Development Cycle Archive

Thread: Friday Feature Jan 23rd Jedi Revamp

DarkwindArms
Thu Mar 11, 2004 3:30 am
#859




I've heard it said before, and I'll say it again: Luke didn't have to spend his time in the Theed Cantina shaking his rump to become a Jedi. Personally, I have always seen the 'holo-grind' as a complete and utter waste of time. It should have been quest oriented from the beginning, but that is neither here nor there.


Now, you take the most coveted profession in the entire game and make it EASIER? Taking away permadeath will be the worst thing that has happened to this game. Yes, I do believe that 3 clones is a bit strict, but unless you keep permadeath in the game, we are gonna have more Jedi than womprats running around the servers. I have seen earlier in the thread where someone(forgive me not quoting or remembering names...it's 0500) mentioned an idea for a skill takeback system for ALL professions. This MIGHT work. Making Jedi 'godlike' won't.


If you really want to keep the Jedi numbers weaker, FIX BOUNTY HUNTER. Isn't that what they are for? And I don't mean make the droids faster, or more accurate(although that is a plus) but give them some combat skills. As it stands now, a BH can't even take on a buffed TKA without limping away, or worse.


But this isn't the BH forum.


I won't quit the game if Jedi isn't fixed, I won't quit the game if BH isn't fixed. I won't whine and complain like some people do in other forums, I'll keep playing the game because of my Clan, and the thrill of the hunt(even if it IS as a TKA/Doc godcharacter)


Devs:

PLEASE RETHINK PERMADEATH REVAMP!



Na'anju/Te'anju/Xa'anju Darkwind

Darkwind Triumvirate

Clan Darkwind

Scylla



Na'anju/Te'anju/Xa'anju Darkwind
Darkwind Triumvirate
Clan Darkwind
Lok

'Yep, Na'anju died.....it's officially a mission!'
LordKanorius
Thu Mar 11, 2004 5:16 am
#860

Alright. I'd like to contribute my ideas of how to unlock the FSCS aswell. I guess this way would be more or less easy to implement (which should in my opinion always be considered aswell).

Here we go:
My ideas involve - of course - mastering different professions. But as I totally dislike the Hologrinding and especially the frustrating run up and down all types of professions once a holocron was silent, I thought of ways to prevent this. Here is what I came up with:
The Force Sensitive Character Slot is unlocked after mastering four Elite Professions. This sounds not much - but let me explain.

Profession One:
The first elite profession is free of choice. The player (if new to the game, I will cover "old" characters later) starts the game with a certain profession and I self-set goal, lets make it Smuggler here. So he starts playing and eventually he will become a Master Smuggler. This will trigger the path to the FSCS (as the player has mastered an elite profession). The player will receive a mail with a waypoint attached where some stranger wants to meet with him. Needless to say that this NPC would spawn at random locations to prevent camping and griefing.
Once the player has reached the NPC, he will receive some missions to do from him. How many depends on how hard/easy it is supposed to be to unlock the FSCS. The missions the player receives are generated for the profession he mastered especially. So they take advantage of all the things a master smuggler can do.

Profession Two:
Once the player has completed all the "profession one" missions for the NPC, this NPC will tell him that he needs a certain item/something done, but he has to go undercover because some old "friends" are after him.
So the player receives a new mission - which will be of a kind that he has to master a different profession in order to succeed in that mission. This could for example be a request for a type of armor only an Armorsmith can craft - or a type of weapon - a dance - a special item to be looted.
After giving this mission the NPC will disappear for 30 days (at least - as not all players are powergamers that can do the professions that fast) to prevent the powergamer to grind up e.g. armorsmith, craft the armor and head back to the NPC to continue. After 30 days, the player receives another email with a new waypoint where his NPC spawns again.
The player hands the armor over to the NPC and by doing that he triggers a certain amount of Armorsmith missions that he has to complete.

Profession three/four:
Works exactly as prof. two. After doing all the missions the NPC gives for profession two, he will once again give a mission that can only be done by a certain master of a profession. He again disappears for 30 or more days and leaves the player alone. After that time he spawns once more and the fun begins again for profession number four. With profession four, the player again has to do some missions for that type of profession.

After the fourth profession:
Once the player has mastered all four professions and done all the missions for the NPC, the NPC will reveal to him, that he (i.e. the player) has successfully passed all the test and he has proven worthy. The NPC will then give the player one more mission - the final test.

