Development Cycle Archive
Thread: IC4: Path of the Jedi
(synopsis before hitting certain points)
For quest I believe they should beon planet such as Dathomir or Yavin 4 which would be dangerous to just any regular player to be on but not so much for jedi (or force sensitves). Let's say the FORCE would be felt throughout these planets, sort of like a replacement Dagobah.These quest would start as soon as you enter the planet, a window would open up and allow you to choose your path (dark or light - consider even making an additional toolbar to allow you to regulate if you would like to lose light side points or dark side points like stat migration) and a mysterious waypoint would appear. Now if not you're not FS, you would not get this window, your quest should start at a trainer, where you would obtain certain abilities that would allow you to become a jedi (so when you meet the trainer you unlock thejedi elite + professions). You would obtain skills such as a variation of meditation in tkm to a different way to speak to people (the same as a creature handler would use to train people, used to manipulate them). I agree the initial quest should have something to do with combat but should not be limited to it. If you're a Master Doctor and Master Combat Medic and you would like to study medicine, you would unlock the elite + professions and travel up that tree (going back to your trainer for leveling purposes) to understand medicines,poisons, buffs, etc even better. Once you obtained all these skills you could then unlock your fs slot. This might sound simple but the path would have to require you interacting with other players,and with that,no AFK grinding. As time goes on jedi should be able to move on to other trainers, progressively working they're way up the trees. Certain races should have they're bonuses come into play heavily in this area of SWG. If you have a bonus in combat and you pursue combat up to jedi master you're path should be more successful. And with that certain races (or a random selection - there should be a way to delegate between the species like assigning them a family line when they first start talking to the trainer) should have certain handicaps in certain things. For example, the Halcyon family line should obtain abilities like absorbing energy (this better than resist because not only does this not hurt you, but you get to spit the damage out that was dealt to you), but they should not be good at telekinesis. Or maybe a mon cal should have benefits when it comes to healing but should have difficulty climbing up the combat line. Either way as the climb to master becomes greater these benefits should become as apparent as a Master Ranger climbing a mountain compared to someone with no scout skills.
I believe that jedi should not become master jedi alone, there should be a point when learning a skill must be obtained with the help of another jedi to complete a quest. There might even be times where a dark jedi and light might have the same mission. The two being paired from the beginning as opposites might have a quest such as destroying something or healing something, where the person with the best time, or who gets it done the way their trainer likes it would get bonuses, such as a mod to whatever they were pursuing (healing +5, levitation +10, absorbtion +10) over what your opposition would get. So with these quest, mods are added and skills obtained.
Quest ideas, well first I believe that elite + professions should delegate what quest a player receives. These professions should become the same as the basic professions, such as scout, medic, artisan, entertainer, combatant (brawler and marksman).
For those that wish to scout, doing so on planets such as Yavin 4 or Dathomir can be just that -dangerous. Tracking and observing should be considered for these quest.
*Just to paint a scenerio - the trainer tells you of a disturbance in the force due to the bounty on his head or the bounty hunters in the area and needs you to find them. Now you can observe them or observe and attack (attacking without being attacked would be dark, observing would give you points, and defending yourself and winning would give you bonus points for dark or light side). This could be made to be NPCs or real players (if real players this would be the answer back to the bountieson jedi where now bounty hunters get TEFs too)
For medic the solution would be healing different things. Once again not something that would be possible by AFKers with supermacros. You might have to work several NPC villages to heal others (light)or help otherwise or possibly revive things that were dead and considered gone (dark) like a fallen dark jedi(s) in possibly a small battle between forces gone undetected.
For artisan crafting would be the way, where their tool efficiency would be high, building as many lightsabers as the mod would allow so that without artisanyou would be limited to building a set amount (like 2). They would also be able to build force senstive devices, for example, a clothing type that would cloak jedi from those that are not force senstive (it would cloak they're TEF if they had one. Certain species would have natural resistances to these force deceptions).
Entertainers would have the quest similar to the medic, healing bf and given the higher mods to deception like cloaking without clothes.
