Development Cycle Archive

Thread: IC4: Path of the Jedi

Benji4
Fri Feb 20, 2004 2:58 am
#92

My biggest concern is that this stays on the same difficulty level of needing to master 5 RANDOM professions, I thought this was a good system, I think if you were to release the way to the jedi as in mastering professions without the holocrons we wouldn't be in such a sad state of afairs. I think a random factor needs to be preserved in the quest system for it to be rometely succesful, so there aren't thousands of HOW-TO guides all over the internet that will guide you through Jedi. I'm very disdainful about this new quest system for that seems like too much of a daunting task. But I do like the idea of a stable economy since people won't switching professions every twenty minutes.


- Keep a random or "silent" element in the quest system





-Benji (Professional Hologrinder)
EpiFett
Fri Feb 20, 2004 3:09 am
#93

Crafters Quests:

Build specific unique items that rely heavily on the player's experimentation efforts, and consume mass resources.

Examples:

Imperial Shrine / Rebel Shrine
Resources Required:
50,000 Steel
50,000 Chemical
1,000 Identical Doodads in Factory Crates
1,000 Identical Widgets in Factory Crates
5 Rare Mission rewards from various places and planets

blah blah blah...

Make them hand-crafted only, and award no Crafting XP.

Then turn this item into the trainer if it is 90% or better Experimented.



1024x768 sig._ _ _ _ _ _ _ _ _ _K r i s t a e n _ _ _ R a d l o a y _ _ _ _ _ _ _ _ _ _1024x768 sig.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Master Artisan _ _ _ _ _ _ Master Merchant _ _ _ _ _ _ Master Droid Engineer
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All Vehicle Hitpoint information is in THIS LINK!

LunaticFringer
Fri Feb 20, 2004 3:11 am
#94

I have an Extensive Quest idea; but it can be explained very briefly.


I'm thinking have Holocrons help create random quests for Jedi and Non-Force Sensitives alike. *Maybe the quest could encourage a Non-Force Sensitive to seek out a Jedi PC for help in this mannor as well*


Have the Holocron generate this random quest where it only tells a player "You must seek out, 'enter name of NPC here', to continue your quest." I think there should be a series of NPCs that remain in game. And it will be one of these NPCs on a target planet that it gives the player. It will be the Player's responsibility to be on the lookout for who their looking for. Perhaps narrow it to being at a POI or one of the City locations at least. That still leaves a person having to look for them, but it still takes time to go to all of those places. Ok, that sets up the beginning.


Now then, once the player reaches the NPC the fun can begin. I'm not sure what system your using for NPCs to help determine 'Light' and 'Dark' side but it seems to work the same way with Non-Force sensitives at the Jedi Ruins on Dantooine. That being said, the NPC on arrival should have two different quests to spawn once they converse with the player. Whichever *path* a player leans toward is the one they'll get. "I forsaw your comming, young one, are you ready to continue your quest?"


The quest itself should tailor itself in a Theme park mannor. After you get done with one character it sends you to another character; so on and so forth. Each quest should relate to a player's ability to complete as well.Perhaps as a last treat. Randomly have some of the quests end at a Jedi Trainer regardless of if the PC is a Jedi. Just to help them out when they do unlock the slot. Or if the player is already a Jedi, so they can find a trainer more easily.


Rewards should mostly stick to Jedi related items as well. Cloaks with the Hood up. Old lightsabers from "The old times..." and perhaps just the ability to add a new skill to your list. *would work the same way the schematics do with the requirement that you'd have to reach the skill lvl box the skill is in if you want to use the new skill* 'This could be a good addition if there are going to be ways for Unlocking characters to become Force Sensitive'.


Bottom line, these quests should be a challenge, and the rewards should be Jedi based regardless of what character does them. And Holocrons really should play some part in the process. In fact, Holocrons should have multiple roles in the game.


The Lunatic Fringer





May The Goddess Smile Upon You!
AntUK
Fri Feb 20, 2004 3:39 am
#95

Being a Jedi should be a totally random thing as in the films. In the films there was nothing you could do to "be" a jedi you either were or were force sensative. This is a hard thing to simulate.


