Development Cycle Archive

Thread: IC4: Path of the Jedi

Oowafas
Tue Mar 30, 2004 9:12 pm
#1184

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


Phrawst
Tue Mar 30, 2004 11:04 pm
#1185

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=326406


my definitive idea on making everyone unhappy who has and hasn't unlocked. hope this gets to the devs.
almanish
Wed Mar 31, 2004 12:31 am
#1186



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, it was a movie from the 70's so anything is possible

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!!
SciCabbit
Wed Mar 31, 2004 1:13 am
#1187

To Thunderheart, Rouge_5, Q-3PO, and all the DEV's and people who will be reading this, Thank you for your time.

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
Cyb1000
Wed Mar 31, 2004 2:57 am
#1188

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...


- Dubolom -


Exactly Sir!!! After grindind 4 professions and getting my silent holo I stoped all attempt to

try for Jedi, because I learned that the FSCS system meant creating another character.


Just a minute here, I bust my character butt to become a Jedi, and when HE succeed,

some other character is born and live the good Jedi life and gets Quests and this skill

and that? I almost cried when I had to kill all my pets after dropping CH because of the

stupid Holo grind, (not counting 'hell in cantina' grinding dancer) and I will need to drop

my Path, my Character that did all the work? You succeeded now you die because

some other Jedi character will live the Path for you?


Unacceptable! Just open a new skill tree with the appropriate Jedi xps or whatever,

and you get the added benefit of having a much more diverse population of Jedis

with many different skills (Jedi+regular) and the Quest for Jedi mastery may get really

diverse and interresting too. Geez why a new Jedi has to be like a newborn, why

can't he use a flame-thower and burn the 4 BH that are after him?


Make it realistic instead of thinking in terms of rules and points, and you will not to have

to issue patch over patches.







Cychew

Marky29
Wed Mar 31, 2004 3:01 am
#1189


Hi everyone. This thread has become very long. There are a lot of points raised and there is no point in raising anymore. I have read through the whole thread and to be honest can't think of much else to add in regards to jedi quests and opeing fscs. There has been many points repeated throughout if you take the time to read them and I cannot come up with any better idea. One thing which has not been noted or said as much as I would like is what anshu just said in his post. The fact that you can see someones characters details when they are examined. I think this is a big point and if changed, can add a more atmospheric feel to the game in general, not just for jedi's. I will explain why I think it is good for the game first and then maybe ideas as to how it could be done.


First of all, jedi are in hiding. For one I am a bounty hunter, and although I have never seen a jedi mission on the terminal, I already have a good list of all the jedis on our server (mailed to me from another bounty hunter) if I stumble across him, all I need to do is tell the bounty hunters and they will come flocking. If it was more in a real life enviroment, jedi wiil be trying to conceal themselves, using false names, concealing clothing etc. I think if a BH had a mark on a jedi, who he has never hunted before, do you not think it would be alot better if he was to turn up at his mark location, but not know who he is, having to examine people and taking a guess as to who to attack, (with npc's being about who they can alsoattack), instead of just turningup seeing a name and start shooting. If they were to attack the wrong person they fail and the mission has ended. It also highlights that yeah, fair enough if a known jedi is walking about in broad daylight with no cloak, or no armour, and has used his powers like this to show off, then people will recognise him, but if he was wearing cloaks or concealing armour as a jedi, u could not always pint point who it is. There are hundreds of people running about with say composite armour and cloaks (people will were a jedi cloak just for the hell of it, even if they are not jedi). Overall depending on the quality of concealment, whether it is a bounty hunter hunting a jedi, or a other proffession seeing a jedi in action, should not be able to identify who it is straight away depending on the jedisefforts at concealment(which I will explain more below in as to how to approach this)


This would also be good for other professions as well. For example, a well known bounty hunter. In reverse, it can add a bit of mystery to a person. If there is a "bounty hunter" going about killing people, and is a well known jedi killer. then they would get a reputation and people will make up names for them themselves, almost creating a legend. You could be talking to say "john" the tailor one day and not realise he is this master bounty hunter killing loads of jedis. It would also make jedis more careful as towho they talk to.Same in pvp fighting, someone can be shouting abuse at someone else, creating friction andchallenge to a duel, it would be more fun to not know how good the guy isyou are challenging. Also in parts of battlefields, being in a storm trooper suit or a rebel suit in battle would hide ur identity, andfor all you know, you could be talking to an imperial about this event afterwards whohad just killed you andyou neverknew it.It is deceitful but thats how real life is, and it would add moreatmosphere I think. Even if it is just to changeyour identityfor a short while if you want.Also it could give image designers a new aspect to thier profession.


Now on to the point of how to do it. I think it can be done through a verity of options, and u can choose to pick one or2, or them all. Ithink if each character has the ability not only to hide their professions mastered, and places visited, I think they should also have the ability to hide their name if they choose too. Basically I think examining should act similar in the rolling dice in which combat works. Depending on you skill level,items created, items bought and items equiped will raise or lower your chance of being detected. I will list these ideas below


False Documents and papers

These can be created by a crafter whom you trust or you have already contacted while concealed . They can create false documents which lets you change name for a period of time like a buff. Now depending on the quality of the documents made etc will affect as to how easily people can see they are false and detect you. It also adds another aspect to being searched by stoormtroopers for false documents. If you are caught, u can be attacked, and if rebe; have a tef for a while.


