Development Cycle Archive

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

Liquidlce
Sat Jul 31, 2004 10:26 pm
#833


People should stop worring about crafters being able to work toward Jedi... Jedi is a combat class plain and simple.. Crafters need not apply. If there is a Force Sencitivity that helps in the crafting process that should be totally separate from the FS quests leading to Jedi...



I fear the day I see Jedi everywhere....
LinkyTriforce
Sun Aug 01, 2004 5:14 am
#834

In ways i'd like to see it known and some someways not.


I myself have been playing this game for almost a year now(come august 11th) and i've mastered 22 professions to this day and with the publish 10 probably coming when i need 1 or 2 professions left would leave me pretty much back step 1 where i started august 11th last year and i wouldn't mind a helping hand in atleast knowing what i had to do like i do now with profession mastering. But by making it known a lot more Jedi will pop up fast


yet..


on the other hand i wouldn't mind it being hidden AND story driven like what you plan to do with the road from Force Sensitive to Jedi with the Villiage thingie since i like to RP(which is why i want a Jedi) and its kinda hard to RP with short and pointless quests but thats another story


if this makes much sense
Xretsim
Sun Aug 01, 2004 5:27 am
#835

it like the slipery slop in science, ppl 1st compained path to jedi was to mysterious, this has been changed, the next step of FS to jedi is also now none mysterious. FACT is if it is made mysterious ppl will complain in the long term and it will have to be changed, so get it right now.



Xretsim of Bloodfin
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BrinsleyP
Sun Aug 01, 2004 12:07 pm
#836

The path should not be a mystery at all this was tried and it failed a key element of star wars is the jedi and if it is left a mystery you will have people grinding missions and not playing the game. After all when JTLS is released the desire to be a jedi will fade on its own after all who wants to spend time grinding your Jedi when you can fly around blowing things up. I do belive swg will sufer as a whole if Jedi path is left a mystery come on guys the jedi's sell even swg in its latest video mentions the force and shows several characters using there light sabers, and we need new players to keep swg alive and maybe swg2 I belive that the Jedi path must be known.

darthsabertooth
Sun Aug 01, 2004 12:20 pm
#837

It should be known,with a little mystery on the side.There should be a different path for every profession,and fs skills for every profession,and a long quest,but not a yearlong quest set(3 months sounds good to me)You should only be able to start the quest when you're a master


The path for marksmen elite professions should be the same,and the path for brawler elite professions should be the same.There should be a series of quests(preferably NOT destroying lairs,or hunting down a certain number of enemies),ending in an uber hard dungeon that has to be soloed.


Medic elite classes should have to keep NPC's alive with heals,and craft orders of medicine.


Musiians and dancers should have to work together and get extremly tough NPC crowds to cheer.


ID's should,well,I dont know.


The
darthsabertooth
Sun Aug 01, 2004 12:40 pm
#838


It should be known,with a little mystery on the side.There should be a different path for every profession,and fs skills for every profession,and a long quest,but not a yearlong quest set(3 months sounds good to me)You should only be able to start the quest when you're a master


The path for marksmen elite professions should be the same,and the path for brawler elite professions should be the same.There should be a series of quests(preferably NOT destroying lairs,or hunting down a certain number of enemies),ending in an uber hard dungeon that has to be soloed.


Medic elite classes should have to keep NPC's alive with heals,and craft orders of medicine.


Musiians and dancers should have to work together and get extremly tough NPC crowds to cheer.


ID's should have to look at a picture and match an NPC exactly to that picture,multiple times.Also they could maybe have to put together a holoemote show and time it by the second.


The crafting professions should have to make certain items and special quest items,none of this "make 10 smocks and put them in this crate" @$%#.


Bio engineers should have to Dna sample from powerful creatures(like ancient bull rancors,or even krayat dragons),as well as making different creatures,or even special creatures they cant normally make.