The final test:
The final test should be something very Jedi-like. For example something where the player has to decide (and only decide to make it possible no matter what the fourth profession was. You can't send a Master Dancer out to kill a krayt neither can you send a Master BountyHunter to heal somebody up) something. This could also involve light/dark side affection.
After passing the test (could involve some sort of trivia game as well), the player finally gets the message, that his force sensitive slot as been unlocked.

_____________

General settings for this idea:
The biggest problem right now in the jedi system is - as far as I am concerned - the "silent" profession or better the hologrinding in general. People get their first holo, grind the profession, learn the master and drop it instantly to get to the next profession.
So in about 2 Months a powergamer can at least come to his silent holo and start grinding all the professions left. Either he is lucky and his slot is unlocked after the first profession - or he is not and has to do 24 professions.
Though I understand that it has to be hard to become a jedi I think this system is way too frustrating because you never know, how long the grinding will go on and as soon as you come to a profession that totally doesn't interest you, you might more likely become frustrated rather than really trying that profession.
I think the jedi should be an achievable goal in a way. It is now, but it is very, very random. So I thought up the way described above in detail (well more or less in detail ).
However there have to be certain rules to prevent us all from eventually unlocking the FSCS (which would happen if you just took the suggestions I made above).

Rules for unlocking the FSCS:

1) The items the QuestNPC requests have to be made by the player that has received that mission. For crafted item this is quite easy to do, as they have a serial number and tell who has crafted them.
For fighting mission involving mobs you could prevent the player from buying the item in a way that he might well get help with this, but maybe he should have to loot an item only he can loot. So the NPC/game would know that the player who received the mission actually really was involved in getting that item. I guess there is no way to prevent the player from getting help in fighting missions as this would basically mean to redo a lot of the game from scratch - which it of course totally impossible. But if there is a way, then of course it would be good to make even the fighting missions possible only for the player who received that mission and for no one else.
For other sorts of missions e.g. dancers, medics, etc. I must honestly say I haven't figured out a way to make those missions hard enough to make them worth being in this quest for the FSCS. Maybe in that case simply a larger amount of missions to do would do the trick. I don't know.

2) The time between the NPC spawns is another important factor - as this basically determines how long it actually takes the player to unlock his slot. After the NPC has given the mission which requires the player to master a new profession it should surely not spawn early then 30 days from that day - to prevent powergamers from becoming jedi in a few weeks. On the other hand, we have to think of the casual gamer again. For a real casual gamer it might be hard to become a master in an elite profession within 30 days but still he should receive the chance to unlock his slot. So we have two different groups of people. The powergamer and the casual gamer. And they both want the FSCS.
This is why I suggest that the NPC is allowed to spawn after 30 days. If there is a powergamer who has already reached master level he knows that he has to wait exactly 30 days to go on. Until then he has to keep the master of course - as he knows that he will have to do more missions that require his master skills once the NPC spawns again.
Well and the casual gamer doesn't have to fear he can't make it in 30 days and would see himself forced to powergame as from day 30 on, the game would check every day, if the player has reached master level. As soon as he has *poof* there comes the NPC. So the casual gamer would have as much time as he wants while the power gamer can move through this faster - but not too fast.

3) Failure. Of course it is possible to fail certain tasks. Those should also involve some sort of maximum time allowed per mission. Again, this is a problem for the casual gamer so I'd say the maximum time should be at about 20-30 days. After all the player, no matter if casual or power, is at master level when he receives missions. So even if a casualgamer has to craft for example some type of armor 30 days should be more then enough to complete that task.
What happens in case of failure? Well, this is something I am very strict on. If a player fails one task it is no problem. He can simply run back to the NPC and regrab the mission without any delay. So the player would be allowed to fail once for each stage (i.e. profession). If a player fails a second task on the same stage, nearly everything is lost. He has to start over.
No matter at which stage he is, the master profession he currently has will be seen as if it was his first. So of course he can still talk to the NPC and will receive missions for his current profession. But that profession for example was his fourth one, it is now his first and he has to do three more new ones. Becoming a jedi shouldn't be that much a piece of cake.
For the worst case scenario: You fail so often that you end up with having reached master level in all available professions over time. In that case, the NPC profession quests fall silent and you are directly send to the final test. As that player would surely have worked hard enough to become a jedi. Of course this only works if you fail Quest missions. It would be impossible to simply not go the the NPC after mastering the very first profession and then run to him once you mastered all professions (which would be stupid anyway, as you'd have a chance to unlock the slot much faster if you talk to the NPC directly).

