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Star Wars Galaxies To Revamp Jedi System

JasdonLe writes "In a move that significantly changes the game's goals, I just saw on the official Star Wars Galaxies site that plans are in the works to 'revamp' the entire Jedi system, including removing Jedi permadeath." The plan is to "rebuild the Jedi system to be quest-oriented; and to include the familiar elements of Force Sensitivity, Jedi-oriented quests, as well as many other elements the developers and the community feel should make up the process of becoming a Jedi." SWG Stratics also has word that the holocrons, previously needed to be come a Jedi in the PC MMORPG, "won't be in the new system", but may still have value as rare in-game items.

21 of 75 comments (clear)

  1. Wow, by King_of_Prussia · · Score: 5, Insightful

    maybe now the path to becoming a Jedi will be based on skill, and not mastering random professions told to you by a magic cube...

    --

    Making the moon less necessary since 1998.

    1. Re:Wow, by jafuser · · Score: 3, Insightful

      This is why I left SWG for Second Life. I left right about the time the Holocron concept became the obvious path to advance my character (who was a non-combat class).

      I was not about to go through all the trouble to retrain to become a combat character, fight through the hoards of people who are all camping the spawn sites where holocrons could be dropped, cursing and swearing at each other for "kill stealing" all the while getting killed over and over again by the mob that drops the holocrons just to get that one lucky drop that only serves to tell me I have to completely change professions and do it all over again.

      This is not the path of a Jedi.

      Well, maybe a Dark Jedi, but where was the path to becoming a good Jedi? It didn't make sense that I had to go from being a humble moisture farmer with dreams of faraway places to become the most aggressive selfish "l33t d3wd" ass-kicking psychotic fighter in the game in order to find the path to enlightenment...

      Anyway, now I'm pretty much settled on SL. I doubt I can go back to any other MMO game which doesn't offer me the ability to build and script everything I create in the world. No other MMO game out there can even compete with this level of freedom.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  2. finally un-sucky? by gmhowell · · Score: 4, Insightful

    When various MMORPGs came out, I would complain about the initial outlay, considering you have to pay a monthly fee. I would usually get modded 'troll' or 'flamebait' or, at best, someone would argue that it was to pay for development. Now, how much development was actually done by Sony and LucasArts prior to release of the game? Since release, there's been several very large patches, major revamps to several professions, and now a total revamp of the Jedi system. So, again, why would I pay $50 up front?

    Hope this new system gives folks what they want.

    --
    Jesus was all right but his disciples were thick and ordinary. -John Lennon
    1. Re:finally un-sucky? by alphaseven · · Score: 4, Interesting
      Game companies charge $50 up front because people are willing to pay $50 up front.

      Now since a company can make potentially hundreds of dollars from each player in subscriptions fees, why not just sell game cheap, like with a month free at $15 dollars or so? In order to get the player hooked. I'm guessing this hasn't occurred since the competition hasn't gotten intense enough between MMORPGs.

      Maybe in the next couple years with the coming glut of these type of games, companies will take a risk and drop the initial fee to attract customers.

    2. Re:finally un-sucky? by Rallion · · Score: 5, Interesting

      True, true. When it comes to software of any kind, the cost is 95% dependent on what people are willing to pay, and only 5% based on actual cost. I think this is mostly because marginal cost-per-unit is negligible.

      What do you think cost more to make, Photoshop CE or Warcraft III? And which one costs much, much, much more?

    3. Re:finally un-sucky? by gmhowell · · Score: 4, Interesting

      You're absolutely right that the price is what the market will bear. Unfortunately, it takes a rather short term view of things. Players like myself won't pay ~$80 to see if I like the game ($50 box plus two months @ $15/month). It's just not worth it. OTOH, I WOULD pay $30 to see if I liked it. Then it becomes: is the game worth sticking around. If so, the marginal profit on the $50 box should be exceeded at some point in time (say, six months). So even though they have to wait, they'll get the money. Now, the real loss comes from raising the barrier to entry. Like you say, get 'em in cheap, get 'em hooked, and go to town cashing checks.