Combatants would spend time battling in caves, battle-melding with other jedi, and even fighting imperials or dark sith players (who might be in battle melds). Battle-meld strength would be judged on the mods that everyone in the group has. The higher you are in your profession the higher mod you have. Also certain combinations would receive certain group mods like amedic/entertainer and 2 combatants would allow for lower wounds, bf, and higher healing depending on the levels of all of the people in the meld.
A combination of these professions such as medic/entertainer would allow for unlocking certain mods. For example if you have music +20 and healing +50 then you unlock music healing. This way you can heal bf and heal at the same time. Different families or whatever the delegation might have a variation of points to spend on jedi (with a 5 point deviation).
When someone wears the title of master [profession]asjedi people should know thatthe weeks that they put in were great, and the trip that they took was long. It shouldn't be something that you see under everyone's name or profile. It should be the equivalent of seeing 32 professions under someone's name and seeing that they have obtained 75+ badges. Something rare. With that said, the titles should range from Force Sensitive to Master. FS, Padawan, Jedi Student, Jedi Knight, Jedi Master (somewhat like SW Rebellion with FS and Padawan added to it).
Consideration should also be given to certain factions interaction with jedi. For example if you are an imperial and you become jedi master you can be recruited by vader and have certain perks. Or if your a rebel you'll be hunted even more, perks might come with special skill mods because neither the emperor nor vader are putting a clamp on your training, so you might reach your full potential. Eventually things like shadow weapons developed by artisans should take play in this (a projectile of a certain damage like blast projected by the use of telekinesis) that might take on different jedi weapons. You're presence also in a completely uniform faction groups sohuld add bonuses to all (for example if you're grouped with all rebels, everyone should get some type of bonus depending on what your profession is)
Also jedi should be HIGHLY effected by bf. This would regulate the use of their powers. Dark jedi have more offense with less endurance as far as bf goes and light jedi would have more def with more endurance. After a certain number the ability for jedi to weild effectively and regularly should wane. For example if you have 250 bf it should take you a lot longer to use force lightning with less accuracy and damage then if you had 0.
Different areas/planets should effect jedi performance. Maybe put up random Force pools that change locations on the planets. If there is a battle involving jedi and the jedi is in the Force pool well then more power, higher endurance, more accuracy, etc. Even having certain regular areas such as a temple. Also the same way that a factions get bases, jedi should get to put up temples. Thing is they must meet with a certain amount of others (somethinghighlike 10 or higher) to put it together to avoid temples everywhere. These would be great places for jedi to operate with force pools located regularly in the temple. Operating here might also give youa TEF that would go away as soon as you left. (these should also be destroyable, but should be a more complicated procedure then just regular faction bases. Even possible creating things such as ysalamiri creatures from samples of others by jedi artisans (the creatureswould have high decay) and making it manditory to wear one for certain missions into destroying temples.
I have more ideas, but not sure how long this thread is allowed to go. Hopefully this will be opened up for discussion again where I can add on.
-Lbocca
I want you guys to have jedi quests (while being done by a non force sensitive chars) uncampable
make failure count in these quests if you fail the quest you can not do it again for 2 weeks for example since getting a force user char should be completing a series of quests this should add to the sense of accomplisment
you guys need to design these quests in a way that person wants to be jedi should try it ALONE without any friends
and the Quests should be BARELY doable by a single person
i don't know how you will handle this mechanics for non combat chars so i am suggesting for combat heavy characters primarily
Grinding down professions to become jedi takes about the right TIme but it is too tedious too consuming and there is no fun in doing it that way besides ppl can not play the game while they are grinding
i agree that getting a jedi char should take at least 5-6 weeks of time BUT NOT THE WHOLE 5-6 WEEKS doing nothing else but mastering proffession after profession (anyway this going to change for sure as you guys announced)
doing a jedi mission should take about 4-5 hours of someones time
first after succesfully or unsuccesfully finishing a jedi mission these should be a waiting period that no such mission can be taken again for a while
then person has to search for a mission that he can do (just barely in that too) afte that morotorium period is over and then attemp a new one
so a person becomes a jedi spending 25-30 hours of online time but in a period of 5-6 weeks the fastest if there are failures among the previous quests then this 5-6 weeks gets longer
Opening the force sensitive slot should be an epic quest involving many planets, lo
The quest idea is fine, but will be too short. Have one part of the quest implement making holocrons silentbefore the next step of the quest. This would accomplish two things:
1) Make the quest take longer than a 2 day journet to jedihood
2) Keep the holocrons valuable so they are not the biggest mistake of this game's young life.
