Add a buff to smugglers that allows them to hide a jedi's trail to make them harder to track.

Add a buff to smugglers that allows them to hide a jedi's trail to make them harder to track.
  • Thread starter Thread starter Thugari
  • Start date Start date
  • Open Force Sensitive 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
smugglers should be able to apply a buff to jedi that makes them harder to track by bounty hunters and droids. this would benefit smugglers making them more useful in game while providing a benefit to other players.
Justification
a proposed buff by smugglers to help hide teh trail of a jedi by bounty hunters and droids. providing a needed service by smugglers to help them with interacting with other players and making them a little more sufficient in game
Motivation
providing a service smugglers could provide to other players, making them more useful
a new smuggler buff proposal
 
As we gathered community feedback about the Jedi ecosystem, two important points were universally salient among the community: Based on the timeline of the game and the overall world, Jedi shouldn’t be “out and about” and should be “rare to encounter.” Consequently, this required creating a system that balanced the desire to play Jedi and protect the verisimilitude of the game world, and lead to the design of our Ecosystem Mechanics:

If you are seeing Jedi out and about too much you should let the Devs know. They already long ago posted the above so yes Jedi need to be kept hidden and if it is getting out of hand steps need to be taken. Knight is going to have a longer Ghost timer. Perma death may not be the answer but turning red to everyone on the screen might be helpful.

Also keep in mind you may be seeing more of them because they are being hunted and attacked by BH which is supposed to be happening. I would strongly urge people to talk to the FD Senator and the Devs if they think they need to be hidden more because it is easier to do it before things get out of hand than after. (maybe we go red when we hit 5000 vis?)

Also remember what has been said by the Devs a few times --> Having a Jedi character is a privilege, not a right.
Oooh I like the idea of red to everybody. But come to think of it, as it was the emperor’s order to eliminate all Jedi, shouldn’t they, by default, always be red to all imperial at all times? Might also boost the empire numbers for PvP which are currently struggling as it would bring all the bloodthirsty Jedi haters to join the empire for free hunting. Also more people dying to Jedi means more bounties… everybody wins…. Sorta.
 
Oooh I like the idea of red to everybody. But come to think of it, as it was the emperor’s order to eliminate all Jedi, shouldn’t they, by default, always be red to all imperial at all times? Might also boost the empire numbers for PvP which are currently struggling as it would bring all the bloodthirsty Jedi haters to join the empire for free hunting. Also more people dying to Jedi means more bounties… everybody wins…. Sorta.
At the start on Live if you fired up your saber say in Coronet in front of people every dot on your radar turned red. We really had to stay hidden when we used force abilities. Add to that the 3 lives and you start over again piece and you almost never saw the 1st batch of Jedi. But people complained and it went downhill quickly with changes until it became glowbat wars.
 
At the start on Live if you fired up your saber say in Coronet in front of people every dot on your radar turned red. We really had to stay hidden when we used force abilities. Add to that the 3 lives and you start over again piece and you almost never saw the 1st batch of Jedi. But people complained and it went downhill quickly with changes until it became glowbat wars.
This is exactly what is needed , add saber tef to keep Jedi shenanigans to a minimum , taking a look at the Petranaki teams you can see there is ALOT of Jedi now in the server
 
At the start on Live if you fired up your saber say in Coronet in front of people every dot on your radar turned red. We really had to stay hidden when we used force abilities. Add to that the 3 lives and you start over again piece and you almost never saw the 1st batch of Jedi. But people complained and it went downhill quickly with changes until it became glowbat wars.
This is exactly what is needed , add saber tef to keep Jedi shenanigans to a minimum , taking a look at the Petranaki teams you can see there is ALOT of Jedi now in the server
Now this I can get on-board with.
 
I want to point out that many people here actually mix up with what is was live and what their personal vision is.

Let me quickly give state some facts:

- Live servers never had permadeath for jedi exclusively - At the start of the game it had permadeath for every character which was quickly removed because it was not sutainable.
- Saber TEF existed in the game in very early patches back when jedi still were able to wear armor and had no damage restrictions on stuff like force run. They were incredibly powerful - up to where it was hard to kill a decently leveled jedi with a raid of 30-50 people if the jedi played well - Punishment for dying was severe including the loss of already learned skill boxes etc.
- After the jedi rework, once you joined the force ranking system (basically when moving from jedi padawan to jedi knight - which is not implemented here) jedis would be permanently flagged for pvp with the enemy faction. - The only way to further progress your jedi was through pvp with bounty hunters or jedi of the enemy faction.
- The original visibility system on live was a lot harder to deal with - you could not see your visibility and not lower it unless you died.

