Jedi Archive

Thread: Jedi population and Visibility has reached Absurdity. Rediculas really, and all that!

Xeven01
Tue Oct 11, 2005 1:28 pm
#1



Before I get started. I was one of the first 20 or so Jedi in SWG. I was in Beta. It was never the devs intention at the beggining for Jedi to be weak nor was it the intention for Jedi to be so visible in SWG as they are today. We have mass Jedi simply because Sony wanted to provide the customers with what they wanted. Everyone wanted a Jedi.



To reduce how often you see a Jedi you must reduce active Jedi or make Jedi hide or play were they will not be seen. It is as simple as that.We cannot stop people from getting Jedi, and we cannot stop people from playing it nor should we. We can reduce active visible Jedi and still offer viable things to do both as Jedi and on other characters and not see them all over the place.



Reducing how often you see a Jedi in the game is the goal. I submit that Jedi should be a rare awe inspiring sight.



The real problem with Jedi is that Jedi are way to visible. It is not an awe inspiring sight to see one. It is not rare.



Jedi are being nurfed because of this fact. SWG has become "Jedi On Line". Everybody has one and it is no longer special to get one.



CoOl dUdES are not going to like this post, but I ask you to post constructively. If you are totally against reducing Jedi in SWG then this post is not for you. I understand your points of view. This post is more or less for those who prefer less Jedi active (visibly) in the world at one time.



Here is the fix to make Jedi special and reduce how many are in the game at once.



1. Remove visibility from Dath, Endor Yavinetc..andother no house, no city planets, so Jedi have a place to level up that is not in the wide open cities.



2.Give every Jedi's extra character a Respec with enoughexperience points to max out any professions within the skill point limits.So all jedi have a Viable alternate character.



3. Remove experience penalties completely from this game.



4. On Jedi Death Blow a Jedi will no longer be able to use the force or Light Saber for 24 hours.


This will make Jedi scary to play, but notoverly punishing. It should be important to a Jedi to survive. Right now death is trivial at best.



Thiswill reduceactive visible Jedi from the world. Players can still use Jedi in JTL as a Pilot or play other character during these 24 hours.





5. Make content that requires the Powers of Jedi to defeat it. Increase the number of NPC Force users of all types. Make it so no regular profession can solo them but a Jedi if played perfectly can defeat them solo.



6.Increase Jedi Power all around to be much more powerfull. 2 or 3 times normal professions.. Jedi should be able to tackle multiple players each...



7. Make it so BH's can group against the new more powerfull Jedi that get vis.



8. Jedi should not gain vis when he kills a NPC's that witnessed the use of the force.



9. Allow Bounty Hunters to see mission planets (not names) when chosing Jedi to fight. That way when Theed needs cleansing of CoOl dUdeS Bounty Hunters can focus on that planet without picking certain Jedi names.



10. Remove inactive house sitting Jedi from terminals if in a private structure for more than 15 min. Post back on terminal when Jedi leaves that house.



24 hours is negotiable. You could make it 18 hours of no force use so death only limits Jedi play to one game day (Just in casue you die just before bedtime). This way you wont lose more than a day on your Jedi. Jedi vs Jedi PvP would not cause Jedi to lose use of force on DB in special PvP areas.




Jedi loss of force for 18 hours and a free respec with experience for extra character so players can still play without thier Jedi is the core of this idea.




Please feel free to comment. Those flamers and people who just want someone to call names please refrane from posting. If you have better ideas or ways to improve the above I welcome your posts.



My only goal is o reduce Jedi visibility in the world so it is awesome whn you do see one and to fix the GCW problems. Jedi 18 hour death will cure lots of issues, bring back Jedi Power so Jedi are Jedi and give you a free character speced the way you want. Im not trying to ruin your fun.

Zekk-
Tue Oct 11, 2005 1:30 pm
#2

go whine elsewhere, jedi cant compete with other full temps of proffessions.



Jurri Cerae
Scylla
Railyn Trelura
Scylla
Xeven01
Tue Oct 11, 2005 1:33 pm
#3

Zekk you shoudl read the post instead of trolling. K thanks.
MikeHeXt
Tue Oct 11, 2005 1:34 pm
#4

Newsflash, You lose, we're all STILL in Beta. :/



COL Mike' HeXt-Elder Jedi Master Imperial "Rebel Slayer"

CPT HeXt -- ElderClone Bounty Hunter/Commando "Rebel Jedi Slayer"

Myke' HeXt- ShipwrightMerchant "DWB Fodder"


EvilAztec
Tue Oct 11, 2005 2:00 pm
#5

See the post in my sig for ideas.



Did you know
SOE has changed this game 3 times
Jedi went from being an Icon to a normal profession
The combat system is being reduced to Enemy Territory online
"If I wanted to play a FPS I'd launch CS 1.6"
Zephrin_B
Tue Oct 11, 2005 10:01 pm
#6






Xeven01 wrote:



Before I get started. I was one of the first 20 or so Jedi in SWG. Which, back in the day, must have made your heart stop at first. Mine would have at least .


