Force Sensitive Archive

Thread: If we really wanted to keep jedi rare...

Corsican_Ogre
Thu Apr 07, 2005 8:23 pm
#53

I think one way to keep jedi rare would be to let you do the Unlock then drop Jedi. I know more then a few folks who left the game when a second Toon was not an option with out a jedi or a second account. I know many more who went Jedi only to have a combat toon (Jedi) and a crafting or support toon on the same server.



Vrailus Novawolf
12 Point Master Armorsmith Master Shipwright Master Merchant
Daragon V Mall At Lake Destiny (Near Keren) 3125 2819
AnzelVincir
Fri Apr 08, 2005 12:50 am
#54






sharpenedstick wrote:


So instead, SOE got away from mindless grinding and gave us a quest system based on - wait for it - mindless grinding. Well, even if this wasn't a big surprise, at least people now knew what to work towards.






Dude, this made me laugh so hard that I almost puked up my thai steak salad.


Usually I just read the first couple of posts in a thread and then just add whatever nonsense pops in my head. However I've actually read most of this thread and I think there are some really good ideas here mixed in with all of the retard calling and Vader's Killer Rabbit theories.


1.) UBER PROFESSIONS: Right now we have novice professions and elite professions and that's it. There is only one uber profession which is Jedi so naturally everyone wants to have it. Jedi is basically a uber or tier 3 melee class. I'd bet any money that ifthey added a tier 3 ranged class, a tier 3 (useful)scout class, and a tier 3 healing class, the Jedi population would dwindle. Sure there'd still be lots of Jedi but a lot of people would want to do other stuff.


2.) HARDER PLAY: Right now becoming a Jedi is simply long and boring. It's not hard at all. It's not challenging at all. Make it more difficult to be a Jedi and there will be less of them.




AnzelZenalXenalXahnAgrippina
Shensen
Fri Apr 08, 2005 12:55 am
#55

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?



[[[[[[[[[[[[[[[[[[
Shensen
~-KOG-~
[[[[[[[[[[[[[[[[[[
"Warned you we tried, listen you did not. Now screwed we all will be. Way to go Kenobi." -Yoda
AnzelVincir
Fri Apr 08, 2005 12:59 am
#56






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?




AnzelZenalXenalXahnAgrippina
Shensen
Fri Apr 08, 2005 5:07 am
#57

It's nice to see references to 8 years olds as most of the time 12 seems to be the popular number....I think we were really doing the community a disservice by forgetting about the younger demographic



[[[[[[[[[[[[[[[[[[
Shensen
~-KOG-~
[[[[[[[[[[[[[[[[[[
"Warned you we tried, listen you did not. Now screwed we all will be. Way to go Kenobi." -Yoda
Eggman11
Fri Apr 08, 2005 6:50 am
#58

To all of you who have played kotor 2:

They "THOUGHT" (keyword) all the jedi were wiped out too. There were still quite a few jedi up and about. I think that jedi should be in hiding more than they are now though.



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freegeg
Fri Apr 08, 2005 7:14 am
#59

i dont see any problems in jedis popping up, it is just a profession like TKA or Commando.. it is just harder to get, well you don't complain about TKM's, do you?



"Tragedy is when I cut my finger. Comedy is when you walk into an open sewer and die." -Mel Brooks

Harvest Calculator

Iakimo
Fri Apr 08, 2005 8:35 am
#60






freegeg wrote:

i dont see any problems in jedis popping up, it is just a profession like TKA or Commando.. it is just harder to get, well you don't complain about TKM's, do you?






Oh, yes people do! Yet another long-running whine: "I spent a year grinding this profession, and now I've been killed by a template that took a week to grind...." etc.



---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
Caliet
Fri Apr 08, 2005 8:40 am
#61


If we wanted to keep Jedi rare they would take flamethrowers away from commandos.... n/m



Brazbit Darkwynd
Sunrunner
Master Musician, Master Entertainer, Master Image Designer, Dancer, Master CorSec Pilot
Jason_Solo
Fri Apr 08, 2005 10:19 am
#62

Another way to keep Jedi (at least Light Jedi) rare. If they initiate combat with anyone but a Dark Jedi they are stripped of their Light Jedi status and move to DJK...or maybe lose their XP for a non-Jedi like action. Light Jedi are never the aggressors in canon. That's a Dark Side trait.

Yet another way to keep Jedi rare. Have the devs actually enforce the removal of Jeebay accounts. There's about 3 of 'em on Wanderhome. It's widely known and 1 of the offenders has actually bragged about it on the forums. This guy is now the only Master on the server. Plus he's one of the most reviled players on the game as well. But the devs do nothing. /mood baffled



Jaesyn Beaz
MBH, Master Pistoleer, MM, Master Pilot, Scout, a bit o' entertainer blah blah
WoD
Jedi Tackling Dummy

- I support Sculley's idea for the better balancing of the jedi profession.
Iakimo
Fri Apr 08, 2005 11:41 pm
#63






Jason_Solo wrote:
Another way to keep Jedi (at least Light Jedi) rare. If they initiate combat with anyone but a Dark Jedi they are stripped of their Light Jedi status and move to DJK...or maybe lose their XP for a non-Jedi like action. Light Jedi are never the aggressors in canon. That's a Dark Side trait.