A jedi should have to live different lifestyles, walk in different shoes, play a different style.
one of the jedi skills is patience so i dont know what is wrong with grinding all i have to say is dont change it add to it otherwise u will have a lot of mad-axe men at your door screaming "i was one the last proffession!"
(plus i like grinding)
golli wrote:
Here is my opinion short and sweet. Ive been playing since beta and started my character as a wookie because i thought creature bonus would actually mean something. I guess i didnt really understand how much of an advantage armor would provide at the time, not to mention all the other wearables for skill enhancements i cant use that end up offsetting the skill advantages i had as a wookie to begin with LOL. Well here ishow this ties into jedi. According to your new policy i will be forced to make a jedi wookie. I dont think this is right at all. I was counting on being able to make a jedi humanoid so im not at such a disadvantage. So here is how to fix that. If SOE doesnt want to allow u to make new character with FS slot anymore then they should allow u to switch your main characters species if and when u unlock FS. Once u unlock FS u should be brought to a cloning station where u can modify your characters species or something similar.
I hope u take this under consideration.
Even tho my friend here choose to use super font and thats annoying....
I cant agree with him more. Since I first saw this game at e3, it was stated that (in a nutt shell cuz i dont feel like sifting thru the press releases) you could become a jedi and have another character on the same server that was jedi. Knowing THIS is why i wanted to be a wookiee... I also wanted to be a CH, and prior to you nerfing the crap out of that profession, it was helpful to be a wookiee. HOWEVER, that being said... I sure as SH1T don't wanna be a wookiee jedi. And Im at profession 28. I also dont wanna do a stupid quest system either. I should also be far more advanced in the whole questing since i have plowed thru so many professions.
And ya know, noone is really defending the current system, but ya know as much as i complain about grinding out professions, it has been overall really fun, and ive got to experience almost everything in the game. all in all I have enjoyed it.
What i WONT enjoy is being a wookiee Jedi...
My guildmate had a nice idea for a Jedi Trial either at the Knight or Master Level.
You would enter an "instanced" dungeon solo. As you entered you would be stripped of your armor and your inventory would be cleaned out of everything except survey tools and a LS crafting tool. Since your armor would be stripped away , you would get temporary clothing of whatever type.
The first stage of this trial you would have to survey for the necessary resources to make a training saber. They would have maybe 2 - 3 of each type of resources with different stats so that you would have to check them all to make the best saber. This would require some knowledge of crafting.
The 2nd stage would involve killing some mild creatures with your training saber untilthe end of this stage where they would have a sort of "boss" creature which would require you to use your force powers since you have only a training saber. This would require great knowledge of your powers and what each is capable of. This boss would drop a standard crystal to upgrade your saber to the next generation.
The next 3 stages would be very similar to the 2nd with progressively harder creatures since you upgrade your saber in between each stage. Also each boss would require the use of different powers, some maybe even requireing you to use the creatures in the cave to help kill it. (If a Master Trial since a dark knight would not have animal specials) These stages may also be substituted with puzzles instead of combat or test of force skills.
At the final stage, with a 5th gen saber in hand, you would have to defeat a Juvenile Krayt Dragon (Since we have no armor couldn't be much tougher than this), And the dragonwould havea guarenteed pearl drop. So as a reward for completeing the trial, you would get your master or knight skillbox and a krayt pearl.
When you left the trial, you would get your items back , and only keep the pearl from the trial.. (you would lose the saber you made in the trial and the temporary clothing)