4) What is with those that already have mastered several professions? Well some of those players really like the professions they have. So it would be kind of tough to have them wipe their professions totally. And after all - they have already reached at least one elite profession. But of course it would be far to easy to simply send all those players the Quest-activation mail. So we have to split these players in two groups: Those who have already mastered an elite profession and those who are on the way to their first elite master.
Those who are on the way to their first master are covered by the system I already described. So they require no special stuff.
Those who have already earned an elite master title would be required only to reach a master in one of the six starting professions. This would of course mean that maybe those players have to surrender one of their elite professions but they wouldn't have to start all over again. So the damage for those is minimized and of course they can simply decide not to try to go for jedi and simply keep going the way they were.
For the case that a player (who was grinding holos) has already mastered all the starting professions. Those players should receive the mail instantly, as they have worked up their way to jedi already in a way. However, to make this fair, if they would get for example Master Creature Handler as a goal from the FSCS NPC, they would have to do that again. No matter if they already have the badge or not.
I know that this is something not every player would like, but this would have to happen to keep the game fair and the chances of unlocking the FSCS even.

5) How long should it take to unlock the slot. Well given a total of 4 professions, with 3 of them being timed for at least 30 days, we would have something around 100-110 days for a power gamer to unlock the slot - if he doesn't fail twice in one professions missions that is. For the casual gamer the time would be from 100 days - more or less endless.
But as I mentioned before the time it at least takes can be raised by adding more missions to the different stages or raising the difficulty level of those missions. That would involve a higher chance of failing and thus a longer time. But still every player would know that eventually he has a chance to become a jedi.

_______

Conclusion: I had the general idea about this just today and most of the ideas came to my mind while writing this text. So it might be a little bit hard to read from time to time maybe but I guess in general, the ideas I have become clear and are a quite fair and even way to unlocking the FSCS. I hope that my ideas in some way contribute to the final way it is done.
Generally all I can say is: No matter how the unlocking will be done: Make it hard, but not too hard. The player should be able to do it solo (after all jedi is a lonely road these days). And please make it FUN. Grinding professions endlessly isn't fun. It really isn't.

Last but not least I'd like to apologize for all grammatical errors in this text. English is not my first language and though I speak it fluently, my written english tends to be a bit strange from time to time, but I guess the main ideas become clear in this text.
And one last thing to you dear reader: Thanks for reading it all! (No not you! You cheated. You just started reading the text below mine and only read the last few lines! ).



/choice
LordKanorius
Thu Mar 11, 2004 6:51 am
#861

I just realized that I accidentily posted this on the wrong thread. This was supposed to go into Thunderheads IC4: Path of the Jedi Thread. I have no clue how I mixed those up.
Would be nice if a moderator could delete both this and my long post.

Thanks. And sorry again.



/choice
Kenbow2
Fri Mar 12, 2004 6:33 am
#862


FOR THE DEV.S


A COMBINATION OF ALL THE IDEAS ON THE PREVIOUS 39 PAGES.


I have read all posts before this one, which took me several hours. Here is my synopsis of what a great Jedi System would be:


CHANGES FOR THE CURRENT JEDI PLAYER:


#1) Make a Test Jedi Server that would allow anyone to start a FS character from scratch. This "fake" test server would allow people to play with the idea of jedi, without losing the realism of Jedi on the Live "Realistic" Servers. THis is also a great way for the devs to trouble shoot bugs that are in the Jedi system.


#2) The best way to control Jedi population and be fair to the players is not permadeath, but rather to have a time suspension of 20 days for any Jedi that are killed. In other words, if you die as a Jedi , then you can't play that character for 20 days (or 10 days, 30 days, etc..whatever seems fair). Afterall, the players can just log on their original player and play them until the 20 days is up.


AND


Put a cap on how much exp a Jedi can gain in a week (or day). This way a grinder can get the exp in 2 days, or a casual player can get it in 7 days, but in the end, they all have the same exp. This would allow Jedi characters to roleplayer more knowing that there is no reason to rush at getting exp. After a Jedi caps his exp in a week, then he can roleplay for the remainer, or log on their regular character and play him/her.


#3) Make Light-Sabers a new type of damage.. like "laser" damage or even "light-saber" damage instead of kinetic. In addition to not having any armor that would have any defenses against this type of damage. These posts are right... Light Sabers should cut through composite armor like a hot knife through butter.


