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
Proposing a Dynamic FRS Duel System to Limit and Balance Jedi
The core idea is to balance Jedi population and impact by introducing an automatic, system-enforced dueling mechanic for active participants in the Force Ranking System (FRS). This would apply to anyone transitioning from a standard Padawan toward Knight, as well as higher-ranking Jedi. It will also carry the extra benfit of preventing to many high-ranking Jedi filling up groups doing heroics.

1. The Proximity Engagement & Arena Lock
"When two active FRS Jedi enter close proximity to each other, they are immediately locked into a mandatory duel".
(Vader is on that ship, I can feel it...).
  • Dynamic Waypoint: Both players receives a on-screen message and a waypoint arrow pointing in the direction of the opposing force user, at for example 128m.
    If the players get close enough to eachother, for example 64m, they now become locked in a duel automatically. It's now do or die-time!
    (you can't hide, your feelings betray you!).

  • Zone Restriction: A localized combat zone locks around them. Neither Jedi can flee or leave this designated area. Perhaps a 50 or 100m bubble? No running from greatness!

  • Target Isolation: During the duel, they cannot attack or be attacked by "ordinary mortals" (non-FRS players). They must focus entirely on defeating one another to escape the bubble.
    To prevent things from drawing out for to long, the fight should be forced to a draw after a set time, perhaps 10 minutes, after that it is declared a draw and both participants "loose".

2. Victory and Defeat Mechanics
Once the duel concludes, the "dome" lifts and specific mechanics ensure both a fair transition back to open-world combat and meaningful consequences:
  • The Victor's Grace: The winning Jedi immediately receives a brief buff—such as a full health restore and 10 seconds force-bubble so they cannot attack or be attacked.
    This grants them a fair window to recuperate and prepare before the surrounding open-world combat resumes. The winner can now keep playing and is eligable for a new encounter.

  • The Loser's Penalty: Upon defeat, the loser either gets ghosted or loses a number of lives. Additionally, they suffer a temporary debuff and are sent to the Ranch.
    Most importantly, they are forced "of the table", reducing the number of force users active at any given time.

  • Visibility Mechanics: Visibility generation continues to accumulate normally during these system-enforced duels.

3. Bounty Hunter Integration & Immersion
To align with the lore and alleviate the tracking burden, death impacts Bounty Hunter (BH) terminals:
  • When a Jedi is defeated and becomes a ghost, they are automatically dropped from all BH terminals (after all, the world just witnessed their "death").

  • However, their underlying Visibility score remains unchanged. If the player is careless and fails to actively lower their Visibility, they will eventually pop back up on BH terminals—simulating the lore element of "Someone saw them slip away... that pesky Force user isn't dead after all!"

4. FRS Point Distribution & Consent Boundaries
To prevent exploitation and maintain a true competitive hierarchy:
  • Rank-Based Scoring: The amount of FRS points awarded depends heavily on the rank disparity between the combatants. A top-tier Jedi defeating a low-ranking Padawan who just started their journey will yield virtually no respect or FRS points.

  • No Point Farming: Consentual, player-initiated PvP duels will NOT award FRS points. Points can only be earned through these organic, system-generated encounters.

  • Naturally Occurring Fights: FRS players will naturally acquire plenty of points simply by showing up to major factional battles, where other FRS participants are highly likely to be present. Meanwhile, casual "lowly" Padawans can safely stay out of the FRS spotlight, while those seeking ultimate power will actively take the risk.

5. GCW & Meta Considerations
While an immersion problem might persist since many Galactic Civil War (GCW) combatants are currently Jedi, it is highly probable that the vast majority of PvP-focused players will eagerly choose the FRS path, making this system a self-regulating ecosystem for high-end Jedi combat. The padawans left who dare not enter the FRS will stay as is today but in less numbers.
Thereby the total population online at any given point will be lower.
Justification
My first suggestion on these boards. So I cant really divide this post in a decent, meaningful way. It is also more meant as a suggestion for those developing the FRS.
If anyone can present this better and fitting the three cathegories Proposal / Justification and Motivation, then feel free.
Motivation
It creates a self-made choice, enter the FRS to be able to achieve greter power but be beware of the price as many other will slowly learn your secret.
The risk of being confronted by another power-hungry carrerist is always hanging over your head. Just like GCW but for up and coming force users.
Hey guys, I wanted to pitch an idea on how we could balance and limit Jedi once the Force Ranking System (FRS) drops,
focusing on organic world PvP isolation and risk vs. reward.
Let me know what you think!
 
