Development Cycle Archive
Thread: Should Force Sensitivity be a known path or a mysterious one? (II)
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
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....
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!