Image Design.

I know image designers have the ability to change the look of a person as they see fit, but maybe give them the option to have anotehr skill, which while they change they look, also let them change the way a character is detected. It could be explained in game as some sort of dna modifier, etc for a short period of time also. This means if you are already detected, then u can run and find an image designer who can change your identity. Again depending on the skill of the image designer will depend on how long this concealment will last and and how good it is in detection. Once u do this, the image designer can have a schematic of their new make up which they can sell on a bazaar to bounty hunters, or the imperials for whilst this "buff" lasts


Clothing and armour

This is basically a generic thing which will give all clothes and armour a rating of concealment. Obviously it will not be full proof and the were will be a chance of you getting detected. If you saw a character who you have never seen before, entirely concealed, you should not be allowed to identify them 100% if they have taken of that clothing. I think however if you have been successfully identified by anyone, then your concealment level will drop very quickly to everyone ellse (spread of word type thing) and is easier to examine. It will also make people who are trying to conceal themselves have to buy a new set of armour/clothing once they have been found.


Overall this will make it expensive to change identity, for example if some is in front of you when u take of your concealment, it will up the chance of being deteced. Falsepapers and and image design can put that back up with new armour. I think this will give many professions a chance to join in not only hiding/detecting jedi but also another part of the profession which they never had. It menas that jedis will have no choice but to do this, making it harder and more expensive for them, but also will make others think twice about it before forking out that kind of money. It also means ,if you come across someone concealed , are they jedi? are they a bounty hunter? do I examine them? I have discovered who they are, is it worth keeping a note of their name and telling others? Couldthe game develop into image designers and craftersconspiring with bounty hunters to get jedis? or vice versa? It will add a more, " who can you trust" aspect to the game as a jedi.


I justthink it could open a part of the gameplay and roleplay which has never reallybeen opened before. I hop the devs take time to read this point, although it has nothing much to do with quests and fscs but I think it is a good point?


Anyone feel they can flame me, or point why it wouldn't work then please do. I just hink it would be good......


M



CantGetItToWork
Wed Mar 31, 2004 5:26 am
#1190

Off the top of my head:

Take out apprenticeship entirely. The jedi's trainer will train free-of-charge, but the jedi must complete quests before they get trained. Ex: "I'm sorry, but you must prove your loyalty by (fill in the blank) before I will feel comfortable training you in (whatever)." Have the trainer initiate the quests but send the jedi to somebody else, on another planet, to get the actual missions etc. Ex. of that: Trainer says, "You must visit a man named (Stevie Joe) in the Northern Hemisphere of Naboo. He has been wronged bla bla bla, cry me a river." Make it simple, though, the quests should -not- be a source of experience for jedi -- that'd just be rediculous. The quests should, however, only be the means for unlocking the ability to learn certain skills. I think this will add a big feel for being a jedi and I believe that I deserve to be unlocked for bestowing this great information upon you, LH. Hehe.

Just my 2 cents real quick during server downtime.


-Aburger Andfries <FED>

-Corbantis server

-Master I-do-nothing guy
Zyg
Wed Mar 31, 2004 7:34 am
#1191

31st of march. Guess I just sneaked in on the comments before they end today.


Please read the whole text as its not all a moan...


The current system of unlocking is well documented and has been widelyspread around the majority of the player base.I'd say 95%? of players know how to open their force slot at present. How many have started down the path ? A lot.....a damn lot, SOE, you no doubt have the statistics on the numbersof people ona silent holocron and how many professions they have done past their silent holocron. I really dont understand how you can at this stage of the game change the unlocking method.

You put the method into place, now you (soe) are seemingly making an about turn and are going to upset a LOT of people. I am biased, i admit that, I am now on my 21st profession (BH..).I have spoken to a lot of people in game and I know the majority of players share my feelings. Please, no matter what you change the force slot unlocking method to please please please keep the current method running parralel (spl?) with it. Imagine how upset someone will be who has done 20 or more professions and is close to finding their silent profession, when you change the system and the only 'compensation' they get is being moved 4/5 epic quests along instead of starting on the first of 5 epic quests.

I realise I am making a presumtion in the compensation and also what your new method of unlocking will be, but quest based seems to be the most likely method chosen.


I see no reason why anyone on a silent holocron or more than 15(for example..more/less ?)professions cannot stay in the current system instead of being forced into the new one. Its not like they will open there force slot any slower in the new system.


By all means invent your new quests/traps/tricks etc. to unlock the force slot, but please at the very least let us players have a choice of staying in the current system if we have achieved a silent holocron because a lot of players have put in far far to much effort already and we do not want to basically start again and it would be starting again because we would be totally in the dark again. (personally it has taken me 5 months to hunt enough holocrons and grind out 21 professions)

*moan mood off*


Ideas for a new unlocking method.

