Development Cycle Archive

Thread: IC4: Path of the Jedi

Voufia
Wed Mar 10, 2004 11:28 am
#859

I say we keep the system the way it is. To become a Jedi it must be VERY VERY diffuicult. Not some newbie that comes along one day and plays for a month and can become a jedi. I don't want the galaxy over populated with jedis. Keep it at about 400-500 jedis per server. it ruins the fun of becoming a jedi. Once you do become a jedi its nice to know you worked really hard for it and people will oo and ahh at the sight of you.



Voufia Orani

Master Scout : Master Marksman : Novice Bounty Hunter : Nooby
JutMan
Wed Mar 10, 2004 11:38 am
#860

One and only one suggestion...

Take the Jedi's NAME off the BH terminal. Use "Unknown Jedi" or something else. It is one thing to get on a terminal and begin to be hunted by a Bouty Hunter. It is quite another to be constantly harassed and put on lists that are maintained of the Jedi names.

If everytime you login you have 20 messages from Bounty Hunters askign if they can kill you for Investigation XP. The better one is "Please come check the stats of my Krayt Pearl.. I have 5 and if you do this ill give you one". When told "NO you BH idiot" the grieving begins. You can only put so many people on /addignore before you just login you main and do something else.



Taywen O'Shay~ Master Bio-Engineer / Master Chef~
Molukai~ Bothan Jedi Knight ~

~TRGA~ Always have been.. and will be
ArkonPhoenix
Wed Mar 10, 2004 11:49 am
#861

The two obvios things that should be implemented is simply this.


1. Make 2 ways of getting XP


Safe

Low XP mission based, so you dont have to use your Force powers or lightsaber as much, if at all. Think of it more as an Educational/Diplomatical undersating of the Force. Make the missions like puzzles, instead of killing marks. For example: The Warren, you have to get keys and unlock doors in a certain way. ACT 3, how you have to talk the talk with the Smugglers to get the info from them. This way, one could become a Jedi Master with a very low chance of ever diying, but would take a longer time to do as it would not be as grindable.


Dangerous

High XP mission based, must use Force powers and Lightsabers to defeat enemies. Basically, the way it is now. But just add a mentor to the picture that grants you these hard missions. But of course with this, since you use your Force powers more openly, it leaves you more Overt to attacks from BH's and on lookers.


2. Make Light and Dark distictive


Light

As many people have said before in these forums and from what can be found in Jedi Lore, is that the Light side of the force is made up of non-leathal powers. For Example: Heal Self, Heal Another, Mind Trick, Move Object, Run, ect...


Dark

As for the Dark side, its obvious that its more destructive by nature. Fro Example:Lightning, Choke, Drain Life, Illusion, Ect...



Now true, for the Jedi Initiate and Padawan series, you might be able to get away with low level skills on each side, But once you choose Light or Dark, you should no longer be able to have a High Level Light power when you are Dark.


Now, the question this raises, sincethe Jedi Counsel is no more by this point in timeand the Jedi Academy has not yet been formed by Luke. Who trains you? How do you discover these skills? In theJedi Lore, Force Sesitive users discovered there powers by accident and generations of passing on the Knowlegde. So how would one know the skill unlees they have a mentor in the force.


One last thing to melt your brain, There isnt such a thing as Light Jedi. There are3 main classifications of Jedi, which are "Jedi", "Dark Jedi" and "Tainted Jedi". Sith on the other hand, is a form of organized Dark Jedi, with the mindset that there can only be 2, a master and an appretice. There are then Sub catagories of each, like"Master", "Gurdian", "Counslor" and even "Whitch" and so on and so.


So as you can see here, there is alot to consider. So I can understand why the game is that way it is. Although I personally feel, its not following Jedi Lore very well, sorry.



If anyone has any questions or need more clarification on this kind of stuff. Check out the D20 Star Wars Roleplay Game with acctually Dice, Paper and Pencil (Old School) and you will see a broader would of the Star Wars Universe.




I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Hunter053
Wed Mar 10, 2004 12:12 pm
#862

How about a dual system, with Light Jedi traveling along one path and Dark Jedi another. Have both general combat and quest give Jedi XP, but have the Light-aspiring Jedi Follow quest path, which involves helping people in need, and extensive travel--the Super Jedi Theme Park mentioned previously.


The person who wants to be a Dark Jedi, simply has to abuse his power. Using it to kill animals and people indiscriminately (general hunting and killing mobs), would advance up the dark jedi path.


This would help players to play their Dark- side/Light-side choice, instead of making it an abstract decision. Also, it would provide a mechanism for a Light Jedi to "fall" to the Dark Side with enough indiscriminate killing, or for a Dark Jedi to be redeemed by completing the theme park.


I'm sure this may be difficult to implement, but just a thought.




