Force Sensitive Archive

Thread: Why o Why

Renzo_Scylla
Fri Aug 26, 2005 9:04 am
#14

LOL LOL,


Get out the Fleet Home enema kit and clean out the current jedi grind, we deserve something better than this. Never mind how I know that Fleet is an enema kit.


Oh by the way I hear a new profession will come with the new expansion Trials of Obi Wan, it is called Grind_Monkey.


Tier one boxes,


Bol management, Picket wrangling I, Bol surveying I, 1001 ways to prepare Bol.


Tholan
Fri Aug 26, 2005 11:55 am
#15






Renzo_Scylla wrote:

Grind. Why did it have to Grind. - Indy

Grinding, very boring, you go first. - Salas


Why couldnt the journey to become a jedi be a series of long and arduous quests and Missions similar to the themeparks but not as easy?

What if there were 20 quests that had to be completed per Jedi Rank and each quest took hours or even days to complete and you had to aquire help at certain points of each quest by a variety of professions from crafters to Doctors to Combatants to complete any number of objectives on these quests and missions. Just Imagine a quest to rescue a highly important spy that was captured and placed in a detention cell on a star destroyer and you needed a smuggler to unlock cell and amaster pilot to take you to the ship and maybe a couple of ruffnecks to fight with you. The sky is the limit on how involved and complex these journeys could be, and the quests wouldrequire you to use your force powers as you learn them. There would be great rewards at the end of each quest. Ahh Im dreaming, sorry if I bored you.


guess ill go kill me a couple thousand Bols and call it a weekend.







Why you ask? Time.... 20 quests would not delay you long enough. You would have people becoming Jedi's in weeks or even days. Consider the uber players in guilds who could muster the forces your speak of.


Well, then why not just have 1000 quests you ask?I couldn't imagine how any developer could put together 1000 queststo make the path to becoming a jedi long enough. That is just way too much content to try and monitor control and test for just one aspect of the game.


If you make the quests super hard, well, then that opens up another can of worms. How hard is hard enough? When does it become too hard?


You just can't please everyone all the time. One of life's axioms.
Renzo_Scylla
Fri Aug 26, 2005 2:25 pm
#16

A possible solution to the notion that people would fly through the 20 quests at each stage of the jedi professions is that perhaps the quests would spawn at somewhat irregular intervals. By this i mean that the NPC characters that are part of the quests are not always there. Or perhaps the npc come to you similar to the way that the old man appears. Remember, the idea is to find a way to rid us of grinding and give us way to prpogress through the jedi ranks with real game content.

Some quests will be long, and complex, with many parts that cant be completed in one sitting. Im sure i underestimate some loser who never sees the light if day and sitsaround in his underwear all day and night playing SWG.


I am talking about a single quest that takes 10 hrs or more hours to complete. times 20 quests per skill from initiate to master, thats 100 quests, thats 1000 hrs. if you play 5hrs a day it will take 200 days to make master but im sure thats above average. i play about 15 hrs per week, so it would take me 66 weeks to complete if all idid was jedi quests. But i do other things not just grind.


I know Im dreaming,

Jedi stinks, im out.
Cebre_Opasloa
Fri Aug 26, 2005 3:04 pm
#17






Renzo_Scylla wrote:

A possible solution to the notion that people would fly through the 20 quests at each stage of the jedi professions is that perhaps the quests would spawn at somewhat irregular intervals. By this i mean that the NPC characters that are part of the quests are not always there. Or perhaps the npc come to you similar to the way that the old man appears. Remember, the idea is to find a way to rid us of grinding and give us way to prpogress through the jedi ranks with real game content.

Some quests will be long, and complex, with many parts that cant be completed in one sitting. Im sure i underestimate some loser who never sees the light if day and sitsaround in his underwear all day and night playing SWG.


I am talking about a single quest that takes 10 hrs or more hours to complete. times 20 quests per skill from initiate to master, thats 100 quests, thats 1000 hrs. if you play 5hrs a day it will take 200 days to make master but im sure thats above average. i play about 15 hrs per week, so it would take me 66 weeks to complete if all idid was jedi quests. But i do other things not just grind.


I know Im dreaming,

Jedi stinks, im out.






The timeframe you present is in line with what the Devs seemingly intended, but adding so many quests when what present quests we have are frequently bugged to hades is why this kind of system, while more representative of how the road to Jedi SHOULD be, will likely never ever appear in game.


As for the idea of quests occuring at somewhat irregular intervals... we have that. It's called the village. You know, phases every 3 weeks or so, certain quests only available in certain phases...


The grinding element of the village is not at all great or engaging story-wise, but it's relatively bug free for the most part, unlike what your scheme would be.


Your idea is great, but unimplementable in practice I'm afraid.






Every time you renew your SWG account, a kitten is born. Please, SWG Players, the world needs more cute little kittens to love...