I think people feel very strongly and emotional about "how jedi ruined swg" - It surely had negative effects on it but the game had several other issues hurting it even more.

What created a lot of jedi in the first place was introduction of the village system which streamlined to process to become a jedi from the random holocron way.
Overall this was done because maintainers of the license/game back then (LucasArts/SOE) wanted more people to unlock jedi for advertisement and marketing reasons.

Removing jedi entirely from the game is a bad idea - It simply is a part of Star Wars core DNA. In reality most people like the idea of jedi existing in the game - They just want to keep them mysterious, rare and preferably so hard to obtain that nobody manages.
However in reality, the moment its unlockable people will unlock it - And the longer the server runs the more will unlock it.

Considering the unlock process can be quite long, the leveling can be quite annoying and time consuming, permadeath is not a solution that most people will accept - except those very strongly emotionally opposed to jedi. You can do it but it will overall hurt the player base and peoples interest in the game.

A system that controls it without devaluing peoples time investment is what is required in this place.

This is exactly what is needed , add saber tef to keep Jedi shenanigans to a minimum , taking a look at the Petranaki teams you can see there is ALOT of Jedi now in the server

Saber TEF wont solve the issue. 18h ghost time is simply not very punishing. People just yolo once per day and then go play another char for the rest of the time. You still gonna see them around a lot. The fact you see so many of them at the tournament actually just proves that doesnt it?


To drag this back to the main topic again since all the last posts including mine were mostly related to jedi.

In risk of repeating myself. If you want to improve the smuggler gameplay experience, im all up for it. I just dont see why this has in any way have to be related to jedi - which is what the PV currently suggests and thats why it is a down vote.

That being said:

Some of the arguments of jedi having any tools or help to hide from the hunters seem to be very harsh, even with a hint of toxic flavor, when reading about them in the suggestion here.

As someone who dont play a jedi (yet) I personally like the idea of giving smuggler an ability to reduce visibility for the jedi, as it makes sense that the force sensitive fugitives would seek underworld help to keep them hidden, like the Hidden Path from the Kenobi series. I see it having potential in RP perspective.

The current system of being turned into a ghost for a limited time and loss of exp is enough for the jedi.

So I give upvote for the smugglers to hide jedi, as it makes sense within the Star Wars universe lore.

While you could make that argument and lore wise you could even make sense of it. The risk for the smuggler here would be insignificant because the smuggler does not actually lose anything when he gets a bounty and dies to it. Therefore there is no real risk involved here for the smuggler except for being sent to the cloning once which in comparison to what the jedi would usually take in downsides simply doesnt balance it out.

Also the visibility system on this server is ALREADY extremely forgiving.
- You can see when you gain or lose visibility (thats normally not the case)
- You only get visibility from players when they actively report you
- You passively lose visibility while offline
- You lose visibility by meditating at a shrine
- You lose visibility from visiting a jedi shelter
- You lose visibility from being in a safe haven
- You lose visibility from completing terminal missions without using jedi ability
- FS Entertainers can reduce your visibility
- You lose visibility when you defeat a bounty hunter that initiate combat against you.

Over all there is already a stupid amount of ways to reduce your visibility and if you compare it on how to get visibility you actually have to play in a way thats not careful at all in order to stack up really high visibility counts.
I do not see any reason why we would need to make it even easier and more forgiving when the current system already is this ridiculously forgiving
If you decide to play a jedi, you know what you signed up for - Play according to it and stop inventing new ways to trying to trojan horse even more simplifications for jedi into the game.

Smuggler does not need this specific PV at all. This does not even benefit the smuggler or any other non-jedi player.
 
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I want to point out that many people here actually mix up with what is was live and what their personal vision is.

Let me quickly give state some facts:

- Live servers never had permadeath for jedi exclusively - At the start of the game it had permadeath for every character which was quickly removed because it was not sustainable.
- Saber TEF existed in the game in very early patches back when jedi still were able to wear armor and had no damage restrictions on stuff like force run. They were incredibly powerful - up to where it was hard to kill a decently leveled jedi with a raid of 30-50 people if the jedi played well - Punishment for dying was severe including the loss of already learned skill boxes etc.
- After the jedi rework, once you joined the force ranking system (basically when moving from jedi padawan to jedi knight - which is not implemented here) jedis would be permanently flagged for pvp with the enemy faction. - The only way to further progress your jedi was through pvp with bounty hunters or jedi of the enemy faction.
- The original visibility system on live was a lot harder to deal with - you could not see your visibility and not lower it unless you died.

