Development Cycle Archive

Thread: IC4: Path of the Jedi

Wiggyboy
Tue Mar 02, 2004 5:46 am
#703

i disagree landon, jedi is only the beginning of the end game, reaching jedi master i think is end game, something that would take years to do for a casual player, and at least 6 months for a dedicated player






Wiggyboy

Teras Kasi Master and jedi hunter


BigTam
Tue Mar 02, 2004 7:31 am
#704

The Jedi quest should be a story driven scenario encompasing all aspects of the path required to reach jedi status.


To begin with, having specific trainers that enable players to attempt missions that ultimatly unlock the force sensitive character seems a tad OTT as they wouldnt just be standing around in a city.


What if when your player characters go to a specific planet the character has a vision as soon as they set foot on the predetermined planet. This vision will give them a clue to a specific area on the planet and once that area has been reached, a spirit of a slain/dead jedi appears to them initialising their journey. This NPC could be used to give out missions which will take the players accross several planets.


(The vision should be text based as a cutscene wouild be expensive, difficult and time consuming)


(The planet that the vision is triggered from,is random for everyone, but ultimatley if you visit every planet you will eventually unlock the vision, this vision will not apply to your starting planet)


(the missions will be difficult so a new player will be able to get these visions also, but will not necissarily be skilled enough to complete any or all of the tasks set by the spiritual guide NPC. This will give people something to work towards andencourage themto learn skills and level up)


(Certain missions should ultimatley signal your force standing Light or Dark. This could be achieved through say a mission to destroy a fragment or orb that isstrongwith dark force energy. Your mission could have you sent to destroy this fragment/orb but your radial menu could also give the option to touch or try to pick up the object. If you touch the orb your body is filled with dark energy and you like the buzz so much that you dont /can no longer, destroy the object. Upon returning to your Spirit NPC if destroyed the journey continues, if dark side harnessed then NPC "Sences something different about you" asks if object destroyed, either Lie or tell that harnessed power. This then renders NPC useless to you and once you set foot on next planet, another vision and your Dark force NPC has sought you out)


(The spirit NPC could be contained within a new structure, a temple. This could give way for puzzles within the game that must be solved to gain access to your spirit guide)


(The spirit guide would allow for jedi characters from the Star Wars I,II and III to be introduced e.g. Mace Windu, Qui Gon Jin, Darth Maul and Count Dooku could be the spiritual NPC guides)


BigTam
Tue Mar 02, 2004 7:34 am
#705



The Jedi quest should be a story driven scenario encompasing all aspects of the path required to reach jedi status.


To begin with, having specific trainers that enable players to attempt missions that ultimatly unlock the force sensitive character seems a tad OTT as they wouldnt just be standing around in a city.


What if when your player characters go to a specific planet the character has a vision as soon as they set foot on the predetermined planet. This vision will give them a clue to a specific area on the planet and once that area has been reached, a spirit of a slain/dead jedi appears to them initialising their journey. This NPC could be used to give out missions which will take the players accross several planets.


(The vision should be text based as a cutscene wouild be expensive, difficult and time consuming)


(The planet that the vision is triggered from,is random for everyone, but ultimatley if you visit every planet you will eventually unlock the vision, this vision will not apply to your starting planet)


(the missions will be difficult so a new player will be able to get these visions also, but will not necissarily be skilled enough to complete any or all of the tasks set by the spiritual guide NPC. This will give people something to work towards andencourage themto learn skills and level up)


(Certain missions should ultimatley signal your force standing Light or Dark. This could be achieved through say a mission to destroy a fragment or orb that isstrongwith dark force energy. Your mission could have you sent to destroy this fragment/orb but your radial menu could also give the option to touch or try to pick up the object. If you touch the orb your body is filled with dark energy and you like the buzz so much that you dont /can no longer, destroy the object. Upon returning to your Spirit NPC if destroyed the journey continues, if dark side harnessed then NPC "Sences something different about you" asks if object destroyed, either Lie or tell that harnessed power. This then renders NPC useless to you and once you set foot on next planet, another vision and your Dark force NPC has sought you out)


(The spirit NPC could be contained within a new structure, a temple. This could give way for puzzles within the game that must be solved to gain access to your spirit guide)


(The spirit guide would allow for jedi characters from the Star Wars I,II and III to be introduced e.g. Mace Windu, Qui Gon Jin, Darth Maul and Count Dooku could be the spiritual NPC guides)


BigTam
Tue Mar 02, 2004 7:35 am
#706

The Jedi quest should be a story driven scenario encompasing all aspects of the path required to reach jedi status.


To begin with, having specific trainers that enable players to attempt missions that ultimatly unlock the force sensitive character seems a tad OTT as they wouldnt just be standing around in a city.


