Development Cycle Archive

Thread: IC4: Path of the Jedi

DyastroFarkas
Sat Mar 20, 2004 3:42 pm
#1041

Some of you guys crack me up with your total lack of knowledge of star wars besides the movies, and even then get it wrong. Luke didn't "become a jedi" he was basically born with the ablities just has no clue what or how to use them. The force was never something you suddenly figured out how to use.


Vader was born with the force in him, actually its said "A child born of prophecy, possibly conceived by the will of the Force itself."


If you want to make it "StarWarzy" then you are born with the force in you, you don't suddenly get the force in you. Luke, Lea, Vader, (Lea's 3 kids), Obi-wan, MaceWindu where all born with the force like 99% of all jedi. The only one I amunsure if was bornwith the force is Yoda and Palpatine. (Yoday islike 900 years old and Palpatine origans are still a bit iffy on how he went to the darkside and howhe became atuned to the force other then his studies ofthe Jedi in the Sith mausoleumon Korriban)


Yes Luke was a freaking farmer before he became a jedi, but the force was already strong in him before he began trainingif you remember Yoda's words from the movie.


So well for all those tring to use the "movies" for reason this is a good idea, learn more.
Cafa
Sat Mar 20, 2004 3:57 pm
#1042



DyastroFarkas wrote:
Some of you guys crack me up with your total lack of knowledge of star wars besides the movies, and even then get it wrong. Luke didn't "become a jedi" he was basically born with the ablities just has no clue what or how to use them. The force was never something you suddenly figured out how to use.
Vader was born with the force in him, actually its said "A child born of prophecy, possibly conceived by the will of the Force itself."
If you want to make it "StarWarzy" then you are born with the force in you, you don't suddenly get the force in you. Luke, Lea, Vader, (Lea's 3 kids), Obi-wan, MaceWindu where all born with the force like 99% of all jedi. The only one I amunsure if was bornwith the force is Yoda and Palpatine. (Yoday islike 900 years old and Palpatine origans are still a bit iffy on how he went to the darkside and howhe became atuned to the force other then his studies ofthe Jedi in the Sith mausoleumon Korriban)
Yes Luke was a freaking farmer before he became a jedi, but the force was already strong in him before he began trainingif you remember Yoda's words from the movie.
So well for all those tring to use the "movies" for reason this is a good idea, learn more.





Hence my point --> Original character going jedi and keep skills --->makes no sense, penalizes people already jedi and changes the dynamics of the game far outside the track already established.

It's the grind everyone hates, not the extra character.



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DyastroFarkas
Sat Mar 20, 2004 4:24 pm
#1043

Why does everyone assume they will force those who already have the 2nd jedi to lose it? They let people keep all the other crap they have changed. Guns, harvesters, ect. Its not fair that they get to have the 2nd character? Well is it fair that you get to keep things that no one can obtain anymore either?


Something to ponder.


JediKnightRyan2
Sat Mar 20, 2004 7:22 pm
#1044

I think having your main character be the Jedi is a great idea. One reason is that I'm attached to the name that I have had since the beginning of the game. Also, this eliminates any people who aren't completely determined to be a Jedi by making them sacrifice their former skills for their force sensitivity.



Kyen Dawton
~Chilastra~
WeeDDemoN
Sat Mar 20, 2004 7:40 pm
#1045

Compensation for all of us who have done15+ professions and some kind of guidance towards the slot .







17 down 15 to go

Sorbok
Sat Mar 20, 2004 8:25 pm
#1046


One thing I would like to ask is this (And please excuse me if this concern has already been posted I didn't have time to read all the responses).



I have heard through some of the members of my guild that the Devs are considering doing away with a seperate FS character slot in the future and just making our original character become FS and unlock the Jedi abilities in this way. I do not think that would be fair to those of us who have a limited time to play the game (In other words the non power gamers or non uber players) every week because this grants those people who have already opened their FS slot a "free" character who doesn't have to try and decide which skills they have already gained thatthey want to give up in order to pursue Jedi knowledge. They are also given the benefit of an extra 10 harverster/building lots, double the skills and abilities (their non Jedi character is now free to pursue a crafting or other "moneymaking" skill while the Jedi is their combat toon) and so on. Those of us who end up in the"Second" generation Jedi will not have those perks given to us, despite the fact that we pay the same amount of money to play this game as the power gamers do, but could not holo grind our way to a FS slot in time to be one of the first generation Jedi in game.


