Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
CommanderKendall
Wed Jul 14, 2004 6:19 am
#716
It should ideally be mysterious in my opinion, but as has been stated previously anything mysterious won't remain so once it has been discovered unless it is total randomization which takes a lot of the 'fun' out of the mystery as was seen with the random profession assignments and hologrinding.Due to this, however, I think it should be a 'known' path but difficult to do, I suppose in essence it should either be mysterious and unknownor difficult but not both. If it is made difficult and mysterious both it will merely degenerate into a grind in the same way the professions were and all the more frustrating for the player. Plus if it is made mysteriousthere should besome way to hunt for clues ideally, or some hints to be given when a player does something correct in the mysterious path in order for it not to become frustrating for those pursuing it.
raven28690
Wed Jul 14, 2004 6:47 am
#717
The way i see it is that according to the SW story, the person is born with it so it is not a mystery that they had to figure out or a long path which they had to take to unlock it.
The path came not on there way to being force sensitive but to becoming a jedi.A jedi would find them and train them up to become a jedi.
If keeping the balance in the game is an issue then i purpose to bring back the TEF on jedi to an extent. For example if a jedi is seen in the city waving a lightsaber around, then they should have a TEF for bounty hunters and imperials to see. This would be in keeping with the movie since during the timeline of SWG, the empire was purging the jedi. So a jedi would not be flaunting the fact that they were a jedi unless they were looking for trouble. Even Yoda went and hid on dagobah to avoid being found. Common since would say that the jedi were trying to keep a low profile.
To kind of keep things fair, if a bounty hunter or imperial decided to keep following a jedi or stalk a jedi in other words (if somehow they found out the player was a jedi from word of mouth, if they have fought them beforeor so on) then they should be TEF'd by the jedi.
Another way to keep balance is to continue to add more options and perks to the other professions.
(more armor for the armorsmith, weapons for the weaponsmith, creatures for the CH, clothes for the tailor, etc.. etc..).
Some are feeling that the game is more focused on combat so they are avoiding certain professions because they feel they must spend as much as possible of there skill points on a fighter (be it marksman, brawler and so forth). It seems that the fighting professions have become more of a have too than just another profession.
I also feel that the path to becoming a jedi is a personal path for the player and should focus less on a group effort. I dont recall a padawan in the story having to gather a group of other padawans or jedi to take down a mob of people or creatures. So it should not be so difficult to where the player would need to recruit a large group of ppl or be uber buffed.
I know on the Chimarea server, u can probably find every jedi on the server camped on Yavin at the geo caves. This is wrong and something should be implemented to cut out the camping.
Also a timeline is just a wrong idea. Again the person was born with being force sensitive. I dont recall ever hearing of a time limit to when one reached being force sensitive or becoming a jedi. once the requirements were meet, then they proceeded to the next lvl. Some probably moved faster and others slower but it was not a certain amount of time based thing.
All else aside, this isa game and it should be fun for all the players and not just a certain few.
There are those in the game who do not care for PvP or have any care for being a rebel or imperial. The force sensitive slot and path to become a jedi should take those things into consideration.
Sorry for being so long winded but felt these things should be said.
Morten
Wed Jul 14, 2004 7:33 am
#718
I did not manage to read all the ideas that were posted. However I wanted to let mine be heard.
I think that the way to become force sensitive should be quet driven. Mainly the reason for this is that the profession based approach we have had this far has resulted in holo grinding, and it is very bad for roleplayer whom earlier have been elite combat professions and are playing out their character that way to suddenly have to shift to Image designer. It makes no sense what so ever, and what has the force todo with mastering different professions? In that case it is better to make it an experience based approach, which also will result in grinders.
The quest approach forces players to look more closely at the game, to talk to NPCs and to find their quests and solve them.
Fire-bird (think that was his name anyway) had a good post about quest the quest driven approach.
Ofcourse this requires alot from the developers whom need to have a vast amount of different types of "force sensitivity" quests so player of the same proffesion (or however its chosen) wont have the same quests. It should be hard and tricky.
Also more quests based on puzzle solving would be fun to see in the game. (KOTOR has some fun quests outside the main story).
The quests should ofcourse all have some sort of similarities in the story, giving them a sense of connection (this should probably be mystical).
A story driven approach could also allow for more "cut-scenes" in the game, something I for one would be glad to see.