My idea is there is only 2 Jedi Trainers, yoda and Darth Vader.


Yoda on Dagobah and Darth Vader on coruscant.


As i say being a jedi should be a completely random thing, my idea on working it is have a player have a "vision" like obi wan kenobi appearing to them and instrucing them to go seek out either Yoda or Darth Vader Alone. Then youd have to board a shuttele and you are taken to either vader or to yoda and have to perform missions for them "Quests" if u wanna call em that but thats too EQ for me. You would have to perform the taks alone , if you grouped you lose the chance to become a jedi, if you die on the mission you lose your chance to become a jedi.


Then u leave yoda or vader go do your quest on whatever planet and return, at the moment you are still your main character and you stay as this until you have doen as many quests as ur trainer sets until u are granted the title of padawan then ur character becomes a jedi. Then you ahve to leave and train alone.


my suggestions are probably a bit too unrealistic, but they would allow the Devs to control the jedi population..they control how manay random visions are sent out. A jedi never trains in a group, you cant group till you reach the title of Jedi Knight. and the quests to get you to be a padawan there could be 10, 20 ,30 depending on how hard or long the devs want the path of the jedi to be. i would go for alot like 50 so that only the dedicated, patient and serious people become jedi as is said in the films.


eelektrik
Fri Feb 20, 2004 3:48 am
#96

I think their should bemultiple ways to achieve the force sensitive slot, either through Crafting, Entertaining, Combat, Healing, or Exploration, which covers the basis of all the starter professions and any player would have some way to reach their Force Sensitive slot while doing what they enjoy, but there would be different requirements for each one.


Also, some randomness needs to be kept to keep Jedi from overrunning the galaxy(its bad enough that perma death was removed), Having different players have to do different things for any of the given branchs. Having to visit certain POIs maybe, a certain number of NPC missions or a specific few, have a certain number of badges, make a certain number of high quality items, make certain specific items, survery a certain ammount of a resource, something...


And, there should be a massive planet-spanning themepark quest on top of all the random elements, the themepark alone should be long enough to take a while even if you got lucky on all the random elements. And, the NPCs should be able to detect what your skills are and give you appropriate missions, whether your a Master Chef or Master Commando, the NPCs should give you appropriate missions, and more then one mission for each profession as well so that not every character type has the same missions, to make it just a bit more interesting and doable by everyone. But again, their should be enough missions and enough NPCs spanning every planet and some in really remote locations with random mission parameters so you cant just do a walk through for it, and different players may even end up having to get missions from different NPCs, or in a different order. more randomness, less guided, and makes it take longer.


The path to get a force sensitive character should be long and hard, and not easily done by someone who doesnt want to spend the time and effort involved on all the quests and random elements that need to be included to keep it hard to reach. It needs to be something anyone Can do, but not something everyone will do, or can do really easily as that defeats the purpose. And above all else, no profession grinding or any kind of being forced to switch, it must be atainable by any player playing the professions THEY want to play, for the sake of the game, get people back to doing what they want to do, while they still can work on getting a Jedi if they want one.
korvass
Fri Feb 20, 2004 3:51 am
#97

Bearing in mind that at the time of the GCW there are supposedly only a handful of hiding Jedi in the entire galaxy, would it not be better to focus on the continuity of Star Wars and keep a sort of holocron system, as well as a handful of NPCs along the way?


Here's an idea (apologies if its already been said, I haven't read all the posts here):


--Varying methods of obtaining a holocron, but they must be very very rare! Not a simple NPC/monster drop!
--New GUI for holocrons with a sort of hologram type graphic of a Jedi master (or Sith Lord) for the player to interact with.
--The holocron guide generates the missions and sends Jedi/Sith-to-be on their quests.
--When the holocron's knowledgeis exhausted, the guide gives the player a quest or a decent hint about the possible location of another holocron, for further advancement.


