Development Cycle Archive

Thread: IC4: Path of the Jedi

Tripbacca
Mon Mar 22, 2004 1:11 am
#1067

First post on these forums but i just had to make a statement i aint longwinded and im lazy and cant really be bothered to type a real long reason as to why i leave that to the other people on here all their ideas seem ok but... here it goes.



Right im a wookie so this new system means that ill have to become a wookie jedi? Now im sorry but I started playing this game on the whole concept that i could have my wookie character for sole PvP purposes after i had got my fss now if this means under the new system that im going to have to be a wookie jedi then im sorry but i think the idea stinks. So what about the people complaining that jedi are too hard to get! Thats like the whole point of the game.. and being a jedi isnt meant to be easy. Right as well ive had two of what i reckon to be pretty horrible profs for my holos First Architect ... done but got me real bored and now second Bio-engineer i mean what is it with me and having to craft huh? But im still going through them slowly and you know what i enjoy it going at my own pace. I say kudos to the power players that have mastered x profs in x weeks.. do i gives them respect no they have missed the point of having fun in the game and socialising. This new idea stinks i dont want to be a wookie jedi and if this means i have to remake my character... then im sorry but ill just write this game off the whole thing i liked about this is being able to have an infinite amount of choice.... and now you are taking that choice away from us just to please the whining masses. I fear you will do yourself more harm than good with this move SOE. Just my say


psycocat
Mon Mar 22, 2004 1:51 am
#1068

Gah! I don't know if I'll be one track or not but I have a bunch of ideas for Jedi and this looks the best place. Please don't hate me. Anyways the only thing I can think of for quests is make it a series of quests and the number quests needed being random.


Here's something I posted on another site that I was told to tell you guys:


here's my idea:
make a new system of skill points

here's how it would work:
Once a character finally gets done with his/her series of quests (the actually number of quests being random), that character is then given X number of Force skill points to use towards attaining jedi powers. They could be enough for one skill only (rare) to mastering one column or various skill colomns (very common) to mastering the generic skills (common) up to mastering the whole thing (not as rare as the first).

Any of this make sense? Why would I bring this up? Well I would hate to be born into this galaxy, start up hobbies and then late in life be forced into giving it all up. Jedi are great, as are the force powers but people have likes and dislikes. It breaks the person having to not be able to ever carve a piece of wood into a child's favorite toy or into a museum piece.

This would also vary the jedi more. Not every Jedi can be as storng as Vader or Yoda, nor should they be. Already there are professions that are too powerful. Why should we see an entire league of powermad gamers who flood the Galaxy with Jedi Masters?

And now here's an alternate idea for the dark jedi ... Not get all the Force Skills Points you so rightly deserve? Why not sacrifice something in return for more POWER! You know you want it. Palatine gave up his health in return, what will you give up? Mind like Jorrus C'boath or Darth Maul? Action? Will you completly give yourself to the dark side and give up all your skill points to attain Master Status? What is a little Health, Mobility, Thought, or knowledge next to infinate POWER. Vader said it himself, "the POWER to destroy a planet is insignificant next to the POWER of the force." What have you to lose then?

However there should and must be a counter measure to this POWER. There must be some sort of way to destroy the dark jedi. It would not be fair to have a dark jedi die and just be able to respawn to kill again. The same would be said of any jedi. Currently as you all know when a jedi dies, it dies. End of story. How's this? You die a jedi you respawn with no force skills. You regain any force skill points you may have had before and any other things spent on your way to master jedi status, but since you are now a new being (sort of) you must relearn all that you did to control the ultimate POWER in the universe. This also means that any attributs points or skill points used toward dark jedi are regained.

Another quick note on jedi: two jedi of the same faction can always destroy one of the other when working together. Examples: ok there really aren't any from the movies but I think you know what I mean. Of course they must work in tandem. Remember Anakin's brashness with Dooku? Lost his arm he did and they would have died had it not been for Yoda. Also the combined skills of the two jedi must equal or exceed those of the opposing jedi. This is only in close combat of course.

