Development Cycle Archive

Thread: IC4: Path of the Jedi

almanish
Sun Mar 28, 2004 11:14 pm
#1145


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.







I remember that Vader and Palpatine were disfigured and body-corrupted by fueling the dark side feelings, like fear, anger and agression. Vader needed a suit of life-sustaining armor and Palpatine, well, he is a decrepit and wrinkled joke of a man. It is stated by light jedi masters that dark side consumes you, so there is a penalty. On the other side, it is stated too that it is not more powerful, it is faster, easier.
almanish
Sun Mar 28, 2004 11:43 pm
#1146

Good work Feebleman!

Nice way to make a quest accesible to everybody, be they combatant or any other way.

Nice to see that combat it is not the best way of doing the quest for the light side , using brute force is the last resort for a jedi. Anyway, there is a lot of people out there that only have combat professions, so, maybe there should be one way you have to use combat without going to the dark side (I prefer the other path, but.. there is a lot of people out there).

Five stars for you man
HMcorpsUSN
Mon Mar 29, 2004 12:46 am
#1147

I think that to make this game a better story line it should be farther in the past when Jedi and sith hade much larger numbers. This way the missions could be from the Jedi council and the trials done from them. This would make more sense then having missions from random people in a time were this on only 1 Jedi and 2 siths. I also think that Jedi Knights should train and do missions with Jedi apprentices to get the XP to be masters. This way it has a much more real feel to the Jedi life we have come to see.
eTboy
Mon Mar 29, 2004 5:49 am
#1148

If it is true what im hearing about the devs changing the FS to the character that unlocks and not opening up a new slot, I fully DISAGREE. I would like to have my second character 2, if and when I unlock. As I see it, having 2 characters on one server is a great advantage to just having one, making it unfair that some have 2 and are just paying for one. Dont change it now, u guys will look very greedy. PPL will buy a second account just to have the same advantage as other jedi, maybe this is what u have in mind, which I think is sick and disgustingly AMERICAN.


Also, I reitterate, PLS do not get rid of holocrons. A lot, I mean a lot of ppl have worked very hard on this path to get jedi. It would be like me giving my daughter a pony for christmas and then taking it back just when winter is over and she can start riding it. (keep in mind those christmas presents u gave everyone).If that doesnt get ur heart strings u guys must really be the devil incarnate, which some ppl are starting to talk about. j/k /chuckle
Xzyx
Mon Mar 29, 2004 7:26 am
#1149

What we know so far is that the game is set after the fall of the Deathstar and Jedi have been hunted almost to extinction.


Those players grinding out their Jedi slot with holocrons should not have to lose all that hard earned time.Keep the holocrons and make that part of the force sensitivity.After you complete the final holo you have become FS.Now is when the real quest for Jedi could start.


I dont start training until an NPC Jedi trainer takes me under his wing.I should not lose any knowledge I have learned up to that point.Luke didnt and especiallyAnakin who used his knowledge and furthered it to later design most of the Imp forces.So why would I have to make a whole new character who doesnt know anything but Jedi skills?


My contact with this Jedi trainer comes in the form of my new sensitivity ,"feeling" a call when I go to a certain random planet.This call gets more frequent the closer I get,till I make contact with my Trainer.I then become an initiate after I answer some questions that the trainer might have for me.All of which may decided if I may become a dark jedi later.The npc then starts my training is the form of the quests.All of which should be hard and arduous.All the while I must make correct decisions that decide my fate later.I advance in my jedi quest to become a padawan and have a master that I must follow thru my training.I must follow the lead of my master all the while trying to make the right decisions.


I then go on to start missions on my own that may decide the fate of others.Passing these I would then be given the opportunity to take on the Jedi Trails,which would make me a Jedi Knight.


Many quests and missions will pass before I am awarded the title of Master Jedi.




Tw0flow3r
Mon Mar 29, 2004 7:42 am
#1150

I don't mind quests, but I'd rather get a FSCS instead of Force powers for my main.


I'd rather have a fall back in case my Jedi has died too many times or I just want to be normal.


