Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
Neige
Mon Jul 19, 2004 3:23 am
#768
Dont try to find the path... realise ther is NO path.
I propose a monthly Jedi-bingo where you pull out X accounts by server that will be granted the right to start the FS Quests (semi-mysterious stuff)
if you want to be fair, check that accounts have different owners. If you want to have your number of subscription SKYROCKET, dont check.
DarkAzael
Mon Jul 19, 2004 4:28 am
#769
It should be random quest based with a small story behind it. Like the hermit quest you Know that there is 4 things to do but you have no wp for them. This should apply to this system.
1. You speak to this Hooded Robed man, say on Dant....He looks a bit blue...(may be hes an old jedi spirit).... He asks you questions...Then tells you about 8 different things.
2. You set of to do one of these things but by choosing one over the others leads you on a new line of quests - Adventure
3. Returning after completing one quest, this old spirit asks you a new question is to why you choose that path. then he gives you quests in that area.
This will bring in the quest that best suit the players choosen proffession. Like a crafting quest, Combat, healing etc.
4. each choice you make gives you a new route...so that it is all random for all ( but everyone knows that )
Just an idea...
Tenfo
Mon Jul 19, 2004 4:14 pm
#770
Force Sensitive:
The method should begin in a known place and quest. Once the path begins it cannot be spoon fed to players. If it is then everyone will GRIND it.
There must be unknown pieces along the way and puzzles/mysteries to figure out.
DO NOT make the entire path known. If you do this90%+ of the player base willjust grind the heck out of the FSquests just like holocrons, stop playing and ruin continuity even more.
I would suggest some RL time sinks as well to prevent grinding. If TH statement that it will take longer than mastering 32 professions holds true. I would like to see some kind of stopping points to "attune" with the Force or to focus on learned FS skills.
E.g.
FS Vehicle control attained. Maybe over the next week or more you must run swoop races etc. and spend x amount of time practicing this new skill before you may progress with the next phase of FS learning.
my 2 cents.
Nioked
Tue Jul 20, 2004 10:58 am
#771
I believe the trials should be known to players, but it shouldn't be just a Jedi NPC with on outcome for a quest. You should be given multiple options on how to complete a quest and from all of these trials you should be given your Jedi or Dark Jedi status from the chooices you made on these quest. Like for example you found a man running from the imperials and you also find out he has a 40k reward on his head if you turn him in. So you could either save him from the Imps or turn him in, and you'd be given points towards light or dark from whatever decision you made.
Ihathes
Tue Jul 20, 2004 4:26 pm
#772
as many have said, it should be known to you, everyone is force senitive, it is up too them if they wish too train in understanding it, or if they wish too ingore it.
Draja
Tue Jul 20, 2004 6:48 pm
#773
Personally i think it should be a known path... difficult but known.
Galdara
Tue Jul 20, 2004 9:56 pm
#774
BidoXP wrote:
Jerry076 wrote:
I like the idea that was suggested earlier, with hidden modifiers in your character that give you access to Force Sensitivity. E.g.
25 Badges- +75 Force Sensitive Skill Points
Hermit Quest- +50 FSSP
PVP rating x- +50 FSSP
X Vendor Sales- +X FSSP
Length of time played- +x points
etc...
This way it would ensure that people are playing the game. It should be something that no one can grind, but that everyone can do. You don't play specifically for a FSCS, your normal playstyle determines whether or not you get it. Then the path from FS to jedi can be long and arduous
yep this is a great idea, no grinding just go out and play the game. not only that it keeps people playing the game over a period of time and people get a chance to go out and explore whats been created. in my eyes this suits everyone as it isnt a grind, it isnt frustrating and people are out thier having fun which is what its all about
HATE this idea. That means if my character doesn't choose to play PvP or some sort of explorer - ie, crafter with no weapon skills, sorry outta luck? bah! Hate this idea. Or someone decides he never wants to have vendor sales - sorry, you too are out of luck.
Ethen_Roe
Wed Jul 21, 2004 10:08 am
#776
How i see things going
there shoudl be some mystery there, but you should know what you are doing
there shoudl be some mystery there, but you should know what you are doing
jacob827
Wed Jul 21, 2004 7:42 pm
#777
Makes me wonder if submitting feedback here does any good. Do they read these posts?
Raziel07
Wed Jul 21, 2004 9:02 pm
#778
i think that BECOMING force sensative should be mysterious, very unknown, so not everyone is a jedi.....
Nacoa
Thu Jul 22, 2004 12:21 am
#779
After reading several pages with people's ideas, I had a thought.