      Let's say 100,000 people are playing SWG. If it were only $15 for the first month instead of $65, might that number not be double that? At that price, who cares if the first month or two is alpha/beta quality?

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
  3. I don't have a problem with the timeframe, by King_of_Prussia · · Score: 4, Insightful

    just the utter lack of skill required to do so. All it is is a repetitive level grind which makes no sense in the context of a Star Wars universe, and is completely at odds with the what most people consider fun.

    --

    Making the moon less necessary since 1998.

    1. Re:I don't have a problem with the timeframe, by AuMatar · · Score: 4, Insightful

      Umm, yeah- this is from Verant, the company that made Everquest. Did you expect anything less? All any of theiir games is is repetative level grinds with liberal amounts of campng added in.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  4. In other words... by MMaestro · · Score: 3, Informative
    ... too many people complained about the amount of effort needed to becoming the demi-gods of the Star Wars universe.

    They're Jedis, people! Lightsaber welding, Force power using, elite people. I know everyone wants to be the ultra badass in any game, but it comes to a point where sometimes you just can't have it without some work. The developers are just doing this because players couldn't figure out the secret.

    1. Re:In other words... by gmhowell · · Score: 4, Insightful

      Those 'players' are 'customers'. Piss them off, and they'll go elsewhere. Heck, even just disappoint them, ignore them, or don't meet their expectations, and they'll go elsewhere. This isn't Sony's little sandbox (nor is it the private sandbox of the people who have the time to jump through the hoops to become a Jedi). If they want to make a profit, they have to 'deal' with players and their expectations.

      Real life is boring and tedious. Why should I pay $50 plus $15/month to play an imaginery boring and tedious person?

      Players *did* figure out the secret. And many people said 'WTF does *that* have to do with becoming a Jedi?' Heck, even random choice after a character is alive for X weeks would be more entertaining than 'go camp the widget'.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    2. Re:In other words... by MMaestro · · Score: 4, Interesting
      Currently they are much harder since they suffer from permadeath.

      Thats why you build up another class before venturing into it. Thats like trying to learn how to drive a tank through a warzone before learning how to drive a car downtown.

      The use of the term 'wizard' is not a fair argument since 'wizard' is a general term and has already been done in games. How about the term 'Dark Knight'? (From FFXI)

      If becoming a Dark Knight was easy to obtain, say 1 month work for a non-hardcore gamer, then why the hell would you play a game where you're already the number one force (no pun intended) in the game?

      Guess what? This works. Just because its a game doesn't mean you're always gonna get things served to you on a silver plater. YOU may want to run around town lobbing heads off left and right with a double bladed lightsaber, but when you play with other people you play by the same set of rules and restrictions. The whole point of a RPG is to build up and develop a character, not to have a watered down game where your role is too similar to someone else because its too accessable.

      Their vision was that hardcore gamers, being the insanely clever people they are, would unlock the Jedi slot within the first 3 months of release. Considering the fact that there are people who have fully mastered over 3 different classes on one character in the game at this moment of posting, the idea of SOMEONE SOMEHOW stumbling upon the secret beforehand is not outrageous.

      The one class that is even remotely special, the one class every wants to play, is an accomplishment in itself just if you can actually even try to play that class.

      Isn't that the whole point? Why would you want to play as a class with unique skills, unique abilities, unique weapons, unique RULES; if so many other people could unlock it easily? Unless the majority of SWG players are looking for ego trips, if the Jedi slot was easy to open I'd rather play as a bounty hunter turned Jedi hunter. My character would certainly be more interesting than your "Good Jedi" "Bad Jedi" character.