#4) A Jedi's character profile should be seen as a mirror image of what their original character has in it. Therefore, Jedi characters would not be so easily identified. All the badges and text fo the regular characters profile would show up on the Jedi's profile automatically.


CHANGES TO THE FS UNLOCKING SYSTEM:


There should be special types of FS exp that a character must gain to unlock his/her slot. In my version, there are4 classes of FS exp, each obtained differently. Class A, B, C, and D forcesensitve exp are the 4 types, explained below:


Class A fs exp-- is gained whenever a profession is Mastered. Each profession can be worth about 1,000 fs exp, and you need 10,000 exp to fill this bar. Seriously, anyone who has mastered 10 professions (or 3, or 6, or whaterver is fair) has done alot in the game. Also, those that like Healing can do all the Medic Professions and some combat. If you like Crafting, then you can do all the crafting professions available, then some medic and combat professions. BUT, there are two catches... First, you can only gain additional class A fs exp30 days after you master a profession. So for those that master a profession in one day, now you get to roleplay that profession for another 29 days atleast before you can get class A fs exp for mastering your next profession. Second, POSITVE ENDING: Once you complete all your Class A exp, then the game allows you to completely regain a prior Mastered Profession, or combination there of. This way, a player doesn't have to feel they had to GIVE UP their personally liked profession. And actually, you could go back to the profession you liked the best. Or maybe use a holocron to "recall past knowledge" of a profession.


Class B fs exp-- this exp is gained by exploring the game. Such as, some exp for visiting POIs, doing quests, or themparks, or declaring residence, or gaining rank in the imperial or rebel alliance.


Class C fs exp- Is based on quests on a month to month basis. Just like the Acts of Aldeeran, every month there would be a quest involving a Jedi theme. There would be a Light Side Quest and a Dark Side quest, and the player would get to pick which one they want to do. You only get some exp per quest, and then you have to waituntil next month for another quest to come out for more exp. This will also help stop the GRIND of the above two A & B classes, because you can't unlock your FSCS until you get enough fs exp in all Classes (A, B, C, D). This Class C Quest based exp would be on a obvouis time guide to deter grinding. Once you finish your quest for the month, you go back to getting class A and B fs exp.A bonus in immediate implication of this system would go to current players based on how long their accounts have been active. So a player who has been here since the beginning would get bonus class C fs exp right away added it this fs exp bar.


Class D fs exp-- Once a profession is mastered, that player will get class D fs exp everytime he/she does something that would gain them exp in thatmastered profession. So a Master Rifleman would get class D fs exp when using a rifle in combat. A Master Dancer would start to get class D fs exp as he/she danced after becoming a master. This would encourage players to stay with one profession at one point in the game and really enjoy it. Also, there could be a cap on how much class D fs exp you could get in a week to prevent people from grinding all the time.


PRIOR WORK: Players who still have holos or who grinded more than 10 professions could be substituted additional fs exp for each holo turned in or profession mastered, but no more than a certain amount of fs exp in each class (say no more then 15% of total exp in a fs class).


This allows for a very well rounded character and is someone I believe should unlock their force sensitive slot.


FORCE SENSITIVE CHARACTER:


There should be a so-called "Force Sensitive" profession tree before one becomes a Light-Saber wielding killer. WHen you unlock your FSCS, you get a character who is force sensitive, but cannot use the force really and cannot wield a light saber. This character would be where the long line of quests come into play. Maybe even have a few skill points they could have (like 50), in addition to minor force abilities they would get in this profession tree. The ONLY way to get exp in thisstage would be to complete the unique Jedi-related quests. A player could only do one quest evey 30 days. So, after completing a quest, one would have to wait 30 days to do the next quest. In the meantime, they would go back to playing their other character. If they fail the quest, then they have to wait 48 hours to repeat that quest.


After all this, would one becomea Jedi.




- I support keeping & balancing the current combat system You can too
Kenbow2
Fri Mar 12, 2004 6:34 am
#863


FOR THE DEV.S


A COMBINATION OF ALL THE IDEAS ON THE PREVIOUS 39 PAGES.


I have read all posts before this one, which took me several hours. Here is my synopsis of what a great Jedi System would be:


CHANGES FOR THE CURRENT JEDI PLAYER:


#1) Make a Test Jedi Server that would allow anyone to start a FS character from scratch. This "fake" test server would allow people to play with the idea of jedi, without losing the realism of Jedi on the Live "Realistic" Servers. THis is also a great way for the devs to trouble shoot bugs that are in the Jedi system.


