Development Cycle Archive

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

Redfenril
Sat Jul 10, 2004 10:08 am
#66

It should be mysterious, but it should be random for each player.


The thing though is getting FSCS should be tough, but not as tough as the road to Jedi Master/Dark Lord of the Sith should be.



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Wagnbat
Sat Jul 10, 2004 10:09 am
#67

Mysterious.


The game was RUINED when holocrons were passed out, and everyone dropped everything they were doing, and jumped on a path so difficult, many quit the game entirely, leaving behind everything they hard worked for until the 'holocron'.



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WillNeketo
Sat Jul 10, 2004 10:11 am
#68

By all means, make it mysterious and difficult to find. Though remember when making it, dont make it only pertain to combat classes to find, and dont make it impossible.

If you do make it known, make it difficult, like the RIS quest which takes many hours of game play to discover.



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TheEpitaph
Sat Jul 10, 2004 10:11 am
#69

I believe it should be known but in the form of series of quests; something that can't just be rushed thru (perhaps using some sort of "timer" at some point?). As someone has pointed out, if made mysterious, it wil be only a matter of a week or two before the information will appear on the forums and other sites then you're right back to as if it were "known".





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OckVofad
Sat Jul 10, 2004 10:12 am
#70

For the record Im not in a "I deserve a Jedi" camp.


When I learnedwhat was needed to become a Jedi I said "No Way". A content driven approach is appealing to me and I wont mind if its extremely difficult.


I'm definately in the "It should be fun not work" camp.



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AshleyHumes
Sat Jul 10, 2004 10:13 am
#71

Kuval wrote: "Remember that Jedi that had his own store down on Dantooine? Oh yeah, he didnt, thus why crafters shouldnt have any ability to go Jedi..."


And I say, remember that Jedi mon calamari healer named Cilghal in the official EU? The one that never killed or harmed anyone or thing and didn't even have a lightsaber? Thus why crafters and healers should have every right to follow the jedi path and progress just as fast as the fighters. The light jedi code is not all about fighting and killing. In fact, it is completely against that.



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WillNeketo
Sat Jul 10, 2004 10:15 am
#72



Kuval wrote:
Remember that Jedi that had his own store down on Dantooine? Oh yeah, he didnt, thus why crafters shouldnt have any ability to go Jedi...




Wow, that has to be the most simple minded reply.
Someone running around with a gun should have no right to be a jedi.
NO one here "should be" a jedi.

But since that isnt the case, everyone deserves the right to obtain the FSCS regardless of what class you are.

BTW- skywalker was a farmer, and good with droids and other various electronics...falling into a...CRAFTER CATAGORY! =^_^=



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Dubolom
Sat Jul 10, 2004 10:17 am
#73






TheBratman wrote:

The problem with mysterious is that once a couple people figure it out, it will be all over these forums and the internet so there isn't really much use. Sure there will be a few weeks (months) of trying to figure it out, but eventually everyone will know anyway.


I would like to see something that is known, but is also immersive and interesting that would take some time to complete.








true, unless they make it truly dynamic system. For example: "Rumor has it that somewhere on one of the planets in the galaxy there lives a Jedi. If you wish to start you path toward becoming one, go talk to him". Then randomly spawn a non-attackable jedi NPC on one of the 10 planets and have the player find him and do missions for him... and ONLY him. Jedi NPCs spawned for other players will not talk to you. And further missions can be just as hard to do.


Do I think it would be a good idea to have something like this? No,I don't. But that would be the only way to make it completely mysterious




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Corrupt-Jedi
Sat Jul 10, 2004 10:17 am
#74

Mysterious & short


or


Known & difficult/long



Nonetheless make it fun and interesting



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Esperados
Sat Jul 10, 2004 10:18 am
#75

mysterious and difficult..and give no hints



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Emras
Sat Jul 10, 2004 10:18 am
#76

This will be the breaking point for me in SWG. I currently login only to maintain my structures, while my play time goes to a different game that does not believe time sinks are important. I loved SWG since I played in the beta. I bought 2 CE boxes a year agoand pickup a third account last fall. The third account has been canciled. The 2 CE accounts I changed this month from renewed every year to monthly. The Force path will be the determiningfactor wither I play between now and JTL next year or cancil both and wait to try the JTL inthe likelyfree trial offer to woo players back.


I believe that after the hologrind decision the only possiblepath to be a long, challenging, KNOWN path, that is in keeping with the storyline. As for the fact that being known means that there will be many jedis running around that has already happened because of the hologrind.



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BlueHorizion
Sat Jul 10, 2004 10:19 am
#77






Dubolom wrote:





TheBratman wrote:

The problem with mysterious is that once a couple people figure it out, it will be all over these forums and the internet so there isn't really much use. Sure there will be a few weeks (months) of trying to figure it out, but eventually everyone will know anyway.


I would like to see something that is known, but is also immersive and interesting that would take some time to complete.








true, unless they make it truly dynamic system. For example: "Rumor has it that somewhere on one of the planets in the galaxy there lives a Jedi. If you wish to start you path toward becoming one, go talk to him". Then randomly spawn a non-attackable jedi NPC on one of the 10 planets and have the player find him and do missions for him... and ONLY him. Jedi NPCs spawned for other players will not talk to you. And further missions can be just as hard to do.


Do I think it would be a good idea to have something like this? No,I don't. But that would be the only way to make it completely mysterious






Noooooo! lol





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Twiggy_Gorath
Sat Jul 10, 2004 10:20 am
#78

Rather than taking the easy way out (for me personally) and just bemoaning the current system and design decisions, I'm going to offer a proposal that would keep the mystery in developing a characters force sensitivity.


Overall Schema:


The player character would earn force sensitivity points (fsp's if you will) performing certain in-game actions. In order to promote player interest and ultimately retention, these fsp's will need to be aquired by peforming *force sensitivity checks* with Jedi NPC located throughout the game - ala "vision quests" (really alot like the karma system present in say Ultima 4). The player would initiate the FS journey through conversing with a known NPC in the game, alot like the Hermit/Hero of Tat quest. Once initiated, the player would then seek out other NPC's to update them on the current status of their character's personal FS quest. fsp's could be split into say, dark, light, and perhaps neutral fsp achievments. A dark-side Jedi NPC would only comment on their progression in dark side fsp's for instance when conversed with, and then only if the player had accumulated enough fsp's to trigger the "update" talk from that NPC anyway.


Implementation:


1.) The existing PC data structure would need to be modified to include a fsp data member (if its not there already in some form


2.) On char create, or through existing PC conversion, assign an initial fsp predisposition (random) to one side or the other (Light or Dark)


3.) The character initiates the FS questing through dialogue with key NPC, at which time the player should be given some notion of their fsp predisposition.


4.) This is a biggy and I welcome feedback on different ways PC's can increase fsp through their in-game actions. Some initial thoughts I had were:

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