The Devs are always talking about balance in the game. Please make sure that if you are in fact thinking about making future Jedi out of our already established character slots, you take away the "freebie" characters from the other Jedi as well and maintain the balance of fairness in the game for everyone, and not just a select few. Thank you for taking the time to listen to me, I appreciate it very much.





Time for the game to actually be PLAYABLE and ENJOYABLE by the players who shell out cash every month. Its been just another moneymaker for a fat Japanese corporation for long enough. Please read this thread if you have not already done so:

KorvacL
Sat Mar 20, 2004 8:41 pm
#1047


Dear Developers,


In other games there are different types of Jedi. I.E. Warrior, Healers, etc.... It would be nice if there were sub-catagories of jedis and not a cookie cutter one size fits all.


I would also like to see Jedi quests have limitations place upon them as to make them challenging enough that only the most tenacious of players will succeed. I.E. No player buffing allowed or assistance from other players.


Quest Ideas:


Definitly a Degobah quest in called for. I would reccommend that this not be available to the average player. Only the most experienced players with coordinates received from a high level NPC will be able to go to this remote planet. (Not accessable by Starport.)


Sith quests for the more advanced players Jedi initiates. This would require a Sith Jedi to seek out and kill other player Jedis (good and evil of course)in order toprogress. (away to thin the herd.)


Badges would be detrimental as other players would immediately know their relative status (including Bounty hunters.)


A way of balancing the Jedis might be the approach of "If you don't use it you lose it." Regarding abilities and skills. This prevents Jedis from hiding out and will bring them into the public eye. (Ripe for the pickings for Jedi Bounty Hunters.)


As I'm sure your team is aware, becoming a Jedi should be accessible to all players (new and veterans alike.) However, It would take away from the mystic of the game if Jedis were a constant presence in the galaxy. The best example of this is the reaction shown by the cantina patrons in Episode IV when old Ben shows off his handywork. While revoking jedi player status once granted also seems unfair to paying customers. I trust in your ability to be fair regarding this matter.





Korvak
Cancelled, here till January
Warlock1806
Sun Mar 21, 2004 1:37 am
#1048

"please allow the jedi character to be an alt"


I totally agree with this, for the most part i am an RPer, and have totally different plans for my Jedi (when i unlock). I just wanna approach this on a much more serious level. Secondly i want my Jedi to be a Mon Cal! i like my Trandoshans, but Mon cals are just cooler.


Secondly with better tracking implemented, having a second character around on the same server would allow people if they didn't feel like playing their jedi to still be in the same area as other friends who play.


and in general something i wanna make a BIG point about - clone camping


The cloning center should either be a no combat zone, or there should be a time period( like 5 min) where the cloned person cannot be attacked or attack/heal anyone else besides themselves.


Either having someone from another guild just camp an average player in there is horribly frustrating and even more so for a Jedi, having a Bounty Hunter or group of Bounty Hunters, kill you over and over in a cloning center can blow days, or in the semi casual gamer jedi, weeks of hunting.

JCruz
Sun Mar 21, 2004 1:48 am
#1049

I think there should be a different FS quest for each starter planet that would take the players to most all planets involving not so much combat as player knowledge/intelligence. I would like some that have me think rather than just saying "yes" or "no". And my decisions while becoming FS and throughout my jedi's life should determine whether I'm light or dark. If i go around killing everthing with force lightning, I become closer with the darkside. The quest should be rather open ended with subtle way to the light and dark sides. Thus, NO quest should explicitly say "Go kill 30 whatever mob/npc".


