Development Cycle Archive

Thread: IC4: Path of the Jedi

eggy_smeggy
Mon Mar 29, 2004 3:08 pm
#1158

hi i whould like to add my idear wich is why not let real jedi players that are masters trainpeople as jedi's aswell as the npc'sit sounds nuts but for people like me who are really pants at the game it helps the less fortunet players get there jedi charicters but if you train from a real player you dont become as strong as a jedi that trains with a npc well its an idear anyway and also this as nothing to do with jedi subject but can anyone emal me and give me tips at geing exp points for scouting and pistols please my email is [email protected] thanx i just want to know what animals to kill to get loads of exp and stuff thank you
CoriWan
Mon Mar 29, 2004 5:29 pm
#1159

I don't like the idea of making your main character into the jedi. I think you should leave it as is. Many reasons go into this. For one, the money issue of the monthly fee having to pay that to only play a jedi character and learn nothing more about the game. Another reason, the jedi grind is long and lonely. I still need my main character to interact with my guild, I still like the role-playing aspect of the game. I don't have time to go into anything further. Please do not make the jedi character take over our main.

may the force be with you always,

CoriWan



"try not...do or do not, there is no try."


Cori-Wan

(gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg)
Mekano
Mon Mar 29, 2004 10:14 pm
#1160

Considering the fact that the only actual Jedi alive at this current time was Yoda, there really shouldn't be NPC's, or anything of that sort, but in fact, let a old idea come here now. Have old Jedi Masters, come with the blue "glowy" thingy, and appear in certain locations at certain times of day, on certains days. Have them give you a quest, and alarm you such as that with a Holocron telling you what your next profession is.


This way it will allow it to be mysterious, and in a way, be more going with the Star Wars movies, instead of having Jedi Quest givers everywhere when there was no jedi at all during the movies.


Quests Ideas could be that of gathering parts of a lightsaber, and bring it back to the old master, defeating a paticular rogue dark jedi, and to make it so that we won't have hundreds of jedi walking around, make it only on elite planets, such as Endor, Yavin IV, or Dantooine, andmake it so that you can only do them after being a "mature" character, such as being several months old, or mastering several professions.


Others ideas could be of gathering artifacts from temples, or gathering force crystals..
Simmeon
Mon Mar 29, 2004 10:20 pm
#1161

I love the idea of making the path to becoming a jedi quest based. The holocron race is ruining the game because people are just grinding out the professions and AFK macro'ing there way through it. Which I think by the way that Macros should be removed from the game. I think they're more harmful then helpful.

A Quest based system is more immersive, it's more in line with the movies and it doesn't break continuity. Luke didn' grink 25 professions to become a jedi. Neither did Anakin, Obi Wan, or actualy, name one jedi that DID.

I do agree though that the FSCS should be opened up instead of your character just becoming a jedi because then the Jedi would be ultra powerful.



repto
Mon Mar 29, 2004 10:40 pm
#1162

I believe in order to find the perfect way to figure the jedi path problem out is to look at previous sources. I believe it needs to be completely role played. I say thepath tojedi should be very much like "Knights of the Old Republic" There should be a long quest with many quest alongthe way with each one with options u can decide resulting in your path to the light or dark. My idea for the long quest would have to have something with darth Vader in it. To start this long quest, each person should be assigned to a specific npc of the republic, some people might have the same npc but the mini quests i stated will be in complete random order. So not everyone willl be doing the same thing. Also an idea to have your first npc send you to other npcs would also make the path more interesting much like the rebel theme park. I believe if the path is somewhat like this, it will require time and effort, showing how many people are dedicated to the path of a Jedi and making the game FUN! all at once. I am all for sticking to the movies and books, and this seems more realistic. For my last idea, there should be a pre set of quest "the jedi trials" passing this wouldgain you a fewforce powers for your journey ahead. but untill you complete the full path you will not be titled.After the whole quest depending on what was chosen throughout wil cause u to be a jedior a dark jedi. Well i have said to much, its an ideamaybe some of this will be considered. thanks for reading bye all



~Griad Weblo~

"You're going to find that many of the truths we cling to depend greatly on our own point of view." -Ben Kenobi-
axlerodhomeboy
Tue Mar 30, 2004 1:48 am
#1163

Greetings:


The path to become a jedi should stay holocron based. People who have mastered 15 skills or more should recieve some type of hint when they're on the right path for their 5th skill. Perhaps every time you gain a new skill level in a particular tree, you could recieve a message like, "You have acquired a new skill! You feel very focused on this path...." or something to that effect. This will eliminate the possibility of some people having to master every skill to unlock their force sensitive slot.





