Development Cycle Archive

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

DelvinLee
Sat Aug 07, 2004 2:10 pm
#872

Aight, Leave it to an undisciplined Development effort to screw this all up. Let’s look at the first glaring screw-up with SWG - The Training schema. You have many players grinding for some class trying to open up their FSS. You have an AP system whereby players MUST train other players in order to Master the profession HOWEVER you have NPC trainers that can train players. You introduced Player Cities and allowed NPC trainers to be placed there. What you are now stuck with is players leveling via grinding then running to the closest NPC trainer to get trained and do NOT try to throw out the "cost" factor... All know to well that credits are just too easy to come by. SO now your stuck with buku prime city (aka Coronet, Theed, etc..) spamming for "Training All ~ skills; paying top credits". The only true possibility that exists here is to find a player/guild member that has amassed a large amount of XP in a profession he/she has no desire in mastering and to train him/her over and over again on a lvl 1 skill to get the needed AP for Master. This whole process is just bad for the game and you saw your numbers drop so now you’re trying to fix a problem... No one wants to grind out 10, 20, 30 or more professions just to open a FSS slot. I do not recall Anakin, Obi-wan, or Luke having to master umpteen million profs ;-0... Kudos for the development efforts to date but screw this one up, and you probably can kiss 20 to 30 percent of your base good-bye... So, as I am an avid fan of SWG and would like to see this work, here is my 2 cents... 1). System should be based off how you play the game... i.e. Every player starts with a pre-defined set of force sensitive points. 2). The players must reach XX FSP or -XX FSP to open his/her FSS. Positive = Light Jedi and Negative = Dark Jedi (once the player begins their training, they can switch from one to the other but XP should be double for the first set if player has chosen to switch... i.e. be sure to choose their path wisely from the beginning) 3). What the player does in the game affects his/her point accumulation. i.e. Kill a defenseless hermit = -10 FSP; Help a Moisture Farmer (fulfill a quest) = +10 FSP; Kill a "peaceful" being NOT part of some mission/quest (i.e.. just randomly killing Durni) -1 FSP; taming a Durni +1 FSP; Help New players (give credits, lead hunts, etc...) = 20 FSPs; etc... there are just too many possibilities with this to how you could set FSPs... Use your imagination Devs ;-)... 4). Echo to the player that a deed was deemed good/bad but do not echo plus/minus numbers... This solves the problem of someone knowing EXACTLY what they need and posting it to the world... 5). Use faction!!. Allow and Imp to kill an Imp or a Reb to Kill a Reb w/applicable +/- FSP applied... If an Imp Spy killed by a Reb, give positive, if an Imp Spy, Killed by an Imp, give negative FSP... Again, many possibilities here... 6). Negative does not denote Imp or Reb... Remember, the Imps believe they are righteous just as much as the Rebs believe they are... Negative just means that the player is choosing a path of Darkness hence he may kill at will where as a player heading for the lightside would never kill another being without plausible cause. All this works perfectly with the "Quest" initiative you seem to already be leaning to... AND it alleviates the "NONE IDEAL" tell everyone how to become Jedi ordeal that I am sure you’re confronted with... "Can't have a galaxy full of Jedi and Noobs" This is just a basic "though" and others may have excellent "tweaks" to this... again, just throwing out my 2 cents... Another item to help balance Jedi... 1). Jedi are not permitted wealth... Cap their Credit limit (i.e.. can only have 100,000 credits)... this should help re some peeps may not wish to pursue the life of a Jedi if they cannot have wealth. 2). Jedi are not permitted to marry... ditto 3). Jedi should not be permitted to where ANY Armor of ANY TYPE!! 4). Jedi should ALWAYS be overt Obviously, Dark Jedi are different and additional thought must be give to how they can be capped (i.e. Dark Jedi are obviously not bound to no -wealth, non-marrying, etc... :-) Many other posts have listed do's/don'ts in greater detail than I have listed here and many a smarter peeps that I have stated very good, well thought-out points on this topic... It is up to you Devs to make it right... Also as a side note... Devs , plz re-think the AP system... How can you have a system where players can be trained by NPCs but no way for a Player to gain AP from an NPC... In theory, it is very possible for a player to NOT be able to master under this current setup...
DelvinLee
Sat Aug 07, 2004 2:14 pm
#873