The quests should involve investigation of planets, POI, talking to NPC's and general observation. The quest to become FS should take powergamers at least a month. A good way to do this would be spawn timers once/day and NO EQ type quest npc camping (no killing of special rare mobs one obscene timers please). I would like a scavenger hunt type quest where you would have to kill something like a krayt (NOT Krayts please). And make it so simply attacking it will advance your quest, NOT just the people who were in a group with the person that did the most damage. Make these mobs spawn once/ingame day at a specifc time. This quest should be pretty basic so a group of players in an advance profession who are closer to novice than master can do it with some effort (NON TKM/Master rifleman solo-able).


After this noob style quest, players should begin doing pure logic puzzle type quests ( please add at least 50 so players can't go to some fansite and look for the answers). After an unreasonable amount of logic puzzles are complete the players should have to face a rogue jedi (not neccesarily a dark jedi). The fight sequence should start with dialogue and ofcourse there must be more than one way to defeat this jedi/FS npc. the most obvious way would be combat; which without a doubt should be hard. Another way would be to talk your way out of it (good for crafters and becoming attuned to the light side).





Jedi Initiate.
SilakDar
Sun Mar 21, 2004 3:25 am
#1050

In response to the proposed Jedi system:


Personally, I believe it's rather unfair. I've been playing since release and I've changed my template a great deal, and yes, I'll admit I did go for the holo grind just to open up another slot with a force sensitive character on it - what are we supposed to do presently when we get bored on our character? I don't have the money to go out and buy another account just for ONE more character slot on the same server. If I am expected to pay $30 a month for a whopping two characters, I'd rather stop paying the $15 all together.


Players have been given several months with the goal that they could open up an entirely new slot for their Jedi, so that such a character would be separate, and if they got tired of fighting the uphill battle, they could return to their main character. The new system assumes that everyone has gone for the holo grind and sacrificed their template anyway, so who cares? That's simply not true. Maybe I'm just whining, but I don't want to have to give up essentially my character and her entire backstory to be able to playa Jedi in this game.


Swinging players around to this system after several months of the other system is not only an unstable change, it's one that, as you can see from the spreading response, is not satisfactory. I personally like the idea given a few posts above: Start with a clean slate, instead of trying to backwheel through a tireless system that apparently isn't intended. Give everyone (or maybe even those of us that have played over a certain time span... customer base appreciation for sticking with all of the abrupt changes and turn-arounds? Heh) one new character slot (not a lot to ask. -Every- other game I have ever played has at least 4 characters per server. The one character rule has got to go if you want to keep people playing), and make that slot be force sensitive. Now, the person doesn't have to make that character a Jedi if they don't want to, but the option to follow the path that was set at creation would be there. (Another good point about the fact that sensitivity to the Force is an innate ability, not an acquired skill. Makes no sense for our main characters to get it. How do I write that in, when my character is a Bothan from Talus who has worked merely as a common civilian and has absolutely no ties otherwise.)


At this point, besides more content, which admittedly is being improved upon, the only thing I am asking for out of this game is that it stop feeling like a job to even the casual player. Allow your customers choices and they will be more likely to give you their time and their money.





Tekaos Ator | Structures | Retired Swordsmith - Retired Swordsman |
Vasryn Caodele | Crimson Clutch Officer |
Keeper of Jademoon
Hei_Lobossk
Sun Mar 21, 2004 3:40 am
#1051





I would like to see the Jedi plan extinguished. There should only be those force-attuned and not capable of actually wielding a light saber withthat of any formable Jedi. Much like the card game years ago, there were only those who were force-attuned and sensitive. Perhaps those fortunate enough to have force-attunement abilities can have advanced skills. For example, a Master Bounty Hunter suddenly realizes one day he/she is force sensitive. Depending on faction and experience depends on the voices they may hear... the dark side or the light side. Perhaps Ol' Ben Kenobi can speak to those who have been doing right. Or maybe I log on with my character one day and I hear the end of a conversation with the Palpatine and Vader. There are many creative tweaks out there that can be fun and add zest to this story.
loekat
Sun Mar 21, 2004 9:41 am
#1052