Say you are tired of being slaughtered by numberless campers, powergamers, BH, and clone troopers. You want to stop being a jedi. What do you do? Become one with the Force! Yes at the cost of all your Force Skill Points and a portion of regular skill points you will no longer be force sensative and therefore able to appear on any stupid BH list! Yes you may become force sensative again, but you have to start all over again. Novice no body on the grand quest to being Jedi Master! But like I said you lose Skills too. TKM? Nope! You can work you butt off all over again starting at Unarmed 4. All elite skills are lost. Doesn't sound fair? Too bad! That is the small price to pay for dieing! You also lose any and all equipment related to the Jedi. You are novice Nobody. You are not a Jedi. You are no longer Imperial Target Practice. You cannot be brought to Jabba in a bag (or ash tray if Boba gets his mitts on you).

Also, what about someone who did the quests and has yet to learn any jedi skills? are they jedi? I think not, therefore when scanned they do not come up as jedi, only force sensitive (which to be fair means the imps do nothing about it). However once a character learns a force skill, that char will always come up as a Jedi on all scans and BH quests. "I don't care if you gave it up," Bossk says. "Try Becoming One With the Force next time." Bang, one more BH trophy.

To sum up:
1. To attain Jedi you must complete a random number of quests.

2. At the end of said quests you recieve a random number of Force Skill points.

3. Those asspiring to be Dark Jedi have the option of Sacrificing Skill points from their total or Chacater Points from their total.

4. X + Y > Z means two wimp jedi are more powerful than Uber Dark Jedi and kick his can if working together (grouped or something) and their combined skills are equal or greater than the opossing jedi.

5. Becoming one with the force: Jedi have the option of sacrificing ALL force skill points and all elite skills to lose force sensitivity.

6. If no Force Skills learned, a jedi he is not. But Jedi once you are, Jedi will be until death.





Shala-renn Xibotepotl. MCH/MFencer/Dancer. Bria.
Zigie. Musician. Ahazi.
Yhissh. (Slave Trader) Businessman/BH/Rifle. Bria. [Alt]

"Time for our own benchmark. The entertainment we offer."
-Rabenschwinge
Spencer2
Mon Mar 22, 2004 1:54 am
#1069

what i would like to see for star wars galaxies is u can put up bountys on anyone like someone u hate or someone that scamed or screwed you over
danger-martin
Mon Mar 22, 2004 4:28 am
#1070






In a nutshell - my thoughts.........


1. This goes without saying, but.........Becoming a Jedi shouldbe v.difficult.


2. You shouldnt have to be forced tomaster an elite profession that you have no interest in (eg. I want to play star wars, I dont want to spend a month getting MasterImage Designer)


3. Id like you to consider a hybrid path to Jedi. That is one that includes both some kind of profession based and also quest based. A vague example- 3 masters and 3 quests to become jedi. Still holocrons for the 3 masters, but each holo will give you a choice of 2 masters (eg 1 combat based, 1 non combat based).


4. You need to do something to appeaseyour loyal subscriberswho have spent months going throughmany professions trying to get to Jedi, so that your changes dont make them wanna give up and leave the game (theyve worked hard after all)


5. If you do decide on dropping profession based path completely, then I would like you to consider a perk for characters who have Mastered professions. More Masters = better perk.


6. Dont make changes that will completely stop people from wanting to do any of less popular professions. Its good for the game and more realistic that you can go round a city and see all the different professions being used.



mashster
Mon Mar 22, 2004 4:43 am
#1071

I'm conerned how the new quest system will impact those currently working through the holocron based system, I've spent a lot of effort in obtaining the holocrons necessary for me to complete my 4 holocron professions and won't be impressed if these 'Turn to shards' before I've had a chance to use them.


I think the quests should be organised along mission types to suit characters style of play (ie artisan quests/combat quests/etc depending on how the player wants to develop their character). However, it seems to me that the majority of players will want to pursue combat trades so I don't know how this will impact non-combat. Will there still be sufficient entertainers if people aren't forced to take up this trade through their holocron? Perhaps some non-combat quest rewards (such as new lightsaber schematics) would help. It will be a dull world if every player is optimised for PvP or PvE.