_________________________________________________________

Hunt Darkwalker
Master Doc/Master Carbineer Medic
Council Member, Galactic Freedom Brigade
Governing Board Member, City of Libertas, Naboo

Sunrunner
TranSabal
Wed Mar 10, 2004 2:46 pm
#863

First, let me state that I have not unlocked my FSCS yet (though, I'm on my 23rd profession... should happen any time now!). Doing all of these professions has taught me a lot about the game mechanics and given me a great appreciation for other professions than what I started out as. However, it definitely does not have a jedi feel to it. I've only read a portion of this thread, as it's extensive, but I had a thought after reading a post about having "Blue Glowies" as trainers.


The holocrons should definitely be used to pursue the FSCS... but they need to be no-drop, no-trade, etc (Just like the collector's edition sunglasses). And, each profession should be able to find one during their normal course of events. I've had a lot of NPCs give me holocron shards for doing missions... perhaps an entertainer could get one doing an entertainment mission, a scout could get one doing an explorer mission, etc. In any event, killing high-level force-sensitive characters is only possibly by combat professions, and therefore needs to be change.


Once your holocron is discovered by whatever means (let those that have them keep them so they can continue on with their progress - those that horde them will not be able to trade them anymore) they need to be activated. Possibly another quest to activate your holocron. Perhaps the holocron (depending on jedi or sith version) could only be activated at certain places known to be strong in the force. There are plenty of places where force-sensitive NPCs are known to spawn. There must be a reason why these figures wander the area they are at! But, when you get it working, it"spawns" an interactive image of an ancient Jedi/Sith who's imprint has been left on the holocron that only the holocron's holder can see. This Jedi gives missions, guidance, feedback, etc based on your current progress and path. And, like Master Yoda, the ancient master should not be specific!


Now, this is an idea that others may have come up with and is similiar to what other people have written. But, whatI haven't seen is a way to make the path to Jedi enjoyable by everyone. Some thrive on combat, while others abhor it. Well, mostly, people choose their starting profession based on what they want to do in the game! Scouts want to explore. Brawlers/Marksmen want to fight. Entertainers want to socialize. Medics want to help people. Artisans want to create.


Each holocron could show a specific character from history that is related to the starting profession. Also, Sith and Jedi holocrons could give differing versions of the same quests. If I recall, Exar Kun had become an archeologist to study ancient Jedi. He'd be perfect for a Scout/Sith holocron. Ulic-Quel Droma, Vodo-Siosk Baas, etc. It would be easy to find 6 Jedi and 6 Sith that would reflect each of the starting professions. The missions would be specific to that starting profession and would involve mastering at least one of those elite profession.


It's a fairly generalized idea... but it definitely stops the problems I've seen with the current method (camping holocron carriers, mastering professions un-related to what you want to do in the game, etc). Thanks for listening!

solarijedi
Wed Mar 10, 2004 3:28 pm
#864

Ok we can't have a jedi academy beacuse luke hasnt made it yet then u should improve in jedi association techniques:


maybe a massasi temple for darkjedi to reunite and trade crystals and darkamulets or so


for jediyodas hovel to heal and trade crystals or something


Also if you want to modify jedi skill sequence to make no jedi identical u should include some "quest-only forcepower" that will keep ranks in the new form of jedi society


more light/dark jedi stuff should do the trick i.e( ajunta pall sword) there a wide range of creativity in this pretty amazing



Orfen_135
Wed Mar 10, 2004 3:43 pm
#865

I definatly think the quests should be easy enough that a person can do it alone. Then again it should be hard enough that you can take sometime doing it. I also think that there should be a quest where you make you own lightsaber. I really think they should be easy, and hard at the same time, like normal. That is what I want to see for Jedi. I also hope this is very soon!




Fral Resanto
Retired Stormtrooper
TK-157
Valcyn Galaxy

Orfen
Dark Jedi
Starsider Galaxy

Poseidonn
Wed Mar 10, 2004 3:45 pm
#866

I think that there should be quests to save people from stormtroopers and imperials for the lightside missions. I think the NPCs that you have to save people from should be fairly hard, considering that jedi in the moviesand bookstrained for at least 20 years before even becoming a jedi knight.



-signed,
Poseidonn "the great water god" Kaspinn
Zabrak rebel Seargent
REBEL 100%
Saving up faction credits for an A wing.....
so far, I have 25k
NilsMakaby
Wed Mar 10, 2004 4:01 pm
#867

my apologies to everyone whose post i did not read, there were several hundred of you. and if someone else has stated the same or similar ideas then i would consider this a seconding of their motion.

it occurs to me that it would be very difficult to have the same chances to unlock an fs char for a casual gamer vs a dedicated gamer based solely upon the fact that the dedicated player spends much more time playing. that being said, i'm not sure it is in everyone's interest for it to be dramatically easier for players who know how to earn more xp faster than others to gain an fs char either.

