Development Cycle Archive
Thread: IC4: Path of the Jedi
Holos are already no-drop. Problem solved.
Mr_pepsi wrote:
I totally agree that the holos are the ones that should give out the quests, but another point is, the trading of holos SHOULD be nurfed, why, because those seeking to unlock their FS slot, should be doing a quest basedupon finding the holos that they need (also because their are too many holos out on the market now, and plenty of ppl making credits off them), and doing each quest, that each holo gives, but keepit the way it is now as far as not being able to seeing the next profession you have to master, in case this case no being able to see the next quest, as opening another holo before the current quest is done, it wuld just get repeated.
-As you can see we can't "just tell" what needed to be done prior to you giving us holocrons, everyones worst nightmare was to destroy the character they had worked so hard to create, to go off to master who knows what.
-Dynamic spawns like the hermit quest is another nightmare.
-I've read suggestions that the holocrons that we have now, give quests that need to be done... and that sounds reasonable...
-Even if you would've made the last holo say: "master these 3 professions" and then give a list... that would've been far more acceptable then telling us... "oh... now go master one of the 28 professions you haven't mastered yet"
-I can't really comment on how the jedi system has been a huge disappointment, how it just requires more grinding and nothing "new and jedi" about it... only because I'm not one... I've just been told not to waste my time on the poorly designed system that is making people seek"the mystery and power of the jedi"....... although, what else am I really suppose to do for fun once I've mastered my character.... but that's another topic I guess
PLEASE READ AND COMMENT
-*****the jedi slot could've been a quest... that an NPC would give after you completed X amount of NPC quests(therefore no camping).... to travel the land and find new interesting places(I'm still annoyed at the lack of discovery taken away by POI's).... to assist a jedi in hiding(as a crafter you could've made them things, as a scout, forage, as a marksman/brawler, someone who could do "dangerous things" to help the jedi)...make the jedi either dark or light(thus giving the gcw some flavor too) and after helping the jedi, you were introduced to the jedi's padawan in training.... YOU!!!!!... then you get to play as the jedi's padawan... with a trainer in place... a QUEST accomplished.. you get to be the jedi you wanted to be, by being the main character you set out to be... either a crafter or fighter, scout or entertainer... as the group dynamic has taught us, all of these professions in of themselves offered quests..... to make it even MORE dynamic.. you are given a holocron, that enables the jedi to communicate to you... every week or 2 weeks you get an option of doing a crafter quest, fighter quest, scout quest, medic quest, or enterainter quest for YOUR special hidden jedi.... see how this is sounding more fun and less grinding*********
PLEASE READ AND COMMENT
-as to your quick dismissal that "well now everyone is a jedi.. and that's no good"... well will everyone do the X amount of quests needed?? make the quests failable... but re-doable.. in a weeks time or something...
-This isn't a whine.. so much as it is a desperate request... I'd have rather had no jedi's in starwars galaxies, then the result of poor planning and judgement... please take your time and make something that isn't so basic, yet stupidly hard.
thank you.
-chee
I think force sensitivity should be completely redesigned:
You obtain it from doing quests and generally being an active player. Everything from PvP to mastering professions should help obtaining force sensitivity.
Once you obtain it you can choose to abandon your life and start jedi training. Becoming a jedi is very difficult and you'll lose skill boxes if you die. You'll use your current character though. There's no point in making a new one now that skill loss replaced permadeath.
OR
you can stick with your current profession. Your force sensitivity will now help you see things before they happen making you a little harder to hit in combat. They will allow you to craft a little better. It won't be visible to someone else but it will grant your character some bonuses.
This way people can strive to this goal, and a lot of force sensitives won't have a major disruptive effect on the game.
-Terrain Negotiation
Thunderheart wrote:
The developers are interested in hearing what you would like to see for:
- What skills a Jedi might use on these quests
- Quests for different profession types, for instance, social quests, explorer quests, combat quests, etc.
I was thinking that you should give jedi, or maybe just "new" jedi access to some regular player skills. Right now, you see a rebel player with no profession badges, and you think "Jedi...". Now add composite armor, buffed HAMs, and rep blaster, and you think "So Jedi...".