What if when your player characters go to a specific planet the character has a vision as soon as they set foot on the predetermined planet. This vision will give them a clue to a specific area on the planet and once that area has been reached, a spirit of a slain/dead jedi appears to them initialising their journey. This NPC could be used to give out missions which will take the players accross several planets.


(The vision should be text based as a cutscene wouild be expensive, difficult and time consuming)


(The planet that the vision is triggered from,is random for everyone, but ultimatley if you visit every planet you will eventually unlock the vision, this vision will not apply to your starting planet)


(the missions will be difficult so a new player will be able to get these visions also, but will not necissarily be skilled enough to complete any or all of the tasks set by the spiritual guide NPC. This will give people something to work towards andencourage themto learn skills and level up)


(Certain missions should ultimatley signal your force standing Light or Dark. This could be achieved through say a mission to destroy a fragment or orb that isstrongwith dark force energy. Your mission could have you sent to destroy this fragment/orb but your radial menu could also give the option to touch or try to pick up the object. If you touch the orb your body is filled with dark energy and you like the buzz so much that you dont /can no longer, destroy the object. Upon returning to your Spirit NPC if destroyed the journey continues, if dark side harnessed then NPC "Sences something different about you" asks if object destroyed, either Lie or tell that harnessed power. This then renders NPC useless to you and once you set foot on next planet, another vision and your Dark force NPC has sought you out)


(The spirit NPC could be contained within a new structure, a temple. This could give way for puzzles within the game that must be solved to gain access to your spirit guide)


(The spirit guide would allow for jedi characters from the Star Wars I,II and III to be introduced e.g. Mace Windu, Qui Gon Jin, Darth Maul and Count Dooku could be the spiritual NPC guides)


Onid4ever
Tue Mar 02, 2004 10:48 am
#707

I'm un-aware if someone has mentioned this because I just scrolled to the end. Would it be possible for consistancy purposes for one of the tasks is to lift an object off the ground using your force powers. Before hand your master should send you out to strenghten your focusing skills, then when you are ready lift an item (like the x-wing) to show your master your focusing ability.



.:[ Onwyr Ogg ]:.
I tame wild kittens! They do bite from time to time.


"Nobody realizes that some people expend tremendous energy merely to be normal."- Albert Camus


andyy
Tue Mar 02, 2004 11:57 am
#708

all i know is reward ppl htat havnt unlocked it and say have done 14 proffs!



//////////////////////////////////////////////Raven\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
////////////////////////////////////////////////Jedi/TKA\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Epak
Tue Mar 02, 2004 12:36 pm
#709

Obtaining Quests
Quests should not come from static terminals or NPCs. Instead, create a new device that someone could craft like the "transmitters" that they use in the movies. Jedi would use this to locate thier Jedi Trainer. Not sure who should be able to craft them?


It would simply download our Trainer's waypoint to our datapad when "used". It could have the durability of weapon, not the limited use of an upgrade kit.


Also, it makes more sense to have the same trainer for a certain Jedi.




kotea/wave

Ninjafunk
Tue Mar 02, 2004 3:05 pm
#710

I would like to here about the space expansion please
Kaydon_Fall
Tue Mar 02, 2004 3:19 pm
#711

I haven't read through many of the replies so apologies if I reiterate or "steal" some one else's ideas that are already posted.


In my opinion the quest to become a Jedi should not involve requiring help from other players. Luke's famous "hero's journey" was a solo partaking. I think this is in line with the continuity of the Star Wars saga around Episode IV. Around that time, there aren't a lot of force wielders around and learning about the jedi is something which is done in solitude (due to fear of persecution for trying to understand the Jedi teachings).


I think it would be good to have NPCs lead players in the direction of sightings of Jedi artifacts and places that offer knowledge about the Jedi way. These places should require visiting and offer some sort of puzzle that will test the players wits and knowledge of the Jedi and dedication to the Star Wars Saga. The answers to some of the puzzles should be available through the game, some maybe only available through searching through the vast material that is available on the internet about Star Wars and the Jedi. This way, the power gamer who is an expert at clicking through resources to macro grind through professions required by holos, does not prove him/herself more worthy of being a Jedi in the game.


The quests should be time consuming and the database of questions/puzzles needs to be plentiful such that players won't all get the same questions puzzles and then reveal the answers to everyone else. Some of the quests could function in the same way as good old-fashioned copy protection for games used to be where you would have to type in a code on a page in the games manual. I am not proposing to refer to the manual, but maybe as you visit a location that holds Jedi teachings, something essential that the player should get from this needs to be input. These could be similar to Jedi tests as seen in KOTOR but significantly harder.


