Development Cycle Archive
Thread: IC4: Path of the Jedi
Few ideas on the topics discussed:
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Progression quests and trial ideas:
A padawan should have the option to seek a jedi knight to take him/her as student (see more below at the Jedi Master Trials section)
Jedi should not be able to make their own sabers until they get to Knight status. In the SW lore, making his/her own lightsaber is part of the knighthood trials. Part of passing the knighthood trials should be the learning of the lightsaber schematic. Until that point, the player should be able to get sabers as part of quests from NPC or receive them from player knights or masters. The lightsabers should require certifications so that no uber sabers are passed down to padawans (see more at the Knight Trials section).
Knight Trials:
I picture the trials something similar to the Shaolin temple trials where the player would go from room to room and pass a series of tests. Each test passed would give him a new skill that is part of the knight level. If the player fails one room, he should have to return and continue from there at a later date, but the skills gained from the rooms he passed should stay with him. The trials of knighthood should test: facility with the Force, Jedi Code knowledge, light saber construction (player should learn the lightsaber schematic as part of the trials), lightsaber combat, self-defense capability, ability to carry out missions alone. Should be some moral decisions involved. If failed the trials should be accessible again only after a certain period of time.
Jedai Master Trials.
The moment a jedai becomes a knight he/she should be able to take an apprentice, and protect and teach, help train the apprentice. They should be sworn to each other as apprentice/master (in a way similar to the comunion rings but on a medallion -the dark jedi medallion comes to mind) They should both have the ability to break the connection at any time. The moment the apprentice passes the knighthood trials while sworn to a knight, the knight that was his master should be considered ready for his master trials.
Part of the trials could involve killing another player of opposite side of the force and same level in a duel, and/or a shadow of a famouse jedi NPC (as Luke had to fight and kill Vader on Dagobah)
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Jedi Titles earned through the quests from Force Sensitivity to Jedi master
Jedi titles should be different from light to dark jedi.
Dark Jedi Titles:
Master, Guardian, Knight, Consular, Marauder, SwordMaster, Wielder of the Dark Side, Adept, Warrior, Emperor's Hand, Prophet, Witch, Assassin, Duelist, Padawan, Apprentice, Keeper of (Dantooine, Yavin IV, ...etc, but only one planet. Player should be/feel stronger on that specific planet)
Light Jedi Titles:
Master, Guardian, Knight, Consular, Healer, Teacher, Rogue, Scholar, SwordMaster, Watchman of (Dantooine, Tatooine,... etc., but only one planet. Player should be/feel stronger on that planet-increased force regeneration or such), Wielder of the Light Side, Padawan, Peacemaker, Protector, Defender, Prophet, Monk, Hermit.
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Few words at the end:
Dark and Light jedi should have different force powers; no force lightning for light jedi. If they cannot be changed, at least change the name for the force powers to at least look different.
Blue glowies would be a nice touch as far as NPC to interact with. The dark and light quests should be different in the sense that the dark side should reinforce violence and in general should end by the player killing the NPC quest giver before moving to next NPC , and the light side should end by the player saving the quest givers before moving to next NPC. The light jedi should gain bonus xp while healing the dark should gain bonus xp while killing.
Also, the player character that becomes FS should have all non FS skills deleted. IF the player becomes tired of being FS, there should be an option to renounce the FS and the player character should recover all the non FS skills it had at the moment of becoming FS, while having all the FS skills deleted. It should be an one time deal, and the player character should not be able tobecome FS again
I dunno what exactly to think of the change personally, I mean the holocron grind in indeed a pin, but at least its better than just being able to do some missions and BAM your a jedi..granted i know it wont be that simple at all, but when it all boils down to it, that is what it seems is happening. Perhaps I am a tad sore becuz I have been holo grinding for some time and the idea that I will have to start back at square 1 maybe influences my opinion. I just dont understand how setting up a mission based jedi quest is going to better the game, for one it seems to take away from the realism, and 2 it seems that it will enable the entire game to be filed with Jedi characters....Perhaps the only Idea that I can offer is this.
Have the holo grind as it is now, but when it comes to the 5th profession, (the silent holocron), then maybe a series of missions could be setup foryour character to "discover" what the hidden profession is, then when those missions are finished the player can then grind out the last profession and then get their force sensative slot would then be unlocked. That not only keeps to the realism, but would also be fair to those who are new in the game, and those who have been grinding holos for some time
Gee-ash wrote:
One thing that should exist in the future system should be a way for Jedi to sense others Jedi because they are all connected to each other. Hiding from others perception should be available at the expense of force points, and of course the stronger with the force you are the easier you are to "sense"
Although I agree you should be able to sense other force sensitive people and mask yourself from other sensing you I have to disagree with it being harder to mask yourself the higher you are. Just look at Palpatine, he hung out with the jedi council and they had no clue about him.
Gee-ash wrote:
Dark side should not be "really" attractive. at least you should experience a downside, for example Dark Jedi are not free they should "obey" to the dark side.
I have to disagree with this completely, the jedi order are the ones who need ot obey rules and regulations. While they suppress emotions such as fear, anger, hate, etc the dark side wielders embrace those emotions and use them to grow more powerful. Not to mention it is made quite clear that the dark side is the "quick and easy" path.
