Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
Message Edited by Yogol on 07-10-2004 04:14 PM
Message Edited by superstarwars on 07-10-2004 04:16 PM
I think princess chibi has the right idea.
A couple of things it should not be though: grinding professions and camping. I left the game for about 6 months simply because of the instability created by the hologrinding.
A couple of things it should include: a force meter (like the idea above, so it gives you some indication how close you are...this was mentioned before), dependant on a variety of factors..meaning interactions with the game, faction rank, theme parks completed, money tipped at a cantina, NPC's spoken with, POI's visited, badgegs collected, towns visited,time in game (ie a person who just installs the game last month gets to become a jedi), and lastly quest driven...etc..
I do not think that it should be well documented. It rather should be mysterious and hard. It should be dependant upon factors within in game, i really liked the idea of talking with NPC's. Perhaps when you perform an act, after the next server restart, your force meter then jumps a bit.
I think once you hit the "readyness" stage you then get a quest to become force sensitive or rather to understand your force sensitive slot. Now this should be time consuming, and hard, but not too hard so that only power gamers can make it.
Just my two cents.
A Jedi Master for your datapad to take lessons/quests from...just like a Helper Droid. lol
SaleusCorwen wrote:
1. You are taught and trained by someone else.. as before the clone wars, a jedi master would take a FS person and train them to be a jedi knight as a padawan (hence the title padawan)... You follow the jedi master and you share in his teachings and experiences to learn to control and grow in the force..
JustG wrote:
(Now with 75% more info!)
There are many stages in the path to becoming a Jedi...
The first among them is becoming Force Sensitive. Once you become Force Sensitive you can choose to continue on the path to becoming a Jedi or not. The path to becoming a Jedi will be a long and dangerous one.
Publish 10 is focussing largely on the path FROM Force Sensitive TO becoming a Jedi... this is going to be very quest and story-driven, and will take some effort and time on the part of the players. This path will be directed, and you will know how to get through, but it will also contain an element of mystery.
My question has to do with the step before all of this... with how you actually become Force Sensitive.
The question to continue discussing is this:
Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?
Thanks for the continued feedback!!
I would like it to be known how to reach Force Sensitivity, and fun. No mindless killing, no walking 12k meters all over Yavin IV trying to find an NPC. That isn't much fun in my opinion.
The Force is as much a part of Star Wars Galaxies as anything, and the future of the ground based game lies within the Force. Trying to make it impossible to reach will only frustrate people.
JustG wrote:
(Now with 75% more info!)
There are many stages in the path to becoming a Jedi...
The first among them is becoming Force Sensitive. Once you become Force Sensitive you can choose to continue on the path to becoming a Jedi or not. The path to becoming a Jedi will be a long and dangerous one.
Publish 10 is focussing largely on the path FROM Force Sensitive TO becoming a Jedi... this is going to be very quest and story-driven, and will take some effort and time on the part of the players. This path will be directed, and you will know how to get through, but it will also contain an element of mystery.
My question has to do with the step before all of this... with how you actually become Force Sensitive.
The question to continue discussing is this:
Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?
Thanks for the continued feedback!!
JustG:
How you actually become Force Sensitive absolutely mustbe mysterious.
If there is no hidden criteria, we're going to see a x100 fold increase of Jedi in SWG.
However, the hidden criteria would onlycheck to see if the player isplaying or has playedthe game.
My suggestion is to check if the playerhas Jedi potential (ie. likes combat)....
- Has dueled 15 players. (Jedi is all about combat).
- Has declared 30 times. (Jedi is all about combat).
- Has deathblowed 20 people (either in duels or combat).
- Has Mastered a profession (any profession) and kept that mastery for3 weeks. (Actually plays the game).
- Has tipped more than 150,000 creditssince their character's creation (for time and charity).
- Has 15 badges (Actually plays the game).
- The character is older than 2 months.
- Has a special city on either Dantooine, Tatooine, or Corelliathat is their "revelation" city -- a city designated for that player that once they've met thehidden criteria and they enter this city.... they receive a special (system)message with force music that directs them to the Force Quest NPC.
Maybe a blue glowy NPC that spawns at Old Ben's place for that player after they receive a special message....??
At this point, the Force Quests begin. The force quests to be fairly difficult but not impossible.
Of course, these are suggestions... I suggest there are other hidden things to check to see if they player plays the game.
Maybe for crafters... Has crafted X amount of schematics? Has sold X amount of items from their vendor? However, I don't see how a pure crafter character would be happy killing tons of other Jedi in the FRS.
In summary, the hidden criteria only monitors if the player is actually playing the game and that theywould be happy being a Jedi character (since Jedi is all about combat).
Here is my idea on it...
First i feel that force sentivity should be equal to all players entertainers, crafters, and combat roles. Of course it should not be based on the number of professions completed.
Ok here we go. Bring back the holocrons but in a new way. Have a holocron say something like "Find Sam on Naboo and help him". Dont give the location (wp) of him. This makes the person actually have to locate Sam. Sam has a problem of some sort, either needs something or needs to find something. You complete the quest and Sam gives you a thank you, and you recieve sercetly so many FS points. On Holocrons now, you may add these back to the loot drop table and or use them in rewards for completing other quests. Now to make things more difficult use the two sperate holocrons available, (blue and red) to gain different styles of force points, and possibly even gaining faction or loosing it by using an opposed one. Example, Im an imperial player, by me using blue holocrons to advance i would loose imperial faction, where as if i used red ones i would gain faction. And vice versa with rebel players.
I would also create a trade in program with the existing holocrons. Say a rebel player has a few sitting around his house, he could take these to Luke on Yavin and turn in one per week for a new one that would allow him to seek out his quests. The imperial player could take his to Darth Vader and do the same. And by making these new ones non tradeable it would prevent the possible holocron hoarders from cornering the market on holocrons. Also by being allowed to only turn one in per week again slows the process down some, so we dont have an overflow of those running multiple quests.
The idea here is to slow the progress of accension, and make Jedi something of a climb to get to. The quest could be ranked from easy (escort my friend to town) to extremely hard (bring me a Nightsister necklace only found on elders), depending on the difficulty of the mission would determine the amount of FS points recieved. Now at the same time once a quest is started it must be completed or the person would loose FS points equal to that particular mission. Example, I am wanting a fast climb to Jedi, so i think that i want the really hard quests. The quest im given is an easy one. I choose not to do it and abort it. I would loose the amount of FS points that i would have recieved by completeing it.
Its my feeling that if the path is enbedded like the profession path was, it would be only be a short amount of time before it is cracked and you will have another round of hologrinders. But by making it more of a random quest path, with holocron rewards and using the above system, It would be different for each person. Therefore making your personal path to Force Sensitivity your own. And by using different levels or degrees of missions the path would not be set in stone.
Again this is only one idea.
-Maintain a SENSE of mystery to the system while not completely hiding the system.
-A quest based system most likely involving aspects from each of the novice professions. This is done to ensure that the player has tried each type of profession. Should not require mastering of the professions to alleviate grinding.
-Perhaps have 6 different sets of quests (6 quests each) and have the game randomly assign which set that a player must complete.
-A mechanic for players to find direction into the quest sets that they must complete - perhaps consulting with a current [master] jedi, or a *difficult* set of quests for a npc (jedi?).
-Require some events that a player must complete without direction (visit all planets, own a house, etc).
-Requirement of mastering at least 1-3 elite professions - not assigned, can be any profession.