Force Sensitive Archive
Thread: For the Developer, for the player: Slowing Down the Glowy Progression.
Page 1 of 1
Grunzer
Sun Aug 14, 2005 1:34 am
#1
So the goal here is to see what we can do to slow things down in such a manner that will keep the game fun for the players, and be easy for the developers to code. And hopefully end some of the hatred and anger that this current system has spawned among the older players,the newer players, and the power players. In most cases these ideas involve adjustments to code, rather than implementing entirely new systems.
The developers I am sure are aware that the community has become very divided over almost every aspect of the Force Sensitive and Jedi systems currently in place, and while a certain amount of division must always be expected, there are ways to lessen it to some degree while also accomplishing the goals set forth to slow progression of players to Jedi, while also keeping it relatively easy to put in place, and without angering too much of the playerbase.
It should also be apparent to the player that the developers face seemingly insurmountable obstacles to making the Jedi system work successfully, thus the need for the combat XP change. And while players may speculate about the developers motivations, or if they have any, or are simply carrying out Lucas Arts will to the best of their ability, these things are not important.
What is important is making the system beneficial to us, the player, and them, the Developers. The developers need coding that is easy, quick, and effective. We need a system that involves a little bit less carpel tunnel syndrome, and more fun...
Obviously the proposed ideas in this message will be disagreeable to some, but I think overall it is the only way to tackle the first problem that the developers have (apparently) decided to take on, and that is slowing down the progression to glowy.
#1:
Putting a time limit on newly created accounts. For purposes here we'll say, 90 days. A player may do all of what it takes to become force sensitive however quickly he wants to, but he'll still need to wait until his account is 90 days old at the minimum before receiving a visit from the old man.
The main benefits to this are threefold.
A: The Developers have another way to slow the onslaught of Jedi into the game.
B: The New Player can now spend his time doing other things in the game for a little while, so that hopefully he or she will have a better understanding of the many aspects of the game, quests, professions, etc.
C: Emnity between current players and new players will fade somewhat, as we will all be insured that the new Jedi coming into the game will have at least played/paid for 3 months before beginning their F.S. experience.
#2:
Increasing the badge requirement to a minimum of 50 badges and add a pilot mastery to the list.
The main benefits to this are once again threefold.
A: The Developers insure that the player has sufficiently explored the game, andpossibly spur more interest in the space aspect of the game.
B: The new player now has more to do during his 90 days of waiting time, who knows, he may even enjoy it a little bit.
C: Emnity between the current players and new players will further fade somewhat. It's can be really difficult for a player who has been around many months, and explored a lot of the game, to see a player with the minimum amount of badges (which is extremely low.) talking about receiving his 3rd unlock.
#3:
Reducing the number of visits the Old Man makes. He's an old man, and needs time to see each new Force Sensitive player. For the sake of discussion we will set this at 1account per server reset, to occur at a random time during the hours of 8:00AMto 1:00AM on either the first, or second day before the server is reset. (The hours and randomness are to insure that it is not simply he/she who gets up first and logs in who is the one who receives the visit.)
The main benefits to this are twofold.
A: The Developers once again have slowed the onslaught of Jedi. They have also added some mystery back to the quest to become F.S.
B: The Player who becomes Force Sensitive will be forced to go about his regular business, and might actually be surprised when his visit from the old man comes. It might even offer a sense of accomplishment that seems lacking in the current system of hopping shuttles, running to and fro, and doing nothing but waiting.
#4:
The current village system is designed for a CL70+ character to complete. Therefore it should be a prerequisite that each character who is ready for their old man visit must be at least CL54+ or above before the old man will make that visit.
The main benefits to this are threefold.
A: The Developers ensure that every player who wants to become Force Sensitive isat least somewhat up to the challengeof thetrials ahead, without strictly limiting the village experience to combat orientedcharacters.
B: The new player can be reasonably confident that with some tactics, and skill, he or she will at least manage to survive the visit from the Sith who come to take away his or hercrystal and beat him or herup.
C: The existing playerbase will be more willing to help out a player in need if they see that they at least have the minimal skills necessary and actually belong in the village to begin with.
#5:
Let's lengthen the Padawan Trials, and limit them to 2 per day, in the spirit of making the player slow down and really contemplate the journey he is about to undergo.
#6:
Let's reinstitute the Email sent upon becoming a padawan. A short paragraph or two concerning what the Padawan should expect with visibility, Bounty Hunters, and Experience gained and lost. Let's make them feel a little more special, because they've just shown great patience; A willingness to explore the game and converse with people; A desire to do all that was necessary to begin the long road to being a Padawan, and eventually a Jedi Knight.
Once these systems are in place, it might then be possible for the developers to revisit the combat XP conversion ratios becauseas we all knowthe grind is in fact unrealistic and quite painful right now, but that it was also a necessary change and the only quick option that was available to slow things downfor the moment... And yet for the long term, this method, just like the holocron grind, will not be acceptable to the player base due to it's total and complete lack of fun.