Nobody here is demanding the visibility and hunters go away, as its an OPTION for the jedi if they want to get on boards and challenge anyone coming after them.
When we swing our saber and blast force lightning in the open, we know the dangers and accept the visibility kicks from our actions. That's on us and we know it.

But as mentioned above, the Jedi path is already difficult to achieve, including getting proper rare gear that often are sold for inhumane cost of 100,000,000+ credits, and sacrifices that come by being one. Not to mention the timezone difficulties, where the jedi might not even have people to help them out, rarely able to run heroics or grind holocrons effectively.
Its hard enough as it is and there should be freedom even for the jedi to have some peace for their minds, despite the era they live in.

How much further it need to be pushed further before people are content that the jedi have it difficult enough?
Does the jedi next risk visibility in space by doing duties and be forced to dogfight if there is another flying nearby?
Does the jedi next risk visibility for wearing their robes and need to go nude or else risk PvP?
Does the jedi next risk visibility for searching and buying jedi related items from the bazaar?
Does the jedi next risk visibility for swooping with a bike, because they got that one FS skill that give extra bonuses for a riding mount?
Pardon me for the rant.

The list goes on and often these kind of difficulty increase suggestions come from the people who either want the Jedi removed from the game or force PvP down throats, turning anyone away. Not to mention odd, as some complain not wanting to see the Jedi in the open PvP fights, yet insist systems to bring them into open PvP. Do they want us to hide or not?

It also bring a risk of creating selective hunting groups that might dedicate to hunt down specific players for whatever reason, be it knowing they're not adept in the PvP, lacking a proper gear to fight back or simply not liking the player/character, instead of each other. Thus causing grief and toxicity.
And it also limit the Jedi players from the variety of builds, if they all need to focus them for PvP to have a fighting chance, instead of wanting other skills that might be less ideal for it.

But nobody want to be forced into PvP against each other, simply because they want to do same ingame content together like heroics or simply happended to pass by at the bazaar.
This would make running open events very difficult, be it ingame content like Mustafar or social sessions like roleplay, excluding many out.

I'm glad if there truly is going to be an alternate path to achieve knighthood and further through PvE, instead of being forced to do PvP 24h or risk being ghosted all the time.
Even if the progress to knighthood through PvE could be slower and PvP faster, I'm fine with that, as it still leave me an option to achieve it on my own terms and time.

If you want to PvP jedi, then seek out a jedi who want to PvP jedi with you.
I'm sure there is people for that, just dont force it on all of us who rather do PvE and chill at the cantina, as the SWG is not just hardcore PvP.
 
No just no,
Im all for giving Jedi a challenge. Im usually one of the people saying that jedi already have it a bit too easy.

But i don't see a single reason why i should immediately see every other Jedi as an enemy, especially when they have choosen the same side.
I can get PvP between Jedi that have choosen different sides - but when they are on the same side i don't see a reason for it.
Like not everyone that plays a Jedi automatically roleplays as an aggressive "i kill other jedi on sight" enjoyer.

This is the equivalent of "i need to sabotage my coworker because i need to prove my own worth"
Also its not exactly the lore for jedi to slaughter each other within the same alignment - for sith maybe you can't treat them that differently in a videogame like this.
 
As a Star Wars fanatic from age 8 until 14.5 when SWG—the game of my dreams—finally dropped, there was nothing more appealing than the original vision: Jedi were meant to be rare, hunted, and carrying real stakes, not an unkillable, consequence-free playground.

This tension is literally what broke the original SWG. I enjoy PvP, even if I don't necessarily want non-stop, forced free-for-alls 24/7. But the Jedi path has always had a fatal design flaw: the people desperate to play Jedi rarely want to accept that the entire health of the sandbox relies on them having vulnerabilities and consequences.

I remember when the first Jedi unlocked and SOE opened the Jedi forum; 99% of it was endless whining about visibility, bounty hunters, and dying. That constant pressure to cater to players who wanted alpha power without alpha risk led directly to the Combat Upgrade, the NGE, and the destruction of the game. If you want the ultimate prestige class in an era where the Empire is actively exterminating Force users, risk and confrontation are part of the bargain.
Yep. I couldn't have said it better myself. I'm no fan of alpha classes in an MMO, but if you are going to have one there must be real risk. Otherwise it becomes a one class game.