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Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.
quitch
Fri Aug 26, 2005 5:47 pm
#18






flyersolo wrote:
It's not the grind,it's just that they keep moving the finish line.




you mean they moved it once



-who lightdust
Shadowrazor
Fri Aug 26, 2005 6:09 pm
#19






quitch wrote:






flyersolo wrote:
It's not the grind,it's just that they keep moving the finish line.




you mean they moved it once




From what i know, they went from hologrinding to the village, and then in the village they change the conversion. Thats at least twice, not to mention the cu and other changes. Why do I get the impression that some (not all) current jedi's are, amongthings, bitter that current fs types are not happy that the rules are being changed in a manner that keeps making it increasingly difficult for us to reach a goal you may have already completed in a different standard of rules. I personally am going to keep grinding and not give up, however I think the issue that should have been adressed was the 'nade exploit and not the combat xp conversion.





Travian Moonrazer WAS(Human MBH/Master Pistoleer/Novice CM Imp Flurry) with 4 boxes to go for unlock before NGE, Imperial Shock Trooper Commando
NACHODEWI
Fri Aug 26, 2005 6:22 pm
#20

I think the current system is here to stay. They just need to change the glowie system. Everyone knows its not working anymore.



Dweibokyt RotaenMaster Bounty Hunter
bingaling
Sun Aug 28, 2005 9:18 pm
#21







NACHODEWI wrote:

I think the current system is here to stay. They just need to change the glowie system. Everyone knows its not working anymore.





HOW to fix glowy system: Geting all the badges is fine but if your a crafter getting ambushed by 3 CL75 Sith thats just murder. <--- Im going through this by the way, working on my 6th ambush At least give crafters a chance of getting to the village.


This is only from my view and what i've seen wrong with it.



I keep hunting imperials keep dying
Almost Elder Jedi

I keep crafting they keep buying
Master Domestics
bingaling
Mon Aug 29, 2005 7:41 am
#22

Yes, I have had a guild Jedi Kight help me but when the sith spawn they incap before he can heal me and get them to agro on him. The last time that the spawned he was there with me and they incaped but where no where near me, but they were able to loot my crysatl. My friend killed them shortly after and didnt let them get any closer. I should get them to spawn again today and i'll see what happens from there.



I keep hunting imperials keep dying
Almost Elder Jedi

I keep crafting they keep buying
Master Domestics
Chris92056
Mon Aug 29, 2005 7:49 am
#23


A FS Mission based system? Are you serious or did you just not think this one out?


I think the latter.


You’d have a fun way to JEDI filled with content and meaning. The reward for doing some creative quests that takes you through the SW galaxy is your Glow stick and the title of JEDI.


This my friend would be a BIG mistake.


Who WOULDN’T want to do this?


Remember "The JEDI are supposed to be Rare!!"


Everyone and their mother would be a JEDI if you people had your way.


The "Grind" isthere to Discourage people from going JEDI. NOT encourage them.


If the grind makes you Not want to do it...good. That’s what it’s supposed to do.


If your going to spend money and man hours on "fun content" spend it on smugglers & crafter classes.









Master Jakk Rincon
Elder Jedi
"We are Keepers of the Peace"

Jedi_Xan
Mon Aug 29, 2005 11:47 am
#24

I am sorry, but a year or two year quest is just plain nuts. If a quest system were in place, it should not be more than 6 months. Period. Any longer is too long.



Callale Xan
Imperial Colonel


Currently on vacation in Freeport. Please leave a message.
Renzo_Scylla
Mon Aug 29, 2005 11:55 am
#25

I aggree with your point that grinding is a deterrent from going jedi, frankly thats why I dont want to be jedi. but seriously, There is no way that the current system makes any sense. This game will NEVER EVER be as good as the handful of console games that deal with the jedi profession under the current jedi grind system. I think the way to deter people from taking the more difficult path to jedi is to actually make the path difficult, not boring. Regardless of wether or not i am going to grind for a year or two or do jedi based quests for a year or two matters not. People who want to be a jedi will be a jedi. Why cant it be more like the what a jedi would really fo through in the books and movies. Because you say everyone in the game would be a jedi if this were the case. I dont think so. In the movies the Jedi gave up things, made sacrifices, the same should be in the SWG. What those sacrifices might be Im not sure. Xp loss yea right.
Cebre_Opasloa
Mon Aug 29, 2005 12:32 pm
#26






bingaling wrote:







NACHODEWI wrote:

I think the current system is here to stay. They just need to change the glowie system. Everyone knows its not working anymore.





HOW to fix glowy system: Geting all the badges is fine but if your a crafter getting ambushed by 3 CL75 Sith thats just murder. <--- Im going through this by the way, working on my 6th ambush At least give crafters a chance of getting to the village.


This is only from my view and what i've seen wrong with it.





There definitely seems to be a double standard to some extent.


The Devs have stated they wanted all characters to have access to Jedi, but they make getting through the village all but impossible solo for any non-combat-dedicated character.


They have suggested getting guildmates or friends to assist you with the Sith if not a high-level combat character. Have you tried that?






Every time you renew your SWG account, a kitten is born. Please, SWG Players, the world needs more cute little kittens to love...

main () { postcount++; }

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.
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