  5. As a SWG newbie by Trillian_1138 · · Score: 5, Interesting

    As someone who's been playing SWG for less than a month, I'm very torn about this revelation. I'm still rather early along in any skill progressions, and haven't gotten anywhere near aquiring even a single holocron, so I was nowhere near being a Jedi. But because the game is still pretty new to me, I've been enjoying it a lot. Even without the prospect of becoming a Jedi any time in the near future, I've enjoyed running Rebel missions and exploring the Star Wars galaxy (excuse the pun).

    But I can see the grind of leveling getting old and the feeling that some gamers might have, of their 'right' to become Jedi in a Star Wars game. And as a gamer, I can relate. Part of the fun of almost every Star Wars game has been the excitement of being a Jedi. But as a Star Wars fan, I have to agree with other posts: the universe of the origonal trilogy was almost entirely devoid of Jedi. The Empire was hunting them down and killing them, one by one.

    And even outside the origonal trilogy, even at the HEIGHT of the Jedi Order, we're talking a couple thousand Jedi, tops. Even with tens of thousands. Even (and this is just silly) MILLIONS of Jedi. In a galaxy populated by billions and billions of sentient beings, that's less than one percent of the population.

    So I don't think it's unreasonable that it's hard as fuck to become a Jedi, and it's kind of a bitch to be one once you've achieved it. That's consistant with the rules the origonal trilogy laid out.

    I know some people may say, "Yes, but it's just a videogame." But it's a videogame set in a specific universe with specific rules that it has to follow to be able to truely claim it's in the Star Wars universe. And if it doesn't follow those, then I don't know why I would want to bother playing it. There are a number of other MMORPGs out there, and have their own cool sets of rules and characters and stories, without having to conform to an already existing background universe. But SWG has chosen to constrain itself within specific boundaries, and I expect it to do so.

    I guess I'll have to wait and see. I've been having a good time, but have also been annoyed with certain things. For example, the Rebel mission terminals are sitting out in the open. Even though certain systems may be doing a better job than others resisting the Empire, I think it's fair to assume a Rebel standing in the middle of a public square yelling "COME WORK FOR THE REBELLION!!!" would be killed rather quickly...

    And it's one thing to get a repeating mission to go deliver something or go kill a lair of some beast, but to get a mission to kill a specific person, and then to get it again? With the same mission description? So what did I do the first time?

    These aren't complaints on the game mechanics, just on the implimentation. And a sign that maybe the creators don't care about keeping true to the SW Trilogy as much as I'd like. I'm waiting to pass judgement on the revamped Jedi system, but will be extremely pissed off if there's a new Jedi Mission Terminal in every city and you can get force points by completting them.

    If I wanted to play a game where I could get magical powers simply by leveling, I'd have chosen something else. An inherent nature of the Jedi is that they're more powerful than pretty much anyone else. Maybe that's an impossible thing to achieve in an MMORPG, and I know there's no "accurate" way to portray The Force in a MMORPG, but I really hope they can do a little better than having mission terminals or some such shit.

    -Trillian

    1. Re:As a SWG newbie by Lemental · · Score: 3, Interesting

      I agree with tis to a point. I think the devs have hard such complaints about this too, as, they are introducing Imperial harrasers into the game wiht the next patch. So, being overtly(not Overt tagged) rebel in a public place wont be so safe anymore.

      I hope its more like some of the player created towns I see, where they are hardcore Imperial, or Rebel where there are turrets and guards on the perimeters of the town and covert detectors. Not knowing wether it is safe to travel into town makes it more exciting to me.

    2. Re:As a SWG newbie by Divide+By+Zero · · Score: 3, Informative

      I've been the epitome of "casual gamer" since I started playing on Day Two. An hour here, half an hour there, maybe one or two days of solid eight hour playing.

      For those unfamiliar with the game, here's how it works: When you create your character, The Game selects five professions and doesn't tell you what they are. If you master those five, you can create a Jedi character. People got sick of wandering around in the dark guessing, so The Game introduced Holocrons, which will tip you off to one of your assigned professions, except it won't tell you the last one - you're on your own for that one.

