I never played SWG pre-NGE but I read about how certain people could unlock being a Jedi by maxing out certain random skills and it was different for each player. I actually think it is a fantastic concept, it allows people who put in the time + a bit of luck (which I'm okay with) to become something special. That is what it is important to me in gaming.
So those that played during that time, what did you guys think of the concept?
If i were to make an MMO game, I would include a concept like that. I just think it makes it so fun and special. I am not a believer in every one has equal chance to be every thing. Life isn't like that and neither should a game.
Cryomatrix
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For some players, it was frustrating, knowing it could be done, but having no clue how to achieve it.
Personally, I was not really interested in unlocking Jedi, still not interested even now, playing swgemu Basilisk.
One thing the random Jedi unlock did, was help ruin the game, as they added the holo grind so all you have to do was grind out the professions holocron's told you to.
A lot of players decided to just ignore the holo grind and grind out every single profession, unlocking Jedi that way.
I just found that part of the game a bit shit in all honesty.
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In short, it was just a plain and simple professions grind which in itself was lame.
So you started in a position where you basically had to master profession after profession after profession ad nauseum until by blind shithouse luck you unlocked. You had to unlearn many of the professions you mastered in order to do this.
Now along comes the holocron. It's a little gadget that tells you one of the professions you need to master. Not all five, One. So of course people valued holocrons above all things and farmed hell out of any content where they dropped. Or bought them. Or sold them. The whole game basically became about getting holocrons either to unlock Jedi or for personal enrichment.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
It was a sandbox game in the true sense of the word. The majority of the content was generated by social play or role play. It would not be possible to literally spend 25%+ of my life there otherwise. This was partly due to game design (heavy social focus), but also due to other reasons: the franchise (passionate fans + lore), the MMO environment of that time (expectations of open gameplay), and the online environment of that time(user ownership, low regulation).
For context, the pre-release designs were even more socially focused, but the game got pushed out by the publisher. This influenced the Jedi progression in particular. The very original system (design pre-release) was similar to the jedi village progression released later on. For the first few years of SWG though, you had a 'temporary' system in place called the holo-grind. I am calling it 'temporary' because it was not the original system planned.
Both systems did a reasonable job of making the Jedi hard to obtain. The first publicly available system, the holo-grind, consisted of finding a rare drop called the holocron. Activating it would consume the item and randomly pick a profession (or a 'class' in WoW terms) and tell you to master it. Upon fully levelling up that class, you would have to repeat the whole process several times. This puts a relatively direct value on the Jedi profession, as it is equal to levelling up a few other classes, at which point you unlock Jedi which you still have to level up. The major issue with this was two-fold. First, the holocrons were tradeable, making them a bit of a non-factor. Second, and more importantly, the RNG nature of the profession roll meant some players had to complete very straight forward professions (some crafting profs were a breeze, entertainer could be maxed using a macro in a couple of days), while others rolled very difficult combat professions.
The pre-release (unreleased) design was very different. According to that trail of thought, a Jedi should be only reserved for someone who is fully engaged with all aspects of the game. This should not be a completionist who simply sits down and follows all the boxes to tick. Instead, it should be a true SWG fan who experienced all the game has to offer. To achieve this, you make a very long list of achievements (hundreds). You categorise achievements into buckets according to playstyle (e.g. social, combat, PvP, crafting, exploration, NPC dialogue ...). Many of these will be very specific achievements that are tricky to obtain. Here comes the trick though. The achievements are never made public. In addition, for each player, a random set is pulled from each bucket. Your personal achievement list is invisible to you, randomised, and including achievements from every single bucket. You get no notification when you complete an achievement, you only get notifications at key percentage milestones (e.g. "You are getting stronger in the force" - meaning you completed over 50% of your achievements).
The Jedi village system that got released in the later stages was a robust questline. It involved several "chapters". One of these was completing an exploration based semi-random achievement list, which was a diluted version of the above.
In my memory (though this is blurry now), the overpowered nature of the class wasn't that much of an issue. Most important skirmishes were faction based, involving 10-20+ people on each side. If you had 1-2 Jedi on each side, they battlefield revolved around them, but the other players still had a meaningful role in the fight.
Another interesting aspect was a severe XP loss penalty on Jedi death, much more so than other classes. This could represent hours of lost work, so you would usually not risk your Jedi in a casual fight.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
For nothing! We did all that for nothing! Because no one would ever have guessed that becoming a Jedi was the result of something as preternaturally stupid as grinding professions over and over and over, to absolutely no purpose, and which had not squat to do with Star Wars lore.
They tried to rationalize this by quoting Yoda for "you must unlearn what you have learned." But that's not what Yoda meant! He didn't say "Luke go craft thousands of widgets and then somehow stupidly forget how to make one." It meant Luke had to part with certain misperceptions about life. Whoever tried to pass off that tripe should never be allowed anywhere near Star Wars.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
He stated that on his way out of that position the bosses wanted Jedi to be a simple unlock process, he said he reluctantly agreed. Once a formula was hinted at, players became obsessed with grinding Jedi, all the other professions fell apart as people were obtaining them then dropping them to work on others. Holocrons were meant to cut down on grinding but weren't easy to always get.
To stop the constant grinding they came up with another formula in which you could become force sensitive and go visit an old man in a village who would set you on your path. After that they just reworked nearly everything, and just added Jedi to the regular professions list.
Even though it had it's non-stop complaints about skills balance, abandoned housing, and other things, it did have it's moments that everyone who played can remember them like it happened yesterday.
SWG EMU does a good job of recreating pre-NGE and SWG Legends recreated post-NGE really well.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
you start out with 250 skill points, which you spent on unlocking a base profession, and the tiers within that profession, with the aim of unlocking a secondary profession, and eventually mastering that profession (or a mix of professions, you could master one basic profession, and two elite/hybrid professions, and have some points left over, or you could just dabble, learn bits of different professions to get the skills you want, without mastering any).
For example, you could start as a Novice Artisan, which cost 15 points, craft items to earn XP to enable you to learn each tier in the different skill lines, then spend another 14 points learning the Engineering line in Artisan, which meant you could unlock Architect, Armorsmith, Droid Engineer, Weaponsmith, and Shipwright (which was added later with JTL if I remember correctly).
If you wanted to become an Architect, you would learn Novice Architect, which cost 6 points, then craft Architect items to earn XP to level up and become a Master Architect.
If you decide you want to be something else, you could, by unlearning skills, freeing up the skill points, and spending them in other professions.
We had Empires run by Emperors, we had Kingdoms run by Kings, now we have Countries...