That's about all I have now, but personally I find the current system of grinding professions the worst possible way to become Force sensitive. Bear in mind that to keep some continuity with SW, (and from a roleplay perspective) the player must suddenly discover that they possibly have a midichlorian count high enough to be force sensitive. Before and after the GCW, potential Force users were of course hand-picked and monitored from birth (or a short time thereafter). It was rare that someone fell through the extensive Jedi monitoring network, but of course, infinite diversity in infinite conditions. This is also a game, so naturally the system has to be workable. But I think there is plenty of more room for a more RP-oriented approach to becoming a Force user. And until we acheive a system that is quest/RP based, I will hold back on going for Jedi, as I refuse to grind 20/30 professions until I unlock the slot..







Errathe Afi
Professional Scoundreless
Smuggler till death


"I aim to misbehave!"
"Business is always personal..."
"I'm a smuggler; sarcasm is the only content I got left!"
LtBleak
Fri Feb 20, 2004 3:56 am
#98

Good ideas...

Im going to consentrate on the darkside quest since that is the side that I am mostly attractived to.

I like the idea of Theme parks, but i would like to see the players earn thier rights to discover the location of the Lightside/Darkside themepark.



This would be done in a series of Npc quests (like the once form the imperial officer in bestine) You start taltking to a guy who gies you a buch of quests when he has no more for you you are send off to talk to anohter, when he is finished you are send to a nother on another planet. These quests will give the location of the Preforce Themepark. The initial quests would be some that will not directly make you understand that these are quests that will lead you on the parth but as hints will be droped. Some missions might have to do with getting broken items that have something to do with the force. Some might have to do with a force sentitive location Ruined temple of the Sith, Dark medallion or maybe when you find a holocron it will lead you to a quest giver. These quests will not taint you in any colour (light/dark) only lead you down the parth.



The Preforce Themepark or Trails of Colour will take place in a section only allowing the people who have completed the inital quests entrance. Here you wil be given quests that will determin the colour of your soul. The quests will always give you to choises. It could either be The easy way/hard way. Kill and get the loot/save and get the honor. They will put the players in to the choise of the light side or the darkside. This could involve characters from the light/good side like he ghost of Exar Kun or similar important historical Npcs. It would be a great chance to implement more storybased Npcs from the universe.



Ofcause the dark side will be all about tempting the players to do its bidding.
When the characters has finiched the Preforce-Theme park they will be sendt off to the finial themepark or Padewan academy. There they will again with the use of quests learn the final steps leading to jedi initiate. Again questing for force items like force crystals, lightsaber cores. Taking out important facilities and so on...
The main idea is that the players who have choosen the dark side get the opportunity to learn the background history of the sith and the darkside though questing and will get a chance to use the powers to do the bidding of the darkside. One idea could be if possible to name the players who have done the best in the quests. A Sith noble?
When the players are finished they have to do the last ultimate quest a quests where the players will be tested. This could be done by making them kill another player? a lightside jedi player since the sith is all about killing the jedis.
When done they become a dark jedi apprentice.



The numbers of quest will of cause have to be enough so that players will have to seriously consider if they want to continue or they loose interest? BUT the quests them selfs have to be more than kills this. Get this guy here or FedEx quests. They have to keep the player captivated in the story, Even a leet roxor d00d will like it more then it doesn’t become trivial and speaking of a role-player i would like it ten fold!



I’m sure that whet ever happens it will work. Just listen to the fans
Oh and one last thing. I would like for jedi players to take on an apprentice in the form of a lower level player.
Master/apprentice idea.



Then a jedi player takes on another player as his padewan the master player will get a % of the exp that the apprentice players get when doing quests/combat ect. but it is the master players duty to teach the apprentice. The master player could also get more skills bonuses. The apprentice could be given less skills with less exp levels ect.. I my self would really like to see this in game. I think it would create a good atmosphere.
Just my 2 jedi cents.
Zarreth Bane


Glzmo
Fri Feb 20, 2004 4:06 am
#99

> It would also be nice if the player was not able to choose the dark or light side, but the choices the player would make with npcs would
> decide.