Bounty Hunters should have to track down targets(maybe even a jedi or 2) and break up a large group(like maybe a force-sensitive cult).


CH's should have to train certain creatures and maybe even kill some hard enemies with them.


Smuggelers shoud have to smuggle a large shipment of spices and/or sliced weapons/armor into an area with out drawing imperial attention.And have to locate and unlock a series of contianers full of stuff they have to smuggle.


Most importantly,unlocking force senistivity should NOT BE FACTION RELATED WHAT-SO-EVER,and it should actually appear to be related to the force and even more importantly,it needs to be challengeing and fun.


And I know this is off-topic but there should also be a neutral type of jedi,but thats just my opinion and it seems that its set to factional all the way so oh well.


darthsabertooth
Sun Aug 01, 2004 12:42 pm
#839

srry for multi posting,not deliberate,dont know how it happened...
darkjedidroid
Sun Aug 01, 2004 5:58 pm
#840

i want to see it unkown. since the old way got *edit* out of control. if should be like this i belive: have 36 different quest to unlocked but its random for whoever does it and it get alter so it one of the quest been completed. so on one will figure it out and post a walkthough on a personal site.. the jedi pop is out of conrtol. in my option this is not the era that swg suppose to be in, its during the clone wars era.
SuperNOVA_Silmaril
Mon Aug 02, 2004 9:43 am
#841

The path showld be known.
The main reason is that there are TOO MANY JEDI already. 5 top Jedi can overtake any city and attack everyone as long as they want. In this situation you can only watch if you're not one of them. They are self-sufficient in battle and nobody can stop them with no help of other jedi. For me it's impossible to have fun from PvP when our group of 20 ppl can be killed with 1 or 2 jedi in 5 min. after attacking someones bases or city (this happend in our city, about 20 ppl came and was easily killed with 2 jedi-guildmates). We attacked the city: 3 jedi went into city and killed everyone around and we (about 10 ppl) were just watching outside to attack in the case of danger to jedi. In our guild we already have 1 knight, 3 jedi and about 10 ppl who opened the sensivity and waiting for the pub10 to get jedi. We have about 50 fighters who will be useless in future battles because those will be battles for jedi only from both sides... They will have to enjoy PvE or craft (only chiefs, docs, entertainers, because jedi do not need armor and weapon). Most of them will leave the game if the path would be too difficult and even unknow. SWG in not the only MMORGG and without normal PvP for the most ppl it'll be the dead project...

If the path will be based on rare random spawn of NPC which will give quests you'll soon find that ppl will change their name from grinders to seekers, nothing more (such situation was when in pub9 jedi-guardians had too find spawns of rare creatures to become knights)...

FSS must be easy to get but being Jedi must be much more different from present situation. They showd make quest, earn xp and PvP xp but during time knights should lose both xp with increasing rate according their lvl. The greatest jedi must play and earn xp as much as possible to keep his position.

There is another way i think. BH must have the ability to kill jedi easyly but stay at the current lvl in killing non-jedi players (they are one of the most useless combat professions in PvP ). This idea was in Star Wars Galactic Battlegrounds.
Monkeydeath
Mon Aug 02, 2004 10:52 am
#842

The path should be known. Unknowns will fatally frustrate those of us who have been with the game since launch, and are hanging on for Publish 10 and JTL. Well if Publish 10 is a bust for us, JTL may not be enough to keep us around.

