Development Cycle Archive
Thread: IC4: Path of the Jedi
Ok I'm gonna add my two cents plus a buck.
Jedi Defenses
Jedi need to be melee combat heavy with little to no armor. They should have buffforce powersthat increase their HAM and give them defenses to certain damage much like armor would do. Make dodge their primary damage avoidance skill. and make the light saber a tool for defence as well as attacking. Make them intimdating to fight. Last time I checked the greatest bounty hunter and his father both got killed by jedis. The only thing tat should be giving jedis any problem should be other jedi or a group of BH or high combat end groups. They should have the darkside of the force as well as the light. Depending on the powers the jedi would use this woud sway them to the dark and the light side of the force.Healing and defensive skills should increase the light side powers and attacking andselfish powers should increase the darkside exp. There should be no Jedis running around in composite or any other armor. A jedi craves not these things. It doesn't mean they can't ware armor it means that their force powers won't work because they are feaful of taking damage or to that effect
Jedi Offensive
Jedi are combat kings and should be feared as well as respected. No one should be droping Jedi and laughing about it. This doesn't mean that Jedi are indestructable. it means that a wise or clever Jedi will activate the right powers against certain typs of damage before starting a fight. Don't wanna catch on fire from a commandos flamethrower then activate quelch fire or some othe similar fire defense power that could be elemetn. the only reason jedi should be dying is for their own stupidity. The lightsaber should atomatically intimidate on any other player except other Jedi when activated. They should be hitting one hit shot one kill type damge against unarmored or low level players. Agaist armored or the like make it a bit more difficult to slay someone outright. I know once again Nerf alert right. To much power for these guys and thell be shooting off to anyone thinking they can take them. First of all these players shouldn't be jedi second let them keep a tef for a good long time then see how long they want to run their mouth because eventualy someone will kill them.
Perma Death and other setbacks.
Yes ther should be perma death and yes there should be high xp loss for dying. Ya it sucks but hey the life of a Jedis is not easy and making these setbacks make it even harder for one to attain jedi master or go on a pvp hunting spree. If a BH plans on going after a Jedi then they should know what they are going up against. And to all those players that want to be a Jedi then they should know the risks and what it means to be one, this is Star Wars after all. The perma death is great idea at limiting how many people really want to be a Jedi and becoming a Master is a notable accomplishment. If the master is killed they may continue on as a Blue glowies able to find and help other Jedi but unable to continue on as an active character within the Starwars world no buying things no fighting nothing just helping other jedi in their path. they can stop and start up a new jedi if they so choose if they become bored with it.
Jedi Quests
There is a purging going onfrom GCWfor jedi then lets intergrate that. There should be several jedi masters for both dark and light at certain difficult locations that give out quests to aspiring jedi. Should the Jedi follow their path or missions they become stronger and eventually reach master by doing so. Sowhat happens next is the first person to reach master on each server from those few masterswill then become the teachers to those jedis who did not reach the master levelJedi. The old masters then dissapear or fade away. (blue glowies) Yes sounds like when we all were trying to become jedi in the first place. Wellthis gives the players the ability to begin forming Padawan and Master. No one can continue in there quest to be knights unless they can find else thats higher than them to teach them the ways of the force. If one can not be found then one must search for a holocron. Now hers the deal NO HOLOCRONS CAN BE SOLD!!! Erase them get rid of them purge them then make them extreamly rare items and don't hand them out for chrismas. These are supposed to be relicsof ancient teachigs. If a teacher is present as exp is earned a more exp should be earned as a result of them learning together. Now seeing that the Masters are in place the Empire is hunting down Jedi but its also recruiting some as well. It is a time of strife and the Dark Jedi are pursuing Light Jedi for the empire. Ifthe Dark Jedi sway the jedi to the darkside of the force in any means (yeah I know pretty sketchy)then they gainjedi xp, factionxp and they are not on the list ofbounty hunted Jedi. But if a light jedi can convince a dark jedi to join them they gain the same bonuses for doing so. So in all the Jedi Quests should revolve heavly around the GCW.