#2) The best way to control Jedi population and be fair to the players is not permadeath, but rather to have a time suspension of 20 days for any Jedi that are killed. In other words, if you die as a Jedi , then you can't play that character for 20 days (or 10 days, 30 days, etc..whatever seems fair). Afterall, the players can just log on their original player and play them until the 20 days is up.


AND


Put a cap on how much exp a Jedi can gain in a week (or day). This way a grinder can get the exp in 2 days, or a casual player can get it in 7 days, but in the end, they all have the same exp. This would allow Jedi characters to roleplayer more knowing that there is no reason to rush at getting exp. After a Jedi caps his exp in a week, then he can roleplay for the remainer, or log on their regular character and play him/her.


#3) Make Light-Sabers a new type of damage.. like "laser" damage or even "light-saber" damage instead of kinetic. In addition to not having any armor that would have any defenses against this type of damage. These posts are right... Light Sabers should cut through composite armor like a hot knife through butter.


#4) A Jedi's character profile should be seen as a mirror image of what their original character has in it. Therefore, Jedi characters would not be so easily identified. All the badges and text fo the regular characters profile would show up on the Jedi's profile automatically.


CHANGES TO THE FS UNLOCKING SYSTEM:


There should be special types of FS exp that a character must gain to unlock his/her slot. In my version, there are4 classes of FS exp, each obtained differently. Class A, B, C, and D forcesensitve exp are the 4 types, explained below:


Class A fs exp-- is gained whenever a profession is Mastered. Each profession can be worth about 1,000 fs exp, and you need 10,000 exp to fill this bar. Seriously, anyone who has mastered 10 professions (or 3, or 6, or whaterver is fair) has done alot in the game. Also, those that like Healing can do all the Medic Professions and some combat. If you like Crafting, then you can do all the crafting professions available, then some medic and combat professions. BUT, there are two catches... First, you can only gain additional class A fs exp30 days after you master a profession. So for those that master a profession in one day, now you get to roleplay that profession for another 29 days atleast before you can get class A fs exp for mastering your next profession. Second, POSITVE ENDING: Once you complete all your Class A exp, then the game allows you to completely regain a prior Mastered Profession, or combination there of. This way, a player doesn't have to feel they had to GIVE UP their personally liked profession. And actually, you could go back to the profession you liked the best. Or maybe use a holocron to "recall past knowledge" of a profession.


Class B fs exp-- this exp is gained by exploring the game. Such as, some exp for visiting POIs, doing quests, or themparks, or declaring residence, or gaining rank in the imperial or rebel alliance.


Class C fs exp- Is based on quests on a month to month basis. Just like the Acts of Aldeeran, every month there would be a quest involving a Jedi theme. There would be a Light Side Quest and a Dark Side quest, and the player would get to pick which one they want to do. You only get some exp per quest, and then you have to waituntil next month for another quest to come out for more exp. This will also help stop the GRIND of the above two A & B classes, because you can't unlock your FSCS until you get enough fs exp in all Classes (A, B, C, D). This Class C Quest based exp would be on a obvouis time guide to deter grinding. Once you finish your quest for the month, you go back to getting class A and B fs exp.A bonus in immediate implication of this system would go to current players based on how long their accounts have been active. So a player who has been here since the beginning would get bonus class C fs exp right away added it this fs exp bar.


Class D fs exp-- Once a profession is mastered, that player will get class D fs exp everytime he/she does something that would gain them exp in thatmastered profession. So a Master Rifleman would get class D fs exp when using a rifle in combat. A Master Dancer would start to get class D fs exp as he/she danced after becoming a master. This would encourage players to stay with one profession at one point in the game and really enjoy it. Also, there could be a cap on how much class D fs exp you could get in a week to prevent people from grinding all the time.


PRIOR WORK: Players who still have holos or who grinded more than 10 professions could be substituted additional fs exp for each holo turned in or profession mastered, but no more than a certain amount of fs exp in each class (say no more then 15% of total exp in a fs class).


This allows for a very well rounded character and is someone I believe should unlock their force sensitive slot.


FORCE SENSITIVE CHARACTER:


There should be a so-called "Force Sensitive" profession tree before one becomes a Light-Saber wielding killer. WHen you unlock your FSCS, you get a character who is force sensitive, but cannot use the force really and cannot wield a light saber. This character would be where the long line of quests come into play. Maybe even have a few skill points they could have (like 50), in addition to minor force abilities they would get in this profession tree. The ONLY way to get exp in thisstage would be to complete the unique Jedi-related quests. A player could only do one quest evey 30 days. So, after completing a quest, one would have to wait 30 days to do the next quest. In the meantime, they would go back to playing their other character. If they fail the quest, then they have to wait 48 hours to repeat that quest.