my thought for unlocking the fs char is this. what if the opportunity to start a series of quests to open the fs char hinged upon talking to npcs. all professions would be equally able to start this journey as it requires no specialized skills of a crafting, healing, or combat nature. any and all npcs would be able to start your fs progression. what i'm thinking is that every time you talk to an npc, a check is done to see if this particular conversation should be the one that starts your fs questing. say the base chance was 1 in 100,000 that this npc would be the one. then add modifiers to that base chance: say +5 for each badge you have, +1 for each npc quest you have done, +3 for each planet you've visited, etc. clearly this could be easily abused by someone willing to stand in front of an npc and start 100,000 conversations, so restrict eligible conversations to once every 4 hours. so the most conversations that could be checked for anyone in a 24 hour period would be 6. what you would end up with is say a 57 in 100,000 chance that this npc will be the start of your quests to open your fs. the end result would be that your chances would still be very slim, so the server would not get overpopulated with fs chars and dedicated gamers would have slightly better chances of opening their fs char but not crazily better.

perhaps when you hit the magic chance the npc says something to you like, "you seem to have an affinity with the universe. i know someone to whom you might be interested in talking." and if you say, "yes, please," the npc will give you a waypoint to another npc who actually starts giving you the quests... perhaps that other npc should be a random one from the existing ones so that there are no campable npcs and everyone could end up getting a different npc as their 'trainer'.

other people have had good ideas about what kind of quests, so i won't go into that now. and i don't imagine i need to say it, but obviously the numbers i used above are not the numbers i think are appropriate, they were just used as examples. it would be up to the devs to decide what the base chance was and how to add modifiers to keep the jedi numbers low, but offer at least a marginal chance to everyone.

and feel free to hate me for saying it, but just because you paid x amount of money for the box and you pay x amount of money per month doesn't entitle you to a force sensitive character. it's like the lotto, you pay for the chance to win, but if you don't the money is typically used for a good cause (education, etc.). and like swg, there's a lot to like about this game, even if you don't have an fs char.

on a separate note, has anyone noticed when you do a spell check it marks jedi, corellia, and tyrena as spelling errors?

nils
-when you see nm don't think nevermind, think nils makaby
master weaponsmith
kauri/corellia/tyrena
EonoFelix
Wed Mar 10, 2004 4:01 pm
#868

What i'm worried about is that.. I've spent alot of time already trying to become a Jedi... Preparing to master a few more professions... Mastering a few holo professions and spending tons of money and time on it... Purchasing Holo's isn't cheap!


What better not happen is that all of my progression toward becoming a jedi, go for not! I don't want to have to start a whole new plan of attack in the game, to make jedi...


But some sort of compensation should be in order, for those who are already well on their way to becoming a jedi with this soon to be older system of achieving Jedi.


Is there a proposed or general time frame to when this Revamp may take place??? Perhaps I can make it by the time the Revamp happens...


Eono of the SunRunner Galaxy

~Master Chef & Artisan
LordKanorius
Wed Mar 10, 2004 4:55 pm
#869

After reading the post from Jordan_Karr on page three I must say that I have nothing more to add. Simply reading that already sounded like a whole lot of fun.

The thing most important to me personally is, that it should be really possible to unlock the FSCS without endless profession grinding.
I mean, where is the point in that? I chose my characters' path quite some time ago and I want to be a TKM/Ranger. I want to be that and I have to admit that it kinda puts me down, that I had to make the choice: Make a character that I like playing or create a Hologrinder that has already dropped the Master seconds after getting it.
If people see themselves as achievers and actually have fun doing the holo grinding I am fine with it. But I feel somehow punished for playing a character with only three mastered professions. I am having a whole lot of fun playing that Teras Kasi/Ranger combination and I don't intend to change that. But it would be great if I knew that there was the possibility for me to unlock my slot without having to give up the professions I chose for myself. And this is where the great ideas of Jordan_Karr kick in. Those where really awesome. It didn't sound easy at all...but still - as I mentioned before - it sounded fun.
I mean, those ideas have everything: Jedi population control, a bit thrill (the thing with getting the failure badge twice), a looooong road to the FSCS, quite some motivation to go on (which would in the end mean a paying player for maybe another month or two) and a whole lot of fun without having to ruin your character to pick up a profession you never wanted to do and never want to do.
In my opinion, the suggestions of Jordan_Karr should be looked at and thought about in detail. To me it looks like very, very good stuff!



/choice
ShaunObiJuan
Wed Mar 10, 2004 5:52 pm
#870

PLs make crystals craftable or foragable. pearls and crystals are for the rich or afk looters. that is not very jedi like
Zafer
Wed Mar 10, 2004 7:06 pm
#871


Well first off, the more profsions u have masterd the more into the quests u sould be.As if some one who was using holos and has masterd 10 things trying to get jedi shouldn't have to do as many missions an someone who has only masterd 2 or 3.Holocrons should still be used to give u speaical quests or other things.


The harder missions should offer rewards such as crestals, pearls and other thing u might need when u become (or if u already are) a jedi. The missions should be pretty random on the location, but no to random that they pop up 300M away froma town/outpost.And be able to pick difrent type's of missions: Destroy, sample, retreave ect.Make the "mission gives" in difrent places.The trainers would be a good thing to get missions from, so when u complete the missions u can get trained if u need it.




Sever: Tempest
Name: Zafer
Rank: Master SGT
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