A lot of people want "make it hard to limit the number of jedi". This won't limit them, simply because no jedi are removed from the game. Sure, it'll take a while to add more, but there will keep being more and more.
My suggestions:
Have Boba Fett hunt any Jedi that reaches Knight or above. Make him be extremely hard to kill, but defeatable...Have him withdraw before he dies. Send Darth Vader out after any Jedi with a sufficiently high visibility (assuming visibility is fixed). Allow the Jedi to conduct an epic battle against him, but if Vader gets close to losing, he whips out some special NPC-only force power and kills the Jedi. Basically, if Vader is able to get a hold of you, you're dead. But you could at least have the challenge of going down in an epic battle.
There is no way to effectively limit the number of people who open their FS slots. No matter how hard it is, enormous numbers of people will become force sensative. So make it hard to actually be a Jedi. Heck, drop an army of Stormtroopers on 'em every 30 minutes. Do something where the game makes it hard, not other players making it hard.
A lot of people want "make it hard to limit the number of jedi". This won't limit them, simply because no jedi are removed from the game. Sure, it'll take a while to add more, but there will keep being more and more.
My suggestions:
- Have the FS slot open based on normal game activities. Get a badge, +1 pt. First time you master a profession, +1pt, Complete a themepark, +10pts, etc.
- INCLUDE A METER SOMEWHERE THAT PROVIDES FEEDBACK ON YOUR PROGRESS. Otherwise, players will just get frustrated because they have no feedback and no idea how close or far they are from unlocking.
- Limit the number of jedi by making a Jedi's life hard. Make them truly hunted, not by greifing player BH's, but by the game itself.
Have Boba Fett hunt any Jedi that reaches Knight or above. Make him be extremely hard to kill, but defeatable...Have him withdraw before he dies. Send Darth Vader out after any Jedi with a sufficiently high visibility (assuming visibility is fixed). Allow the Jedi to conduct an epic battle against him, but if Vader gets close to losing, he whips out some special NPC-only force power and kills the Jedi. Basically, if Vader is able to get a hold of you, you're dead. But you could at least have the challenge of going down in an epic battle.
There is no way to effectively limit the number of people who open their FS slots. No matter how hard it is, enormous numbers of people will become force sensative. So make it hard to actually be a Jedi. Heck, drop an army of Stormtroopers on 'em every 30 minutes. Do something where the game makes it hard, not other players making it hard.
Dracael
Thu Jul 22, 2004 4:47 am
#780
greetings (i'm new here and my english is .... aehm...)
SWG plays after the fall of the 1st Death Star. I know only a few Force Sesitiv in the Star Wars Saga f.e. Morgan Kartarn or Kyle Kartarn or Mara Jade. In other Star Wars Games are also some Jedi and Dark Jedi (no Sith). But this is alot later.
The Emperor kills all Jedi. No matter if they are Dark or not. Only a few exeptions exist. So Mara Jade, who becomes the Emperoer right hand, in "Jedi Problems".
So to get a Force Sensitiv character should be the hardest thing in SWG. And to the time of the Empire, it should be extremly rare.
I think no sequence of quests can fulfil this claim to become the possoibility of being a Jedi.
It should be mysterious. More like a random-algorithm at the creating of a character with an extremly low probability.
The way to get a Force Sensitiv character should be for every player in SWG an other way, wich none knows. Mysterious and long.
The "random-algorithm" by the creating has the advantage that every playertype has a chance becoming a Jedi. The guy who plays SWG from 7:00 am to 4:00 am and the guy who plays SWG for 6 Month but only 6 hours a week.
SWG plays after the fall of the 1st Death Star. I know only a few Force Sesitiv in the Star Wars Saga f.e. Morgan Kartarn or Kyle Kartarn or Mara Jade. In other Star Wars Games are also some Jedi and Dark Jedi (no Sith). But this is alot later.
The Emperor kills all Jedi. No matter if they are Dark or not. Only a few exeptions exist. So Mara Jade, who becomes the Emperoer right hand, in "Jedi Problems".
So to get a Force Sensitiv character should be the hardest thing in SWG. And to the time of the Empire, it should be extremly rare.
I think no sequence of quests can fulfil this claim to become the possoibility of being a Jedi.
It should be mysterious. More like a random-algorithm at the creating of a character with an extremly low probability.
The way to get a Force Sensitiv character should be for every player in SWG an other way, wich none knows. Mysterious and long.
The "random-algorithm" by the creating has the advantage that every playertype has a chance becoming a Jedi. The guy who plays SWG from 7:00 am to 4:00 am and the guy who plays SWG for 6 Month but only 6 hours a week.