This is a nice idea, but only if you can come back from the dark side. Also, the system would have to be changed so that Jedi are not automatically bound tothe rebel or imperial faction depending on dark and light.According to Star Wars continuity, all Jedi are supposed to be hunted by the Empire, it does not matterwether they are light or dark. Forcing a character into either dark or light according to action would kill roleplay completely, unless dark and light Jedi would be allowed to freely choose faction like any other player character, or be disallowed any faction at all, especially imperial. Maybe just give Jedi their own 'faction' they are forced into that would allow them to attack them all overt and TEFed faction members of any faction, including the Empire, the Rebel Alliance andeven the newJedi faction. This would allowJedi to aid either side in the galactic civil war and also let light Jedi defend innocent people from malicious Dark Jedi and give the latter the ability to kill other TEFed Jedi.



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GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
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Lustiniel
Fri Feb 20, 2004 4:15 am
#100

Advancement of the Jedi should be based more on quests than on slaugthering random mobs. I would like to see quests as a requirement to gain padawan boxes. Each quests should have different completions that would give the padawan either dark jedi points or light jedi points. These points would lead the padawan either to the dark or light jedi paths. Now the points and quest system should go on in the higher trees to give the chance to players to switch from dark to light or the opposite.

Each completed quests should give a reward to the jedi, a better lightsaber, jedi robes with similar protection as armors and other jedi-specific items...

Concerning the quests to become a jedi, i dont want something to hard. The idea is that everyone should have a chance to play a jedi in this game but advancing as a jedi should be hard. I think the skill loss system or even permadeath is a nice idea along with the bounty hunters droids fix to limit the number of jedis. Ideally the quest system should take 2 months for a hardcore player and 6 to a casual one.

Lus



Lus Tiniel ~ Only the weak seeks order, the mighty rules the chaos ~ Lee'la Tiniel
GathFeyii
Fri Feb 20, 2004 4:29 am
#101

Missions should be given out by NPCs that spawn dynamically and maybe even different NPCs for each player. I'd hate to see lists popping up with WPs of Jedi Trainers. You should have to have to track down your trainer somehow.





--Gatha Fey'ii
Master Ranger
Volth-the-Hunter
Fri Feb 20, 2004 4:32 am
#102

I'm not a programmer or a writer, but as alife longStar Wars fan (since the first release of ANH in 1977) and as a player of this game, since just after release, there are a few thing I'd really like to see for the new FSCS unlocking quest. Forgive me if some of these have been posted already, I didn't read the entire thread.


1. Different quests depending on your proffession, with the emphasis on NOT having to change proffessions for the quest. Perhaps the quest should be based on what classes you currently have mastered. For example, if you're a Pistoleer/Doctor you should have some combat and some involving healing, but if you're a Bounty Hunter or TKM/Commando you should only get combat related quests.


2. Maybe a set number of quests you need to complete so that if you have multiple masteries you can choose (or are given randomly) which quest you need to do next, but if you're all combat, or all crafting then all your quests should be centered around those aspects of game play.


3. Each quest should involve travel to multiple planets and should take at least a day or two to complete in total play time, if not longer.


4. You're progress along your current FSCS path needs to be taken into account. I can't emphasise this enough. Many of us have ground out well over 15 proffessions in our quest to open our Jedi slot with no luck and our progress should be taken into account. For example, say you have five quests to complete to open your slot, someone who's ground four Holocron proffessions (i.e. only has their silent proffession remaining) should only need to do one or two quests. This is crucial to the majority of "Hologrinders" out there and must NOT be overlooked or you will lose subscriptions, I gaurantee (not mine, but I know alot of people who would quit).


5. Keep the quests in canon and related to Jedi and the Force as much as possible. You should feel like you're gaining a greater understanding of the Force when you're doing these quests. Wether it be helping another achieve inner peace or protecting the innocent. You should feel like a Jedi when doing these quests. The quests should involve travel to many of the Force related sights in game, the Jedi Temple for example, or the Nightsister Spider Clan caves to name a couple, and possibly involve fighting or talking to Force Sensitive NPCs at these sights (I love fighting Nightsisters )


6. Faction specific. The majority of players will stay with the same faction for their Jedi character as their main character. With that in mind, the quests for Rebels and Imperials should be completely different, with the emphasis on the aspect of the Force the player is chosing to pursue. If the player is intending to follow the path of the Dark side, a quest to aid settlers attacked by bandits, for example, would hardly be appropriate.