I know this has been stated a bunch before, but I want to add another voice to the chorus, I think armor needs to be taken out for jedi. If that means adding better deflection to lightsabers, adding resists to cloaks (yes we need the hooded cloaks) or add a new force ability granting the jedi "armor" for a certain time. I hate seeing jedi walking around in composite, it's tacky at best.
1) make the FS requirement a quite hard quest that can only progress once per RL day.
2) charge more skill points for the skills (e.g. 20 for novice then 4,6,8,10, less in Knight / Master)
3) fix starting force to 200
4) you only get a lightsaber schematic after you complete Healing and Manipulation lines.
This would be an exceptionaly dull class to play excpet that you have all your other skills too and the force powers just augment what your doing.
E.g. at novice padawan the only way to gain Exp would be to use 'heal BF'. You'd get back that 150 every 2.4 minutes and you'd earn the exp for heal 1 after 6 hours of play and finaly get a light saber after about 800 hours of play.
After that the rate of exp becomes much faster but you add in quests to unlock lightsaber skill boxes and master or novice boxes that involve killing an NPC jedi (i.e. dificult and put these quests on a timer, so you can only attempt once per day/week - put them in an instanced zone so it must be solod and no exploit opportunites exist, perhapse require the exp to be obtained again if you fail or strip buffs etc. on entry).
Most people would balk at the effort of the quests. Then they would regret the hours of play and skill points required to get a saber and even then they must complete the quests and get materials etc. There would be very few who would attempt it, most would stop at 'mind heal' or 'Knock down' to augment thier existing template.
Then to fix the jedi class to be actualy powerfull:
Put Lightsabers on a separate resist table.
Add in ultra rare Mandalorian (medium) armour that is (up to 40%) resistant to it.
Tie mob melee resist to the new resist type and don't worry about rationale for this.
D3st0r wrote:
The first thing I am going to suggest, is making sure that the quests are given out by a Jedi's trainer. Making the quests only accessible by visiting certain static NPCs is just going to lead to people (Bounty hunters, mainly) camping the static spawns and waiting for Jedi to come do the missions.
an excellent point. but on the other hand, with the underhanded "sit in your house or in the middle of a lake" trick the jedi pull on us, we need an opportunity to get the drop on the jedi to keep them as rare as they're supposed to be. If the devs aren't careful, the game could migrate to a jedi vs. BH game.
I think that if you do Jedi Quests that the holo grinding that you did before count towards up coming quests. I also beleve that thoughs how have done 2 or more holo should be able to become force sensitive, but not be trained yet. Just like when you choose to become a Rebel or Imperial you should be able to choose your chosen path from the start. For thoughs who have not finished 2 or more holos before the revamp, should be able to do quests to obtain the force sensitive slot.
Well, i am going to throw my 2¢ in. I haven't read through all the pages, so i might be repeating some other people. I think the Holocrons should play a major role in training the Jedi. After all, besides Yoda and Ben, Luke never really ran into anyone else and used the holocrons for training when not in self-discovery mode. Since a person can't learn through self-discovery in a mmo yet, I would say the holocrons can be of only any use to a jedi character. You could use it in conjunction with another npc or use it by itself. They will only drop for jedi characters.Of the top of my head, i would have a holocron for each skill level to use to train and they can only be used once.
Next, I think FSCS should not cost 250 points. In the books, Mon Mothma scolds Luke fornot being very diverse likehis sisterwho is a politician/diplomat/warrior/Force-Sensitive (almost Jedi). I think thecost should be loweredto 200 or 150. However,certain professions should be locked away from Jedis and Siths. For instance, Jedi's can't be Bounty hunters or Smugglers. Sith on the other hand,should not be able to get Creature Handler (animals don't like the dark side).Others can be locked away. It is quiteobvious characters like Darth Maul and Emperor Palpatine are not justsiths.Palpatine is a politician. While Darth Maul does have a feel fo the Teri Kasi with his overly martial style. Qui Gon Jinn (SP?)definately has some CH stuff with all the creature stuff he does. Look at Anakin, did he suddenly lose all his Mechanic and Droid Engineering ability when he became a Jedi. Nope. He still uses it to his advantage. Finally, what will Jedi do when the spaceexpansion comes out.and the skillpoint cost remains. All jedi will be crappy pilots and blown out of space. No jedi in space then.
Quests: There definiately needs to be quests that higher professionals can really do at any effectiveness. Also, use the existing holocron system to design the person's jedi quests. If the holocron would have told the guy to master Entertainer, then he would be given a really hard Entertainer mission that he can only accomplish by getting high up in Entertainer. A large database of hard misssions should be accessed when the character uses a holocron. When a person uses it, it will tell the player to talk to a npc where the npc will give you a mission and they don't have to be jedi like. They could be everything from helping an old woman or hermit to exploring a remote area. Once the mission is complete, the character can use another holocron to unlock the next part. The quests should be spread out among several different types of professions.
Jedi should be fun, but the playstyle should be distinct with pitfalls in going to the darkside. The light side is more powerful in the end, but the darkside is more powerful in the beginning, at least that is what star wars canon says.