Many changes that are made make the game less fun to play. The armor and weapon timers were terrible. Now with talk of eliminating recursive macro's, I'm feeling pessimistic. If Publish 10 is done poorly and frustrates those of us who want to be jedi and felt that the old Holocron system was a bunch of crap, well....
MKSLAYER
Mon Aug 02, 2004 10:57 am
#843



I personally think the path should be known. How ever, I belive that if you just put in a known FS progression in the village (I think I remember reading something about a tiny FS village around the size of the marauders) there should be at least SOME mystery involved in it. Basically, you start off with 3 starting types of general missions; military, entertainment, and crafting. I also think that there should be many, many missions though out the NPC’s so that people have to puzzle out their own progression rather then look at a walk through. This wouldn’t completely cover the secrecy area, but both sides would be happy. A person’s own quest would be different then other people that they know (most likely) so they could get a feel for a unique undertaking, and if a person wants the answers, they can look them up. Although, both ways I think that there should be a time limit between quests, this makes sure that both power gamers and casual gamers advance around the same time. Here’s some outlines on what each type of missions should consist of.



Military:


-Military quests should not only consist of killing the hell out of things. They should have a wide variety of mission’s types. Such as: finding pieces through a puzzle, by finding the pieces by finishing dungeons, doing some delivery missions, as well as exploring. That option still leaves room for problem solving, the NPC would give general hints on where a puzzle piece could be found. You would have to bring him back one puzzle piece back at a time. After you give the NPC the piece you would have to wait a day or so before he gives you another clue. NOTE: The puzzle pieces are not random loot. They only appear when the trigger is activated and the player who activated it retrieves it. Also, these pieces cannot be sold. Another type of quest could be that you find a note some where in the NPC’s house (after looking of course, possibly asking another NPC in town where he/she was and following the 2nd NPC’s clues). This could lead to various quests. For instance, you must free the NPC from a group of terrorists, your NPC took a vacation on another planet and you follow evidence on that planet to find him. Secondary people could back both of these options up, which is important. This could be a NPC switch, or you could find more about his family finally finding a FS NPC by slowly moving through the family.



Entertainer:


-Entertainer quests, obviously part of the over all scheme should be to entertain. How ever, there should be some other elements involved in the progression. Such as: over hearing conversations that slowly link together to find a new NPC or point towards a powerful force artifact. That method would resemble the previously stated “puzzle” mission set. However, instead of finishing dungeons, the NPC’s you performed from, might later help you, in order to perform at a more respected area. I think that in addition to, just entertaining on those missions, the player definitely should have some conversations during some point through the mission. Not only does this enforce the entertaining feel of the mission, but it could also be a chance to get some information out of a person. If you had a higher entertaining level, your dialog options would be broader, thus making for some extra enhanced dialog, side quests or more entertainment options unlocked (such as new songs/dances or flourishes). An image designer would follow a similar path, only instead of entertainment rewards and requirements it would revolve on how well you could change some ones appearance.



Crafter:


-Crafter quests should revolve around supplying various items to certain people. Also, I think that they’d be the most easily varied quests. You could easily have a different set of quests for each proffesion. How ever, on the down side you would need many more quests for each proffesion so that a walk through is not easily built. Instead of just crafting the required item and handing it off to the designated NPC I think there should be more to it. Perhaps you have to build a top of the line flora farm for a scientist on Dathomir. Well, you could reach the destination, and find that he was researching for the empire and was planning a bio-chemical weapon. You could go back to the NPC who gave you the mission and say that if you completed that mission it would go against your morales, he would delete the quest and give you a new one. (Also, if you tried to give the empire it and you were a rebel, you would get scanned, found out and immediately killed and have the flora farm taken from you) I myself am not familiar with crafting so, maybe some one else could add to this.







Hope that helped!




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Jeevan
Mon Aug 02, 2004 1:29 pm
#844

My opinion: Let it be known, but make it more dangerous to be a jedi. Maybe If you're running around with your saber out, the whole town ought to be able to attack you. I dont know. Something.


I want to be a jedi,but I want it to scare the pants off of me at the same time. If we're going to see jedi around every corner in town, then we might as well advance the story to the New Jedi Order timeline, where jedi were pretty common.
SniperJP02
Tue Aug 03, 2004 10:52 am
#845

I think it should be know to a certain extent. Most of the current Jedis had some idea on how to unlock, don't leave the rest of us in complete darkness.
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