I think people feel very strongly and emotional about "how jedi ruined swg" - It surely had negative effects on it but the game had several other issues hurting it even more.

What created a lot of jedi in the first place was introduction of the village system which streamlined to process to become a jedi from the random holocron way.
Overall this was done because maintainers of the license/game back then (LucasArts/SOE) wanted more people to unlock jedi for advertisement and marketing reasons.

Removing jedi entirely from the game is a bad idea - It simply is a part of Star Wars core DNA. In reality most people like the idea of jedi existing in the game - They just want to keep them mysterious, rare and preferably so hard to obtain that nobody manages.
However in reality, the moment its unlockable people will unlock it - And the longer the server runs the more will unlock it.

Considering the unlock process can be quite long, the leveling can be quite annoying and time consuming, permadeath is not a solution that most people will accept - except those very strongly emotionally opposed to jedi. You can do it but it will overall hurt the player base and peoples interest in the game.

A system that controls it without devaluing peoples time investment is what is required in this place.



Saber TEF wont solve the issue. 18h ghost time is simply not very punishing. People just yolo once per day and then go play another char for the rest of the time. You still gonna see them around a lot. The fact you see so many of them at the tournament actually just proves that doesnt it?


To drag this back to the main topic again since all the last posts including mine were mostly related to jedi.

In risk of repeating myself. If you want to improve the smuggler gameplay experience, im all up for it. I just dont see why this has in any way have to be related to jedi - which is what the PV currently suggests and thats why it is a down vote.

That being said:



While you could make that argument and lore wise you could even make sense of it. The risk for the smuggler here would be insignificant because the smuggler does not actually lose anything when he gets a bounty and dies to it. Therefore there is no real risk involved here for the smuggler except for being sent to the cloning once which in comparison to what the jedi would usually take in downsides simply doesnt balance it out.

Also the visibility system on this server is ALREADY extremely forgiving.
- You can see when you gain or lose visibility (thats normally not the case)
- You only get visibility from players when they actively report you
- You passively lose visibility while offline
- You lose visibility by meditating at a shrine
- You lose visibility from visiting a jedi shelter
- You lose visibility from being in a safe haven
- You lose visibility from completing terminal missions without using jedi ability
- FS Entertainers can reduce your visibility
- You lose visibility when you defeat a bounty hunter that initiate combat against you.

Over all there is already a stupid amount of ways to reduce your visibility and if you compare it on how to get visibility you actually have to play in a way thats not careful at all in order to stack up really high visibility counts.
I do not see any reason why we would need to make it even easier and more forgiving when the current system already is this ridiculously forgiving
If you decide to play a jedi, you know what you signed up for - Play according to it and stop inventing new ways to trying to trojan horse even more simplifications for jedi into the game.

Smuggler does not need this specific PV at all. This does not even benefit the smuggler or any other non-jedi player.
Ummm ok. (note the permadeath system was removed 8 months after launch and was only done here for Jedi in this Publish)

Just fyi only Jedi had permadeath. Others had corpse runs which went away really quickly. They were different though.


Publish 6 notes:



Profession: Jedi

  • Jedi XP is now granted after combat only if a Lightsaber was used
  • The permadeath system is being removed and changed to a skill revocation system based on deaths.
  • Deaths will decay from the death counter after one week.
  • Deaths after a buffer (3 to 5 depending on advancement) will have a skill revocation penalty.
  • Skill revocation will be slight at first, but will increase in penalty as the player accumulates more and more non-decayed deaths.
  • The skill revocation penalty will increase as a player advances up the skill tree.
  • The skill to be revoked will be randomly chosen from the last skill earned in each of the 4 skill branches.
  • No more than one skill will be revoked at a time, though players can get to a state where they lose a skill each time they die.
  • When Publish 6 is released, all existing deaths will be reset to 0 so all Jedi start out with no deaths.
 
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Either way smugglers and I am pretty sure BH have some love coming with Nar Shadda and this PV just is a no go for all the reasons mentioned aleady. I mean smugglers can get on the boards now as well but the pv did not mention it being used to help with smugglers. So until Nar Shadda gets here a big no.
 
Ummm ok. (game launched in June 03 and the Perma removal was in Feb 04 so I guess that is quick.)