- I support keeping & balancing the current combat system You can too
Masen
Mon Mar 15, 2004 3:05 am
#864

There's still NO info on the quest system, and you all screaming 'it's too easy!'

ahem... at least wait until they unveil it before crying foul. For one, it's entirely possible that it will be instanced.

Notice that the Corvette..an INSTANCED area...is coming to the game as we speak (or whine). I have also spoken with real Jedi... and I can tell you, the system for their skill training, for example. Thier trainers are like any other. In fact, they're trainers that have always been there. But some of these trainers also train Jedi. Which ones? You'll never know. It's different for each Jedi. and is that dude in composite with a rifle speaking to the marksman trainer a rifleman? or are they a Jedi? You'll never know, will you? Now..going with this assumption... and the sheer numbers of NPC mission givers in the game...


It's possible that EACH player will have to find the ONE npc trainer or mission giver, that will give them special, 'secret' missions for the jedi knights. Imagine..the number of planets in the game, and the number of npcs... and speaking to each and every one, just to FIND where your quest begins? umm..I don't think that's all that easy, lol. Missions may or may not be combat, might in fact be diplomatic in nature. No one knows but the devs, and the Jedi correspondent. Maybe they are different for everyone? Maybe you need to master a profession, and your missions will be based on that profession?


This thread is WAY too long, for something no one knows about. it's not even on Test yet. We don't even have a HINT what this may or may not be. So why are we all screaming the world is ending? 'My account is closed. Jedi are rare' umm... odds are, they might still be. It could even be HARDER than the old system. Instanced missions you MUST solo, because no one can go with you, etc. let's all take a chill pill, sit back, and wait and see. The grinding XP suckstem was a BAD idea. It ruined the economy, the community, and made players more miserable and short tempered than ever. Now that they say they are going to fix it, everyone is panicking.


As for no more permadeath... again. I've adventured with a couple jedi. One was chatting with me about xp. Not even near padawan yet (was an initiate) she needed another 120K Jedi xp for next level. Doesn't seem to bad, does it? Umm..wrong. That works like COMBAT xp. Now, imagine being a novice character, just starting out. your weapon uses materials worth MILLIONS of credits total. Even if you can't crit fail..one crit experiment and you got a junk spare saber. Now, you go out with that weapon, and sure, you're badass. You're the **edit**. 500 kills later, you've managed to get 50000 xp. Your armor is shot, and needs a replace. You've been grinding, ALONE, for the last week, because even if a friendly rebel sees you, your visibility goes up, and you're not ready yet. You show off once, just for giggles... and bam. An imp running by spots you, and you're TEFed. Next thing you know..he's a TKA. knockdown/dizzy, and you're dead a few seconds later, recloning. Guess what? that ONE box you managed to get, after days of grinding..Just went poof. you're dead.


Don't tell me it's too easy. Might be for the powergamer types..But some of us like to enjoy the game, and it's plenty freakin hard pal. I MIGHT do the quest system. Do I want a jedi? Not really. He'll probably be some punk padawan kid for life. But I've been screaming and hollering for a new system that FELT like tStar Wars, and not constant monotony, and they are finally putting one in. If I didn't at least try it, it'd be stupid.


Oh yeah. and BH droids being fixed with the Droid Invasion. So sure, there will be another 20 jedi per server in a month or three. But you'll be able to actually track them down. I personally think BH should lose a skill when killed by a jedi though. After all, fair is fair. Most of the BH I've spoken with essentially want to kill Jedi because it costs something. Not because it's the ultimate challenge. they just want to screw up other people's days. Of course there are some who enjoy the thrill and challenge, and those bounty hunters, I offer a big salute. That is what the game is about, fun and excitement. Not screwing with other people's moods for giggles. But let the BH feel the same tension and thrill that the Jedi do.The Jedi STILL have much more to lose- a Jedi box costs an insane amount of xp that comes very slowly. But at least the BH will not be chasing every single jedi they see, just to grief them. They'll need to think for a second 'can I take this guy? or is he gonna wipe up the deck with my face after he rips it off?' and that split second of indecision and thought, is what would even get me playing a bounty hunter. Sure I might lose a box..if he loses, he loses a box. It's a gamble, with a high stake.