Well thats it to start I'll put more of my thoughts up if all goes well. Good luck devs you gotta lot of work to do.
The methods for obtaining the badge of enlightenment are listed below:
The whole concept of this badge is to basically just play the game. Throughout the course of the game you hit your various accomplishments and earn points. To earn your badge of enlightenment you will need to earn 7 million points.
The method for earning points is listed below:
1) Master 5 professions (all elite professions). The five professions will come from the current holocrons. There will be NO silent holocron in this system. If you get five holocrons, you get all five required professions. Each mastered holocron gives 1 million points. This will compensate the people who have been doing the holocron grind by giving credit for professions already mastered (up to 4 million). The professions should be spread over the skill tree to help people learn different aspects of the game. At this point, people should have a pretty good idea how many areas work. When the master box is complete, a quest is given (by a mysterious NPC trainer, who will guide you along the way). This quest is based on the profession you are currently playing. Basically, a test of your master status. For example, you've mastered weaponsmith, and now to complete a quest you have to make one of each item in the master box (just a suggestion). When all of this step is finished, you are left with 5 million points. Again, people who are at a silent profession are grand-fathered into the current system (with the exception of the last profession).
2) Complete a theme park, 100,000 points (there are currently 4, and more can be added later for the same cost).
3) Complete the monthly story arc: 100,000 points
4) Each location badge: 100 points.
5) One random location badge gives 100,000 points.
6) Visit a new city: 100 points (player cities give a 250 points).
7) Visit a new dungeon: 100 points.
8) Kill a player during the GCW: 10 points
9) Kill a faction aligned GCW NPC: 5 points
10) Earn a new GCW title: 250 points per title.
11) Kill a creature: 1 point
13) craft an item: 1 point
14) Finish a mission: Number of points is based on the difficulty level of the mission.
15) Faction points can be traded in at a 3:1 ratio (you turn in 1000 FT to get 3000 points)
16) Finish an NPC quest (delivery/destroy): 50 points.
There are many items in the game that can result in points earned towards the badge of enlightenment. The point of this system is you earn points by playing the game. This also would help to meld the current system into the new system.
Once you earn the badge of enlightenment, you are sent on one final quest. This is the quest to gather the parts for your training saber. At this point, you are given a schematic by your NPC trainer, who all along has been a jedi in disguise (the same trainer that gave you mastery quests, he could sense your abilities!). A particularly difficult schematic. It will require rare drop items that have to be gathered by hand BY the person attempting to become force aware. This would include items like a krayt pearl, force crystal, high quality resource types (metals, copper, gemstone, etc...). I know, people won't like this part, but the slot still needs to be special. Once the components are gathered, and built using the schematic, the crude training saber is given to your NPC guide, who will complete the saber, and unlock your slot (with the same great system message!) When you create your first FS character, you will be given this training lightsaber as a default item in your inventory (like the melon you get
This is a rough draft idea, but one that I think would have been fun. I have my slot, but I would do this again with my second account. Jedi still need to be special. If they're a dime a dozen it will diminish the game. I think this would make the process of unlocking the slot fun and something that involves playing the game.
Comments are welcome... remember, this is a rough draft. heh.
Since most of the posts seem to have ideas for Jedi creation and play style I have some ideas for Jedi content:
- Quests to obtain some lightsaber crystals from caves
- Quests to find possessions and relics of Jedi from before the fall of the Republic
- Certain crafting materials affect the look of the lightsaber hilt
- Make holocrons do their original purpose: archiving the teachings of Jedi/Sith masters
- Sith temples and places where the dark side is strong have corrupting influence...