Ofcourse some would argue that a quest/mission driven approach would make it too easy to become jedi. However I would think that it would be fore fun than just grinding out professions. Perhaps a time delay between the quests can be added so that you can only do one quest every week/month or amount of playing time? Or spread the quests out randomly so noone knows where their nextquest located (tho make sure they dont dissapear like the BH quests).
I could probably go on forever so Im going to stop now.
Regards
Morten
(Sanisar Dinelli -> Chilastra)
goldflame
Wed Jul 14, 2004 9:25 am
#719
As I stated on the other Thread. As The Movies and everything indicates. All Living beings are force sensitive from Conception. This Could be done by Allowing in the New System all players to Start with 1 FS Skill Point thus getting a Novice FS skill right off the bat. This would represent the All Living beings are sensitive to the force its an energy that binds etc.
From the Point where everyone has thier 1 FS Skill they must then proceed on a path of enlightenment to learn about the force and what it is. This would be done by Missions or quests that the player Takes. a Good System may be to have It so like the Jedi Trainers the player has to go to a certain Trainer who is a "Mentor" who will teach them about the force and give them the missions to attain the skills to become fully force sensitive thus unlocking to become a jedi. The Mentor would allow thier to be no camping of a spawn site to get thier advancement. They would visit thier specific mentor and do as he says.
What i think is important though is that we make sure that The Non Combatants of SWG do not get left out. There does need to be 2 Series of Quests. One for those Who are combatants and one for those who entertain or just craft.
From the Point where everyone has thier 1 FS Skill they must then proceed on a path of enlightenment to learn about the force and what it is. This would be done by Missions or quests that the player Takes. a Good System may be to have It so like the Jedi Trainers the player has to go to a certain Trainer who is a "Mentor" who will teach them about the force and give them the missions to attain the skills to become fully force sensitive thus unlocking to become a jedi. The Mentor would allow thier to be no camping of a spawn site to get thier advancement. They would visit thier specific mentor and do as he says.
What i think is important though is that we make sure that The Non Combatants of SWG do not get left out. There does need to be 2 Series of Quests. One for those Who are combatants and one for those who entertain or just craft.
____________________________________________________________________________________________________________
I think there is some good beginnings here. Based on the last statement "make sure that The Non Combatants of SWG do not get left out", I wonder if there can be profession specific missions. I have been in the 'medical' field since i started playing and would enjoy something that incorporates the Doc skills my toon has and not just th TK skills.
Also, I will hate to lose anyof my toons current abilities (Master Doc, MTK) to simply become a Jedi. I am sure that this has been written about before, but I don't ever recall Luke, Mara Jade, Corran Horn, etc, etc, losing their other skills whenthey followed the path of the Jedi. One suggestion I have is to incorprate the option of a 'LOCK' on the initial skills that the player toon has and addingaditional skill points that can be used for the Jedi trees. I don't know that I would want to become a jedi at that cost. Sorry that this portion of the post may be out of place.
JaydenAlejandro - (Master Doc, MTK - Order of the Dying Knights - Eclipse)
Hitokiri_kenshin
Wed Jul 14, 2004 9:38 am
#720
It should be partially mysterious but not completely so; however, it needs to be story driven. One way I think this could be accomplished is with the Jedi tempe on dantooine. Let the NPCs there give out a name of a person to look for for further training or whatnot but not give the exact location. Instead have them give clues as to where the NPC could be found ( ie: "Seek your master on a desrert planet in a city of rogues." This could be seveal places on Tatooine or Nym's stronhold on Lok ). From there the NPC mayask them to show proofof an unselfish act which could be fulfilled by showing them the Krayt skull from the Huf Darklighter quest (but don't actually tell them what quest just give them clues. Other quests may be to collect specific hard to get lootable items from mobs ( ie bring me back a faama scale, a broken data pad, and a treasure map).
goldflame
Wed Jul 14, 2004 9:39 am
#721
Rather than a complete mystery, why not have the spirit of a past Jedi Master appear and begin to lead you on the path?
AmonTdow
Wed Jul 14, 2004 10:11 am
#722
As part of the quest, I think it could be awesome, if at some point, there needs to be interaction between a Player jedi, and a questing player.
Some form of meeting, I'm not sure how you could do it to be fair, etc and make it ungreifable, but it would be very cool (role playing wise) for a student to seek out a jedi, for part of the quest (not any, a specific).
I do not role play any of my other chartacters, but I constantly role play my jedi, I find it fun to do so.
Some form of meeting, I'm not sure how you could do it to be fair, etc and make it ungreifable, but it would be very cool (role playing wise) for a student to seek out a jedi, for part of the quest (not any, a specific).