Xanderr
FeebleMan
Tue Mar 30, 2004 1:59 am
#1164

Unlocking FSCS


Some thoughts on unifying the journey to unlock the FSCS.


Opening the FSCS would require the player to investigate hints and tips scattered across the galaxy in order to find one of the remaining Jedi in hiding willing to start aplayer down the Jedi path. The player will be given hints to find beings, records, and locations that will eventually lead them to a Jedi trainer.


Players will complete missions for NPCs in order to obtain clues leading to the next stage of the quest. Conversations with NPCs after completing missions will be the primary source of the next clue.


Clues may then be researched at libraries, universities, governmental records, NPCs, and special locations. Each NPC or item that has a conversation path will require the player to undergo a series of missions in order to release the final clue. The final clue will be the name of an NPC or item or location that will begin the next leg of the journey. The missions should have multiple resolution paths possible, there should be a way to solve each quest based on the primary player styles and classes (achiever, killer, socializer, explore, warrior, healer, rogue, crafter) some of the mission ending should be somewhat nebulous with moral implications for whatever path the player choses. A player that seeks the eaiest path to resolution each time should find themselves rapidy moving down the dark path. Players that try to resolve issues through diplomacy and compromise should be the ones that finish as true Jedi.


It might even be possible with the modular nature of the quest to have the name given on the completion of the current quest be completely random. This won’t stop spoiler spots but would make the progression to Jedi personal for each player. There could also be weight attached to the random assignments so that combat players tend to receive missions that reflect their current professions. Perhaps point totals for the completion of each set of missions with a final predetermined amount needed to finally unlock the FS slot.


Needed elements


Jedi Fifth Column; during the time of troubles some Jedi seeing what was occurring hid assets and people throughout the galaxy hoping that someday there would be a call for a return of the Jedi. NPCs, private computer records and some equipment assets scattered throughout the game that only activate their Fifth Column status if the player is flagged for the resource they are looking for. A character looking for a specific doctor in hiding will only open the Fifth Column conversation branches if they are currently tasked to look for that individual. The NPCs could be a wide variety of people, from retired bounty hunters that helped wipe the Jedi out to support personal or people whose lives were simply touched by something the Jedi did 20+ years ago.


Research Computers; a series of computers placed throughout the galaxy in universities, libraries, government buildings, special locations, and some factional bases. Each computer would have access to backstory and a lot of fluff filler. Extra conversation branches or research topics will become available when the user is flagged for a specific quest. A computer may have a conversation branch about a hidden doctor, but will not offer that info normally, only a player looking for that doctor will have the conversation branch about the doctor offered. The flavor of the information offered would vary greatly based on the type of research computer used.


Newspapers; periodic emails sent to player who chose to subscribe to these services. These periodic email message contain mostly backstory filler with hints and tips on finding adventure, an short paragraph article could have fluff about the Jawa fortress then instructions or hints on how to start those adventures. Mixed in with these stories could be hints that further seed the FSCS unlocking, like wanted posters with hints of FS NPCs that are still in hiding. Charging for this service also creates yet another economy sink.

Zethcas
Tue Mar 30, 2004 2:16 am
#1165

On making main character the Jedi:


I think it's a good idea, as long as it's optional. You get your FS slot, go talk to a Jedi trainer and get the jedi skill tree and the points...OR, you create a Jedi char like now and your option of making the main character a Jedi is closed..until you delete your Jedi char. Or, your main character surrender his/hers jedi skill tree, turning their back on the force, and gets the option back of creating a specific Jedi char. As usual we're all devided in this question and I don't see how this would ruin the continum in anyway, just look at Kyle Katarn.





________________________________________

Zethcas Khaene, Hunter since Dawn of Starsider.
almanish
Tue Mar 30, 2004 2:23 am
#1166

it is a bit off topic, but, it seems to be so a good place to post this...

Yesterday I recieved in-game email confirmation. 8 people in my guild (and maybe growing) -AH in Radiant- move to another game. SWG is not what they expected. Bored to be afk macroed, or to see people afk macroed. To grind professions, lost all the discovering feelings in this game...

they were all reasons they gave to give up, moving, lost illusion in the game. so much people at a time seems too much for me.

Anything you make, make it fun. Maybe having too much jedis is not so much problem, if it is fun. Maybe having too few can be fun too. But this is a game, to entertain people and to have fun. With friends, with people you know and people you will know. With stories to be told and quest to play and enjoy.

Maybe the more important thing to have in mind when you design anything related to a game...