      Of the 23 skill boxes required for my FIRST "holocron profession", I've filled three, and two of those I got in the same day. Bearing in mind that I've been on this particular profession for a couple weeks, and the three boxes I got are the fastest to fill, I think I'll be able to create a Jedi on about the 24th of Never.

      Have I stopped playing? No. Why not? Just because I'm fascinated by Star Wars, mainly. Is it fun? Eh. I'm more motivated by the sense of accomplishment than the level grind itself.

      I can tell you, though, that I'd be much more into it if there were an over-arching quest that hopped across all the planets, led me through the "Points of Interest" they've put in on all the planets, forced me to use skills from all six Starting Professions, and then let ME choose which Advanced Professions I wanted to master. Even if it were "From the elite/hybrid professions, pick one ranged combat, one melee combat, one support, one crafting/artisan, and one free choice", you could get the full complement of personal experience of the game and still have fun, without forcing you to drop all your Combat Medic or Bounty Hunter experience so you could spend hours grinding Bofa Treats on your long, miserable, reluctant journey to becoming the Galaxy-wide Master of Culinary Arts.

      While I'm ranting, why not let me reclaim skills I had to surrender? Obviously, you want to make sure nobody has ALL the skills, but if I drop Master Scout to learn Medic and decide I hate it, let me just take my old skill back. Leave me without either skill for a week if you want, but don't make me grind up Scout AGAIN, re-earning all the experience. They can migrate stats, and it strikes me as a terribly good idea for skills.

      But at the end of the day, I'm still playing. Partially because I want to be a Jedi, and partially because it's paid for already and I figure I should get my money's worth.

      When World of Warcraft comes out, though, I probably won't be spending too much time in SWG. I'll find some new goal to work towards, but it won't be the same as being a Jedi - that's the carrot on the string for me. To walk the galaxy and put an uppity player on his butt with the wave of my hand (typing /forcepush).

      The carrot on the end of the string is so far out of reach... but it's a lovely carrot...

      --
      Dare to Hope. Prepare to be Disappointed.
  6. lucasarts and sony really screwed up from the star by Ty · · Score: 4, Insightful

    They really screwed up from the start. What kind of crackhead came up with a system where you spend hours upon hours building up a character that you will quit playing as soon as you unlock the force slot? If they want to make players happy AND make them stick around for a long time, they should make the Jedi class available to everyone from the start. BUT, make it really hard - through both time involvment AND ability/knowledge, to be a good jedi. That way every weenie who wants to be a jedi gets their wish, but only the ones who take time to develop their character actually get to be the kind of jedi that we saw in the movies.

  7. Planes of Profit! by Umgawa71 · · Score: 4, Informative

    Since release, there's been several very large patches, major revamps to several professions, and now a total revamp of the Jedi system. So, again, why would I pay $50 up front?

    Let's not forget the fact that, despite these large patches, the addition of vehicles, not only are the players paying fifteen dollars a month to play, but inevitably there will be an expansion pack, which will be yet another twenty to thirty dollars; which doesn't include a free month of play (seeing how they've already hooked you). It's bad enough that the patches for some of these games are already enormous (Final Fantasy 11's install, anyone?) and are often adding significant amounts of content (vehicles in Galaxies), but often MMORPG expansion-packs come off as glorified patches. After all, in order to keep parity with the players who have bought the expansion, there is often a rather sizeable patch for the un-expanded players, just so they can see others using what they didn't buy. To me, that's considerably more insulting than the initial fifty-dollar payment for the game.

  8. Re:How by AuMatar · · Score: 3, Funny

    Instantaneous, his midi-chlorians told him how!

    --
    I still have more fans than freaks. WTF is wrong with you people?
  9. Classic SOE by truffle · · Score: 3, Insightful


    This is classic SOE management. They will release some goal to the playerbase that is extremely hard to reach. A small portion of the playerbase will work extremely hard, and reach that goal.