Discuss. Agree. Disagree.
Let us please be civil. I would very much like to try and have a discussion about this that might allow for a red name to pop in, take a look, and perhaps make a quick comment. I do realize it is unlikely, but let's try to be nice to one another anyway.
Message Edited by Grunzer on 08-14-2005 01:57 AM
Greeen
Sun Aug 14, 2005 4:29 am
#3
well, interesting thoughts, but this will only call for more frustration, esp. the limited visits of old man or padwan trials.
i don't really understand the problem with the jedis - at least they group and most are helpful, also to newbies. crafters on the other hand have to be solo basically. you craft alone, you survey alone, you sell your stuff alone (my second toon is advanced artisan). only the very rich ones and veteran players are generous and give stuff away or so. since they (usually) don't have high CL they can't help others in doing combat quests... and plain combatants get bored sooner or later and want to do something else, once content is exhausted. what you do? in general terms: craft or go for jedi, maybe pilot.
so i don't really agree with #3 and #5.
the amount of badges could be discussable. the combat level maybe, but considering the crafting branches to unlock, i don't think the CL is the only thing to consider there.
i think in general its the content for jedis that should become better; this way no one can claim that the jedi don't add anything to the game in contrast to e.g. crafters. you know, give them jedi specific quests where they need to join e.g. with low level players (just a rough idea, doesn't have to be exactly that of course). and if the jedi have something to add to the community (besides helping other players with e.g. gaining badges etc - oh, look, jedi *are* "useful" after all, so maybe this paragraf is obsolete) then no one really has a reason to "complain" about them.
i still think the biggest whiners are those that don't want to do the grind to become jedi. that is really annoying. advanced crafting can take up a lot of time as well. and that is solo. bah!
i consider myself a casual player, with job, spouse & 2 kids - it is though, but it is possible. still need some more unlocks though for the jedi
i don't really understand the problem with the jedis - at least they group and most are helpful, also to newbies. crafters on the other hand have to be solo basically. you craft alone, you survey alone, you sell your stuff alone (my second toon is advanced artisan). only the very rich ones and veteran players are generous and give stuff away or so. since they (usually) don't have high CL they can't help others in doing combat quests... and plain combatants get bored sooner or later and want to do something else, once content is exhausted. what you do? in general terms: craft or go for jedi, maybe pilot.
so i don't really agree with #3 and #5.
the amount of badges could be discussable. the combat level maybe, but considering the crafting branches to unlock, i don't think the CL is the only thing to consider there.
i think in general its the content for jedis that should become better; this way no one can claim that the jedi don't add anything to the game in contrast to e.g. crafters. you know, give them jedi specific quests where they need to join e.g. with low level players (just a rough idea, doesn't have to be exactly that of course). and if the jedi have something to add to the community (besides helping other players with e.g. gaining badges etc - oh, look, jedi *are* "useful" after all, so maybe this paragraf is obsolete) then no one really has a reason to "complain" about them.
i still think the biggest whiners are those that don't want to do the grind to become jedi. that is really annoying. advanced crafting can take up a lot of time as well. and that is solo. bah!
i consider myself a casual player, with job, spouse & 2 kids - it is though, but it is possible. still need some more unlocks though for the jedi
CombatTrainer
Sun Aug 14, 2005 4:44 am
#4
I don't have a problem with making it either a little longer or more difficult for a player to get visited by the old man. I just have concerns about making it take longer for those that have already had the visits. I have been playing for just about a year and I am still unlocking force trees at the village every once in a while...I dont get much time to play but when I do, I really hit it hard and grind it out...so it gives me a little comfort to know that when I get to the padawan trials I can set a day aside to really get as much done as I can. I definately understand wanting to slow the process down and make it harder to get jedi so that there aren't so many Jedi. But I think that is precisely what needs to be change...The length of time and the amount of things you must accomplish to just get a visit from the Old Man. I think that would not only slow the process but would also discourage those players who just want Jedi because it is so easy to get...All they have to do now is basically do what they are doing already...I think you have to make it take longer and you must accomplish more...Then if that doesn't work...then add more to it until you get the effect that you want...But this is just my opinion...Thanks for taking the time to read this and have a good day..
CombatTrainer
Sun Aug 14, 2005 5:00 am
#5
Sorry something I forgot to discuss...I don't care for #3...Just because when I started the server I joined was low to medium population...Now it has become a heavy population server...So if the old man only visits one account per rollover and I only get time to play at certain times for only a few hours here and there it could take forever. Thanks for your time....again...have a good day.
Grunzer
Sun Aug 14, 2005 5:45 am
#7
-Southern- wrote:
Lemme guess you already have a jedi...
Not at all.
I'm just a little weary of everything always going in the wrong direction in this game. 2 years and we keep circling the right way to go, but never actually head towards the center.
Message Edited by Grunzer on 08-14-2005 05:46 AM
Page 1 of 1