Development Cycle Archive

Thread: IC4: Path of the Jedi

Kiashia
Fri Feb 20, 2004 4:41 am
#105



How you decide to make the quest for FSCS is going to be difficult at best, good luck with that. So let me address the points I do have opinions on.


The developers are interested in hearing what you would like to see for:


Whole Quest ideas
I am going to assume we are working with in the boundaries of the current quest system and terminals so that's how I will address my ideas.



There should be many quests along the path to mastery, as a light Jedi every time you take an NPC quest to help someone (Be that recovering someone or delivery missions or saving someone) these type missions would be the kind of things a Light Jedi is obligated to do by his very training.



Things associated with vengeful death, greed, self improvement of wealth or power even things that would defy the empire are the things associated with the dark side. While dark side are associated with Vader its only because the alternative is being hunted by Vader not loyalty to him.



There should be assigned points for quests light and dark points that only a Jedi can see when they accept quests and listed on the quest description. A Jedi must meet a certain number of light or dark points in order to make the choice of light or dark. Dark being much sooner then light.



NPC’s players might interact with throughout the quest
Some NPC's should recognize a force user but not all, they should also be able to tell if that persons leaning towards light or dark side and depending on the type of NPC react accordingly.



Progression quests and trial ideas
Light Jedi would not have trials during this time frame as the trainers are rare and difficult to find you could actually make the quest just to find one. Most light Jedi will not have masters but would seek out training from people more advanced then them selves and not necessarily a master. That trainer could send them on a quest however to save a village or any number of things.



Dark Jedi would have a master and they never really did trials however the master could send them on a mission that would further the masters causes.



What skills a Jedi might use on these quests
Light Jedi could be attempting to dissolve situations by making the right choices and attempting to defuse situations with out violence. It may not always work and fighting is sometimes necessary however. This is the way of the Jedi.


There could be quests where healing someone to save their lives or deflecting blaster attacks to defend the innocent while they run away. There could be dungeons where force push or throw may be needed to gain entrance.



Dark Jedi use the destructive forces to dominate a situation, To insure things are done using bruit force and fear using these powers not just to kill since that may not serve their needs, but to control.



Quests for different profession types, for instance, social quests, explorer quests, combat quests, etc.
All quests should have hidden light and dark side points associated with them. Even players, Only the Jedi should be able to see these points in their chars and in others Jedi or non Jedi, this will allow them to see if someone is evil or good and also help identify if another Jedi is dark or light.



Player interdependencies and cooperation’s
I don't think Jedi should be dependent on any other players,



Both light and dark should be self sufficient. light Jedi have no driving need desires for wealth or goods.



Dark Jedi simply take what the want.



Jedi Titles earned through the quests from Force Sensitivity to Jedi master
Unless you can make Jedi Titles only viewable by other Jedi, it really is the least of the concerns. What you could do to help Jedi is by transferring all masteries from the primary to the Jedi to help hide the fact they are Jedi, this would be a much more welcome thing to work on.




Kiashia [90 Elder Jedi, 90 Spy, 90 Medic, 90 Bounty hunter, 90 Commando] The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the blade of the heart.

nnn((((((((((nnnn]9X9ggggggggggggggggggggg)


Razorlord
Fri Feb 20, 2004 4:53 am
#106

Thunderheart,


CAN YOU Plz make a difference for us between UNLOCKING your FS slot and BECOMING A JEDI


Where does your becoming a JEDI start???????? After you unlock your FS. or do you mean quests to unlock your FS?


Very unclear this is


Is they way you unlock your FS char removed and replaced by quest. Or does it remain the same with holocrons and do the quests start when you unlock??


Razorlord
Fri Feb 20, 2004 4:55 am
#107

You should make quest only certain master profesions can do. That way you will still have to master professions.


Here is a quest for you.


Make a full set of RIS armor.


korvass
Fri Feb 20, 2004 5:04 am
#108






Razorlord wrote:

You should make quest only certain master profesions can do. That way you will still have to master professions.


Here is a quest for you.


Make a full set of RIS armor.









Certainly a decent idea for a crafting quest, but I don't really see how crafting quests (apart from crafting Force-specific items) relate to becoming a Force user...


I don't mean to appear limited in my outlook, but I would prefer to see some Force relevance in the eventualy quests needed for becoming a Forcey






Errathe Afi
Professional Scoundreless
Smuggler till death


"I aim to misbehave!"
"Business is always personal..."
"I'm a smuggler; sarcasm is the only content I got left!"
MaxPowerTrawka
Fri Feb 20, 2004 5:07 am
#109


Hello,


I have a lot of SWG experience, and finaly want to sheare my ideas about the quest based opening of the fs slot :


1. Veteran players shouldget an adventage ! I mean there shouldbe some kindof mesurmentfor the Active onlinetime !! Roleplayers that have joinned gorathfrom the first day on, and where learning theirMaster Professione in a long RPprozess ( notspeed grinding ) shoul be honored !!


One way would to calculate the active playing time : ( onlinetime - afk time - 2x auto macro time ) x 0.0001 the non spam chat lines... This time could give an bonus...