- In Star Wars background there have been creatures/beings immune to or capable of stopping the force. Add some of these to spice up combat
- Add something involving Mandalorians
- Learn the seven lightsaber fighting styles and choose to focus on combat, force contemplation/maniplulation, and diplomatic skills--and Dark Jedi equivalents
- Jedi bodyguard missions, Dark Jedi assassin missions--Also perhaps missions in which Jedi and Dark Jedi have to complete and/orprotect an objective before the order side can ruin their plans (potential for Jedi vs. Jedi PvP)
- Legendary Force-related items
That's all I can think of at the moment. These are just ideas and I don't know which if any would really work in-game.
The main thing with the questidea that I would like to see is that it would not go live until the space expansion comes out. That way their are new planets and adventures that the jedi (or fscs chase character) can have. This will also give the grinders a chance to unlock the old fashion way and will give a time in which they can do it in, say u put out your date for realease on expansion as June 30th or whatever, well u have until that time to open and everyone knows it. This would take away alot of their frustrations.
The next thing I would like to see happen, as I believe this game will die if it doesnt is too let Jedi's group with one(and only one)player w/out getting a TEF, or being put on terminals. I mean Luke had Solo and Anakin had Obi, I dont believe jedi are totally meant to be on their own. I would make this in a way that u could only group with1 non-jedi and2 jedi(one higher thanyou and one lower), but with only one at any given time.
These would be the first peeps you grouped with and they are the only peeps you can group with w/out getting the TEF or being put on terminals.You guys would have to put this into some databankso that those 3people are the only ones you can group with. I would also put a time limit on this since peeps might quit mightnot play for awhile or you just might want to group with someone else, say7 days w/out grouping with that one person erases that person from your databank as being able to group with and allowing you to group with someone new.
Now that I said something about being able to group with jedi, this opens a whole new arena of stuff you can do to get your fs slot as well as level up your jedi in the way of adventures. This would also be great to do since their are plenty of jedi now that already have their slot and they can take on a pupil. I believe this would also help in keeping jedi rare (well at least more rare than the current system). You would have to know a jedi in game in order to be able to advance your toon, some peeps might not like this but think about it, it still gives everyone the chance to become a jedi and to advance your jedi, its all a matter of who you know and the relationships you make in game more like the way it should be. Would Anakin ever have become a jedi if Qui-Gon did not come to Tat, most likely no, doesnt matter how intune Anakin was with the force.
Well these are just a few things off the top of my head I hope this helps you Dev's in some way on the Brain Storming project. SorryI have no ideas on actual quests
I think it is a great idea to "revamp" the jedi system. Through the many characters that I have been through on SWG holocrons are amajor pest. Last time I got one it said I needed to be a chef.....Someone plz tell me wat in the world a chef has to do with being a jedi?- nothing =-(. It is mine least favorite prof. due to the fact that i stink at cooking.... maybe not at sandwiches but thats about as good as it gets when im cooking =p. AnyhowI do agree that there should be some control, we would have jedi springing out like daisies if there wasnt, but yetI think there should be some level of easyness or somehting that u could complete in this lifetime...
MAY THE FORCE BE WITH U ALL AND TRY TO HAVE SOMEFUN ON SWG ITS NOTALL ABOUTWHOS THE BEST ITS ABOUT THE EXPERIENCE WITH YOGURT, I MEAN YODA =-)
I think it is a great idea to "revamp" the jedi system. Through the many characters that I have been through on SWG holocrons are amajor pest. Last time I got one it said I needed to be a chef.....Someone plz tell me wat in the world a chef has to do with being a jedi?- nothing =-(. It is mine least favorite prof. due to the fact that i stink at cooking.... maybe not at sandwiches but thats about as good as it gets when im cooking =p. AnyhowI do agree that there should be some control, we would have jedi springing out like daisies if there wasnt, but yetI think there should be some level of easyness or somehting that u could complete in this lifetime...
MAY THE FORCE BE WITH U ALL AND TRY TO HAVE SOMEFUN ON SWG ITS NOTALL ABOUTWHOS THE BEST ITS ABOUT THE EXPERIENCE WITH YOGURT, I MEAN YODA =-)
almanish wrote:
Don't want to flame you at all man, but with that system, we are again in the grinding path
people jsut outside of towns afk-killing, people grinding crafting... all in all to get more and more points towards the 7mill
The idea is not bad, but any process that involves grinding makes the game a non interactive experience as people use their macros
I didn't see that as a flame. I can take criticism.