Nerj
Mon Mar 22, 2004 4:56 am
#1072

Quests should be unknown when taken.


AKA at spawn point you find a "JEDI" trainer instead of MOB. This trainer gives you a mission to do based on your skill set. upon proper completation of the quest you get some sound or indication you have recieved a step in the right direction. Difficulty in mission goes up the closer you get to slot opening.


Once a jedi:


* Special MIssions * show up on terminals these are in different colors indicating that they are for JEDI, only these missions give JEDI xp instead of credits.





Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

YTheMax316
Mon Mar 22, 2004 5:29 am
#1073


I was talking to a guy last night who said his friend knows a CSR who told him that they were probably going togive people an easier way to open up their Jedi slot. He told me thateverybody would be doing quests similar to Theme Parks, then running aroundwith their lightsabers having fun. He said and I quote, ".....which is fine, everybody gets their lightsaber and has their fun whoooosh whooosh whiiirrr whiirrrr. They get to hear the lightsabers whooshing around. Everybody's happy."


Hahahahah everybody's a Jedi now!!! Weeeeeeeeeeeeeee!!!!


We all get our lightsabers and this game becomes...


The Jedi are supposed to be mostly gone, and each server should only have about 1-2% Jedi to preserve continuity with the Star Wars Saga, but, to placate whiners who say, "Mastering bio engineer has nothing to do with jedi" we decided to give 50% of the players FSCS.


Honestly, Jedi is inherited. You're born with it.You shouldn't be able to quest OR gain professions to learn it. The only reason they did the mastering professions thing was to make people able to get Jedi fairly and randomly, (although powergamers have a better chance than casual gamers and they should still work out something that makes it totally random and NOT based on how much time you play the game)


If they want to make it so that everybody can be Jedi, they should allow all characters to change their names, and make a full revamp of everything, and say it's 200 years later.The Jedi Order is restored because of Luke Skywalker and the other Jedi's hard work. Everybody could have a free name change or something. Better yet, keep the Jedi FSCS opened by HOLOCRONS and come out with a NEW Star Wars Game set in a later time period if you all wanna be Jedi. I'd like that better anyway... everybody is a Jedi and the wierdos that are outcast are the ones that DON'T use the force in their everyday lives. LOL. The ones that get killed and slaughtered by Evil are just normal people...


I take this game a little more seriously than most, and I don't want to see a bunch of little kids disrespecting Jedi by flooding the servers with them. There are already fat wookiees and half-naked humans wearing hot pants all over the place. It's idiotic.


My point: Although holocrons may not be perfect, neither is questing. Both are fine in my honest opinion, but I think there should be a limit on the number of Jedi per server. Not a cap on the maximum number of them, just a limit imposed by the extreme difficulty of acquiring Jedi.


If you rely on PvP and hunting them down being a deterrent from making a Jedi character, you'll probably realize that people will STILL make Jedi characters and they'll STILL flood the server. Even if you have an NPC Jedi Slayer in Every City of the game that actively SCANS for Jedi and DB's them in 1 hit, you're STILL gonna get flooded with Jedi.


I'm finished talking. I'm just not wanting to see Jedi get more than like 1-2% of the server to preserver CONTINUITY. I LIKE STARWARS AND DON'T WANNA SEE THIS GAME TURN INTO JEDI WARS.
Idany
Mon Mar 22, 2004 6:31 am
#1074

My ideas:


- Jedi quest begins when a person chooses to create asecond character (JEDI) char on a server (can be the same as another often played char). When someone chooses to create that there is a time set (might be a few weeks or months even but its calculated in logon time so its ok for non regularplayers as well) in wich the created char has to complete its quests. If the jedi quest is completed the jedi character lives on. If not, the possibility for a jedi is gone and the character dissapears. important is that is a fair amount of time in wich any person could get a jedi - even failing often -. The point is that this character should only be used to get a jedi and not a hidden second character.


