Development Cycle Archive

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

Kaessa
Sat Jul 10, 2004 1:53 pm
#92

Let me know how I need to do it. If you want to keep some element of mystery about it, fine, but don't make it so I have to do some random thing in some random order to unlock it. Make it so ANYONE can be force sensitive, without having to retrain their skills. If my master dancer/master chef wants to work toward force sensitivity, it should be DOABLE. I should not have to drop skills and retrain as a combat character for this. You shouldn't have to be a combatant to be force sensitive.



Rest in Peace
Kaessa - Ysadri Reelik - Niara Kubei
November 15, 2005.. the Day that Star Wars Galaxies Died

Kaessa - World of Warcraft - Kirin Tor
Night Elf Druid


SWG Vault Site Manager

neelong
Sat Jul 10, 2004 1:57 pm
#93

It should not be known to everyone. I would keep these things in mind though


1.) Do not make it a way that it will destroy the economy or the GCW

2.) Under no circumstances give hints like the holocrons.. maybe be vague through a quest or something what the person has to do next. Kinda like Ben Kenobi told Luke to go to the Dagoba system... he didnt exactly give him a waypoint

3.)Make various things, ie quests, missions, themeparks possibly profession masteries count towards FS. Make it to where someone has to play the game to get it. This way not every path is the same, and its hard to figure out say


gaining faction rank = 5 points

Theme park = 5 points

misison = 1 point

playing the slot machine = 1 point

mastering a profession = 25 points ( but would have to have a limit as not to destroy the economy and such )


and blah blah blah.. and just haveFS = 10,000 points


I will say that becoming FS should be very, very, very, very hard.



R.I.P The HUNT
Trodad Skarpang / Nelong Skarpang
LadyLeala
Sat Jul 10, 2004 1:58 pm
#94

I think a mystery is good, to an extent.


The old system was NOT a mystery. Just a guessing game. You can still add an element of "unknown" into it, while keeping it a fresh new quest system. People should be able to complete the quests regardless of their profession lineup. A true crafter should even have a chance at it.


A few ideas for keeping it a mystery:


Don't make the quest static and identical for everyone. Make it dynamic. Maybe have different "themes" for the quests, based in part on the profession lineup that you have. A highly skilled warrior, for example, should have to do hunting type quests. While a crafter might have to seek out a particular NPC (not a static spawn).


Nobody should be able to figure it all out, and then post a "walk through" that anyone can follow. Then it just becomes another grind. But it should still have SOME elements to it that can be written to help guide people.


I would also include holocrons in the new system. Why not? Aren't they supposed to have a lot to do with force related things? Maybe they can give people a "hint" about what they need to do next. Not a profession to master... just a direction.


The most important thing about this area of becoming Jedi is that it needs to focus on each person's affinity with the force. In the movies, most people seem skeptical about it. Even Luke Skywalker himself doesn't believe it much at first. Then he starts to FEEL it. More and more. That's how I envision this quest system should happen.



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CLOSED UNTIL FURTHER NOTICE


bioshock2
Sat Jul 10, 2004 1:58 pm
#95


JustG wrote:
The question to continue discussing is this:
Should the method of becoming Force Sensitive (not the path from Force Sensitivity to Jedi) be a mysterious, unknown mechanic orone that is visible and known to everyone?




Hiya JustG,

First of all, props guys. Nice work on making the deadline and getting so very much done. Still some kinks to work out, but as a live jedi, I like most of it and appreciate all of it.


The path to becoming FS...

Let me describe how it was for me, before the new holocrons were introduced:

I tried to be good, really I did. I didn't kill townsfolk or jawas, I was kind to noobs. I really thought that the "path" to becoming a "light" jedi had something to do with being good - and not being evil or doing evil.

I went to the temple on Dantooine, and though I did not know about the waterfall at that time, I declined to take the dark side mission from the guy out in front of the temple. I didn't want to mess up my "karma".



That was how I originally thought that I could get to jedi. It was mysterious, and there were no clues (though I thought there were). It was intriguing. It was confusing. It made me think long and hard about decisions I made.

IT WAS FUN! ENGAGING!


There was a theory, which I thought was actually a really good theory, and which fit in very well with the other "faction" aspects of the game:

That each of us had a "hidden jedi faction" and as we gained (or lost) points in that faction, we advanced (or retreated) from "unlocking".