I was in Beta. I'm tired of hearing this as a bragging right. Thousands wanted to be in Beta (myself included). SOE denied them the opportunity. So let's lets get beyond this, shall we?


It was never the devs intention at the beggining for Jedi to be weak nor was it the intention for Jedi to be so visible in SWG as they are today. Agreed


We have mass Jedi simply because Sony wanted to provide the customers with what they wanted. Yourself included. It became evident in Dec '03 the path to Jedi. This wasn't a change. Itjust became more evident. Post pub-9, the path merely changed, and it was still just as evident. Incidently...grinding X number of professions really wasn't longer than doing the villiage phases, but I digress (but there was more physical grinding involved). If memory serves, the first Jedi unlocked in late Nov / early Dec '03 (about the same length of time as the current phase system). Everyone wanted a Jedi. Yourself included (same here).


To reduce how often you see a Jedi you must reduce active Jedi or make Jedi hide or play were they will not be seen. It is as simple as that.Still agreed. Unfortunately the CU changed this. Pre-CU padawans enjoyed an XP rate that Post-CU couldn't (at least initially until they changed group xp). And Perma-death was a ridiculous solution to population control. The idea of all that hard work going down the drain simply because the devs wouldn't explain how visibility worked, etc is rubbish. We cannot stop people from getting Jedi, and we cannot stop people from playing it nor should we. We can reduce active visible Jedi and still offer viable things to do both as Jedi and on other characters and not see them all over the place. Agreed. For starters, eliminate Jedi from the GCW. Then follow by reinstituting group visibility and offering the PvE bonuses (Pre-CU).


Reducing how often you see a Jedi in the game is the goal. I submit that Jedi should be a rare awe inspiring sight. I'm still with you.


The real problem with Jedi is that Jedi are way to visible. It is not an awe inspiring sight to see one. It is not rare. I'm not in favor of Jedi being rare (so to speak). I just don't want one to be seen everytime you turn around (I want them visibly rare).


Jedi are being nurfed because of this fact. They are being nerfed because of the fact that they are involved in the GCW and the normies have a beef. Eliminate Jedi from the GCW and problem solved, IMHO. SWG has become "Jedi On Line". They always have been. Whether it's 'master X number of professions' or 'the villiage'...once the path is known, everyone will attain it if they wish to. Everybody has one and it is no longer special to get one. Under both systems it was never special. First doesn't equate to 'special.' When the path became know....most people were starting to work toward it. It was inevitable.


CoOl dUdES are not going to like this post, but I ask you to post constructively. If you are totally against reducing Jedi in SWG then this post is not for you. I understand your points of view. This post is more or less for those who prefer less Jedi active (visibly) in the world at one time. If we're talking about visible Jedi, then I wholeheartedly agree with you.


Here is the fix to make Jedi special and reduce how many are in the game at once.


1. Remove visibility from Dath, Endor Yavinetc..andother no house, no city planets, so Jedi have a place to level up that is not in the wide open cities. To me, this would seem to add to the visible presence of Jedi (for the normal professions that venture there).


2.Give every Jedi's extra character a Respec with enoughexperience points to max out any professions within the skill point limits.So all jedi have a Viable alternate character. IMHO, Jedi already have a viable alt character, which usually only takes a couple of days to master (except maybe merchant types)


3. Remove experience penalties completely from this game. I disagree. Risk needs to be a factor. However, I suggest a counter-proposal to the current system. First off, I believe the concept of negative xp is ridiculous. After all, how can you have less than no experience at something? My suggestion accomplishes the same goals as negative xp while not actually 'using' negative xp. It's simple (and I'm just throwing numbers out there so don't quote me on the specifics). Let's just say you have 100K xp banked up and you die (and by the way, I'm talking about any death...not just from a BH with your mission). Upon death, a marker is set at 120K xp where you'll get a reduction of gained xp per kill. If you survive to reach that marker, xp will resume as normal. If you get killed before reaching that marker (again, any death), you will incure a further reduction in gained xp per kill (plus that marker gets moved to, say 140K xp). Again, it achieves the same penalty (in a sense) as negative xp, while not actually being negative xp (similar to other games).


4. On Jedi Death Blow a Jedi will no longer be able to use the force or Light Saber for 24 hours. This will make Jedi scary to play, but notoverly punishing. It should be important to a Jedi to survive. Right now death is trivial at best. I support this because it's similar to the Blue Glowy Idea I support (concurrent with my idea of an xp penalty, of course).


Thiswill reduceactive visible Jedi from the world. Players can still use Jedi in JTL as a Pilot or play other character during these 24 hours. I understand your thinking on this (you can't 'see' Jedi in space). However, I feel that if your character is 'dead' for 24 hours, it's dead. Jedi still can play their alt.


5. Make content that requires the Powers of Jedi to defeat it. Increase the number of NPC Force users of all types. Make it so no regular profession can solo them but a Jedi if played perfectly can defeat them solo. Well......this could devolve into, 'What FOTM template do I need to defeat so-and-so?" But I completely agree that if we are to be the endgame, we need our own 'special' content.