/cracks knuckles
jedi quest system:
- the light side
- npc's:
-obi wan's blue ghostie (upon jedi creation. directs the jedi on his/her way through the universe. cautions of the dark side. does not appear more than once)
- luke skywalker (upon padawan graduation, and throughout the jedi's questing. serves as a guide and source of information)
- yoda (upon jedi master status, a congratulatory event)
- lord vader (serves as a go-between for the Emporer & tries to sway the jedi's path. here the jedi must make judgement calls when facing lord vader and henchmen)
- bounty hunters (npc's sent to destroy the jedi. should be random encounters. bounty hunter encounters should increase with difficulty, according to the jedi's strengths)
- force sensitive/dark jedi (everyone has to run from a fight at one point or another)
2. the dark side
- npc's:
- lord vader (dislikes competition, yet tolerates dark wielders of the force)
- bounty hunters (same as light side BH's.afterall, aren't bounty hunters neutral?)
- nightsister/singing mountain clan witches (with knowledge of the force, they could provide various missions for both the light & dark side jedi)
- a telepathic kliknik that gives directives (are klikniks sentient? lol)
jedi should not be permitted to wear composite armor... it's just... not right
the quests should lead the jedi to every corner of the galaxy.
jedi trials should consist of more than just combat. a player should not be permitted to attempt the trials on a daily basis. perhaps something to the effect of intellect and knowledge of the force.trivia & puzzles =)
jedi abilities should be earned partiallly from combat experience, and partially from the questing. let's say the player embarks on a quest that takes him/her throughout the galaxy, said quest could take a week to complete. the player then earns the "force run" ability, for example.
i'll have to come back to this thread... gonna think on some quest ideas.
almanish wrote:
Don't want to flame you at all man, but with that system, we are again in the grinding path
people jsut outside of towns afk-killing, people grinding crafting... all in all to get more and more points towards the 7mill
The idea is not bad, but any process that involves grinding makes the game a non interactive experience as people use their macros
Oh, and something that I wanted to add... while yes, people could still grind, the point would be to add new theme parks and content that would give you higher numbers of points towards the badge. The idea being that it is more profitable to do the quests, content, and be involved in the GCW for points instead of grinding (but it still leaves the door open for mutiple play styles... some sadistic people like to grind... I hate it). When I put that together, it wasn't to make it a grind.
I am all for the quest. The holo way of doing it just basiclly has you mastera bunch ofprofs that dosen't make any sense and dosen't follow the story in all the movies. You should have a chance of finishing a quest by yourself or with a small group. I also know that you cant make it to easy because you dont want every person to become a jedi,
Well. I don't feel we have enough parameters set or perhaps the proper ones to carefully suggest ideas for quests. For example: Are these quests designed, once again, to keep Jedi population low or rare? Or, are they intended to give everyone the opportunity to eventually play a Jedi character should they so desire, if they sufficiently commit themselves to this game? Nevertheless:
Open Force Sensitive Character:
Prereqs:
a: Master one profession--either base or advanced. I think that's a fair stipulation. We do have the example of Luke becoming a great pilot nearly on his own (atmospheric, of course, though we do see him fit in quite easily with space combat piloting). Alt: Master one profession completely and learn up to Tier (#) in various other professions
b: Become involved in the GCW (side of your choice): gain a specific rank in the Rebellion or the Empire. Sure, you could have independents who are more concerned with the esoteric aspects of the Force and all---but really, that's not properly thematic. For whatever reason*, the Force seems to be focused on the Rebs and the Imps and the outcome of that conflict, so factions independent of this wouldn't seem to be an activating factor, IMO.
c: Locate an appropriate NPC and follow his/her series of quests (which I will provide some ideas for below). Obviously, these NPCs are going to be in remote areas far from opposing faction locations. They should be different for every player (if possible---missing paramenter here as we don't know how much alteration of current code the Devs are willing to undertake). The quests issued will follow along with the GCW at times and switch to either Jedi/Dark Jedi goals as perceived by the quest giver. They may, at times, seem to conflict with the politics of the moment. A point: if the policy is still that in order to become a Dark Jedi, you must first become a Jedi, then alter this prereq to compensate: i,e, you must first choose to become a Rebel and then slowly convert to Imp, etc. Again, this is a missing parameter. The system is easier (though possibly not thematic) to have two paths possible at the outset.