2. A lot of my SWG friends ( wich all dont play swg anymore !!- because of the extreme big amount of macro grinders and the unfair system had finished the Old Jedi Tempel quests over 6 months ago - we where doing them with cdef pistols and novice medics back then .. since then the NPC that gave me the mission is still telling that the master migth chosse me as an padavan someday if I dont die.. I would be happy to have the "master" finaly appear in the game ... and told me - you didnt die for the last 6 months - now you are the choosen ..


3. Holocrons should be involved in the new FS Quests.. it is an shame how everyone is thorwing holocrons away for 100k cr... they are beautyfull and rare - should get more meaning again !! They could be used as an key wich every padawan has to give his future NPC master to start the education process or to enter the jedi academy for the first time..


4.The time that an Player has served his faction should be honored too !! - An time based FP system is needed here !!! Everyone can buy FP .. but noone can buy active online time !! The amount of PVP erned faction points is also an interesting indicator for how active an player is serving his faction..


5. Now to the quests.. well ... to be onest 99% of all swg quests are the same and boring - that is what we call lack of conntent ... Now some quests have been given better loots, what made them more interesting ... and the bestine redesign was an good idea too - some nice quests there too ! I just want to say that the way in wich quests are beeing redesigned is good , and makes us stay even longer in the swg world..


I think all should start with the Jedi Academy Quest . wich is not easy for an single player - this quest should open other quests based on the player status ( profesions masterd, veteran bonus or onlinetime ) . It is improtant thet the quests go trough a lot of planets ( like act 3 ) , and have an wide contennt . After finishing some long term quests , an player might join an academy where he will have to quest himself trough till the novice stat. may be reached.


6. Most importent of all !! I think there should be NO WAY for an new player to get JEDI ! There must be an time wich has to pass since the character was created - I have seen over 15 jedis on goraht till now -7 of them where showing off in annoobis way in thw cantina!!


We dont want that !!


Jedi is an honor - not just an profession - so let the chossen and wise players get anchance !!


Thanks MaxPower


PS: Bann all people that sell Jedi chars daily on ebay for over 1000$ each ... Bann them for live from all SOE products.. Or give me their adresses...

Asheesh
Fri Feb 20, 2004 5:35 am
#110

Regardless of how these new quests proceed some basic aspects must be maintained.


A Sense of Progress. Even if the quest(s) are long and hard, some idea of where you stand is important to overall satisfaction and inspiration.


A mix of dynamic and static information/quest sources. Having played an MBH I can see where dynamic spawns are the weakest link in the chain but the power of SWG over "Camp it to death" Everquest is the dynamic system. Static leading to dynamic quests already are legion in this game, don't surrender this wonderful concept.


Full, Complete, Unmistakable Warning if you are falling off the "Path". It is clear that the devs require a new Jedi organic control system and it willbe preclusion. Do not leave a player in the dark when he is failing to get to FS status.


Easy quests ramping up to hard for the FS slot. Everquest did do this mostly right in the sense of Epic Items although EverCamp resulted. And FS status is the Epic in SWG, is it not?



I see many wonderful ideas here and I don't think you will ignore them.



Thanks for the opportunity to comment.



Asheesh Ahssin

Atrayo
Fri Feb 20, 2004 5:35 am
#111

Hello ThunderHeart,


I'm not about to read through 6 pages of posts to check if this idea has been offered already. Unfortunately your eye's must be strained as they are already, doing your forum rounds. (i hope your insured for eye-care at SOE) lol


Perhaps in the light side final quest before becoming a layman jedi, a player can travel to Dathomir to enter one of those caves, and reenact episode 4's scene when Luke enters that swamp cave on Daogoba. Where he fights a darth vader look-alike, and when he defeats him the face mask pops off showing his face.


Or have the player that would-be Jedi on the light or dark sideswhen dueling in that swamp like cave. If he's the light side , he duels his dark alter ego to the death, if he's going for the dark side, let him duel to the death his light side double.


It'll be a true equal nemesis in avatar professions and strength, and having symbolic significance.


How does that sound?








Ivan / Atrayo
--------------------
Starsider Shard
AnBon
Fri Feb 20, 2004 5:39 am
#112

Ideas for possible quests:


1. Random Spawn


Create a timer after someone started the way of becoming a Jedi. If the timer == true and the character is in the wilderness a spawn is created. Could be something like a weak townsman is attacked by some borvos. If the character analyse the situation right (like a Jedi should do) he will help the weak. After succeeding he will either be given a hint/clue or exp or whatever to advance a step on his path.


2. Random Loot


Create random Jedi-Loot (lightsabers, etc.) which could be brought to a very special Junk Dealer (for this will be changed in the next release). If you give this special item to him he will give you a hint/clue what to do with it. Maybe he will only offer you a huge amount of credits for the item which seems very simple to you... so the charakter may be thinking that something is wrong...


3. 'Crafting Quests'


One or the other quest should be either to bring different items/ressources to a NPC who is crafting something special out of it (and gave this item or Jedi-Exp to the character) or a quest where the character has to craft something by himself (i.e. RIS-Quest).