In the creation menu the character can choose its quest based on the basic professions (entertainer, medic, brawler, scout, artisan, marksman). Maybe even 2 ..but that depends on how the quest is set up.


The quests of entertainer and artisan wont be combat related. Medic and scout could be. Brawler and marksaman are.


Since at character creation a person isnt very able at doing things the quests should be as difficult as the skills the character has. So the quest difficulty increases over time. Characters that try to "cheat" by obtaining more skill very fast get questparts that are aslo compared to their skill.



Crafters :


They have to make a specific item that unlocks their forcesensitivity.Their goal is to get all the resources, craft all parts and use the item on theirselves. Whats important that these resources should be unique for the quest and not buyable.


The abilty to craft the parts should be distributed over skills till master. "Grind-cheaters" should do another profession. So for them they need to do another item (maybe even from another profession).


So basicly it needs both getting skill in the profession u choose and the quest part.


Brawler and Marksman - For brawler and markmen the quest could be fighting an evil source that keeps force locked or so. Maybe a few stages as skills increase.


Medic - they have to search for inner enlightment...Do good deeds to get higher an higher in the path of enlightment.


Scout - Scout have to do a real quest. Search for the Fountain of force sensitivity. Maybe craft items from hides and so on the generic tool they get at start. Make a telescope or a map, resuing a sick gnort (whatever)...Getting clues each step of the way. Important is that they should make or get something with each step..maybe getting a part of a map where the location of the fountain can be found.


Entertainer - I think the enlightment thing could work for entertainers too...Master a certain dance or song that gives a bit more force sensitivity. Its possible that they should do questparts for that...like obtaining the songtext or so from someone...maybe help with quests like someone described in previous postings (keeping a crimelord busy)


To complete the quest people have to choose an elite profession. So the item crafters have to make in the end depends on the elite. Imagedesiners should "mask" for instance a rebel leader as part of their quest to enlightment whereas a musician should get a band together to master a song he needs.




OHafi
Mon Mar 22, 2004 6:45 am
#1075


I think the path should be gradual.I think failure should be part of it. Failure and learning from your mistakes. Luke didnt start out with powers. I also wish to see Jedi roleplaying, learning humility, patience and the ways of the Force- sensitive. Not just "getting their powers" and running around saying "Rofl, PvP roxxOrz with my 1337 saber." I would like to see a covert jedi training academy. When badges came out, people went out and earned 45 in a day, following the POI's. Alakhazam or someone else will get the list down and before you know it there will be ten thousand Jedi. So I do think quests should take time and show a natural progression of the characters personality.


And there should be a "Sith" option,with certain benefits as well as hinderances if you choose the dark side. I dont think the morality issue should be overlooked. If you are evil, there should be certain penalties attached to it.



I also think the BH mission terminal is messed up. So many have holo-ground their way to BH just to hound the Jedi. Well, that sort of ruins the whole stealth issue. As soon as Jedi name pops up on the terminal, 100 bounty hunters, some of whom just camp the terminals all day until one does.. rush off to find him. That being said, I think there should be a Jedi mission terminal, where a bounty hunter with so many Jedi "kills" can be hunted by OTHER Bounty hunters for similiar rewards..possibly funded by the Jedi Council?


If Jedi could train in a more remote, hiddenlocation..( Crystal Swamps? Ewok Villages?)without the penalty of the BH mission terminal, it would be more realistic. As long as they are in these "safe spots", they should not be placed on a bounty hunter terminal. If they leave, there should be a "cloaking " option, for example,I would like to see all races and gender being able to wear hooded robes, so they can look more stealthy. Providing that they dont use their saber, they should not be so visible to BH if they leave the safe spot..


Being a Jedi should be based on your in game actions, your dedication and your willingness to learn about the force. Not your ability to spend 12 hours a day slashing with your light saber at merek harvesters. A Young Jedi candidate should have a Master assigned to him/her who actually teaches him, questions him, and sends him to do tasks, correcting him when he fails...