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Duffalpha
Mon Mar 15, 2004 9:52 pm
#865

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lol, ok everyones complainin aboot somethin or another, but DEVs you gotta take into consideration that these guys are right, jedi should be rare, really damn rare, we have too many as it is, im workin my butt off to get to jedi, and i appreciate the jedis out there, but when you make this quest thingy come out all of the sudden people r gunna find a loop (just like the baz nitches, or the kungas, or all those other great unlimited cash deals) and were gunna wake up one mornin with everyone a jedi, cuz the truth is, quests can be rushed, now why dont you combine the holo idea, everyone does 3 holos, becomes force-sensitive, then they have to undergo a series of quests, preferably alone...i dunno, people propably wont even read this but theres my 2 cents


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Duff Capeshan
l Melon Master l


Warlock1806
Sat Mar 20, 2004 10:34 pm
#866

it is easily possible to make a quest that is not possible to rush, whether the Devs do this or not, is a totally different story.


Simply, you speak with the NPC, if you are grouped, he plays dumb and acts like a regular commoner. if your alone he reveals to you and you alone who he really is, and a dungeon is instanced just for you, so even if you have your friend with you to try and help, he'll get his own, if he gets anything from that NPC at all


people will always try and look for exploits, but its harder if they are forced to solo
MohdriDarkstar
Sun Mar 21, 2004 11:05 am
#867

DEVS - GarVA - & To Whom It May Concern:


This post is concerning the Jedi Revamp, focusing on the Force Sensitivity unlocking system with a few details on what might provide for more balanced gameplay for the profession.


Organic Methods of Jedi Population Control:


Aquest-driven unlocking systemthat iscomplex and non-static. For instance, take a look at the way the "Hero of Tattooine" (Hermit) Quests were implemented. Very few players have the working badges for that series,which goes to show thatnon-static spawning quests/events toward Jedi would defray the chances of spawn-camping and be at least one method of organic control over the Force Sensitive population. Current glitches involving the Hero of Tattoine Quests include player-build zones which interfere with the spawn. Place Jedi non-static spawn quest/events on adventure planets only with no-build zones.


A Force Sensitive system which incorporates all professions, not exclusively Jedi. For instance, Force Sensitivity could simply be the granting of extra "innate abilities" similar to but unique of the racial abilities currently existing. Jedi as a class would still exist, but players would have the option of taking the other 32profession paths with their Force Sensitivity instead. In this way they wouldacquire profession-specific FS abilities, which would be entirely different from the abilities true Jedi get. This would allow for Force Sensitive Teras Kasi Artists, Force Sensitive Bounty Hunters, Force Sensitive Doctors, etc. Given more options for their Force Sensitivity,fewer players will populate the Jedi class.


Gameplay Issues:


Jedi's combat damage needs revision. Force Lightning should do "electricity" damage. Lightsabers shouldhave Heavy AP "energy" damage or a new special damage type, which only special rare armors can resists (i.e. - Mandalorian.) Force Throw shoulddo "kinetic" damage. Etc.


Permadeath should be reinstituted (at Master Jedi)but in a kinder,gentler form. Increase the death-counter for Master Jediby ten-fold, but allow the chance for players to lose their Force Sensitivity at that level. Please bring back the "blue glowie" after Jedi Masterpermadeath. Give a function for "blue glowie" Master Jediin training younger Jedi, and perhaps even allow them to engage in single-combat with other "blue (red?) glowies," with the purpose ofbalancing a running server-wide "Force" mod thatassigns bonusForce points betweenDark and Light Jedi, depending on who is winning. In that way, you never truly "lose" the character but gameplay is balanced, as "blue/red glowies" would be Master Jedi who died 30 times at their level and can no longer combat anyone but other "glowies," yet it would still have purpose and gameplay value.


Increase Jedi visibility chances, butnot to pre-Publish 7 levels. Jedi have a hard time even getting a TEF much less on the Bounty Hunter terminals these days. Equipping a lightsaber should be instant TEF to neutral andopposing faction players. Chances toget on the Bounty Hunter terminals should be increased, but not by much from current levels. In addition, put a hard-cap on the number of Bounty Hunters who can obtain a mission on any given Jedi at the same time.


Increase Jedi defensives, but strip away armor-wearing ability. Never did we see Jedi running around in full advanced composite armor in any of the movies, books, or other literature. Armor-wearing should be specific to class; certifications need to be implemented for all professions in the game. The most Jedi should be able to wear is a personal shield generator, and thesepieces of armor are becomingutilitarian enough to justify this change.