    The process of working so hard, makes the goal have a high social value. People are impressed, amazed, they want to reach that goal too.

    Enter round two, the difficulty of reaching the goal is significantly downgraded. Now a large portion of the paying game playerbase, who were unable to reach that goal before, can go for this highly coveted goal.

    Round three, they make it even easier.

    It's all about making players want something bad, and eventually making sure all (or most) players can get it. It's a good way to ensure your $9.89/month keeps coming in.

    Note, they've just announced this. It's not live yet. But I bet a bunch of people who are bored with SWG, who might cancel their accounts, will stick around now because now they can hope they'll become jedi.

    --

    ---
    I support spreading santorum
  10. No pride, No honor. by CashCarSTAR · · Score: 3, Insightful

    That's something, in my mind that is society wide. This is the sort of thing that sticks in my craw. These people, they have no pride in their work. They think they need to get the payment up front. That in a nutshell, they have to trick people into buying their chairs.

    This goes for business, politics, technology, entertainment. It's just a lot of deception. It's about fooling people into thinking you have a good product, not actually having one.

  11. Not always easier by kherr · · Score: 3, Informative

    The SWG patches have not always made things easier. Plenty of things (e.g., weapons, creatures and even professions) have been nerfed to eliminate people running around as one-shot killers. These were gameplay balancing patches and have worked pretty well.

    A recent patch implemented a cost to dying which caused everything in your inventory to decay. Prior to that people were doing PvP for the hell of it, and the game really suffered. It lost its roleplaying nature. Now that it hurts to die, there is much less of this going on and the galactic civil war is playing out in a more reasonable way, with large enclaves of the various factions.

    The patches in SWG have been pretty positive overall for improving gameplay and keeping balance, although occasionally the patches make things worse. The nice thing about SOE is they're flexible enough to undo things once they realize the problem. I think the holocron-based Jedi grinding is one of those mistakes, and this new approach has promise.

  12. A Simple Solution... by Cliff · · Score: 3, Interesting

    While I agree that being a Jedi should be unreachable to all but the most dedicated of players, I can't see why the game designers can't implement something easy to limit the number of "in-game Jedi" without destroying gameplay and player enjoyment.

    Allow me to propose an idea: Have an in-game Jedi limit comprised of a hard and a soft threshhold. Both thressholds are based on a small percentage of the number of accounts in the system (note, this is accounts, not players). Once the soft threshhold is reached, the game becomes slightly more difficult for all Jedi in the game (for example: mobs will target Jedi characters more than regulars with a greater chance to hit and greater damage as well). As Jedi attrition increases the in-game number may drop below the soft threshhold and the game is as normal. Of course, this assumes permadeath for force-sensitive characters -- which I think is fair. If you don't want permadeath, don't play a Jedi. Obviously, if the hard threshhold is reached, no more force-sensitive characters will be allowed.

    With this scheme, it would seem that a soft-threshhold of 0.25-0.6% and a hard-threshhold of 1-1.5% would be along the lines of what was seen in the movies, and could be adjusted dynamically by the game developers, and could be server dependent.

    This seems to me to be a simple way to allow players to reach being a Jedi, give them challenges while being a Jedi and also allow for new players to become Jedi if they are willing to go through the trials and tribulations necessary to activate their Force-Sensitive character slot.

    Disclaimer: I have never played SWG, as I am waiting for SOE to finally deliver on the promises they have made from the beginning, however I have been following the game and am wondering why the game designers haven't thought about implementing such a system on top of hard-to-find Jedi-oriented quests. I agree that being a Jedi should be difficult to extremely hard, but establishing population limits on top of that seems to be a no-brainer.

    I can't preview this comment due to a bug in Slashdot, so I apologize in advance for any errors in formating/spelling/etc.