Publish 6 notes:



Profession: Jedi

  • Jedi XP is now granted after combat only if a Lightsaber was used
  • The permadeath system is being removed and changed to a skill revocation system based on deaths.
  • Deaths will decay from the death counter after one week.
  • Deaths after a buffer (3 to 5 depending on advancement) will have a skill revocation penalty.
  • Skill revocation will be slight at first, but will increase in penalty as the player accumulates more and more non-decayed deaths.
  • The skill revocation penalty will increase as a player advances up the skill tree.
  • The skill to be revoked will be randomly chosen from the last skill earned in each of the 4 skill branches.
  • No more than one skill will be revoked at a time, though players can get to a state where they lose a skill each time they die.
  • When Publish 6 is released, all existing deaths will be reset to 0 so all Jedi start out with no deaths.
TY. I am currently doing a documentary on SWG and have an article from gamespot specifically about that issue.

Dec. 20, 2003 When questioned about the Jedi system, Haden Blackman pretended it was fine and everyone loved it. There was huge blowback and soon after SOE announced changes to the jedi system. First thing to go was permanent death followed months later with the scrapping of holocrons and the introduction of the new system.
 
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TY. I am currently doing a documentary on SWG and have an article from gamespot specifically on the jedi perma death issue. When Honor Blackman pretended the jedi system was fine and everyone loved it, there was huge blowback and soon after SOE announced changes to the jedi system. First thing to go was permanent death followed months later with the scrapping of holocrons and the introduction of the new system.
Yes it is hard for folks to remember what was really what because as RK said and was right when swg launched it was really beta and things changed so much in the first 12 months that it can be really confusing. IIRC the original Jedi system was 3 deaths and you started over (permadeath). I was one during that time and never risked dying because of the permadeath.
 
TY. I am currently doing a documentary on SWG and have an article from gamespot specifically about that issue.

Dec. 20, 2003 When questioned about the Jedi system, Haden Blackman pretended it was fine and everyone loved it. There was huge blowback and soon after SOE announced changes to the jedi system. First thing to go was permanent death followed months later with the scrapping of holocrons and the introduction of the new system.

If you are doing this, i recommend this if you haven't seen his blog yet
You will notice that he also described the Incite we have at the moment there as an idea
 
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If you are doing this, i recommend this if you haven't seen his blog yet
You will notice that he also described the Incite we have at the moment there as an idea
TY. I got that along with the postmortem video he did with Rich Vogel. He is misremembering the permadeath because he said in the postmortem that they "considered" Jedi permadeath but didn't follow through. I ran across the Gamespy archives which said differently

"(T)he revision was based largely on feedback from the community. After working so hard to become a Jedi, the permadeath was way too painful."
- Haden Blackman
"To be blunt, most players didn't like the system. During development, we thought we had a pretty clever system that met our stated design goals. At the end of the day, though, we need to answer to the players. In this case, a majority of players told us very clearly what they did and didn't like and we listened."
- Kevin O'Hara "Q-3PO"


I won't hold it against him because it was 20 plus years ago and, as Tyr pointed out, the game went through so many changes that its hard to remember all the details. That was part of the reason I wanted to do this project because there is SO much misinformation about this game floating out in cyberspace and on youtube.

One thing that was pretty clear from all I've read, the devs did an AMAZING job considering the impossible circumstances they had to deal with.
 
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A button for Smugglers to reduce a Jedi's visibility by X amount will not kill the game. You can make it small, like 200 - 500, so one smuggler isn't even enough do to much. You can make it so a Smuggler can only do it once every 24 hours. It's just a bonus to the smuggler class. Or make it have a requirement like Ents and Force Veil.

You can have high risk, high reward classes with class interaction.
 
A button for Smugglers to reduce a Jedi's visibility by X amount will not kill the game. You can make it small, like 200 - 500, so one smuggler isn't even enough do to much. You can make it so a Smuggler can only do it once every 24 hours. It's just a bonus to the smuggler class. Or make it have a requirement like Ents and Force Veil.

You can have high risk, high reward classes with class interaction.
200 to 500 is quite large. Taking shelter only reduces 100. Jedi are on the boards at 3k.
 
100 ever 12 hours? How does that sound?
Why do we even need another way to reduce visibility in the first place?
Theres plenty. Like i have not really read a reasonable justification for why we need to get jedi more ways to reduce their visibility.

Also reducing visibility wont remove you from terminals once on it. So that idea of "when im infront of a dungeon" doesnt even apply.
 
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Why do we even need another way to reduce visibility in the first place?
Theres plenty. Like i have not really read a reasonable justification for why we need to get jedi more ways to reduce their visibility.

Also reducing visibility wont remove you from terminals once on it. So that idea of "when im infront of a dungeon" doesnt even apply.
Why have Ent do it at all? It doesn't take points away meaningfully, and you have to sit there for an hour for an Ent to do so anyway. Why bother becoming Jedi? Why play a dead game? Because it's fun

Smuggler thematically makes sense to help hide literally anyone, so it's just more roleplay. I was actually going to say reducing visibility shouldn't matter to people *because* you're stuck with a bounty/terminal once you're on it, but you use it as an argument against, haha.