Yet another way to keep Jedi rare. Have the devs actually enforce the removal of Jeebay accounts. There's about 3 of 'em on Wanderhome. It's widely known and 1 of the offenders has actually bragged about it on the forums. This guy is now the only Master on the server. Plus he's one of the most reviled players on the game as well. But the devs do nothing. /mood baffled




LOL.. a couple of interesting points. The first one isn't practical, because it would limit the gameplay of one faction... I guess it can be considered a concession of continuity in favor of gameplay.


On the second point: I wonder just how many J'eB-di there actually are per server. I'd like to think it's a small but highly-visible fraction...





---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
Yterbium
Sat Apr 09, 2005 4:13 am
#64






sharpenedstick wrote:

The best way to keep Jedi rare is to make Jedi play difficult.


The Jedi system has been the most significant SOE failure, a fact shown by the constant need to revise the whole enterprise, and the ultimate failure of their "solutions".


The problem with the earlyhologrind was that it rewarded the worst segment of players. The 1337 exploiters were, by and large, the head of the jedi race. But, eventually, there were enough holos and enough people mastering everything so that persistant players were thrown into the mix. Sure, people who play all the time deserve a reward, and it's better than limiting jedi to 1337s, but mastering every profession or finding enough holos were still lousy solutions.


So instead, SOE got away from mindless grinding and gave us a quest system based on - wait for it - mindless grinding. Well, even if this wasn't a big surprise, at least people now knew what to work towards. Finally, even casual players could play the Jedi game, though it might take a year or more to rack up the XP just to start Jedi initiate.


The end result is that SOE keeps looking for an *entry* system to keep Jedi rare, but that just isn't going to (and hasn't) worked. The vast majority of players have at least *some* interest in playing a Jedi, and many have put in the extraordinary effort to become one. This indicates what we all already knew, that Jedi are very popular and a major drawing point to the Star Wars ethos. It also fully indicates that any system designed to "filter out" people from becoming Jedi won't work without hard caps, and hard caps are hardly fair. So a different mode is needed.


That system should be based around the difficulty of staying alive. Let everyone make a Jedi. But then, show them why so few exist in thistime period.


Playing a Jedi should be difficult, not because they require X many more times XP, but because the universe is hostile. The empire should be actively hunting ALL force sensative users. Even the dark siders. Bounty Hunters (NPC) should track players who spend time on Central Planets and attack based on a kind of visibility system, to encourage all force users to stay on the outer worlds like Talus or Tatooine. Numerous other environmental pressures could be added to make the game hostile to Jedi.


This system has the advantage of giving everyone a chance, but rewarding those who stick with it. Furthermore, it serves to limit the visibility of Jedi, a constant complaint, reducesmindless grinding somewhat, and makesplaying a Jedi a better achievment than grinding or"Fight Clubbing".







Outstanding suggestions!


I would even say that this idea could be taken one step further, and perhaps some new system for permadeath could be implemented. Say after 3 or 5 or whatever kills, your Jedi is dead permanently and you have to begin again.


Of course, that would probably piss a whole lot of people off.


Anyway, the point is that we need an exit system for Jedi, not additional ramping up and nerfing of the progressions. Jedi should be uber, and everyon knows it, but there should be a PENALTY when you let yourself get found out. The existing visibility system could be repaired, and then a permadeath option might solve that problem.


Also, it would make that accomplishment of becoming and REMAINING a living Jedi extremely valuable.




-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
Yterbium
Sat Apr 09, 2005 4:19 am
#65






MaliceMarcus wrote:

The first few posters mentioned the hologrind. That ruined the game...bad idea. Want to limit the amount of jedi in game and how much you see them? Bring back permadeath. Die 3 times in a week and you're done....start all over.









Excellent idea! I agree 100%, and I am almost done with FS! I would love the accomplishment to be worth something, as I have been working on this since the hologrind came out, and have been playing the game since release. I didn't want a fast track to Jedi, so I wasn't bothered by the idea of spending 2 years to get it, but all the AFK grinders and sold accounts have ruined the intrinsic value of the profession.


Jedi SHOULD be uber. Jedi SHOULD be able to take out 20 regular NPCs like TH said when they first came out. Jedi SHOULD require 5 bounty hunters to take out at their higher levels.


And Jedi SHOULD die permanently after some amount of deaths. As I said before, it is an EXIT system we need for Jedi.




-=Yterbium=-

Active Since June 26th, 2003
Saddly Addicted Player (S. A. P.) since Day One!
Individuality...heh. Enjoyment...heh. A dev craves not these things.
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