Force Sensitive Archive
Thread: If we really wanted to keep jedi rare...
Message Edited by Jedi_Xan on 04-06-2005 01:52 PM
Message Edited by thepulse on 04-06-2005 12:56 PM
Message Edited by thepulse on 04-06-2005 12:57 PM
Message Edited by thepulse on 04-06-2005 01:07 PM
- Increase the length of the Jedi grind: This only delays the inevitable, and adds even more torture on top of the torturous Jedi grind.
- Nerf Jedi to make them less popular: Is this SOE's approach? Time will tell....
- Give all the conventional profs a super-elite/legendary option beyond Mastery: Everyone wins. Players get more challenge and incentive to develop their characters over the long term; the devs get a new carrot-on-a-stick to keep players in-game and spending their cash for renewal of their subscriptions; more people choose non-Jedi career alternatives; and the L337 doobz actually have to earn the right to type, "PWNJOO!!"and quit the game in frustration and go back to playing their hacked Counterstrike toons. #3 for the win!
I was thinking about ways to deal with game balance in the environment. Here's what I came up with:
- Have most of the random spawns occur as normal, but insert an if/then statement into the creature code as follows: IFa Jedi or Legend-level character's attacks occur, THEN the creature is given a chance to enter a new, intensified "Berserk" mode. It becomes tougher and more resistant to some determined types of damage; it gets more HAM and/or partially heals; and it gains faster and stronger attacks. The experience reward for killing a creature that goes berserk increases proportionately.
- Have it so that when a spawn is killed off, the game does another IF/THEN check: IF a Jedi or Legend/level character is still in the area when the site spawns its next group of critters, they have a chance to upgrade to a tougher subtype of that creature. For example, a random Graul Mauler spawn might respawn as Graul Manglers, Frenzied Grauls, Ancient Grauls, or a Graul Marauder.
The game already somewhat balances the environment by ramping downward the difficulty level of creature spawns closer to cities. In addition to these two suggestions, Iwould create a few additional "pockets" of higher-level creatures, along the lines of Dathomir's Rancor Valley. After all, Ben Kenobi did say, "The Jundland Wastes are not to be traveled lightly...." Maybe not all of the Jundland Wastes, but a few hotspots would be nice....
Ultimately, all any RPG is, is numbers. I have x level of skill; my opponent has y defensive ability, generating a damage table N(1), from which results are randomized. If x goes up in such a way that it's too high relative to y, then a good game designer will find a creative way to raise y. As a person who has dabbled with RPG's since the release of Dungeons & Dragons, (and yes, I'm revealing my age!) it doesn't seem too difficult....
lpnix wrote:
LOL when will ppl realise that this game is part of the expanded universe, and that the expandid universe never happened, only the movies happend, the EU is nothing but a extended story of what ifs and in SWG the what if is what if there where more jedi . SWG is not cannon its EU that is what gives them free reign to do what ever they want with in reason, the key is what if
of course, it is all movie, so it never really happened either.
LOL!
AnzelVincir wrote:
Shensen wrote:
If we really wanted to keep jedi rare... we would cook em less if at all...
And the killer rabbit idea would work darnit! Or the black knight....see how desperate we are for content?
You mean like Jedi Tar Tar?