7. I'd love to see random quests given out by Force Sensitive NPCs that relate to the Force. For example, instead of killing that Force Crystal Hunter, maybe you could talk to him. This could be one way to find the FSCS related quests. Talk to various Force Sensitives and after completing X number of quests for them, they set you on the right path. I'd love to see some flavor added to these NPCs. Why does that guy call himself a Forsaken Force Drifter? What exaclty are the Force Crystal Hunters looking for? What are the Singing Mountain Clan's insites on the Force? What's that Dark Jedi Master doing walking accross the Tatooine Desert? Not all of these NPCs need have a quest related to them, but random ones should, much like the random Hermit or Criminal quests you can find on Tatooine and other planets. They should all be Force related in any case. Maybe these quests could only be given out once you've mastered your chosen proffesion, so someone who isn't a master will geta message like: You are not ready yet, the Force requires the deepest commitment. Come back when you are stronger. (or something along those lines)


8. Please, please, PLEASE norandom spawn points for quests. I remember when the Old Hermit used to spawn (and probably still does) at that one point on Tatooine, and people used to hang around waiting for him at all hours (myself included a couple of times, but what did I know?) Same goes for the Intellect/Altruism etc. badges on Tatooine. The quests could be given by random NPCs in towns, or by Force Sensitive NPCs like I mentioned above. CAMPING QUEST SPAWNS IS NOT FUN, so don't make us do it.


9. Those of us who are pretty far along the path need to get some kind of hint on how to get started on the quest. Don't hand it to us on a silver platter, but give us an idea of where to start. I remember all the groping around back before Holcrons came out, and I really don't want to go back to those days. The quest should be challenging and we should feel like we accomplished something along the way. New players should still have to discover the path on their own, but please don't leave us old-timers in the dark. Again, not asking to have it handed to me, I just want a direction on where to begin.


10. No drudgery. Make the quests fun. Grinding proffessions is not fun, and neither is camping spawn points.




I trust the Dev team to come up with something that will be fun and challenging (COA act 3 was excellent) Just keep us old timers in mind like you promised you would and we'll all be happy. Who knows, maybe I'll unlock after my current mastery (Smuggler) and won't have to worry about the new unlocking quest. Regardless, I hope you keep these points in mind.


Thanks for reading, and may the Force be with us all.
DarthHarbinger
Fri Feb 20, 2004 4:35 am
#103

That sounds all great and I love the concept.



I thing if you take some Quest out of SW Knight of the old Republic you are on the right way.


  • find the boy the father is missing.

  • clear theconflict between two framer.

  • Explore the rumors of a new Creature found.

  • find and arrest the criminal

  • if you solve a step up the path find the new trainer.

  • ...

I like the idea of cooperation, but its difficult and with a hight risk. you don't know the person and if you can trust him. Is he a agent of the dark side? Is he a bounty hunter?



For my understanding: The new "Path of the Jedi" is no new system to free the FS slot. It's a system to train your FS Char and climb the step's to Jedi Master. That mean that you only can train Jedi Knight if you have the jedi xp., trained all other lower skills, and solve some "Path of the Jedi" Quest. Is that right?


Netninjax
Fri Feb 20, 2004 4:36 am
#104

Id like to see a jedi quest the requires specific types of materials maybe.


For example:


A quest to make your own force crystal for jedi:


You get this mission from a non static NPC and he tells you the specific type of resources u need for your saber...now being that the material spawn is random this could take some time to gather the right materials. This would eliminate farming. You would have to sample enough resourses with your jedi and only your jedi. Anyway, just an alternative to some combat xp.





____________________________-

.:Iaxive - Jedi Knight:.
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