Jedi Archive
Thread: Jacella's Views
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Jacella
Thu Sep 22, 2005 3:09 pm
#1
I have posted a little on the Jedi forum and sometimes I get accused of accepting what the devs throw at us too easily. I wanted to post this so people can get a better view of what I really believe and what I really want. These are often quite different from my replies to some posts, but there is a reason.
First off, no, I am not happy with how jedi has been mistreated. Our power has been stripped away and our content has been reduced to almost nothing. Subsequently, the population of jedi on the servers has grown to infestation levels. The grind has been reduced to a riskless joke.
Back when I started my grind, in February of 2004, jedi were to be feared, revered, and something to strive for. A Knight could eat a guild alive and destroy a base in short order. They were rare and protected by their guilds. The accomplishment was almost resume material.
Then came Pub 9.
The introduction of the Village was, quite possibly, one of the most frustrating additions that I have ever seen in a game. It laid out the path to be a jedi to the point that a player could tell you the exact date that they would unlock. That's just rediculous. I agree with the quests, but the grind is retarded.
Hologrinding was the best way for new jedi to unlock, and adding the quests from the Village would have been a good idea as long as they were Force related and not fetch, patrol and kill, or escort duties. They should be based on Jedi lore and teach you about the skills you are to acquire...incorporating the Village into the Padawan grind would have made more sense.
Lightsabers should do a heck of a lot more damage than they do, and jedi armor? What the heck is that? Jedi don't use armor, they have evasive skills like dodge and block that should supplant any "armor". This should also be the same for TKM's. TKM should be the only profession that should almost be as strong as Jedi in melee. Almost. Armour is for the rest of the professions.
PVE option? Sure, but their power is reduced to that of a normal toon, end of story. PVP jedi would be perma termed, attackable by opposing faction jedi and be roughly twice or 3 times more powerful than any other character. They would be more like the pre-9 jedi. They would clone...but only at the Village on Dath, and be pvp disabled for 2 hours.
Sabers would not require specialized components, but be granted at different levels. At Knight, Guardian, and Master, there would also be better sabers available...to go with the robes.
Now, why do I answer differently in other threads? Because there is what I want, and then there is the realistic. Right now, my ideas for what SHOULD be are just pipe dreams. The fact is that if we are to be good jedi, we are going to have to adapt and succeed in spite of what challenges are thrown our way. Many will quit, and that may be the intention, but the ones that stay ate the hard core that desearve the toon. $15 a month gives you permission to play the game, hard work enables you to have a jedi. Don't get confused.
Rafian
Fri Sep 23, 2005 1:50 pm
#3
I like your points alot except for the L.Saber, maybe I'm crazy but I like the aspect of crafting my saber, it feels special to me that way. Now put all your points into the game and give me an option to change up my robe look and color and I think it's a winner.
DocSavag
Fri Sep 23, 2005 1:54 pm
#4
Jacella wrote:
no comments....lol
Tough to take you seriously when you start out defending one of the worst game design ideas in history. (Hologrinding) A system that wrecked the SWG economy and turned scores of players in to afk grinding zombies long before the Ryatt trails were even a gleam in a producer's eye.
I agree that the Village could be better and that I wish they could find a better method than just grinding XP for your advancement in the village but the hologrind wasn't anything to look back on with fondness for the game as a whole. It wasn't any more mysterious than the village is after the first few unlocks. It was just a matter of how many pointless professions would you master and immediately drop.
Quiet420
Fri Sep 23, 2005 1:58 pm
#5
DocSavag wrote:
worst game design ideas in history. (Hologrinding) A system that wrecked the SWG economy and turned scores of players in to afk grinding zombies long before the Ryatt trails were even a gleam in a producer's eye.
I agree that the Village could be better and that I wish they could find a better method than just grinding XP for your advancement in the village but the hologrind wasn't anything to look back on with fondness for the game as a whole. It wasn't any more mysterious than the village is after the first few unlocks. It was just a matter of how many pointless professions would you master and immediately drop.
I agree with that...still missing something....I'm sure someone else will post it later.
MsNiL
Fri Sep 23, 2005 1:59 pm
#6
Forget pve Jedi.
As long as Light Jedi earns xp for doing Light Jedi stuff, not through killing stuff, I am fine.
