ideas.



In order to become force sensitive each player should have to find his/her own old hidden Jedi. This old jedi will then give the player a long series ofmissions/quests to complete i.e. deliver, destroy, etc. whatever the case maybe. Make each quest have multiple endings and depending upon the outcome and the methods used to finish a quest you are awared force sensitive points. There should be a predetermined point total that a player needs in order to become force sensitve. This way the player never really knows how close he/she is i.e. mysterious but the path remains clear.


Also if you want to make it interesting subtract points for mission failures to simulate the struggles one might face in becoming force sensitive. Put a timer on how often you can visit and receive missions from your old Jedi if you want to add length to the process and to level the playing field between casual and powergamers alike. Since we each have our own hidden Jedi trainers the quests can be random generated for each player with no 2 players ever receiving the same missions. This confounds the "I finished it first and here is the path to completion " nuts.

Missions can be scaled in difficulty from the beginning being easiest with the ending missions being the most difficult to complete.


Most importantly though NO MORE destroying our characters over and over again a la hologrinding to open our force sensitivity. If a character is a crafter give him/her crafting missions/quests if he/she is a marksman give him/her marksman missions/quests.


I aggree with previous posters who have stated there should be some sort of threshold you must meet in order to find/talk to your jedi trainer. Maybe skillpoints spent, time played or professions mastered I really don't know but this threshold should be know to all players. Nothing irritates a player like uncertainity.


Well thats my 2 cents; thanks for listening.





Combat Upgrade
Different doesn't always mean better. Just something else to learn and do before you realize. Hey! This system stinks just like the old system! Dev's: Wait for the CU 2 to fix that.

LeBob
Tue Jul 13, 2004 9:38 am
#697






LeBob wrote:





Thunderheart wrote:





DaHowler wrote:





Thunderheart wrote:

I put up a poll, "Should Force Sensitivity be a known path or a mysterious one?" - - go weigh in your vote








Where can you find the poll? I can't seem to locate it?


Thanks






Go to the main forum...


http://forums.station.sony.com/swg


It should be right over the Dev Tracker








This poll will be slighted towards the power gamers... since most of them have 2 or more accounts for which to vote with...


I vote for mysterious.







QFE



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Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

Kirkon2
Tue Jul 13, 2004 10:11 am
#698

Hey all, Kirk2 chiming back in to try SWG based on the Jedi Re-vamp.


Must say, as have others, that the crux of the matter, for me, is this entire issue: how it's handled, how irritating the final system version turns out and so forth. This issue, for me, determines whether or not I once and for all allow SWG to be one of the Two online games I'm going to persue. My primary game is City of Heroes and it shall remain so regardless of the final decision by the Dev Team here on the Jedi issues. The second choice is between SWG and MEO (not yet released). So, here's what it's going to take for me and Force Sensitive options:


1: The final version of the quest/missions must be known and knowable.

2: I must be able to choose at any time whether I want to persue this option in the game or not for every character.

3: The final version of this system must be fun, logical, thematic and engaging (I realize this is subjective so you've got major leeway on this )

4: The final version for Force Sensitive options must never penalize me for lacking copious leisure online gaming time. (hope that made sense )

5: It must not set me against a horde of manufactured critters/lairs all over the galaxy. (btw, I'd like to know where I can post some general comments about the game--which forum?)

6: The frustration factor must be kept to a minimum.


If you do all this (or don't where applicable) and somehow engage a 'real' Star Wars feel while doing so, then you've got me back as a customer until the final curtain falls on this stage. I swear I'll give you the time you need to do this and I won't complain too much Meanwhile, I'll subscribe and try to get back into this game (when I'm not patrolling Paragon City, of course. A hero's duty is never done!)




thanks

Kirk2



Did I have the Dream?
Or did the Dream have Me?
RUSH: Vapor Trails
jedimasterluck
Tue Jul 13, 2004 11:03 am
#699



I think the Force Sensitivity, needs to be a known path, why ? simple…



A lot off ppl play this game for 2 reasons, one because they like MMORPGs and another one is because they are fans of the "world" StarWars...



The ppl that play MMORPGs and are hard-core gamers, enjoy hard and mysterious quest, normal this ppl have a lot of time to play this kind of game, and are true dedicate to it, but we need to think for the another ppl that enjoy this game and don’t have a lot of time for it, but stills likes to play it and “dreams” to become a Jedi ( what ppl that likes StarWars, don’t like to be a Jedi )



Make it “easy” to open the Force Sensitivity, with quests and story-driven, u can make instants ( like the corvette ) quest for each person.



