Development Cycle Archive

Thread: In Development: The Village of Aurilia

HashiEno
Fri Jul 16, 2004 2:22 pm
#92





thunderheart wrote:


Many of them were hunted by viscous agents of the Empire and also had dealings with the Jedi council.








did i miss something? did the empire catch a terrible head cold or something? why are the agents of the empire now viscous? er, did you mean vicious?
Bayland
Fri Jul 16, 2004 2:23 pm
#93

I like both ideas. With a leaning towards the village.

It seems you're asking about starting points for specific quests. However, a lot of the comments I'm reading seem to be more around what are the nature of the quests.

Can you illuminate any ideas or concepts for improvements in the quest system?

Currently (I think) we have under 10 flavors.
- Destroy: Kill X
- Delivery / Escort: Destination to Destination
- Survey / Scout: Travel to Random Resource Destination
- Artisan: Build something and deliver it
- Musician: Perform some action in some place for some about of time.

I know this is hard, but I'd prefer a system that played into the character's persona. As a Doctor I'd like something that encouraged me to group and heal people. Or missions that require other people to have complimentary missions. So a Doctor may have "Group and heal" and a Pistoleer may have "Group and Destroy".

- Bayland



Valcyn -- Lt. Pendag Bal - Master Doctor / Master Swordsman
Tarquinas -- Waog Whawn - Doctor / TKA / Power Supplier, Steel Legion
elipse-EC
Fri Jul 16, 2004 2:23 pm
#94

I like both the concept of the village and the Quest Journal. It will be more enjoyable to progress through a system like this. I look forward to seeing these ideas implemented.
Seshemw
Fri Jul 16, 2004 2:23 pm
#95

For me, it depends on the actual implementation. In concept, it seems good.
I am leery of the 'It will be a very short time before the path is revealed and generally known amongst the players,' statement, unless it's the devs that are planning to release this information.
It took months before the 'system' was known before. More months for many to obtain holocrons to have a decent starting point. And then months after THAT, after significant investment in time and energy for many of us, the system was pulled with this new thing going in... As one of the ones that worked diligently to unlock, and simply didn't have the ability or interest to macro grind (or get lucky, depending on how you look at things), it will be an extreme slap in the face if we go from 'known but a pita' to 'unknown, so sorry, but honest you have credit in whatever the new system is!'.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
kkelly9
Fri Jul 16, 2004 2:23 pm
#96

Back when the game was launched, you (devs) said in the casual player would be unlocking after playing the game for a year. We spent the first 4-6 months trying to figure it out, trying all kinds of combinations instead of thinking simpleton, that you just have to grind out enough professions. Then you had to put out holocrons to tell us to grind professions, because we had focused alot on (gasp!) doing quests and such to unlock. Unfortunately, it was a system that didn't give the casual gamer a chance to unlock, because most jedi's I've talked to always say it took 25-32 professions grinded to unlock. Hardly something that the casual gamer could accomplish. I consider myself more than a casual gamer, and I've only managed to grind out 16 so far. I have been playing for over a year now, where is my fs slot you said I would have achieved by now?


Now you would like to implement a system that takes me back to playing guessing games. You want to make us jump through invisible hoops again, extending how long it will take us to unlock by who knows how long. I doubt there are that many players that are NOT playing to become jedi someday. Personally I am tired of waiting, and have absolutely no intention of playing your little guessing games again for 6 months to a year. While I welcome a quest system that certainly will show ALOT more ingenuity then just grinding out profession after profession, having to guess the steps along the way is insulting to me and anyone else who has done everything they can to grind out as much as they can to unlock. IMHO all your doing is rewarding those who didn't have to go to work, or take care of thier family, or anything else except play this game for 20 hours a day, and hindering the rest of us who have tried just as hard, but simply didn't have enough time. We should not be set back to launch, we should be able to continue on with the time we have available in a quest sytem much like the other quests in the game.


Given how hard the newer content you have been adding to the game lately, namely the ackley cave, corvette,and death watch dungeon, I have no doubt that you will purposely make it so hard that only those uber fighters with thier comp armor and million credit weapons can even have a chance in, I'm sure your already making the jedi quest system so hard that alot of us will never be able to complete it anyhow. Isn't that hard enough, that being a wookie CH I will have to team up with a bunch of uber ninja looters to even try the quest, let alone have a chance to complete it? I haven't been able to participate in any of the new content because I don't have uber armor that lets me stand toe to toe with stuff in the ackley cave, and I refuse to give up my pets I spent so much time and money to obtain in the first place.


If I'm going to play guessing games, I'm going to guess which other game will actually give me a fair chance to be successful in it, because obviously you have no intentions of giving me that chance.