I just wish it would involve more of making you *feel* the experience, learn and grow from it. Not just a grind. Not just combat experience, but moral issues as well. And I think the Jedi experience should be a branching off from the regular path of the game, with a timeline and true character development, with the ability to actual BE a hero who makes a difference. Too many see opening their FS slot as the end...the prize, and not the beginning of new adventures, which it should be.


Zethcas
Mon Mar 22, 2004 8:26 am
#1076






Maarek_Steele wrote:

For the FS quest thing:


Not so much of a quest, but how about a point system? Doing certain quests earns you points, but so do other things.


For example, make it so there are three groups: healing, artisan, and combat. Each group has an equal amount of points assigned to it, but you only need to get, say, 3/4 of the total amount of points. To get points, there are many ways. Example: healing. The number of unique people you heal gets you points. The amount you actually heal for gets you points. Artisan: the number of experimentation points you use gets you points. Using the experimentation points one at a time earns points. The quality of the materials you use earns points. Combat: the frequency you initiate combat induces a lesser number of points, outside of missions. Harvesting the creatures you kill earns points (not wasting the bodies.)


Basically, count small things that a Jedi-type would do, but not necessarily a power-gamer. The quests and badges could still have an influence, but I think others have that covered.








I like this idea. (I am sure there's alot more good ideas on this thread but I don't feel like readin 47 pages right now :smileyhappy


When you have collected "enough" points from using your profession, points only being collected after you've mastered the profession, you would be qualified to persieve your quest to become FS. The quests starts by the "master" finding you (don't they say something like that in one of the movies, when the student is ready the master will find him..........or some such) Anyway, the more points you've got from using your mastered profession the greater chance of the master "spawning" on you, handing out the first quest. I am sure there's ALOT of good ideas in this thread already on what those quests might be but I think this would be a good break from grinding the FS slot, to actually get the chance of achieving your jedi by using the profession(s) you like.


There shouldn't be seperate "pools" though for these points for each profession since that would mean that if you change profession you would have to start over...though a small "penelty" would be in order, having to gain a few more points than before. If you have mastered two or three professions shouldn't mean that you would achieve this fs spot twice as fast either or take twice the time.


I don't agree with how often you initiate combat would count for anything, rather WHAT you initiate combat with. Like moisture farmers and hermits would reduce your points while attacking aggressive creatures or npc's wouldincrease them (with the exception of the GcW, don't think that should be in the calculations at all at this point. Logically it would be a disadvantage for members of the empire when trying to become a jedi but that would just put the entire GcW out of balance as everyone would become a rebel to avoid it)


I do think that the quests towards fs should be basedon what professions you've mastered and require help (or payed help) from other players as well at occasion. Like, artisan building 5 speeder bikes for someone and then have to deliver it to a certain group of NPCs on whatever planet, being informed that it might be dangerous since the last speederbikes this group of NPC's had were stolen under violent circumstances by some thugs. Heeding this warning the artisan should hire some "muscle" to escort him/her. During the way there they get ambushed, hopefully they success and the vehicles are delivered and the muscles gain a few points towards fs as well. (not as much as the artisan though) Or the other way around, the combat dude needs to find an artisan to make him speederbikes for this group of NPC's, artisan gaining a few points on delivery.





________________________________________

Zethcas Khaene, Hunter since Dawn of Starsider.
RSQViper
Mon Mar 22, 2004 9:09 am
#1077







**Dark Jedi Points**


If you choose to become a dark Jedi you can spend your healeth, mind, action bars instead of MP. Maybe even make it so it HAS to happen like that. Since Dark Jedi are so powerful they have to give part of themselves to the Force. This would be an outstanding way to make sure this happens. Being a dark Jedi must be something to think about. Do I trade in my own health, strength, contitution etc for this ability? Is it worth it? YES! Or no. How evil are you? Do you sacrifice yourself such as Palpatine sacrificed his health to the dark side?