Quiet420
Fri Sep 23, 2005 2:02 pm
#7
interesting idea...any ideas on how something like that could work? I wasn't a fan of the old FRS's voting.
MsNiL wrote:
As long as Light Jedi earns xp for doing Light Jedi stuff, not through killing stuff, I am fine.
Rafian
Fri Sep 23, 2005 2:03 pm
#8
MsNiL wrote:Forget pve Jedi.As long as Light Jedi earns xp for doing Light Jedi stuff, not through killing stuff, I am fine.
Hmm maybe a token all new players get that they are allowed to give one light Jedi that actually helped them... Then tokens are taken into consideration for rank on the Light side... sorry.
/hides
trifidac
Fri Sep 23, 2005 2:11 pm
#9
MsNiL wrote:Forget pve Jedi.As long as Light Jedi earns xp for doing Light Jedi stuff, not through killing stuff, I am fine.
Like KOTOR? The roleplaying aspect in that game is great, I can either tell a civilian to get lost and jump off a cliff for dark points or take him to a hospital and have him healed up for light points. This is something that should have been considered a long time ago in SWG.
MsNiL
Fri Sep 23, 2005 2:44 pm
#10
Like Star Wars.
trifidac wrote:
Like KOTOR? The roleplaying aspect in that game is great, I can either tell a civilian to get lost and jump off a cliff for dark points or take him to a hospital and have him healed up for light points. This is something that should have been considered a long time ago in SWG.
Since the first movies we have learned that if you strike down your foe in anger, you give in to the dark side, and it will consume you and everything you stand for.
I do not believe in questbased missions though. I believe in components that must intereact withother players, becouse quests and codehave always a way to be exploited.
I believe in duty to others and the rest of the server, and only if you are dedicated enough to participate in this duty, you can progress as a light side Jedi. Ifyou are unfit for this task you should go dark instead or not progress at all. The end reward of the light side, like we know from the movies, is that Light Side ends up just as powerful, just without all the bad sideeffects. Only the most dedicated people, the most serious of minds, will learn to master this path.
Quiet420
Fri Sep 23, 2005 2:47 pm
#11
sounds good...but do you have any example mechanics to throw out? the tokens mentioned in the posta few upwould be prone to abuse, and any system of voting would be twisted by guilds....I like the concept...but what are themechanics? how can we make it fair?
MsNiL wrote:
Like Star Wars.
Since the first movies we have learned that if you strike down your foe in anger, you give in to the dark side, and it will consume you and everything you stand for.
I do not believe in questbased missions though. I believe in components that must intereact withother players, becouse quests and codehave always a way to be exploited.
I believe in duty to others and the rest of the server, and only if you are dedicated enough to participate in this duty, you can progress as a light side Jedi. Ifyou are unfit for this task you should go dark instead or not progress at all. The end reward of the light side, like we know from the movies, is that Light Side ends up just as powerful, just without all the bad sideeffects. Only the most dedicated people, the most serious of minds, will learn to master this path.
MsNiL
Fri Sep 23, 2005 2:57 pm
#12
Quiet420 wrote:
sounds good...but do you have any example mechanics to throw out? the tokens mentioned in the posta few upwould be prone to abuse, and any system of voting would be twisted by guilds....I like the concept...but what are themechanics? how can we make it fair?
MsNiL wrote:
Like Star Wars.
Since the first movies we have learned that if you strike down your foe in anger, you give in to the dark side, and it will consume you and everything you stand for.
I do not believe in questbased missions though. I believe in components that must intereact withother players, becouse quests and codehave always a way to be exploited.
I believe in duty to others and the rest of the server, and only if you are dedicated enough to participate in this duty, you can progress as a light side Jedi. Ifyou are unfit for this task you should go dark instead or not progress at all. The end reward of the light side, like we know from the movies, is that Light Side ends up just as powerful, just without all the bad sideeffects. Only the most dedicated people, the most serious of minds, will learn to master this path.
I had several ideas, including an actual pvp component that I posted a month ago. The system was based on you earning points based on what someone else earned, but only if she said thanks through a command. The thing with that system was that it was tied to what other players did, so it was pwp (player with player), and there where alots of limitations, making it impossible to exploit.
I might be able to track it down.
Message Edited by MsNiL on 09-23-2005 11:58 PM
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