Aight,


Leave it to an undisciplined Development effort to screw this all up. Let’s look at the first glaring screw-up with SWG - The Training schema. You have many players grinding for some class trying to open up their FSS. You have an AP system whereby players MUST train other players in order to Master the profession HOWEVER you have NPC trainers that can train players. You introduced Player Cities and allowed NPC trainers to be placed there. What you are now stuck with is players leveling via grinding then running to the closest NPC trainer to get trained and do NOT try to throw out the "cost" factor... All know to well that credits are just too easy to come by. SO now your stuck with buku prime city (aka Coronet, Theed, etc..) spamming for "Training All ~ skills; paying top credits". The only true possibility that exists here is to find a player/guild member that has amassed a large amount of XP in a profession he/she has no desire in mastering and to train him/her over and over again on a lvl 1 skill to get the needed AP for Master. This whole process is just bad for the game and you saw your numbers drop so now you’re trying to fix a problem... No one wants to grind out 10, 20, 30 or more professions just to open a FSS slot. I do not recall Anakin, Obi-wan, or Luke having to master umpteen million profs ;-0... Kudos for the development efforts to date but screw this one up, and you probably can kiss 20 to 30 percent of your base good-bye... So, as I am an avid fan of SWG and would like to see this work, here is my 2 cents...


1). System should be based off how you play the game... i.e. Every player starts with a pre-defined set of force sensitive points.


2). The players must reach XX FSP or -XX FSP to open his/her FSS. Positive = Light Jedi and Negative = Dark Jedi (once the player begins their training, they can switch from one to the other but XP should be double for the first set if player has chosen to switch... i.e. be sure to choose their path wisely from the beginning)


3). What the player does in the game affects his/her point accumulation. i.e. Kill a defenseless hermit = -10 FSP; Help a Moisture Farmer (fulfill a quest) = +10 FSP; Kill a "peaceful" being NOT part of some mission/quest (i.e.. just randomly killing Durni) -1 FSP; taming a Durni +1 FSP; Help New players (give credits, lead hunts, etc...) = 20 FSPs; etc... there are just too many possibilities with this to how you could set FSPs... Use your imagination Devs ;-)...


4). Echo to the player that a deed was deemed good/bad but do not echo plus/minus numbers... This solves the problem of someone knowing EXACTLY what they need and posting it to the world...


5). Use faction!!. Allow and Imp to kill an Imp or a Reb to Kill a Reb w/applicable +/- FSP applied... If an Imp Spy killed by a Reb, give positive, if an Imp Spy, Killed by an Imp, give negative FSP... Again, many possibilities here...


6). Negative does not denote Imp or Reb... Remember, the Imps believe they are righteous just as much as the Rebs believe they are... Negative just means that the player is choosing a path of Darkness hence he may kill at will where as a player heading for the lightside would never kill another being without plausible cause.


All this works perfectly with the "Quest" initiative you seem to already be leaning to... AND it alleviates the "NONE IDEAL" tell everyone how to become Jedi ordeal that I am sure you’re confronted with... "Can't have a galaxy full of Jedi and Noobs". This is just a basic "though" and others may have excellent "tweaks" to this... again, just throwing out my 2 cents...


Another item to help balance Jedi...


1). Jedi are not permitted wealth... Cap their Credit limit (i.e.. can only have 100,000 credits)... this should help re some peeps may not wish to pursue the life of a Jedi if they cannot have wealth.


2). Jedi are not permitted to marry... ditto


3). Jedi should not be permitted to where ANY Armor of ANY TYPE!!


4). Jedi should ALWAYS be overt


Obviously, Dark Jedi are different and additional thought must be give to how they can be capped (i.e. Dark Jedi are obviously not bound to no -wealth, non-marrying, etc... :-)


Many other posts have listed do's/don'ts in greater detail than I have listed here and many a smarter peeps then I have stated very good, well thought-out points on this topic... It is up to you Devs to make it right...


Also as a side note... Devs , plz re-think the AP system... How can you have a system where players can be trained by NPCs but no way for a Player to gain AP from an NPC... In theory, it is very possible for a player to NOT be able to master under this current setup...

kyp113
Sat Aug 07, 2004 2:28 pm
#874

i think that you should not tell people how to get their chars to become FS you should just give a hint and a substantial hint.


something like lets say that the exsact way is to kill a dark jedi then you should say something about having to kill someone that is already there but not say what. so some people would think hey i just have to kill someone that is a jedi already while others would think i have to find a specific fs npc. then someone would one day figure it out but it would be hard to figure out.


that way there is a sence of accomplishment you had to figure it out but its not like when the game started with no one having any clue even. no matter how random you have it (unless it is compleatly random) people will figure it out and post it. by giving people a clue more people will want to solve it for them selfs.


i really dont like the idea of going from knowing exsactly how to get your jedi to having no clue at all that would just upset me and get me frustrated every once in a while when i move from my relaxed attitude about it to my fanatic like persute of a jedi.
Quidaloop
Sun Aug 08, 2004 5:23 am
#875


OckVofad wrote "I would like to see each skill box (24 boxes) have a quest with a one week timer on it. So at least 24 weeks to unlock the FS slot."