Jjustin
Sun Mar 21, 2004 10:20 pm
#868

Granted I have not had the chance to read all the posts, but here are my few opinions.


Jedi's get Permadeath, but make it more than three, Maybe 15 or 20. That gives them a good amount of goof off deaths. Like showing off in Coronet,heh heh, those Jedi deserve to get the Death Blow.


Jedi should also loose a skill box each time they die.


There is one thing that has kept me out of PvP. The severe lack of permanace, nothing matters. You kill someone, they clone, you can't kill a guild city. Geez, I was psyched when the first game came out because I wanted to join a guild and do some spywork and watch them crumble, buuuuut that can't happen. There is no gamble no threat. No rush of adrenaline. I was sad. oh well, that isn't the point. The point is Jedi are rare, Yoda hid in a swamp and he was the super Jedi. Beinga Jedi is the sub-conscience goal of almost everyperson in the game. Sure you build armor and spice to make tons of money but most people are thinking "I would love to be a Jedi". I wantto be a Jedi and if I ever make it there I want it to be hard, very very hard. That is the best part of games, the challenge. Every profession is just a matter of time. When I play anyother game, I will inevitablely gasp and say "oh crap, I just died, my saves were far back I was so close blah blah blah" In SWG, oh well, just wait for the clone to pop up. We never risk anything that great. Each class needs something to keep them on their toes, some looming doom that will make them pay attention to their HAM bars. And that is even more important to include for the Jedi. Each persno who has opened their FS has acheived the ultimate goal, they have arrived, the real fun begins. They should not have an easy timewith it eaither. They have worked hard to get there and they should work even harder to stay there. Permadeath will keep them focused and not allow them to run around flashing sabers just because they know that there deaths will decay while their main character goes and makes money. People will be steadily acheiving FS characters. Some people are saying that there are too many now? What is the scene going to look like if more and more people join the ranks and ALL the old ones are still there. As the game progresses there will be more and more Jedi. Unless the Devs have thought about this and are panning some ultra-long term plan for the extinction of Jedi the lack of Permadeath will ruin the game. Basically if there are too many Jedi now, WITH permadeath, what is it going to be like once they live forever and more and more come? Jedi Fest? Dosen't sound good.


I want to beJedi, I want there to be Permadeath if I ever make it. I want the journey to Master to be incredibly diffecult and incredibly rewarding. So keep the Permadeath intact, and if you have your FS now, you know what you got yourself into, don't dork around with your Padawan. Your life is meant to be hard, deal with it.
R2DADROID
Mon Mar 22, 2004 12:47 pm
#869

I like the new system, but don't think the death penalty is hard enough.


Please tweak it so that if any Jedi dies twice in one week they lose a skill box.


We need to have a good way of discouraging all but the most smart and hardy from becoming a Jedi.


That is the best way to keep the Jedi population low.


Making it so players have to chose betwen keeping regular skills or sacrificing them for Jedi skills that can decaywill also discourage quite a few, I think.


If certain players can't progress far, that is their problem, not the devs.


The opportunity is there for all.




R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
Midros
Tue Mar 30, 2004 3:16 pm
#870




Midros Brime, Naritus.
Midros
Tue Mar 30, 2004 3:25 pm
#871

Sorry about the blank posts, dunno why it happened. Also, when I tried to edit it so I didn't have to psot a 3rd time it gave me a message saying I did not have access to the in concept forums *shrug*. The devs real problem when it comes to Jedi is that people do not want to lose.


If a player spends 2 months without sleeping working for something, then loses it he is going to be pissed off even if he WAS warned. Since most hologrinders (not all) just want to work their way up to the "god" profession and in essence, win SWG, there is no way to effectively control the population of any one profession but to cap it, which will lose a good portion of the current subscriptions. Any control system is doomed to failure because no matter what, Jedi are going to be mad when they lose something. Get killed by a bounty hunter and lose lightsabers 4? go on the forums and **edit** about bounty hunters being overpowered and if you're really pissed, jedi being underpowered. Since I have seen ymself a Jedi who had not yet reached padawan do 300-400 damage *AUTO-FIRE* in PvP, I know that all "Jedi underpowered" posts are 100% BULL**edit**. Jedi want to be gods at initiate and are going to cry until they are.


So, the real problem is the player, not the system. No Jedi pop control will work because no Jedi will ever peacefully accept the penalties of their own death.





Midros Brime, Naritus.
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