I really like that as a mechanic for unlocking. Each path must be unique to prevent "walkthroughs" being posted. Spoilers are just that - they spoil the game. By having each player with a hidden faction of light and dark, and then attaching faction points to actions or the results of actions, it is possible to create a way to unlock without creating something which is easily spoiled.

Points in the hidden factions could be added or subtracted by any number of means. Complete a mission for an engineeer, gain a light point and lose a dark. Complete a mission for a criminal, gain a dark and lose a light. Kill a townsfolk - dark, kill a cannibal - light.

Make it take LOTS of points either way. People who decide to be consistantly good or evil will unlock sooner than those who are wishy-washy about it. But all will have the same chance and none will be able to ever pinpoint exactly what they did.




Or, perhaps it would be better without the light and dark - just having one hidden faction of points to be built up. Craft a shirt, get a point. Complete a mission, get a point. Place a harvester, get a point. Train someone in a skill, get a point. Heal someone, get a point. Harvest a creature, get a point.

It shouldn't be too difficult to figure out how many points most people can get in a day, and then to raise the point requirement so that it takes a long time to unlock.

You would still be restricting unlocking FS to those who had put in a lot of time in the game. To those who had "earned" it, and anyone could eventually get there no matter the path they chose. Artisan, Entertainer, Combat...it wouldn't matter...anyone has a chance to get there.






But mystery is key. Mystery is requisite. Without it, walkthroughs and spoilers are inevitable. There must be variables.

Do not tell us what the path is. Do not construct the path in such a way that it can be identified and laid out for others to follow.



Futhermore, if everyone knows what the path is, then you will re-create the hologrinding situation...where everyone is doing everything they can to complete the path as quickly as possible. That would be as horrible as hologrinding was.

Do not make "unlocking" into a goal. Make it something which "just happens" under the right circumstances, and don't tell anyone what those circumstances are.

Let us play the game itself - as intended - and make "unlocking" a happy surprise. Make it as it was before hologrinding.
DarthRusel
Sat Jul 10, 2004 1:59 pm
#96

known


I don't wanna play the guessing game again. It's too frustrating for part time players
Xrool
Sat Jul 10, 2004 2:00 pm
#97

It should be known so people have an idea what they need to do. Everyone wants one, mysterious can equal frustration for a lot of paying customers.



Audec Mesquo
The Wonderful World Of Ahazi
A thorn in Palp's side since Beta '03

NawaraVenXO
Sat Jul 10, 2004 2:01 pm
#98

Also, the quest timer is a good and bad idea. A good idea because if you can only do so much of the quest every week, it's going to severely limit how many Jedi you see running about, and I think most everybody agrees that they should be more rare. The problem arises that everyone wants one, and if everyone's trying to get one, there are gonna be tons of Jedi.


However, only being able to accomplish so much in a week, and having to wait another week to be able to take on the next quests sounds like a RL money-sink to me. The hologrind hasn't been so bad for me because I've just been enjoying the different combat classes. I'm still playing and enjoying the game. But if the only thing I have to pay for and look forward to is taking one quest a week, my interest in the game is going to drop really quick.


I know you guys are working hard to figure out how the new system is going to work. I just hope that the once-a-week FS mission isn't what you guys decide to go with.
Flatfingers
Sat Jul 10, 2004 2:03 pm
#99

I think some ofthe other replies made the right points, so I'll just add my two cents' worth. (You did ask. )


Presumably you developer-typefolks long ago worked up the design document for Force Sensitivity. I doubt that many of the goals for this part of the game have changed; only the actual mechanics for achieving those goalsare in question.


But for usplayers to do a good job of answering the questionof "known vs. mysterious,"we still need to start by identifying what the goals for this part of the system are. Once we know that, we can do a better job of suggesting specific mechanisms.


So here's the top-of-my-head list:






GOALS FOR THE PROCESS OF ACTIVATING FORCE SENSITIVITY


(0. The process must be fun! But this should go without saying.)


1. The process must bedifficult for each character who attempts it in order to minimize the number of characters with access to Force skills, who are always rare in the Star Wars universe.