May the Force be still with all the ones we lost
DarkCesar
Tue Mar 30, 2004 6:29 am
#1167

Jedi's keep the peace in the republic, so they are warriors using their powers to keep peace and a balance. Many of these quests should be combat related because as we know the Jedi are warriors in the purest sense. Lets not make a mistake on this point and change the role of a Jedi.


1. A Jedi uses his power for what he precieves to be good and right, not far off from a Sith who thinks the same way. It's how they achive those goals that separtes them one draws his powers form the darksidethe other from the goodside of the force.


2. Those who have finished 4 holos should have a much shorter and direct quest to jedi, I have put in a massive amount of time to master 10 professions and finish 4 holos this required lots of time and credits.


3. Something needs to be done about crystals and krayt perals they are costly and hard to come by how can a poor Jedi afford these items?


4. Missons don't pay enough due to the inflation in the SWG economy and good suite of armour costs 400k now wow! You want a case of Brandy 250 - 400k , whats going on here?Jedi will need credits to get around and do quests so some things need to change example you can take down a lvl 109 Rebel largebase and get paid the same for a lvl 34 large base?Jedi missons should pay well as we know Jedi do have republic credits they just don't buy you anything on the outer rim.


5.


5. I'll get to the point if quests are to long they will get boring and those attemping them will lose interest.Jedi is my goal don't make it dream i can not reach or appathy will set in.


DarkCesar
Tue Mar 30, 2004 6:31 am
#1168


Jedi's keep the peace in the republic, so they are warriors using their powers to keep peace and a balance. Many of these quests should be combat related because as we know the Jedi are warriors in the purest sense. Lets not make a mistake on this point and change the role of a Jedi.


1. A Jedi uses his power for what he precieves to be good and right, not far off from a Sith who thinks the same way. It's how they achive those goals that separtes them one draws his powers form the darksidethe other from the goodside of the force.


2. Those who have finished 4 holos should have a much shorter and direct quest to jedi, I have put in a massive amount of time to master 10 professions and finish 4 holos this required lots of time and credits.


3. Something needs to be done about crystals and krayt perals they are costly and hard to come by how can a poor Jedi afford these items?


4. Missons don't pay enough due to the inflation in the SWG economy and good suite of armour costs 400k now wow! You want a case of Brandy 250 - 400k , whats going on here?Jedi will need credits to get around and do quests so some things need to change example you can take down a lvl 109 Rebel largebase and get paid the same for a lvl 34 large base?Jedi missons should pay well as we know Jedi do have republic credits they just don't buy you anything on the outer rim.


5. I'll get to the point if quests are to long they will get boring and those attemping them will lose interest.Jedi is my goal don't make it dream i can not reach or appathy will set in.


Uninformed
Tue Mar 30, 2004 7:02 am
#1169

Let me add a final note on my points above, more of an personal experience matter.


I started SWG at the outset and run a large Imperial guild called STORM on Flurry. The challenges for the holo grind were SO DAUNTING. Run the guild, engage in PvP, keep up relations with the Imperials, AND, by the way, quest for Jedi, which was the only personal thing I really have done since I started.


I watched Star Wars on the big screen in the 70s. Yup, actually saw it in the movies. And Jedi was always such a wonderful concept to idolize and admire. Every time I got frustrated with the whole prof mastery thing, I kept remembering how I felt as a little boy and said, well, keep going. I bet many of the Developers remember that too.


Of course, my progress suffered as a result of all of the things I was doing/had to do. And I refused to create another alt on my server just to get Jedi.


So here I am, 18 professions or so later,looking back. Will it be worth it if enough time permits to unlock under the old system? Perhaps. God I have missed so much in game doing this. I regret that. Becoming Jedi wont make up for all the raids I missed, perfecting a template, and really getting into the combat profs. In short, I have lived vicariously through the GCW played by my guild members.


I do not regret any of the decisions I have made, particularly on leading the guild through its trials and tribulations and contributing to the Imperial War Machineon Flurry. But I hope the players who have worked so hard at all of their gaming get more credit in the new Jedi quest system than just mastering holocrons. Measure our contributions Devs by our EXPERIENCE, not by our holocrons. And please let usenjoy the privilegeof having the benefit of two characters on a server without creating an alt.


I recognize I have said this before, but I wanted to share the rationale behind the requests.


THank you for your consideration.










General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
GeninFar
Tue Mar 30, 2004 10:29 am
#1170

I see the force being used to pull or push quest items into areas they can be used, as well as dark force grip used to control levers or whatnot.
Page 90 of 122