Kaydon Fall

Sick and tired of double clicking on resources in the macro to master Chef as the holo dictated. I would like to have fun while trying to become a Jedi.
RebellionCommando
Tue Mar 02, 2004 3:57 pm
#712

what ever you do!! PLZ PLZ PLZ...do not limit the number of jedi per server...this is just plain unfair!!!
Galaxlerner
Tue Mar 02, 2004 4:14 pm
#713




First of all, I would like to say that I am very pleased to hear that this is the route the Devs want to pursue to become a Jedi. I was a long time advocate of Jedi quests back in the early days of the game (see my responses and posts).


Since there has already been a lengthy discussion on everything that was proposed I will just focus on a few interrelated points.


FORCE SENSITIVE QUEST


This is the most important quest of the system in that it is the one quest that all players can (and probably will) try. I want to state that this quest should NOT be easy or quick to accomplish. In fact, it should take about as long as a regular RPG game (i.e. Balder's Gate).



  1. After the player has mastered their first profession they should be approached by a NPC. Whatever they bring to the player should in no way reflect the importance of the Jedi path. (This can be achieved by having NPC's approach players on occasion. This would add content and open up the opportunity for obtaining unique loot.) With the commonness of the NPC requests the player will then not know if the mission was for Jedi or not. This should be randomized for each player so there will be no posting of "mission giver" waypoints. This fits with the Star Wars theme as this is exactly how Luke Skywalker began his path.

  2. Give this mission and several other benign missions multiple solutions each with their own reward. Thus, the more the player puts into the mission the more they will receive possibly even being started on the Jedi path.

  3. After the first mission is completed and the player is designated and in the Jedi quest, they should be sent to another NPC. At this point they still should be in the dark as to whether or not they are questing to become a Jedi. The next mission should take several steps to complete and if possible,be specific to the one of the player's current mastered professions.

  4. After this mission is complete the player should be sent on two to three more missions still without the knowledge that they are "on the path". After the final mission of that set, the player is told that the current NPC that gave them that mission is a Retired/Failed/etc. Jedi along with their story. (Content, wonderful content)

  5. I don't know if this is possible but the both of them should then go to a new area for a mission or a series of missions to complete (i.e. Ben and Luke). My suggestion for the new area would be a Starbasebecause it is self-contained, accessable by only that player, and there is a design already in the game system. I know it follows the New Hope a little too closely but it REALLY gives it a Star Wars feel. This might also allow the Space Expansion to be worked in when it goes live (give the player an exclusive waypoint). Other MMORPG's have restricted areas for small groups or solo players so I know there must be a way for SWG to implement it.

  6. After the conclusion of the first segment of the Starbase mission the player should gain (but not access) a FS slot. The following segments could be used then to determine the force points of the FS character the player can create or whichJedi type(dark or light) they start out as or possibly give them a first tier box upon creation.

I know that some people may find this approach frustrating, particularly the beginning when the player won't know if this is a Jedi path mission or a regular content mission. In my opinion, this would help limit the number of Jedi hopefuls that go on the path and would adhere to the Jedi value of patience.


I do have story ideas for the path missions but they are WAY too long to be put here. If the Devs are interested they can mail me for the stories.

Stroikabot
Tue Mar 02, 2004 6:53 pm
#714

Don't make advancing as a Jedi quest driven.......just the FSCS.........it would suck to just do a mission and get a higher level



Stroika

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The Darkside: Dominating your destiny since 5000 B.B.Y.
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AdenRise
Tue Mar 02, 2004 8:03 pm
#715

i dont think u should even be considering this whole path thing, its absolutely atrocious that someone will have the opportunity to screw over a very easy mission system.....i dont care how hard u say its gonna be, it will be exploited, destroyed and made public for everyone to see. you are giving every single person a chance to become something that is supposed to be "rare" as u stated at game release....but now ur gonna have every single person on the server grinding missions and doing the same thing in order to get jedi.....dont give me that you dont play for jedi, if u heard all u had to do was missions to get jedi, no matter how hard, that u wouldnt do them, thats bull and u know it.....missions are doable, its all about the money spent, and hey look uve got jedi now, i cant wait to see 3000 jedi running around coronet flashing their sabers because soe wanted to throw more money into the pot....this is a game, the mastering professions idea was perfectly fine because you had no idea what the hell u had to do to get jedi, and thats the life of a jedi, hard to impossible and not easily defined, yes it sounds stupid that u should have to master certain things to get jedi, but thats the price u pay in the game world......this is an effective way of keeping jedi rare in all occasions as u stated and i dont think u should even consider ruining it.......i can guarantee if there are hundreds of jedi running around cuz they had a million creds to spend, ur game is going down the tubes.



Aden Rise Elder Jedi

Cancelled 03/14/2006
Effective 05/19/2006


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