Jedi Archive
Thread: A jedi theory I'm actually trying
blue_moogle wrote:
My Jedi Theory
I posted this originally on GameFaqs SWG board since I usually just visit there. It was a popular theory so I decided to share it with the main site folks. I basically formed it from events and screens I seen and read that people have posted and what I've experienced personally on SWG.
I believe that getting the Jedi Slot isn't random, but different for each person. The paths would be chosen everytime you created your character. First, many people have claimed to have found artifacts. So, I took this into account. Well, anyways, the theory.
First of all, your theory would be the exact same for everyone, and it's not different for everyone, and it has never been stated to be that, so before you make up theories, go check the **edit** facts, so there is at least a remotely small chance you will get it right.
Secondly, devs have stated that nothing regarding the Force Sensitive charslot is generated upon character creation, it's all something that's evolving throughout the game. Due to these two basic facts that you've missed on, I have to personally dismiss your theory as very unlikely to be correct. Sorry, not intended as a flame.
blue_moogle wrote:
Eaze, your last post just contradicts yourself. You say it won't be different for everyone, but you just quote from the faq or something and IT DOES say. And with the character looks thing, thats just something I thought up right now, and I don't really include it with the theory.
No, I don't. If you go back to school, you will learn that there is a difference between not the same for everyone and different for everyone. Even though the path will ofcourse be different for everyone (due to the order of the events you trigger etc) the actually events you need to do will not be different for everyone, but it will neither be the same for everyone.
blue...nice theory...all things are open as no one has figured it out...be surprised if it is right, but with the random spawn..etc.. etc..etc..I can see how it could map with what the devs have said.
eaze..you seem cranky, didn't unlock the FS slot again today?
hmm, interesting. I like the jedi artifact, the map, and the broken item theory. I've seen people posting that they don't know what to do with their broken items. I'm holding onto a broken Comlink just in case someone figures out what to do with them. But considering that paths should be different, my comlink might add weight to your theory. If I could get the Comlink fixed it might be possible to get a message from someone telling me what to do next. The only real problem that I have with this theory is that it is way too linear. Its a step by step procedure. Though the devs did say that sooner or later people would figure out the recipe, they also said that the jedi system is organic. Maybe they meant to say that at some point people would figure out the ingredients, not the recipe. Cuz recipe is step by step. Who knows. Still a good idea.
Eaze, I've read posts from you in multiple threads on the jedi FS issue and you are always flaming other peoples ideas. Take a valium. By the way, its not that hard mathematically to come up with 10 million unique paths to unlock the FSCS. For instance, if there were 50 different items in the game that affected the unlocking of the FS slot, and you needed to find 5 of them, then there would be over 200 million possible combinations that could unlock the slot. And its not that hard to code. Don't take all of the devs statements at face value. They can be taken many different ways.
different
\Dif"fer*ent\, a. [L. differens, -entis, p. pr. of differre: cf. F. diff['e]rent.] 1. Distinct; separate; not the same; other. ``Five different churches.'' --Addison.
2. Of various or contrary nature, form, or quality; partially or totally unlike; dissimilar; as, different kinds of food or drink; different states of health; different shapes; different degrees of excellence
the above is from www.dictionary.com. Hmm, not the same and different are two ways of just saying the same thing.
On the linear thing: you could easily replace NPCs/Items give you coords for where to go next with just general locations, or even riddles. It would still be linear, but it would make it slightly harder disguising better.
This assumes that "different for every player" does not merely point out the simple truth that every player does things her own way at her own pace.
It further assumes that "different for every player" is unique game-wide, rather than server-wide, which would be unnecessary as the odds of someone on another server unlocking the method which also happens to work for any other individual, and that individual hearing about it and trying it, are astronomical.
And, finally, it assumes that each path _must_ be unique to each player, rather than "almost certainly but not always" unique.
Anyway:
With a pool of 10 objectives, requiring that each player complete three of these in a specific order results in 720 different routes. Allowing the player to complete the unique three objectives in any order results in 120 different routes.
This may not sound like much to you, but as you resize the "pool", and alter the number of objectives that must be completed (and factor in whether or not these must be completed in a specific order), you very quickly (and with much lower numbers than you might think) exceed the number of unique 'paths' they will ever require.
Looking at the final 'assumption' above, even the tiny pool of 120 different routes (10 objectives, 3 required, completed in any order) yields a system which players are very unlikely to figure out (and which can be scaled out again without difficulty if they begin to do so), as it is beyond merely unlikely for a path that is known to work to in fact be the path for _you_.
The only 'work' involved in implementing such a system would be creating the objectives, and one could easily enough assign existing game mechanics as objectives (ie: "Master a profession").
It certainly does not require "several CDs" for the code. It would require nothing more than a very small number generated upon character creation.
I'm not proposing that this is what they have done, merely pointing out that it is trivial for them to have done so. That people cannot seem to grasp this is likely why there are so many people playing lotteries, and why they are so profitable for those who _run_ them, as it boils down to the same mathematics.
The broken items are just junk. The locked containers are good for slicing xp and storing things. Nothing more.
Trasure maps are decoded by anyone, just just hit the decode option on the radial. there's no instructions to tell you how to decode it.
It's a great idea, and very imaginitive. But i don't believe it works unfortunately.
A note to Eaze: This game has no where near 1 million customers, I'm sure. Even the most successful online games rarely reach that number, and this game has not been around long enough.
A note to BlueMoogle: I like some parts of the theories, but as others have said, it's too straightforward. It's a good idea though.
It's a good idea but it seems too easy. I do remember the devs saying that not everyone will be able to become Jedi. That could either mean it's too hard for most or each Jedi is "selected".
As for the "path" to get there, has anyone considered that the process may not be programmed. But each person selected individually for some reason or just randomly. Then each persons path is determined by a real person. They got plenty of hired help playing the game... Just a thought.
We shall see in the end, no use getting upset about it now.
Eaze, the FS slot wouldn't be unlocked at character creation, I'm saying the NPCs and Items you require will be chosen at character creation. I'm guessing this path is different for every single type of look you can have in the game, and no one looks the same, thus it being different for everyone.
AND, the devs have said it would be a different path for everyone! Look in the jedi faq!