I belive when u get the Force Sensitivity, and start doing the jedi path, needs effort and time that is correct, a true jedi needs to know what it means to be a jedi…



But the most important thing to make it, is fun, if a person is doing some thing that don’t enjoy it or is to hard, they quit, and please don’t make it with randow spawns that only appear one time in a weak .




Thx a lot for your time...




Elohim


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ArionSunrider
Tue Jul 13, 2004 11:10 am
#700

I am one of those people that, from the beginning of the game wanted to play a Jedi, and I quickly became very frustrated that not only was the path to unlocking the FS character slot unknown, but there was also no intermediate feedback to let you know if you were even remotely on the right track.


In my opinion, it all depends on what you mean by 'mysterious'. If you mean that the mechanic is completely and totally unknown to the player community, I'd have to say that it should NOT be mysterious. If however, you mean that it is not a static thing that a walkthrough can be generated for, but that there is feedback to the player as he progresses that will lead him in the direction of the next step he needs to take to become Force Sensitive, that I would agree with.


What makes games like this fun is being able to see the progress you make as you play. If the only time you get feedback about your progress in accomplishing any prolonged task is at the end, that task becomes very unappealing. I think it should work similar to the way the Rebel, Imperial and Hutt themeparks work, in that you continously accomplish tasks and get feedback as to what to do next. Obviously if this were implemented for a character to become Force Sensitive, it would need to be a bit more involved than the current set of themeparks are.
Imed
Tue Jul 13, 2004 1:47 pm
#701

I think it should not be known, a mystery....but.....once someone figures it out, they will tell two friends, each of them will tell two friends, and so on and so on and so on....


so the mystery doesnt make sense in that scenario. unless it is something that is specific to each player and knowing how another did it doesnt mean thats how it is for everyone...



if it can be kept a secret it should be..IMHO there are too many jedi now as it is...they camp the starports looking for overts (mainly imperials on my home planet of naboo, city of theed, galaxy tarquinas)...no imperial want to pvp now..


Lorrac
Tue Jul 13, 2004 2:47 pm
#702



"Okay let's keep the facts in mind Luke was a moisture farmer on tatooine when he found Ol'Ben. Now what did moisture farming have to do with force sensitivity? NOTHING! The key is: He found a old Jedi in hiding. Luke performed no quests to become force sensitive; he WAS force sensitive but since this process is not available to us I propose the following ideas.



In order to become force sensitive each player should have to find his/her own old hidden Jedi. This old jedi will then give the player a long series ofmissions/quests to complete i.e. deliver, destroy, etc. whatever the case maybe. Make each quest have multiple endings and depending upon the outcome and the methods used to finish a quest you are awared force sensitive points. There should be a predetermined point total that a player needs in order to become force sensitve. This way the player never really knows how close he/she is i.e. mysterious but the path remains clear.


Also if you want to make it interesting subtract points for mission failures to simulate the struggles one might face in becoming force sensitive. Put a timer on how often you can visit and receive missions from your old Jedi if you want to add length to the process and to level the playing field between casual and powergamers alike. Since we each have our own hidden Jedi trainers the quests can be random generated for each player with no 2 players ever receiving the same missions. This confounds the "I finished it first and here is the path to completion " nuts.

Missions can be scaled in difficulty from the beginning being easiest with the ending missions being the most difficult to complete.


Most importantly though NO MORE destroying our characters over and over again a la hologrinding to open our force sensitivity. If a character is a crafter give him/her crafting missions/quests if he/she is a marksman give him/her marksman missions/quests.


I aggree with previous posters who have stated there should be some sort of threshold you must meet in order to find/talk to your jedi trainer. Maybe skillpoints spent, time played or professions mastered I really don't know but this threshold should be know to all players. Nothing irritates a player like uncertainity.


Well thats my 2 cents; thanks for listening."


I like the idea..similar to what im saying.


Someone also mentioned earlier that the devs stopped people from opening their FS slot in the latest pub. This is infact untrue. You cannot start the grind using holos, but if you are on your silent holo you can still unlock...albeit 30+ professions later. Even after you unlock it, you will not be able to create the character until the next pub comes out.



Arcanus Shelvay, a once proud Weaponsmtih who gave it up due to the loot based weapons....IM A CRAFTER NOT A FIGHTER!
Well, now im a Fighter...i gave up crafting due to the sillyness.
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