I forgot to add that you can only give up health, action mind and such things for you Force Powers. Not for Lightsaber or the other lines.




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HartRin
Mon Mar 22, 2004 9:35 am
#1078

I think it would be cool to achieve the Jedi status through a set of Jedi missions. Obviously Static spawns can be camped and there for Bounty Hunters would be a constant worry for the young new Jedi. So when you achieve the status of new Jedi... he or she gets a Jedi Faction Pet, his own personal Master Jedi. Now control of this Pet would obviously be far more limited then normal factional pets. Example you could call the masterand in the normal15 sec wait he or she would come like calling any pet. The Master would appear and you could talk to him, get hints and advice and jedi missions along your path would come from him. So in a since your being taught by a master in the Star Wars sence. Things might occur like if you have received your limit of hints and advice and have not completed your mission as set by the Jedi Master he would not come and train you further. Also he would be a White npc to everyone but you... so he could not attack for you nor be attacked when called. Perhap you could have training combat with him... that would be fun.


Anyway its just a thought. I like the Jedi Student - Jedi Master Relationships from the movie.





"For Honor"

Leader of the Monastery of Aeon
Hellaynnea
Mon Mar 22, 2004 11:33 am
#1079

Some things i been thinking, woudl edit more as time goes if needed.

PS: sorry for some bad english writting, it s not my native language :/



On social quests, one thing that could be interesting (even if

quicly spoiled all over the net :-( ) would be a multiple answers

dialogue, as we got for the Act 3 event part one.


you can meet a master that engage a dialogue about the sipirt of

beeing a jedi.


The things to do, the things to feel, the things to avoid...


answering the various parts right would grant you jedi experience

and advance in the questing.
answering wrong would either have lower experience, or bring you

more to the darkside (either a global drawback or one depending on

some answers the player gave or no.)


here can be added a "social skill modifier" that help to find the

good answers (like the power node/molecular clamp help a smuggler in

slice but without the 100% version...)


Subjects can be :
--the need to avoid strong feelings, avoiding the hatred, the love

of someone, the greed, the inpatience, the anger, etc...
--the need to make others well-beeing go first. before your own

quality of life.
--the need to let the peoples choose their path, without calling

yourself the one "superhero" to bring justice to the universe.


Because your point of view can be altered, wrong, misguided, etc..

After a part of the quest is done, send the Jedi on the wild with

only little information on how to find the next part.
after all, let the force guide you... there something interesting

can be to add a passive style of jedi sense force, sending him a

message as he approch a part of his quest, with little enigmatic

clue.



A jedi should have option in a mission of destroy to let the target

alive. either by talking / using the famous jedi trick / letting him

run away when he consider he won the fight. After all, jedis are not

murderers...


other kind of jedi combat quest can be a training of lightsaber or

various force capacities in duels and trials that are initiated by a

quest. Failing to use only the proper capacitie asked result on

failure mission.


on the same concept of the apprenticeship experience, i see each

path of a jedi (padawan/knight/master) needing a collaboration with

one other jedi.
forcesensitive need some special quests npc or player master to

become a padawan.
padawan need a knight or master for certains experience.
knight need master for certains experiences.
master need both padawan and knight for certains experiences.


on the mark scent system, a jedi could have a quest requesting to go

pick up an item guarded by many aggressive things, with the

restriction to take it without starting ANY fight. using

stealth/jedi tricks/etc..



of course thoses been for a light jedi... (even if some can be used for dark side)

dark side jedis should have different kind of quests but without giving something too easy and common as a "go kill that and come back"

ideas about darkjedi quests could be some power to anger peoples, and a quest requesting to go in stealth to make 2 npc hate each other and comeback without beeing found.

killing a light jedi (npc maybe but player could be even better) and bring back something important, like his saber to your master...



------
Tril Vija, Imperial Colonel of the "Legion des Ombres" on Kauri, Naboo
""Your path will now be silent.... on second holocron ;=)""

Elenia Dalendowil, Imperial Administrator of the "Legion des Ombres" on Kauri, Naboo
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