As long as they leave that in I won't care if they take away my precious Holos.


mikeymonkey
Mon Mar 29, 2004 8:05 am
#1151

I don't care WHAT you do with quests, as long as holocrons are allowed to be done still. If you're looking to please the customers that want the quests, that's fine, so you're pleasing about half of them. The half that liked the holocrons is gonna whine just like the quest lovers did, and to be honest, I know I will. Why not just please 100% of the players by letting us do holocrons if we want.

How about this. Anybody who has mastered at least 2 holocron professions, or is maybe on their silent, are allowed to continue doing holocrons.



Jedi since 7/17/04
WILDMAN_SOLO
Mon Mar 29, 2004 8:55 am
#1152

While the idea of the quest based system to unlock your FS abilities sounds very appealing it also worries me a great deal. I guess it all boils down to how the dev's at SOE decide to implement the quests and if they will be tailored specifically for certain types of professions.


I would expect these quests to be high on the difficulty level but my cocnerns are how they define these difficulties. e.g I am a master WS and Smuggler, my combat abilities or on par with those of a wet lettuce as most of my skill points are in artisan skills and as we all know the pistol tree in smuggler gives no mods or bonuses to pistols. So for killing NPCs for me is very difficult compared to a pure combat. Pure combat classes with the aid of buffs etc can take out a naff lair / rancor lair and come out relatively unscathed, were I to try the same thing I would be dead regardless of any ammount of buffs or compo armour as I just don't have the defence modifiers or offence modifiers to 1. Keep me alive and 2. Help me lay the smackdown.


Therefore for me the above scenario = impossible and this level of difficulty would probably mean it would not be possible to do the quests and become a jedi without making significant changes to my charcters template. This is the part where I get worried, if these quests are going to be combat based everyone and their mother will roll cookie cutter TKA/Master Doc templates and punch their way 4tehWin. That = disaster as any diversity in the game will be killed off right away. For all its sins at least with hologrinding you were guaranteed to have a pretty good distribution of different professions across any server at some point. Yes people did drop them very quickly, but you also got a few people who would actually hold on to their newly masterd professions long enough to contribute something to the community - this rings true mainly for the Chefs / Architects / BEs / Docs and other non comabt profs.


I think the new quest system should be relevant to what your current charcter template is i.e for master crafters with limited combat abilities there should still be some combat in there but also a lot fo the quests should be closely connected with what they are good at i.e crafting stuff


My 2 pence worth



=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
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cjblack532
Mon Mar 29, 2004 9:32 am
#1153

Players should be able to become a Jedi according to their skills, it should be a smart skill thing. Like in the N64 game James Bond: Goldeneye, they had a counter thing, like, if you were cowardly or not. I think the Jedi system should be based on that, along with quests according to their skills. The quests should be fairly easy, and at the same time, challenging. If you have a buff the quests should be harder, and armor, the quests should be harder also. Depending on what kind of things you have, it should be harder also.





There is no emotion; there is peace.

There is no ignorance; there is knowledge.

There is no passion; there is serenity.

There is no death; there is the force.

There are no rebels; there is the Dark Legions

gundlord
Mon Mar 29, 2004 10:10 am
#1154

well.. that really burns me... I really had a good essay going for you all and it poofed.. no relaly.. it was good! Hey! Quit mocking me! *pout* and no... I'm not re-typing all that..
Caemack
Mon Mar 29, 2004 12:08 pm
#1155





I think the quests togain an fscs should be some quests that give you components for some kind of midi-chlorian detector and one final quest to put it together. This sounds like it favours crafters but it could favour all proffessions if:


Combat: Kill NPCs and loot components from their bodies


Explore: Explore and discover components in some hard-to-reach place


Socialists: Entertain people and get components in return


Crafters: Build components themselves


Medics: Heal people so they give components as a favour


In the final quest to put it together you would find an npc to either (in the case of a crafter) give you a schematic or put it together for you.


