Er komt een nieuwe Proffesion in GALAXIES namelijk : Chronicle Master
A new profession that you gain XP by creating quests using NPCs and iconic characters of your choosing. You save the quests and allow others to complete them and rate them. The better the rating the better your XP reward is. You gain special items and rewards depending on how well you do.
Panel 1: Big System
I know Senator Jod has already posted a photo of a mockup of the new system. Here are my notes. I'll try to answer some questions.
1) Goals of next new system
a) draw on iconic characters
b) be soloable
c) be repeatable
d) have a system that could be added to or iterated upon
2) Star Wars Chronicles
a) purpose of system is to allow for player generated events.
b) new profession, akin to politician and pilot in that everyone can participate, called chronicle master
c) xp gain is based on people doing the quests you make
d) quests are "burned" onto holocrons and traded/sold/otherwise exchanged
3) Consumables in new system
a) you will need to acquire relics.
b) chronicle relics can be bought/sold/traded etc.
c) may have unlimited, multi, or one time use versions -- as yet undecided.
d) attached to tasks.
e) tasks are many different categories: combat, social, crafting
*the rarer the task, i.e. kill Exar Kun, it is possible those relics will be more likely to be one time use, but everything is still being decided*
*editorial: think of relics the way that storyteller props go into blueprints*
f) the devs don't want you to feel like you have to GRIND relics to create and distribute quests .. they want collecting relics to be fun
g) crafting-type quest tasks will naturally not be obtained as combat loot drops, and so on.
4) construction of new quests
a) chronicle master will take relics and arrange them in order.
b) chronicle master can select from quest events like comm messages, kill quotas, loot items (with a drop chance configuration)
c) comm messages can be from iconic characters and many will have voice overs - a vader one was demonstrated
d) these quests grant xp that is SYSTEM determined based on the difficulty of tasks.
e) some tasks automatically mandate a group
f) tasks will utilize journal and quest helper interfaces
g) you will drag and drop your item rewards into the constructed quest
h) at the end of the quest, the questing player will rate 1-10 how good your quest was, which is what determines your chronicle master xp earning
i) plan is to have drafts of quests allowing for easy duplication in the same way that storytellers have blueprints.
5) rewards of chronicle creating
a) anakin's podracer
b) chronicle master robe
c) sandcrawler house
d) these rewards are not based on PLAYER rating of your quest ... this is meant to reduce exploitability. instead that will be based upon the difficulty of your quest
6) What's not in initial implementation
a) space tasks -- but they want to add this
b) quests can only be a limited number of tasks -- limited complexity
c) comm messages from your own avatar -- this is because the server can't look up your avatar appearance while you are online or something
d) tasks right now DO INCLUDE killing players of certain gcw ranks, but beyond that nothing as of yet.
e) no shared group messages to inform the rest of the group on tasks
f) future versions may include storyteller npc tie-ins with possible player generated conversation options
g) future versions may have timers
7) demo of quest creation
a) Han Solo lost his fan faire badge
b) create a comm message from han solo. I think a nightsister stole it.
c) create a go-to task -- go to nightsister stronghold -- now quest has level 88
d) create a kill task- -- can include # of nightsister to kill and the drop chance of the quest update, in this case, Han's fan faire badge
*final editorial: i think this system has a lot of potential, both for great content and for some exploitablility. They have a playtest version available on the comps here at fan faire so i'll playtest it some tonight and give some feedback. This won't be everyone's cup of tea but it certainly opens the door for smuggler content for customers, jedi master/padawan training, pilot squadron training when they implement space tasks, etc.
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Panel 2 GCW Panel
1) Timing of the GCW update: they want to do it this year. cannot promise its finished by years end.
2) Goals
a) option to participate always there. The war is all around you.
b) involves all profs
c) metrics of health of faction
d) updated in real time and integrated across all galaxies for a constant up to date assesment of the health of both factions
3) Metrics
a) combat: existing GCW not going away. They liked the idea of adding naval ranks and separating naval kills from army kills
b) morale
c) supplies
d) PR (public relations)
4) planned profession involvement
a) everyone inclusing pilots, crafters, entertainers
b) neturals will be able to help either side. The more help they give, or the less the side they help needs the assistance, diminishing returns will kick in. They may even end up with bounties
5) planned scope
a) planetary free floating space blockades. they may even consider launch restrictions, keeping in mind the lower level grinders trying to launch from tatooine. penalty of imp blockade in space on rebels on the ground to be determined
b) special vendors only appearing when your side is winning on that planet or in the galaxy
c) empire dominated planets might have at-at spawns with profitable gcw rewards for the rebs who take them out.
d) entertainers can entertain troops, much like the USO. they will try to make it more involved that performing for 4 mins like empire day
e) player cities may align themselves with a faction. they may put up propaganda, just like with empire day. Cities who make that choice will be vulnerable periodically to counter-propaganda by the other side, costing that city PR metrics.
f) crafters donate finished goods or even raw resources
g) financial donations with titles
h) DevH has already pushed out much of the backend system with GU11
6) q&a
a) AdeptStrain prototyped some dynamically designated pvp zones -- this was to look into ways of creating either storyteller pvp events or dynamically dangerous areas for pickup pvp
b) afk alts in battlefield queues. this was discussed at length. they know its a problem. they want to fix it without restricting people who legitimately want to queue up in battlefields. simply kicking someone who has been afk out and pulling a new person from the queue would require a queue re-write. ? if could use an adaptation of the entertainer anti-buff bot system with extra prep time to account for having to deal with that dialog box.
c) show of hands: people seemed largely in favor of battlegrounds being in the world rather than instanced like heroics.
d) they acknowledge there's a problem with smuggler missions on yavin and may implement more of a visual warning like the old blue tower markers of the original nonfunction battlefields.