I have read and heard several ideas to becoming a Jedi. In my opinion everyone seems to have a good idea. Most people seem to agree upon the same things, alot of time doing quest. I only have one concern. I've bought and have been playing this game every sense it was released, I don't have the time that others do to play this game all day, everyday. I pay my 14.99 a month just like everyone else. I think I deserve to become a Jedi before some guy who's been playing for only 5 months. When it boils down to it, this game cost money, and those who have dedcaited time and MONEY to SWG, deserve to be Jedi's before someone who has only been playing everyday for 5 months. Don't get me wrong I do believe there should be other things that involve becoming a Jedi, such as quest. But I think that time served as an account holder should play a simi-big role in the path to a jedi. I do believe that this needs to be taken into consideration. After all I do not get to play as much as I like, real life is a priority. And it would be nice to know that I can still keep up with everyone else, without having to play night and day.
MohdriDarkstar
Sun Mar 21, 2004 11:11 am
#1053

DEVS - GarVA - & To Whom It May Concern:


This post is concerning the Jedi Revamp, focusing on the Force Sensitivity unlocking system with a few details on what might provide for more balanced gameplay for the profession.


Organic Methods of Jedi Population Control:


Aquest-driven unlocking systemthat iscomplex and non-static. For instance, take a look at the way the "Hero of Tattooine" (Hermit) Quests were implemented. Very few players have the working badges for that series,which goes to show thatnon-static spawning quests/events toward Jedi would defray the chances of spawn-camping and be at least one method of organic control over the Force Sensitive population. Current glitches involving the Hero of Tattoine Quests include player-build zones which interfere with the spawn. Place Jedi non-static spawn quest/events on adventure planets only with no-build zones.


A Force Sensitive system which incorporates all professions, not exclusively Jedi. For instance, Force Sensitivity could simply be the granting of extra "innate abilities" similar to but unique of the racial abilities currently existing. Jedi as a class would still exist, but players would have the option of taking the other 32profession paths with their Force Sensitivity instead. In this way they wouldacquire profession-specific FS abilities, which would be entirely different from the abilities true Jedi get. This would allow for Force Sensitive Teras Kasi Artists, Force Sensitive Bounty Hunters, Force Sensitive Doctors, etc. Given more options for their Force Sensitivity,fewer players will populate the Jedi class.


Gameplay Issues:


Jedi's combat damage needs revision. Force Lightning should do "electricity" damage. Lightsabers shouldhave Heavy AP "energy" damage or a new special damage type, which only special rare armors can resists (i.e. - Mandalorian.) Force Throw shoulddo "kinetic" damage. Etc.


Permadeath should be reinstituted (at Master Jedi)but in a kinder,gentler form. Increase the death-counter for Master Jediby ten-fold, but allow the chance forcharacters at that level to permadie. Please bring back the "blue glowie" after Jedi Masterpermadeath. Give a function for "blue glowie" Master Jediin training younger Jedi, and perhaps even allow them to engage in single-combat with other "blue (red?) glowies," with the purpose ofbalancing a running server-wide "Force" mod thatassigns bonusForce points betweenDark and Light Jedi, depending on who is winning. In that way, you never truly "lose" the character but gameplay is balanced, as "blue/red glowies" would be Master Jedi who died 30 times at their level and can no longer combat anyone but other "glowies," yet it would still have purpose and gameplay value.


Increase Jedi visibility chances, butnot to pre-Publish 7 levels. Jedi have a hard time even getting a TEF much less on the Bounty Hunter terminals these days. Equipping a lightsaber should be instant TEF to neutral andopposing faction players. Chances toget on the Bounty Hunter terminals should be increased, but not by much from current levels. In addition, put a hard-cap on the number of Bounty Hunters who can obtain a mission on any given Jedi at the same time.


Increase Jedi defensives, but strip away armor-wearing ability. Never did we see Jedi running around in full advanced composite armor in any of the movies, books, or other literature. In order to balance this out, and balance out the GCW/PvP, armor-wearing should be specific to class; certifications need to be implemented for all professions in the game. The most Jedi should be able to wear is a personal shield generator, and thesepieces of armor are becomingutilitarian enough to justify this change.

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