2. The process should beultimately achievable byevery character, but immediately achievable by no character.


3. The general path may be known, but the specifics should be mysterious -- not random, but not deterministic.


4. The process should be challenging regardless ofa player's innate abilities, connection speed, number of accounts, or time online. In other words, the process should be scaled to each character's current skills.


5. The process should not require camping of any NPC or object. Having a static location leading to an instanced mission is acceptable, but multiple such locations would be preferable if this approach must be used at all.


6. The process mustclearly incorporate keyStar Wars license elements. Given that becoming a Jedi is one of the two or three most iconic elements of all Star Wars-related media, becoming Force Sensitive in SWG must have a strong Star Wars feel to it.


7. The process should expose players (through their characters)to many forms of the content created for SWG.






Based onthese goals, here's my suggestion for a mechanic to achieve them. I first made this suggestion several months before SWG launched, and others have offered their own versions of it (so it's not a new idea); this is just my take on it.


It comes down to this: Force Sensitivity Points.


Every quest, every mission, every distinctaction a character takes, may have some smallnumber of Force Sensitivity Points, or FSPs, assigned to it. The number of FSPs may be 0 (for a basic action with no moral implications, or a generic mission with no story elements); it may be moderate (for an action with moral implications or a mission with some story elements); it may be large (for a very difficult mission that tells a key part of some Star Wars story, and which cannot be repeated); it may even be negative (characters should be able to lose FSPs for choosing actions -- or inaction --that no Jedi would take).


As a character goes about his life in SWG, his FSP totalis constantly updated to reflect the FSPs gained or lost throughhis in-game behaviors. When (if!) his FSP total reaches some appropriate number, bingo -- he becomes Force Sensitive.


I believethis approach wouldachieve each of the goals I listed for the process of becoming Force Sensitive:


1. By keeping the number of positive FSPs low and/or the required total high, the difficulty of the process can be made difficult but not impossible.


2. By choosing her character's actions, and in particular what (if any) NPC missions to take, every player has a chance to eventuallymake her character Force Sensitive. But because it's not possible to gain all needed FSPs immediately, becoming Force Sensitive will take time.


3. By keeping the number of FSPs granted by specific actions a closely-held secret, as well as the "magic number" of FSPs required to become Force Sensitive, the general path may be well-known ("you have to play like a Jedi") while the specific actions necessary remain for the most partnot only mysterious but different for each player.


4. Scaling assigned missions toa character based on that character's current in-gameskills puts all players on a level playing field, and insures that what matters most is how you actually play your character.


5. If the number of FSPs provided by NPC missions is generally low, then FSPs can be spread out over most of the hundreds (thousands!) of current randomly-spawnedmissions. Thus no camping of static mission-givers is necessary. However, some specific missions (probably the highest-value ones) may be created that use instanced dungeons to minimize camping. Although low-FSP missions should be spread all over, the high-FSP missions (which will become known) should be isolated in generally known but slightly randomized locations on the different planets.


6. Normally, when a player receives FSPs, he won't know it. He may guess that some action he's taken has given him some FSPs (positive or negative), but most of the timethere won't be any obvious indication that this has happened. However, the missions that give large numbers of FSPs (positive or negative) should make it clear to the playerthat Force Sensitivity is involvedbyincorporating key Star Wars elements into the mission. Thiswould explicitly tell the player that FSPs are at stake. Not only is this simple fairness to players, it makes LucasArts happy by being a use of license elements thatwill beboth satisfying and memorable. The most effective license element in this case will probablybe tolet the player's character meet and converse with (or be talked at, if necessary) one of the advanced Jedi (Light or Dark) from the Star Wars universe.


7.Most FSPmissions --but in particular those that give moderate levels of FSPs --should be designed to require players to experience different aspects of SWG. For example, what appears to be a simple combat mission ("gotranquilize the rogue falumpaset that's bothering my kaadu herd") might require the character touse basic crafting skillsto build a specific kind of device needed to achieve the mission goal, or to interact with a crafter who can do so. Or a crafting mission could call for the character to travel to an adventure planet to hire a dancer or doctor, who tells the player something about that profession. Some missions might need to be solo; some missions might require grouping. The point is to design these medium-FSP missions to expose players to different places, professions, and content in SWG.


...


Yes, that was a long answer to a short question. But it's the best answer I can give.


Comments, questions, and constructive suggestions are always welcome!