(hopefully only going to be used for NEW players, or players choosing to switch over to the quests/missions and running parallel with the old system for high profession achievers)


--Sacrifice-- A player will need to sacrifice a lot in order to find the force. Just as a Monk in real life gives overhis worldly goods, so a seeker of the force should.


I imagine the easiest way to use this would be one of two ways.

1, they would have to give 'x' amount of credits over to 'good causes', this could be to their faction (reb, imp, hutt) leaders or if not in a faction could be given over to a NPC town leader.This would probably be a huge amount of credits to represent the sacrifice needed.

2, they would have to find certain items (rare spawn? altho this might cause a camping problem) and 'donate' them to their faction leaders, town leaders.

maybe a better idea would be to create Force sensitive townspeople to have the credits/items over to? I imagine these items would be hugely pricy(credit wise) and would represent a sacrifice this way.



--Dedication-- The Force seeker must provedediction to the Force.


This is a simple one, you have done well in this one already SOE. Just give a player 1 random profession to find and master BUT let him find this profession out AFTER a long series of quests(maybe my idea of new Force sensitive townspeople could tell the player his random profession after he completes the quests/missions) This will surely prove the player to be dedicated tothe Force.



--Strength-- A Jedi's strength flows from the Force.


The Force seeker must prove strength, both physically and mentally. He must prove he will be able to control and manipulate the power of the Force when it is finally time for him to wield it.


Maybe to prove this the player must kill 'x' amount of a certain type of creature, of course he will never know the type of creature, but maybe a quest or two could throw him in the right direction?another way would be to have a few quests that proved strength, maybe ending with an encounter in an arenasimilar toluke/rancor in Jabba's pit. Must admit i am lacking ideas for strength, maybe someone else can add something here.



--Knowledge-- A true Jedi uses the force for knowledge.


The player will have to prove knowledge through several tests. These could again be at the end of other missions/quests. The player will then be asked a question about SWG, his response will be in YES/NO mannar and will either give him a point if correct or zero points if uncorrect. After a certain number of points the player will have proved he can use the Force for knowledge. (knowledge and defense-never for attack....)



--Skill-- Only Force sensitive beings can master Jedi skills and the forces they control.


Simple one again for you guys at SOE. Design quests that prove the Force seeker has general skill and control with all aspects of the game. The player must show he can craft with skill (if hes a crafter), he must show he can hunt with skill(if hes a hunter) etc.etc.



--Politeness&Patience-- To reach Jedi Master a Jedi must devote much time and great patience. He treatspeople he meets with respect as he begins to feel the bonds that connect all things.


Ok, I know that one hit you for six, but think about it how often did you hear Luke swear ? (post/during jedi training anyway). A player must not swear in game for 'x' amount of weeks, months...i understand this, for some people will probably be impossible...but they will have shown they do not have the patience and politeness to understand and manipulate the Force). Alternatly a player will prove this quality by helping others for 'x' amount of time, as to what this help could be I leave to you.



Anidea for changing the Jedi profession.

Aside from the unlocking system changing, i feel that Jedi's should have to prove their loyalties eventually. Upon reaching a certain level in the Jedi structure they should have to prove whether they are going to take the light path or the dark path of the Force. This should again be done in the form of quests, although i feel the quests should be totally transparent with no hidden bits to it(the Jedi has proved himself in this already). It should basically just be a short series of quests that eventually lead the Jedi onto his new path. The quests would be a trial of faith/destiny whereupon the Jedi realises his true calling.

Ideas for quests of this nature will be taken from the films/books. Luke very nearly slipped to the Dark side but pulled away at the last moment, im sure this kind of scenario can be entwined into a short series of quests.



This is getting a bit long now and I need to go and continue with my BH grind, I hope you like some of my ideas and i hope you take into concideration my opening paragraph or two, about keeping the current system in parallel with the new one.


Thanks for taking the time to read this,


Zyg. Chilastra.











NivorbiaN
Wed Mar 31, 2004 9:41 am
#1192

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.



Galaxy2146
Wed Mar 31, 2004 12:39 pm
#1193

As for jedi here is something i'd like to see. There should be some sort of Light/Dark side Point System. This system will keep track of how you use your powers, and give you help on determining what actions will get you closer to master of light or master of darkness. But really there should just be a monitoring system. You should be able to buy specific schematics or abilities with these points.
Gaflem
Wed Mar 31, 2004 1:01 pm
#1194

Ok, I know this is for suggestions on what to do with the jedi path. But I have to ask if there is a thread somewhere addressing what will happen to all of us who have worked so hard on our hologrinding and still not gotten their FCSC. If there is a thread out there then plz send me the link. That is what i am concerned with.



As'Am Itasiku
Tera Kasi Master/Master Swordsman
Organic Resources Supplier
DreamingDroid02
Wed Mar 31, 2004 3:29 pm
#1195

I would like to see some one take the entire thread and decompose it into a tree of discussion points. These posts over 3000 characters are pointless and the entire thread is pointless without a comprehansive point by point consolidation.
Taigei
Wed Mar 31, 2004 6:45 pm
#1196

On the path to Jedi Knight:


Instanced dungeon in which the Jedi Knight wannbe must face a clone of him- herself.


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