Quests:
Activating the Force was apparently more a path than the result of a specific action: the more it was used, the stronger it became. First, you had to come to believe in it. Don't forget, most of the galactic population has come to either dismiss or disbelieve in this power. So, the first quest involves altering belief patterns:
Explorer: travel to a series of planets and locate a specific POI (generated by this quest of course) that the quest-giver hints at through clues. It will be different for every planet. It might randomly change based on your actions on a planet, how long you stay there and how far you travel. It might be guarded by enemies or dangerous entities. It might also be well-known POI's with new challenges (thinking of that temple on Yavin IV taken over by those bug creatures (btw, I've been gone from the game for months, so pardon some of my ignorance) and, lastly, it might be instanced 'dungeons' that open only for you that you must explore thoroughly. The point would be exploration, not combat.
Entertainer: Form a band with the purpose of touring the galaxy and playing at every cantina in enemy territories (or in any territoy). During this process, gather information about current goings on either specific or general and either send this information back to your NPC quest-giver or take it back yourself. This might include speaking to NPCs in the various cities and gathering clues or data from across the planet, playing in hotels and guild buildings, etc. Alternatively, do the same, but solo.
Combat (to include all professions): Patrol every planet (or assigned planets) assisting locals from opposing factions, i.e help the Jawas against the Tuskan Raiders or assist the Corsec against the Smugglers, etc.. This would mean gaining a positive or negative faction point total with these factions. Protect homesteads or nomadic tribes from aggressive animals (or, conversely, drive off these wretched denizens and animals both from 'civilized' areas so their presence can not offend the local Imp leaders).
Hunt: Collect the hides or other resources from various types of creatures from a series of planets or all planets. Collect an entire dangerous creature (all hide, bones and meat). Hunt down a dangerous creature terrorizing local citizens or peaceful inhabitants on planets across the galaxy. Forage a list of rare resources from various planets at remote locations and return them, eventually, to your quest-giver. Capture a specific and/or rare creature from various planets and return these to your quest-giver.
Mercantile: Create a galaxy-wide merchant league with a specific goal: undermine rapacious Imperial Corportations or drive blackmarket Rebel merchants into bankruptcy. Manufacture and distribute a specific product throughout the galaxy that benefits your side of the GCW. Find and buy up a specific commodity wherever it occurs in the galaxy (for example, all 'holocrons' or all 'ancient lightsabers') and return these to your quest-giver. Spread the wealth: begin a campaign of altruism or charity wherein you use your vast mercantile resources to aid your chosen side in the GCW in some tangible fashion.
Spy/Covert Operations: Infiltrate enemy guilds across the galaxy and report your findings to your quest-giver. Infiltrate rival Hutt factions, the Rebellion or the Empire, et. al., and then slowly return to your original faction and then report your findings to your quest-giver. Find and assasinate specific named NPCs across the galaxy using all your skills.
Well, you get the idea. Some of these quests would require adding code or revising some. Again, I have no idea how far the Team is willing to go on this or, actually, how far they *can* go. Nevertheless, these kinds of quests are meant to 'open' a FS slot. Ideally, it would actually open the Force in your own character (i.e. the one who is doing all the work!) but you can see some of these quests alter faction dramatically, so an argument could be made that you've sacrificed yourself for the good of the Force. Anyway, I really appreciate the efforts the Team is making on adjusting their original design. Frankly astonished, but very grateful.
Kirk2