Development Cycle Archive
Thread: Friday Feature Jan 23rd Jedi Revamp
THUNDERHEART:
I think when completing the quest and getting your Jedi, you should be given a choice:
Choice #1: Unlock a seperate character for your Jedi.
Choice #2: Have your current character become a Jedi. (And presumably lose all your Skill Points.)
This way everyone is satisfied. Some would like to have their current character "learn the ways of the force" instead of unlocking a new character. Others would rather keep their current character and start a new one as a Jedi.
Consider this...there is a good chance that you will get BURNT OUT while playing on Jedi. Always on the run from Bounty Hunters and keeping yourself isolated from society can and most likely will get stressful. What do current Jedi do when they're tired/burnt-out on being a Jedi? They go back to their original character and have fun.
I think that if give us only one choice there will be some unsatisfied people no matter what. People who want to take a break from Jedi wouldn't be able to play a normal character on their server. And it's doubtful someone would want to delete their hard-earned Jedi just to go back to being a normal character for a while.
I hope you read this TH and have the Developer staff consider this. I am confident with giving a choice like this that there will be very few dissatisfied Jedi-unlockers.
Based on the comics and the expanded universe jedi could make their own crystals in special furnaces. ie - Young Jedi Knights - Lightsabers by Kevin J. Andersen and Rebbeca Moesta.
Jacen Solo used a corusca gem in his, Anakin a Lambent (a Yuuzhan Vong item) and Tenel Ka' used a rare gem in hers. Other jedi created their own based on information provided by their master Luke Skywalker. Luke did the same when he built his green saber based on information in a journal from Obi-Wan Kenobi - Shadow's of the Empire.
Ok Midros, I don't want to be offensive but I'm not sure you've seen the movies... In SWG jedi ARE underpowered. They SHOULD be weak at initiate, because they haven't learned how to use the force yet. But if they have lightsabers 4, they're pretty much an expert (they can't get any better until they reach the jedi knight tree). However, the reality of SWG is that jedi are still pathetically easy to kill. I seem to remember in the movies that jedi were able to cut weapons in half, block blaster bolts with their lightsabers (even the kindergarden jedi had some ability to do that) and even redirect the blaster bolts back to the shooter or even someone else entirely!
The ONLY time a jedi was ever killed by non-jedi in the movies was in episode 2; Jango Fett shot that one green guy off the balcony at the genosian gladatorial arena place, the other jedi who died in that battle were outnumbered by at least 20 to 1, possibly as much as 50 to 1 or more! And to top it off, they were facing geonosans!!
But there's nothing even close to representing jedi like that in SWG. Jedi ARE underpowered, they have no defense ability at all! A single master BH could probably take on 4-6 jedi that are past below jedi knight, more if they're closer to padawan or below. It sounds funny, but I'm completely serious.
So now you know that not all posts saying jedi are underpowered are total Bull.
Btw, 300-400 on auto attack isn't that much, you can do same with a republic blaster at novice marksman sometimes.
Q-3PO wrote:
The second phase will be to rebuild the Jedi system to be quest-oriented; and toinclude the familiar elements of Force Sensitivity, Jedi-oriented quests, as well as many other elements the developers and the community feel should make up the process of becoming a Jedi. (It should also be noted that players who have put in work towards becoming a Jedi will not lose their effort. Some sort of recognition of players' efforts will be included in the new system.)
hmm... well i dont like this idea. i say keep the holocron way and add the quest way. i have no problem going from BH to Doc to CH to Scout. but im wondering. what happens to the guy/girl who is on their 4th holo prof and the night before you change it. they are 4/4/4/4 and just cant get enough exp to learn master. they say "oh well i'll just get it tommorrow" (not knowing about the revamp) and then they log on and BOOM! they see the new'quest-based' system. i thinktheyre pissed. I know i would be.
ok reading the new thing on teh front page about pub 9, it appears to me that you can become a jedi on your main char, and then a second slot will become available for you to do what u wish with it, so i guess they arent gettign rid of the seperate jedi char slot in a way, its just reverse for ppl who wait for the revamp to become a jedi
i could be wrong offcourse but after reading it many times thats how it seems to me
If you are reading the front page correctly, and our main becomes the Jedi character, with a new character slot open for another normal character, then that is a ABSOLUTE FABULOUS IDEA.
One big problem with the current Jedi system is that a new Jedi would come into the game with no other skills, and more importantly, no badges or professions. This made it extremely easy to locate a Jedi with the EXAMINE feature when you see someone with no weapon in their hand,wearing top notch composite armor, and not one profession or themepark badge.
This new system allows Jedi to stay concealed more, because all the badges and patches from the original character remain intact. If true, I like this idea.
While I'm on my soapbox, let me throw these ideas out here...
#1) there should be a newly created type of damage called "light-saber laser" damage for armor resists. However, no armor can be made to resist this armor in anyway (maybe 10%, but thats the cap) (also, maybe some higher resists for the Mandorian armor, like 25%). This would give the Jedi the true respect and power they deserve.
#2) Somewhere in the Jedi skill boxes should be range and melee mitigation, but even better. Also, certain trees in the Jedi profession should give Jedi natural resists to other types of damage, such as kinetic, energy, blast, etc. Maybe not have resists to acid or lightning, since this is what Bounty Hunters use, therefore making them more effective Jedi Hunter-Killers. These mitigations and natural resists ONLY take effect if the Jedi is not wearing any other armor. This would get rid of the unstory-like problem regarding all the Jedi in composite armor. Jedi would only have an advantge at wearing armor in the early stages of their Jedi training.
#3) Jedi only, would get natural resists to the new "light-saber laser" damage at higher level skill boxes, thus making them better Jedi vs. Jedi fighters.
#4) Allow Jedi to go light or dark side rather early on in the game. Then as a Good Jedi is running around on a planet, a Dark Jedi player may log on the server and on that same planet, at which time the Dark Jedi gets a message reading "There is a disturbance in the force." The Dark Jedi then gets updated waypoints to the Good Jedi, or visa versa. Upon coming within a certain range of the other Jedi, both are TEFed and a duel between the two would begin. Fleeing the scene of combat would be penilized in some way, which would encourage the two to duel it out. Remember how in hte movies, the Jedi would keep sensing each other. (Vader sensed Obi on the Death Star. Vader sensed Luke at endor, and Luke sensed Vader also.)