4. Non-Static Quests


The target (or next contact or whatever) should be non-static and at least taken from a very large pool of NPCs. E.g. I will be told do find someone in Theed with the name "xyz". The NPC will be generated only for me in Theed and in a random location.


...


The most important thing is that it shouldn't be possible to use one and the same part over and over again just to advance in the path... this will lead to exploitation of the system.
SywynJalipe
Fri Feb 20, 2004 6:10 am
#113

What about ....

When you find a holocron (sith or normal) it gives you a mission. A dark side mission for a sith holocron or a lightside mission for a normal. E.g A normal holocron tells you to go and free slaves but the sith ones tell you to sacrafice them all, but both missions require you to kill their master who has a giant pet (rancor or something). And you would need to do atleast 5 or 6 of these missions.


I have not read all of these post so someone else may have said this
Illuminatrix
Fri Feb 20, 2004 6:17 am
#114


All I care about is that you don't add any more delivery/destroy missions!!! They're so freaking BORING.


I mean, is it possible to have a quest that's actually interactive and requires some sort of intelligence to complete or are we discarding intelligence as a requirement as long as they pay their $15 a month?


I remember when MMO's actually had RPG in them and I even remember when RPG's required a brain. Sigh.


Fact is, if everyone on these forums had their way, this would be a 2 part quest. First part, you meet Yoda and deliver a flashlight to a Junk Dealer on Tatooine and second part, you stroll into a cave and meet your father and rip his head off. I mean heck, that's all Luke had to do. Oh wait, he did a few flips with the midget on his back, I forgot.


Thanks, that's all I have to say on this subject, I trust you'll do what everyone thinks is best. I mean heck, that's what you've been doing so far right?








-------------------------

This.. isn't.. what.. I.. signed.. up.. for.

-------------------------
Eeloominath
Fri Feb 20, 2004 6:28 am
#115

Well, ok then. Didn't wanna publish this as yet, but ok, here goes.

http://www.mealora.de/jsystem.txt << rough draft of how the beginning of it all could work.
TuskenJedi
Fri Feb 20, 2004 6:28 am
#116

So which quests do you want to go over, FSCS Unlock or Jedi chatacer progression? I'll expand later when I have more time and more fo a clue for what you're actually askingbut for now...


FSCS Unlock
These quests should NOT require the character to behave like a Jedi or adhere to any of their principles. This character is not and never will be a Jedi. What might be interesting for the "unlock"questing is for the character to chase down lore or informationthemedquests, lots of background information on Jedi principles,Sith enigmas,nature of the Force, notable figures in Jedi & Sith history, and some general Star Wars background. If you want to branch off your previous character creation seeding module, you might set it to a particular themepark or other static quest (preferably something applicable to the starting profession) and have the completion of that quest introduce the opening stage of the FSCS quest. Obviously, the themeparks/static questswill have to be made more friendly to a wider variety of classes so that going the combat route isn't required 100% of the time.


From the appearance of the prior FCSC unlocking model, it looked as if the intent were to get the player to try various professions in the game. Variety in the FSCS unlocking quest chain can still reflect this. It will be more directed and story driven but it doesn't have to be any easier of less tedious if you want to count that in the organic attrition rate.


A nice unlock message might be something along the lines of...



Obi-wan Kenobi - "That boy is our last hope." biwan:



Yoda - "No, there is another." (the newly unlocked FSCS character)


Jedi Quests
All Jedi quests should involve some type of philosophy. Lower level quests should be easier, of course. Just learning the nature of the Force, without all the good vs. evil dogma, should be the central philosophy. Higher level quests, somewhere near or just prior to the character being able to choose a route, should focus on the dark vs. light side of the Force. The paths toward light or darkness should be based on the character's efforts at this level of questing. Yes, that would require these quests to be able to branch in two different "successful" completions as well as all out failure. Master level quests should be heavy enough on philosphy (good vs. evil and it's repercussions on the world, even evil has a philosophy aganist the weakness/totalitarian/disguised-self-serving strictures of "good") to justify going to combat over as it will more than likely be required for difficulty sake. To help with the organic system, some high level quests should involve hunting otherplayerJedi of the opposing faction much like bounty hunters do.


lowarzek
Fri Feb 20, 2004 6:29 am
#117

AS long as they are not broken they will be fine...that said


The most fun quest I have done involve Unique NPC's and what they say - You know when you blast someone and they talk "smack"


The other part is please dont make them camped - As a BH and ex-hologrinder - I want a path that all can do not just the power gamer.


Also make the path not have one set course - And make it non-combat


My idea would be as follows:


After you do the starter quest from a static NPC - a timer starts


When the timer goes off you get a random spawn - like slave girl.


If you save here your get a waypoint to your next quest.


If you fail..you get a different random spawn...lets say the Thugs and the Nomads.


This keeps up till you pass or get 3 trys


If you dont get it - you get a new first quest to repeat.


This way you wont fail but it will take you longer.


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