I do not role play any of my other chartacters, but I constantly role play my jedi, I find it fun to do so.
awthtem-xour
Wed Jul 14, 2004 10:21 am
#723
make is so that you know what youo have to do.. and NOT: find a creature/NPC that spawns once a day that EVERYBODY and their mother is after. Would have to be somehow instanced... or different for each user. Starting on the FS path (becoming FS) should not be as hard as walking the path (working towards Jedi). If it becomes too ridiculous, people like myself, who have been waiting to become Jedi, will just cancel their accts.
awthtem-xour
Wed Jul 14, 2004 10:35 am
#724
Hojo_Hominygrits wrote:
It needs to be known. Stop with the mystery crap. As I said in the other thread, you had your shot at "mystery" and it was a huge failure. You guys need to make the Force accessible for everyone at varying levels. Be it the hardcore powergamer, or the guy with a wife and kids who only gets a few hours a day to play your game, we should all have access. I don't want to be denied because I have to jump through unknown magical hoops for 6 months to a year to become force sensitive. I want to know what I'm doing, and where I stand on my journey to Force sensitivity. And I want to see progress in a reasonable amount of time. That gives me a goal, and it keeps me playing.
It's quite obvious to you I'm sure that Star Wars, in spite of all its many other aspects, will ALWAYS be about Jedi and The Force. Many of us were running around with wiffle-ball bats pretending to be Jedi when we were kids. When we "played" at Star Wars, no one wanted to be anything BUT a Jedi. At least, not any of the kids I played Star Wars with. You're seeing just that in your game. At this point it's the understatement of the century that a lot of people are passionate about Jedi. So why put some limit on it? Make it rare and special on the back end (to quote another poster). Make the fight against the elements in the game (players and non-players) the limiting factor, but don't deny people from at least experiencing it. That's just plain dumb. So give the "mystery" junk a rest and give us our Force.
Message Edited by Hojo_Hominygrits on 07-10-2004 01:13 PM
couldnt have put it any better myself....
ArcadiusPryde
Wed Jul 14, 2004 4:59 pm
#725
My opinion,
Many have very ill feelings about the Jedi largely because of this "mystery" that was apart of the Holocrons. There was no mystery involved, and the word itself drives people into fits of rage. I believe that denying anyone from at least being a Jedi is to push away your biggest, loyalist fans. I believe that there is no reason why you cannot make Jedi an open profession to all, but make it so you must survive a long hard path. This would be equal be doing a Bounty Hunter when you had to master Scout and Marks...You sacrifice your time to gain power. Being hunted, having to gain massive xp for one skill box...all these will alone manage the Jedi itself, and allow SWG to boast the one thing no other game can...YOU can be a Jedi. If there is even remotely a system that is as bad as holocrons either in trying to get one (Spawn camping) or xp grinding SWG will lose a massive amount of the Non-Force Sensitive population. People have waited a year, and are tired of waiting.
-Arc
hobieone
Wed Jul 14, 2004 5:42 pm
#726
ArcadiusPryde wrote:My opinion,Many have very ill feelings about the Jedi largely because of this "mystery" that was apart of the Holocrons. There was no mystery involved, and the word itself drives people into fits of rage. I believe that denying anyone from at least being a Jedi is to push away your biggest, loyalist fans. I believe that there is no reason why you cannot make Jedi an open profession to all, but make it so you must survive a long hard path. This would be equal be doing a Bounty Hunter when you had to master Scout and Marks...You sacrifice your time to gain power. Being hunted, having to gain massive xp for one skill box...all these will alone manage the Jedi itself, and allow SWG to boast the one thing no other game can...YOU can be a Jedi. If there is even remotely a system that is as bad as holocrons either in trying to get one (Spawn camping) or xp grinding SWG will lose a massive amount of the Non-Force Sensitive population. People have waited a year, and are tired of waiting.-Arc
i fully agree with you on this one especially about pele geting tired of waiting. face with a game like this thers is no way you can jedi rare its the ultimate goal is starwars. and what every one wants. and holo grings or gringing in any form on that kind of scale as it was just isn't fun at all.
raven28690
Wed Jul 14, 2004 7:38 pm
#727
i agree with the last 4 post.
as i mentioned earlier in my first post on this topic, people were already born force sensitive. they had to work at becoming a jedifrom a padawanbut not being FS.
darthmole12
Wed Jul 14, 2004 9:17 pm
#728
I think it should have some known elements, and some mystery elements that vary somewhat from player to player.