Development Cycle Archive
Thread: IC4: Path of the Jedi
ok all im gonna say is not about the quests dont change but add if people want to do the quests they can if people r on their last prof to grind let em do that
the jedi path is full of choicesl![]()
DarthSevarity wrote:
almanish wrote:
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.
well actually Vader got dunked in lava, so dark side or not he was going to need a life support system and as far as Palpatine, the mas was in his 80's by New Hope, so I really chalk his decay up to nature taking it's course on the human body.
In some comics and books, the Emperor uses clones to keep his body young, but they are fast devoured by the dark side. On the other way, as clones exist and bacta tanks, able to repair anything, and, if not, tech implants as the arms that Anakin and Luke uses, seems strange the armor is for this alone, (I haven't heard of it before, anyway, but it can be
Anyway, your point may be the accurate one, but I have been playing RPGs and reading comics and books so many time telling that the dark side consumes the user that... well, who knows!!
First, I would like to say I enjoy the Jedi Professions, but I do believe it needs good ammount of work to be the profession it is dreamed of by all. The first half of this post will cover the Possiblilty of "If Jedi Slot is removed". The second half of this post will cover the Basic Quests for Novice and Master Boxes with some added ideas. So please, I would love your comments on this, and thanks again for reading this post.
Getting to Padawan is techincally one of the hardest grinds there is right now. I dont mind it, I myself enjoy the challenge. But the below idea is for the paranoid Jedi out there who fear the Jedi Grind and the Imperial/Bounty Hunters who hunt Jedi..
Jedi Sensitivity and Transition on the Main Character
Many people have probably given great idea's towards how the quest should happen for unlocking the force sensitive for the main, but I want to cover the mains transition from normal to Jedi Master. A few people believe the 250 skill points for initiate box is a good thing but I and many others would believe a slower transition.
Jedi Initiate Novice Box -- This Box Would cost 100 Skill points. The Player would still be able to have a Master Advanced Profession (*Except Bounty Hunter and Commando*) with the remaining skill points. This would give the defenses and if need, the quick escape or quick Defeat in the monster/NPC the Jedi Initiate is hunting. Jedi Experience is gained the same way as it is now (with Lightsaber or force powers). If the Jedi uses thier Non-Jedi Profession, then he/she will gain experience in that profession. --This will give the Jedi the needed Defense's needed to reach Padawan and apprentice.--
Jedi Apprentice Novice Box -- This box would cost 100 skill pints. The Player would then be giving up the Advanced profession to a Hybrid of a few boxes with the remaining 50 skill points left (Mainly Starting professions). The Jedi has to start given up his past that he clings too. From Jedi Apprentice to Jedi Knight would gain its own special protections depending on which Faction/Side the Jedi Chooses to go. The Second Half will also have Quest Idea's for the light and dark side for the apprentice box.
Light Side -- Will have High Defense resists and protections.
Dark Side -- Will have Stronger attacks and lower Defenses and protections.
Jedi Guardian Novice Box -- Will use the last of the skill points. Giving up the past completly for the Jedi world is a must. Defenses for Guardian are the same as Apprentice in the light and dark, just more fortified in their areas.
THE SECOND HALF
Jedi Quests for Novice and Master Boxes. (*Not Covering Sensitivity Quest*)
When the Player gets the Initiate Box, they have the ability /findmytrainer... This is good for the initiate box to find his trainer. Yet when the Jedi reaches Initiate 4/4/4/4, the Jedi trainer says "I can no longer help you in your path, you need to search out another on ******" ****** = a Planet/City. When the Jedi arrives on the Planet/City, he uses /findmytrain and gets a Hot/Cold answer. (*Or the Jedi can talk to every single NPC to find his trainer*) The Trainer will then give the Jedi Padawan wannabe a quest to get the Padawan box w/ 500k Jedi experience.
The Quest would be like, Construct a Second Generation Lightsaber with 450 Min/max damage or higher. The trainer will give the wannabe 3 crystals and has to use one of the crystals with a Training saber. Since a Jedi has to learn to build a saber, would be a simple quest for Padawan. The Crystals will have different stats and with the Proper materials the Jedi will produce the saber that is needed. The Saber is then given to the trainer to complete task. (*Crystals that are given will be taken away that are not used after saber has been given to trainer*)
--- Once the Jedi becomes a Padawan, the Trainer Sends the Jedi off to search for the apprentice Jedi trainer of the Side he/she wants. This time, the Trainer only gives the Jedi a planet to go to, no other information is given ---
Jedi Apprentice Quest.