All the ways to reduce visibility are under a hundred for half an hour to an hour. Completely meaningless in retrospect when you use your logic.


I vote yes because it's thematic, it's interaction, and it doesn't hurt anything. Many problems people want to argue are what *might* happen. Arresting for a potential future crime is wrong. And this isn't history, this isn't how vanilla/live did things.
 
Why have Ent do it at all? It doesn't take points away meaningfully, and you have to sit there for an hour for an Ent to do so anyway. Why bother becoming Jedi? Why play a dead game? Because it's fun

Smuggler thematically makes sense to help hide literally anyone, so it's just more roleplay. I was actually going to say reducing visibility shouldn't matter to people *because* you're stuck with a bounty/terminal once you're on it, but you use it as an argument against, haha.

All the ways to reduce visibility are under a hundred for half an hour to an hour. Completely meaningless in retrospect when you use your logic.


I vote yes because it's thematic, it's interaction, and it doesn't hurt anything. Many problems people want to argue are what *might* happen. Arresting for a potential future crime is wrong. And this isn't history, this isn't how vanilla/live did things.

You realize Ent is not the only way + it requires them to be FS and go through the village process - aka basically doing most of the jedi unlock process right?
It isnt just given to them because of their class and many dont have it and wont get it.
There is a reason ways to reduce visibility are low in what they reduce. This isnt like the wound system where you die and then get yourself fixed afterwards. Its designed in a way that you should be careful about it from the beginning instead of looking for a quick fix after you stacked it.

Your reasoning pretty much is: "Because i find it fun"
Fair enough - I mean by that logic we could just also remove all drawbacks and downsides of all classes in the game because that would be more fun for exactly 5 minutes.
Thematically it could be argued to make sense. But not everything that thematically makes sense is justified by that alone.
It also thematically makes sense that all characters have permadeath - We don't have it for good reason.
 
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You realize Ent is not the only way + it requires them to be FS and go through the village process - aka basically doing most of the jedi unlock process right?
It isnt just given to them because of their class and many dont have it and wont get it.
There is a reason ways to reduce visibility are low in what they reduce. This isnt like the wound system where you die and then get yourself fixed afterwards. Its designed in a way that you should be careful about it from the beginning instead of looking for a quick fix after you stacked it.

Your reasoning pretty much is: "Because i find it fun"
Fair enough - I mean by that logic we could just also remove all drawbacks and downsides of all classes in the game because that would be more fun for exactly 5 minutes.
Thematically it could be argued to make sense. But not everything that thematically makes sense is justified by that alone.
It also thematically makes sense that all characters have permadeath - We don't have it for good reason.
I know about Ent.
There's no quick fix except looking for Vader or a BH to ghost you. Once you have the high vis, lowering it is meaningless. The best fix is reducing it BEFORE it gets to a certain number.

Nah,my argument isn't "because it's fun" it's because it makes sense.

Interaction is far better than power any day of the week. Power is solo play. People play solo on MMO's, but they are a minority. People play MMO's for... The massive multiplayer.

Doing 50 or 100 reduction from a smuggler is not going to change the game. At best it spills a little liquid out of the jar before it fills up. At worst, the smugglers price gouge for it, when in the end it's meaningless. Ent can't remove someone from terminals, and Inquisitors and vader are coming once you hit that number.
 
The best way to introduce a mechanic like the original PV suggests would probably be to allow smugglers to add a 1-2h buff to players that makes bounty hunter tracking droids take longer to track you.
As in droid tracking speed modifier.
This works universal for everyone who has a bounty and is not a jedi specific thing.
It does not mess with visibility system even more.
And it would thematically make sense.
 
The best way to introduce a mechanic like the original PV suggests would probably be to allow smugglers to add a 1-2h buff to players that makes bounty hunter tracking droids take longer to track you.
This works universal for everyone who has a bounty and is not a jedi specific thing.
And it would thematically make sense.
I can get behind this, but I do feel it's less meaningful. It's a delay, vs a reduction in visibility could save you headache from just before hitting the bounty board and essentially a "second chance" to escape into hiding. Both could be seen as a delay but if an oopsy daisy happens that increases vis, get a smuggler real quick so that bounty isn't hit immediately, giving you breathing room. Later of course you can hit it, but you can manage visibility. Once you're on that bounty board, you're on it. And that 1-2h buff is really no different from just being offline.


Though I see your reasoning. I would still vote for either.