If you gave jedi enough skill points / skill access to master one novice profession, you could do away with the sticking out like a sore thumb thing. This would also allow for trainers that can train all of artisan, and also jedi skills.
If a player so chose, they could also spend these skill pts to get some elite profession boxes, but never enough to master. This would also address storyline continuity of Anakin as a DE (later vader as a pilot), Luke as a farmer and pilot, Palpatine as a politician, and Darth Maul as a TKA (meditate). Professions requiring mastery of starter profs such as Ranger, Commando, BH , Doc, CM, etc. would never be attainable.
It would also give PC Jedi a source of income, a way to procure their own lightsaber components, terrain negotiation, and a way to blend in with the rest of the population. These skills would give you a lot of flexibility for quests early on the path, and the jedi skills could be balanced in such a way as to require surrender of these skills at some point.
"You must unlearn what you have learned"
Just an idea. There will doubtless be those that think Jedi are already favored best among SWGs creations, or that the idea is beating a dead horse.
I havent read through all the comments other people gave (there are some really interesting ones but iI dont have so much time
) and I'm not sure if someone has proposed my idea before, but I think that as a advanced Jedi (beyond Padawaan lvl) should also have the possibility to have his own student. This student could be a Padawaan or a beginner on the force sensitive lvl. His master can teach him on the one Hand different Jedi skills, and on the other could also help him with certain quests (of course not with all, but maybe with some specific extra bonus quests that could be only done togetherbut haven't to be done at all> just think of a light jedi couple that has to stop a dark jedi couple - nice fight hehe).
For me it would be very exciting to have a own Jedi - Student/ or masterwhich even helps me completing my Master/ padawaanJedi task. Its the same with the apprenticeship exp, just more specific Jedi - Training Exp maybe.
Of course u have to find your student/ masterfirst and that could be e.g. the first quest on the way to mastering your task.
Well In the movies you have to be born with lots of "Micro meni-clora" (Im not sure if thats the right spelling or the right annouciation, correct me if I'm wrong) But Obi-wan says it to Anikin while he takes his blood in episode one, (High levels of "meni-clora" means you are force sensitive, thats why they wanted Anikin to train him as a jedi). So my idea was obtaining this rare "Meni-clora" from some quest or loot from a hard creature. After obtaining the "meni-clora" you must inject it into yourself. After that you could talk to a jedi (NPC or PC) and they couldrecomend you to a Jedi trainer (Light: Yoda, Obi-wan Dark: Emperior Palpatine, Darth Vador) You talk to this trainer and get assigned a Master and you will be the apprentice. The Master could either be NPC or PC. An apprentiship for the NPC would be doing a seires of quests, finding parts to make a lightsaber, negotiating peace/declaring war with others or other communities, or escorting someone royal and protecting them at all costs. Now for being an apprentice for a PC would be following him/her around, hunting with him/her. Now if a PC jedi (master) needs something for an apprentice to do he would talk to an NPC and he/she would get a quest uploaded into his/her datapad and then assighn that quest to the padawan. After all the quests for the apprenticeship are done then you would talk to a Jedi trainer and get ready for the "jedi trials" But the master would have to give the O.K. that the apprentichip is ready. The jedi trials would be a series of tests and challenges, if passed then you would become a jedi.
I hope this idea helps, and i think it would be a neat idea. Use your immagination to fix it or tweak it. Thanks!
Well First off, I have to say that the devs have done a great job of keeping the jedi rare and hard to get, as they were supposed to be in this time period.
What might be a good idea is rather than NPC's giving out all the quests and items, wouldn't it make more sense to have player jedi's train other jedi's. After all, jedi usually work in pairs. There's a master and a padawan and perhaps what would make the game a lot more fun and realistic is that in order to gain a Jedi Badge, you would have to help a less experienced Jedi out, and you would be given a badge for every Jedi you train which would increase your force power or benefit you in some way. The jedi system should give you the option to take a padawan learner, and you should have to help your padawan through training, such as obi helped Luke feel with the force in episode 4. The system should require certain NPC's quest and it should be possible to advance without using a fellow Jedi, because they would be rare and hard to find in this time period, but the possibility of having a padawan would make the game a much more enjoyable experience