Once the Jedi Arrives on the planet the previous trainer mentioned, the Jedi uses the /findmytrainer with the Hot and Cold for answers. Once the Jedi finds the Trainer (*Which are two different trainers, one for light and one for dark*) the Jedi will then be instructed to do a few more tasks.
Light Side -- Protect a few innocents from maulers or monsters. If the innocent dies, the quest has to be redone. Speed is required to complete this quest and probably a little thinking too.
Dark Side -- The Jedi has to go kill a Noble at an City/Outpost. (*Waypoint given*) and return to the trainer. The path to the Dark side is quick and easy.
Jedi Knight Quest.
As in the prior trainers, the Jedi Trainer for Knight is not known but in same city as apprentice trainer. When reaching apprentice 4/4/4/4, the trainer will be active and the NPC will talk to the Jedi properly.
Light side -- The Jedi must protect a Non-innocent (*-5000 Faction Rating from Jedi's own list*) from a Major threat. The light side Jedi must not let the non-innocent die or be killed by the Jedi or he/she has to restart the mission. The Non-innocent could even attack the Jedi, which will also be attackable and Red on Radar. A Jedi must put feelings aside and protect someone that he has learned to hate in his/her past. (Area attack can harm non-innocent also)
Dark Side -- The Jedi has to kill a camp of innocents. Once again, the path to the dark side is quick.
Jedi Guardian Quest.
The Jedi Knight Trainer will know where to find the Guardian Trainer and give a waypoint to the location of the trainer.
Light Side -- The Trainer will tell the Jedi to head to Planet/City and confront a Dark Jedi (Initiate - apprentice Level*) and the Jedi must defeat the dark Jedi in battle. The Main catch is that the Light side Jedi will be Overt during the quest and he/she can not kill anyone who attacks the Jedi. If the Jedi attacks anything other then the target, the quest must be restarted. (*To me, this is the hardest thing I can think of for a Jedi to do -- specially overt cause everyone will try to kill the Jedi specially in busy cities that have Overt IMP's*)
Dark Side -- The Trainer will tell the Jedi to head to a Planet/City and kill So many innocents. (*Number Determined at quest time*) Like the Explorers mission terminals but with NPC's. The Dark Side Jedi will also be Overt but is not hindered like the light side Jedi. He/she can kill anyone and everything if they want too.
Master Quest.
The Master Trainer will not be known by the Guardian trainer. The Jedi will have to search the entire Galaxy and the /findmytrainer will not work also. The Trainer can be anywhere, even in a cave, wilderness, or a Dungeon (*Corvette Dungeon included*).
Light side -- The Light Side Jedi has to find a Dark Guardian Jedi/Dark Master Jedi (*Player*) and have a Consented Dual and Defeat the Dark Jedi in battle. -- I have Guardian listed because not all servers will have a Master Dark Jedi to kill --
Dark Side -- The Dark Side Jedi has to kill So many Player Light side Jedi in or out of Consented Battle. The light side Jedi can be out in the wilderness hunting and doesn't have to be any area of skill. The number of Jedi is determined at quest time.
Thank you again for reading this post and I hope it gives you some decent ideas. Please comment if you can, I would love and Desire to know what you think.
Casper
I wonder... with no permadeath and new quest system will there still BE a separate FSCSslot or will character "become" a jedi?Answer to that questionwould definitely affect the kind of quests that you would go through.
If my character would BECOME a jedi, doing profession-specific quests from many professions would be a viable option because in the end it doesn't matter what professions you mastered on this particular character, he final profession would still be "Jedi"
If SOE keeps the current FSCS system, it 1) undermines Single Character Slot policy and 2) then quests need to be designed in a way that would not force people to give up their chosen professions... and need to re-master them once FSCS slot is opened.
With everything else about jedi being revamped, it seems this is a valid question to ask. I know, this thread is not for asking questionsbut a clarification on that issue would be extremely helpful...
i don't know what you guys think ur doing but if i become a jedi after monthes of grinding, and i don't get a 2th char i probably quit.
i love quests but the main extra i will get with a ffs is the 10 extra lots, i am a crafter you must know.
On the path to Jedi Knight:
Instanced dungeon in which the Jedi Knight wannbe must face a clone of him- herself.