6.Increase Jedi Power all around to be much more powerfull. 2 or 3 times normal professions.. Jedi should be able to tackle multiple players each... Agreed as long as the GCW isn't involved. Jedi has become a 4-letter word in the GCW....(however see below).


7. Make it so BH's can group against the new more powerfull Jedi that get vis. Agreed. As long all BH involved have your mission. And as long as that situation offers a limited amount of PvP bonuses.


8. Jedi should not gain vis when he kills a NPC's that witnessed the use of the force. Agreed. If the NPC is dead...how can it report you? Unless we're all to believe that all of these NPCs have mental telepathy.


9. Allow Bounty Hunters to see mission planets (not names) when chosing Jedi to fight. That way when Theed needs cleansing of CoOl dUdeS Bounty Hunters can focus on that planet without picking certain Jedi names. Agreed!! This would be awesome! That way, non-template paddies would steer clear of 'showing off' in the starports, while full-temp folks that 'want to be hunted' would have some fun. I love this one.


10. Remove inactive house sitting Jedi from terminals if in a private structure for more than 15 min. Post back on terminal when Jedi leaves that house. Partially agree....the former would save the BH time spent finding an 'inactive.' However, I think that once the hunted so much as moves out of the house (not 15 minutes after the fact), he's fair game.


24 hours is negotiable. You could make it 18 hours of no force use so death only limits Jedi play to one game day (Just in casue you die just before bedtime). This way you wont lose more than a day on your Jedi. Jedi vs Jedi PvP would not cause Jedi to lose use of force on DB in special PvP areas.


Jedi loss of force for 18 hours and a free respec with experience for extra character so players can still play without thier Jedi is the core of this idea. Already posted my idea above.


Please feel free to comment. Those flamers and people who just want someone to call names please refrane from posting. If you have better ideas or ways to improve the above I welcome your posts. I hope that any of my ideas don't come across as flames. We may just have a slight difference of opinion.


My only goal is o reduce Jedi visibility in the world so it is awesome whn you do see one and to fix the GCW problems. Jedi 18 hour death will cure lots of issues, bring back Jedi Power so Jedi are Jedi and give you a free character speced the way you want. Im not trying to ruin your fun. I enjoyed your post. Rock on! And MTFBWY!










__________________________________________________
Zephrin w Zerynn w Zephi
Elder Jedi Elder BHEngineer
Defenders Of The Alliance
-I support the return of camps
thepulse
Tue Oct 11, 2005 10:15 pm
#7

if it was never the devs intentions why is everything geared to grind for jedi? i mean im not flaming but it seems as if from pub 9 its like everyone is herded to the village! i mean even what 80% if not more of the BHs are FS and why did they even make it public on how to get glowey? i think they wanted everyone to get caught up in it just cause there is such a lack of content in this game. i mean how many times can you talk to an npc go drive for a bit kill or talk to something and drive back?

Message Edited by thepulse on 10-11-2005 10:16 PM



- Official SOE Crash Test Dummy. *edited by admin*
Zephrin_B
Tue Oct 11, 2005 10:35 pm
#8







thepulse wrote:

if it was never the devs intentions why is everything geared to grind for jedi? i mean im not flaming but it seems as if from pub 9 its like everyone is herded to the village! i mean even what 80% if not more of the BHs are FS and why did they even make it public on how to get glowey? i think they wanted everyone to get caught up in it just cause there is such a lack of content in this game. i mean how many times can you talk to an npc go drive for a bit kill or talk to something and drive back?

Message Edited by thepulse on 10-11-2005 10:16 PM





I think the Devs underestimated the drive to become a Jedi (perhaps they thought we wereall just lazy or something). Anyway they started herding the playerbase to Jedi well before Pub-9 (almost a year, in fact). In the beginning, it was known that there was a random path to Jedi (the manual even stated this). Some people (perhaps out of luck), were already on their way by grinding professions (problably in an effort to learn how the 'whole game' worked). However, on Christmas of 2003 when everyone received a Holocron in their email that would saysomething like, "Master Rifleman" it became clear that the path was to grind the 'correct' professions in order to unlock. So the Holo grind started. You only had to unlock 5 'correct' professions to unlock. However, usually only the first 4 Holos you got gave you a profession. The 5th usually was 'silent' meaning you had to grind profession after profession until you hit the right one. But basically, the playerbase has been 'herded' to Jedi from Christmas '03 (if they chose to do so). Once Pub-9 hit, (Oct or Nov '04) the path changed, except this time, the devs were more open about it. The only real difference between pre and post pub 9 was the guesswork involved.


Having said that, I'm not sure why they herded folks toward Jedi, only to take a giant nerf-bat out and beat the living daylights out of us.



Oh wait...I forgot.....the original Devs were canned and the would-be EQ2 wannabe devs were put in place. Welcome to the Everquest Wars CU!

Message Edited by Zephrin_B on 08-31-2005 10:36 PM

Message Edited by Zephrin_B on 10-11-2005 10:39 PM



__________________________________________________
Zephrin w Zerynn w Zephi
Elder Jedi Elder BHEngineer
Defenders Of The Alliance
-I support the return of camps
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