Once the detector is together at a random point it starts bleeping and the person it bleeps at becomes your fscs character: for example "As you walk, the detector starts to make a noise. You follow the way it points you and it leads you to... --Force Sensetive Slot Unlocked--" It would also detect player jedi as well but only if they have a tef from using force power (and they could maybe mind trick you into not hearing it). After it unlocks your slot it burns out and breaks and you can't build another one until you lose your fscs character - possibly through permadeath.

USNJedi
Mon Mar 29, 2004 2:03 pm
#1156

My idea is this. I believe the new system should follow the Star Wars universe as dictated by the movies, books, etc. I believe you should have Force Sensitive as a Starting profession option, even using the same 77 skill points for the full tree. I believe the branches of this tree should incorporate four different Force skills, that take large ammounts of xp to level in. You would gain this xp by doing force based missions, causing you to use the appropriate skills, thus developing your skills. You could learn these skills from PC Jedi/Force Users or possibly NPCs. Upon reaching the "Master Force Sensitive" level, you would be found by a Jedi, or some such Force user, and identified as Force Sensitive, and begin your Jedi/Force user training. I also believe you should have to take the Jedi Trials to become a Jedi Knight, and Train a Jedi to the point of Knight, in addition to completing the Jedi Knight tree to become a Jedi Master. This system would follow more closely to the established universe, and allow those who wish to be Force users the chance to do so. This would also allow the people who do not want to be Force users the chance to continue being the standard professions. The "humbling factor" or deterant to large ammounts of Jedi, would be the extremely slow progression through the Force based skills. I personally know of several people that have left the game due to the craziness of the current holo grinding based system. Not to mention the effect on the economy and current professions, etc. I know I was extremely disappointed to see that my knowledge of Jedi, and Jedi behavior had absolutely no bearing on becomming a Jedi in this game. How can someone become something they have no clue about? I also do not understand how the best Star Wars game ever created, can allow you to enter and adventure, immersing yourself in the Star Wars universe, with a snowball's chance in hades of becomming one of the most sought after and loved aspects of the universe, Jedi!



(gnn[[[[[[[[[[]nnnWX9&ggggggggggggggggggggggggggggggggggg)
Lorrak Telarkin - Elder Dark Jedi / Rhefin Turko - Munitions Trader

Turko Technologies
<3187, 105, -789> - Valley of Omens, Rori
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SingingCloudKing
Mon Mar 29, 2004 2:57 pm
#1157

I think there is good reasons for both Holocrons and Quests on the way to a Jedi path. Players on both sides of the debate have good points.


So why not use both systems? Keep the existing Holocron system in place to "Unlock" either a Force Sensitive character or Force Sensitive skill tree then require a pile of "quest" xp to be earned before the Jedi character/Path can be "Activated". Thus Novice Force user would require 1000000 "Force Quest" Xp to start down the path, but you would not even see the skill tree until you finish you holo grind.


I also think Profession restrictions for Sith / Jedi is a great idea as it will help flavor the sides of the GCW.


Any Jedi quests for involving combat should be instanced, with some where you are forced to solo, and at least one quest where NO buffs or enhancements can be used. Also I really Iike the research idea that was mentioned in some other posts as it could be used to "teach" players about how to play a Jedi or Sith.


Jedi/Sith should also be subject to xp loss for performing actions not in keeping with their way. Heck, with great power there ought to be great responsibility.


Also, I agree comp armor on a Jedi is just silly. At best armor could be worn by jedi/Sith but it would REALLY crank up the cost of using force abilities, while at the same time reducing the effectiveness of the force power. This would also allow for "Force Friendly" armor to be added as a RARE quest item. Basically a force user's best offense/defense should be the force..


I'm not a Sith....yet.... I'm finishing my 3rd holo. I don't mind the Holo-grind, but I must say I don't really *feel* that what my character is doing has anything to do with the force....If when I finish my 5th "Holo" profession I'd like my character to "get a strange feeling" that would start him down a series of quests that would lead eventually to the Sith path.


But I'll see what the Devs come up with. After all, I'm playing what the devs are making, so thumbs up for all the hard work the devs are doing!

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