WHAT!!!!! that is the worst idea i have heard. If that is what it took to get FS i would quit right now. that is ludacris
RabidGator
Sun Aug 08, 2004 6:00 am
#876

In my opion there should be no mystery. I was in beta and from the beginning I wanted to become a jedi. I waited and waited and nothing.Then everyone figured out what the holo secret was and I started the misery of the famously titled "holo grind". After my silent holo I mastered 12 more professions untill I started getting to the ones I really didn't wanna master like bio eng,architect,merchant and so on. I am a very loyal player and I think that after a year of playing and all the holo madness that we should automatically be force sensitive. Like luke in episode 4,we need to just find an npc master and start the path. I do want to feel that I am growing in the force as Luke did so I am very excited about the mission system. I don't have a problem spending lots of time doing missionsas I did in the holo system. I just don't wanna waste my time just to get to the point where I can start doing missions. Thank you for your time everyone and may the force be with you.
AltharXXX
Sun Aug 08, 2004 8:49 am
#877

both. by that I mean - simply give the player an option to for spoiler on it. for example use holocron at jedi alter will tell you what you have to do - even if it is the same for everyone. Reason I say this is then it's more or less win win. people who want mystery can have it. And people who don't like being ganked by devs can know exactly what they have to do.


^^ that's about mystery ^^


FS being a quest? no no - give everyone 1 FS skill (at random) and add at least1 skill point for everyone. Everyone should have a FS skill - even if they don't know what it is.



Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
EsoreoMulpheo
Sun Aug 08, 2004 1:52 pm
#878

Jerry076 wrote:


I like the idea that was suggested earlier, with hidden modifiers in your character that give you access to Force Sensitivity. E.g.


25 Badges- +75 Force Sensitive Skill Points

Hermit Quest- +50 FSSP

PVP rating x- +50 FSSP

X Vendor Sales- +X FSSP

Length of time played- +x points


etc...


This way it would ensure that people are playing the game. It should be something that no one can grind, but that everyone can do. You don't play specifically for a FSCS, your normal playstyle determines whether or not you get it. Then the path from FS to jedi can be long and arduous





Well i would have liked this idea six months ago when i started playing, fact is we all deserve to experience the life of a jedi, if everyone had the


ability to experience it then i would trust people with the responsibility to have other support characters to keep the economy going, fact is, jediis


funand everyone deserves to be one. As for the people that are jedi knights already (dont worry i didnt forget you) , their power should be


increased up the force rank system to show their strength, for example, the dark jedi knights and light jedi knights on corbantisthat are stuck at rank


1 should be able to get higher up the rank,-force- should be rank 10 cause he be mad chill. personally i think the devs should give me a jedi with


master lightsaber, master enhancer, master force, master defender, master healer, and master jedi title. everyone else should have to suffer and yes


you already are so what be the difference.


I bought a av 21 speeder the other day for 1.9mil, **edit** it be mad slow, the people that worked so hard and spent countless hours to destroy that


crock bucket got jacked. so i re sold it for 3 mil lmao.


shhh, get three combat medics/rifleman and 2 fencers and you can kill a DJK, LDK, shhhhh, lmao


umm, what be else, let see, when pub 10 comes out, i'd like to seesome stuff about MEDICLORIANS (i cant spell, but that be a swg player fact)


The LJK and DJK just wanna come on for a few hours everyday to get some fing exp so please visit your nearest recruiter and go overt and let


them kill you because they deserve it, they been playing for so long and if they arent happy us others will never command the attention of the devs to


make our own happiness, that be the key....lmao


i was talking to g-d the other day and she and I (Liv tyler style or like arewan from lord of the rings) were laughing our asses off, lmao, because she


was telling me how all these people that say they going to quit when pub 10 comes out if they arent where they want to be in the quests, lol, she told


me you will all keep playing because you be sucked in like the from the vacum in space balls. she also said if you do quit you will suffer the wrath of


regret and purchase a copy of knights of the old republic be still be unhappy (believe me i tried it and that game sucks and if i had to compare it to


something i would tell you to eat molded bread spread with toothpaste and cut off finger and toe nails and thenask you how you feel)



ok what be next, pub 10 comes out on aug 23, people will log on and nothing will have changed, nothing, each person will have to discover their


own quest giver somewhere in the galaxy but you don't know where, each person's is different, mine is the planet record keeper on tatooine. Then


you have to complete 781 quests just to unlock your slot. the quests are the same as the others just different story line, but who reads those anyway


right. so master an elite combat prof and doc because your ability to stay out in the field buff yourself and destroy anything that comes in your way,


i prefer these combos only.