"But what about the poor creature handlers? Well, they might have to consider themselves among the most shafted of player segments in MMO history."
- GameSpy.com, Nov. 8, 2005
dewolow
Fri Jul 16, 2004 2:24 pm
#97

I like the idea of the village, but it will be the laggiest area since there will br a ton of people there ( I wouldn't be surprised to see 5% or more of a server at its peak time), and so people with 256 MB RAM and a 56k modem will have a hard time getting around, and probably will crash numerous times. This is a good idea, but having it spread out, instanced, or you having to do a quest to get there would help out tone down the lag a lot. You can make a barrier to it before you do a quest to do it, and when you complete the quest, you can go there, and explore it, then every so often you have to wait to get a quest (maybe a week) to stagger the growth of jedi, and to keep the lag low. But other than the lag, it is a great idea.


I love the idea of a quest journal.



In Space no one can hear you spam.
twiafu
Fri Jul 16, 2004 2:25 pm
#98








This place is the Village of Aurilia. It is a place where a group of Force Sensitive characters have gone to have some privacy and solitude in their lives. With the Empire slaying all the Jedi it can find, Bounty Hunters tracking them for profits and shunned by galactic citizens, these sentient beings needed a refuge. This village is that refuge. The player experience is one where they too can be a character that has these abilities and is seeking both help to understand their abilities and become part of this story. The village has heroic NPC’s, rogues and enemies. There are different stories a player may pursue and different Force Sensitivities that they can develop to make their character somewhat unique.







Ummm...


Empire slaying all the Jedi it can find?


Shunned by galactic citizens?


We ARE talking about the same game, right?



Anyway, to answer your Questions;


NO/YES


I would prefer to see development time spent elsewhere - see "Great Expectations..." thread...









____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

nasafan2
Fri Jul 16, 2004 2:25 pm
#99


1: First off TH, sounds awesome, and I like the idea of the quest journal. It would make it so we don't have to write everything down on a pad of paper when working towards jedi.


2: I'd like to know if the path to FS is secret, or is the village the path? I'm a bit confused on thatissue.


3: Thirdly, like the 1st reply said (sorry didn't catch your name) "Is it instanced?" I believe it should be instanced, due to the INCREDIBLE lag that will be there the first few days when everyone thinks these quests are gonna be like the emperor's retreat quests . The lag would calm down after a few days but that first wave of wannabe jedi will crash the server every 5 minutes, after server reset, and you'll have to reset the servers MULTIPLE TIMES A DAY.


Just my comments... and a question, that too



Irell Rokich

"We Choose to go to the Moon in this decade and do the other things.
Not because they are easy, but because they are hard." - JFK


Squidwalker
Fri Jul 16, 2004 2:26 pm
#100

Wow, yea this sounds great to me. I like the heavy story driven part of it. It also sounds like maybe the different types of NPC in the village will take along the different types of FS paths. For example I'm thinking the crafters in the village might sent you on quests to work up the Enhancment line, the Rogues you mentioned might send you up the Agility line.

If not, that would be very cool of course. Just so long as you get to ultimately choose which FS skills you want.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
TranSabal
Fri Jul 16, 2004 2:27 pm
#101

I like the idea of the village. It gives a Force Sensitivity path without undermining thetime period.


The Quest Journal is a great idea. I hope you can use it for standard quests, as well (hermit, Borva the Hutt, etc.)
smeesh
Fri Jul 16, 2004 2:27 pm
#102






Thunderheart wrote:


The path to Force Sensitivity has underlying mechanics, but essentially it is to just play the game. It is definitely achievable, but mysterious and unknown.





This idea sounds good except for 2 possible objections:

1. With the recent poll it seems that more people want the path to sensitivity to be less mysterious. I would suggest truly acknowledging this desire of the community. It's tough to see people participating in game content (Jedi system), while I cannot, even though I pay the same $15 a month.


2. By making it a more mysterious system it seems as though you are simply rewarding players that played the game in an unintended manner (ie. hologrinding) and punishing players who have always played the game simply for the thrill of playing their way.


Of course, without knowing more it is tough to give good feedback, but it really seems that the community (me included) would like to have a good chance at force sensitivity.



N mazuss N
member of infinity
tkm - swordsman - combat baby

landshark42
Fri Jul 16, 2004 2:27 pm
#103

Quest Journal: great idea, every profession should have a set of quests and a journal.

Village: make it instanced. when you recieve a calling, make it so you need to find a smuggler to arrange for transportation to this location. (no i'm not a smuggler, i'm a mbh).
GotBlueMilk
Fri Jul 16, 2004 2:27 pm
#104






twiafu wrote:







This place is the Village of Aurilia. It is a place where a group of Force Sensitive characters have gone to have some privacy and solitude in their lives. With the Empire slaying all the Jedi it can find, Bounty Hunters tracking them for profits and shunned by galactic citizens, these sentient beings needed a refuge. This village is that refuge. The player experience is one where they too can be a character that has these abilities and is seeking both help to understand their abilities and become part of this story. The village has heroic NPC’s, rogues and enemies. There are different stories a player may pursue and different Force Sensitivities that they can develop to make their character somewhat unique.







Ummm...


Empire slaying all the Jedi it can find?


Shunned by galactic citizens?


We ARE talking about the same game, right?



LOL... Amen.




GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
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