--Flatfingers

Arconis_Runicblade
Sat Jul 10, 2004 2:04 pm
#100


Ok I think it should be something that is know, perhaps something that will happen eventually... but make it difficult to achieve so the player feels like they have acheived something....



much like the hologrind, when someone unlocked they really felt like they worked for that Jedi Slot, make it so that it is something like that... make the player put in effort to become Force sensitive.


Also I think it should happen randomly to people but don't make them wait long, like a hermit comes up to your character and says "hmmm I feel the force is within you, yet you are not aware of it... Would you be interested in hearing an old mans story?" And then give a choice of yes or no... if no the hermit will despawn.. if yes he explains about his past as a jedi knight and that he is looking for those who can battle the empire in a time of need etc etc...


the hermit will return to a person 3 times... if given a no answer 3 times though the hermit will not come again and the player will have to seek the hermit out in a remote location in a dangerous planet like Dathomir or Dantooine.


then make it a series of directed but random quests so each person's FS quest is different like was orginally envisioned... and make more then killing and deliverying, make it complex... .and make it fun!


edit: JustG mad props to you man for doing this on the weekend!

Message Edited by Arconis_Runicblade on 07-10-2004 05:05 PM



Arconis Darkfyre
weaponmaster88
Sat Jul 10, 2004 2:05 pm
#101

definetly a known path. i don't want to be searching for the path thats going to take me a couple months to complete jsut to lead to a couple more months of not known quests. might as well start simple and get harder so the path to being force sensitive should be known.



Xerses- Master Jedi

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Goteth
Sat Jul 10, 2004 2:06 pm
#102

I think you should make the FS unlock process a known quest based system, but extremly difficult. Make up a story to go with it, Vader, or Leia, is trying to recruit extremely combat competent people to be in an elite fighting force to help in the war, and make that the start of the unlock process. Then you have to complete different steps along the way to prove that your able to be in this elite fighting force (which just happens to be all FS =) ), for example, going to one of the new race tracks to prove you have jedi reflexes (make a flat time that you have to meet, not the new daily record [encourages too much camping]), maybe guessing pictures like Aniken did with Windu in Ep. 1. Make a whole bunch of tests to prove that you are FS. But my 1 major request is this, don't put in anything that is going to encourage camping, like you have to pull something out of a container that only spawns once every hour, if you want to put something like that in, make it instanced like the corvette, the corvette is the funniest thing in the game to do because IT'S NOT CAMPED.



Goteth Iveu
Master Politician, Master Artisan, Master Chef
Goveth Ivue
Pistoleer, Commando, Smugglar
NOVA Industries



Docbengal
Sat Jul 10, 2004 2:09 pm
#103

My thoughts are along the same line as nolan007


Force sensitvity should be mysterious, but it should be a reward for having really played the game.


Make the path from FS to jedi quests/hard/long(but fun) all you want, but to become FS should be rewarded in terms of how long you've played the game, and how you have played the game


Things like nolan's tips idea, having mastered and stayed with a profession, etc


Only thing I didnt agree with was the dueling/overting/deathblow part. While this is a game mechanic and fun, many ppl use this as a means to grief other ppl and arent mature enough to be respectful when doing so. Those are not the type of players that should be rewarded with FS


My thoughts: Mysterious, but a reward





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00111010000011000011000110101111010011010110111000 Thraxus Kobalai
00101000000010010110000111011000001101110000110101 EE
11010011000100010110011101001000001000001110110111 Retired Smuggler
11100111100011011001010110100101010110110011101000 Imperial Colonel
01101000110100101101110000011110011010100100110001
10100010100001110000101111101110010010100000000111


Auraveda
Sat Jul 10, 2004 2:09 pm
#104

A known path.

I, and I believe a great many other folks were confused about what you had intended for publish 10. I thought that the quests you are going to implement wwere to open the FSCS, not to got from Force sensitivity to Jedi. I'm kind of dissapointed really, I was looking forward to some engaging quests to discover my force sensitivity. In fact, if that's possible, that's what I'd like. No more mysteries please.





I had a Force sensitive character, with 23 and a half boxes ground out.
I had a master creature handler.
I had a high lvl crafter character.
I had a Bounty Hunter that I hunted PC Jedi with.

My game is dead.

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