tka/doc or rifleman/doc.


crafters and entertainers got jacked.


ok finally,


THE JUMP TO LIGHT SPEED


all colonels in either faction should get an x-wing or tie fighter when the JTLS comes out, they worked so hard and for what, to see what time a


base goes vol or to see how npc address you as colonel eso, glad to see your here, can i offer you a b--- j--... and a cup of coffee, i actually like that


but i doubt other people do so come on, what be the point of countless faction farming unless your imp and buy at st's to group with you to get


300 lvl missions so that your missions drop +10 or higher skill attachments.


Here is my biggest complaint so i hope the devs read all the way down to here, i am very upset that the music variety in the game sucks, please add


some more music, nine times out of ten i hunt on lok because of the music, it keeps my mind off the grind and i just kill kill kill. seriously oh the


naboo music sucks, add a lord of the rings soundtrack or something., thx so much esoreo, if you have any questions or feel the need to pent your


anger and emotion, PST, write me an email id be glad to talk.



Epocelipsa
Sun Aug 08, 2004 7:17 pm
#879

what you mean you want to get up in jedi skills with badges?



The-Epocelipsa
--
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Waterostrich
Mon Aug 09, 2004 5:16 am
#880

Great Idea here, and if anyone else has already posted it, sorry, i don't have time to got hrough and read 10 pages of replys.


It is a given that all the characters and beings in the Star Wars Galaxies are intertwined with the force.


Someone mentioned something about making force sensitivity like the Ever Quest Epic Quests, I've never played Ever Quest, but what he described sounded good (it's on page 1 of replys)


But here is my idea. It will make the concept more random and there will be no pattern. It will also go along with the whole concept of the jedi being ''all but extinct.''


After an individual has become ''strong'' enough, (strong enough be ing determined by nothing impaticular) A Jedi master NPC confronts the individual after the individual reaches this level of ''strength.'' The Jedi Master (or Knight or whatever) then gives the individual quests towards becoming a jedi.


The appearance of the Jedi Master or Knight would be the indication that the Jedi fell that the individual are strong enough to aid them as a Jedi.



"The great man of his time is he who expresses the will of his time, who tells his time what it wills, and carries it out."-Hegel

-"Which is it? Is Man Gods greatest mistake? Or is God mans biggest mistake? -Nietzsche

-"And now I see the face of god, and I raise this god over the earth, this god whom men have sought since men came into being, this god who will grant them joy and peace and pride.

This god, this one word:

'I.'" (Anthem, Ayn Rand)
tureliochicane
Mon Aug 09, 2004 5:11 pm
#881

Personally i feel that the path towards force sensitivity should be secret, but make it so that there are many different paths to gaining the FS slot, however what i hate about this game is people just grinding through the professions to become a Jedi, wheres the fun in that?

However if the path of FS is kept secret it should mean there are many ways, wether it's progessing through your chosen professions, or doing quests like "Hero of Tattooine" it allows players to try different ways of becoming a Jedi and dosent make it fixed and rigid into one path.

An alternative way could be adding in a new planet in some later publish or expansion or a couple, with one of them being Korriban and another being a world with Jedi Enclaves so players could go to those planets, and players are to discover secrets of those planets and enclaves to learn FS slots.

In truth though there are many players who want different things - but i feel knowing the path will bring in too many Jedi giving a bad feel to the game.

I could be wrong though.
HoOdRaT707
Mon Aug 09, 2004 5:42 pm
#882

Yes it should be visible.



<$Curufinwe/Ewhaz'$>


<$FoE$>


Ceflix
Thu Aug 12, 2004 5:00 pm
#883

It should be a know path, but make it a hard one.


Idea: Make the jedi slot unlock after a certain amount of combat or crafting xp is aquired.




India Omeg
Master Pistoleer/Smuggler (well almost
Naritus Server

Ceflix
Thu Aug 12, 2004 5:02 pm
#884

I second this post! People spread information like wildfire.



India Omeg
Master Pistoleer/Smuggler (well almost
Naritus Server

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