December 13, 2022
This Developer Diary builds on our previous entry, Jedi - Part 1 - The Inciting Incidnet and FaQ, and covers more mechanics around how Jedi will work on the server. If you haven’t already read Part 1, we recommend doing so before reading ahead. This diary supersedes anything previously noted.
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:
Note: When used here, “Jedi” means Jedi Initiate or higher. Not Force Sensitive. If we mean Force Sensitive, we will say Force Sensitive.
When you become a Jedi, you are assigned a number of lives based on your current Jedi Rank. When you die (deathblow/cloning), you lose a life point. When you lose all current life points, you will become a Force Ghost for the duration specified:
When you become a Force Ghost, you cannot play as normal. You will appear as a blue ghost and will be limited to interacting with others in a constrained capacity. Ghosts are not visible to non-Jedi players and cannot perform normal player activities like combat, crafting, or buffing. However, ghosts will have the ability to train Jedi who are alive and can use their special force powers to help conceal Jedi from visibility or to escape from dangerous situations.
Yes. In rare cases, Jedi may work together to find or create means in which they can manipulate their midi-chlorians to both create life and seek immortality. Although this will not be common, will require extensive effort, and will be predominately available to the most powerful Jedi on the server.
We’ve previously shared that we will limit the number of Jedi who can be online at once consistent with our vision for a realistic galaxy where Jedi remain a rare sight while balancing the desire for playtime with an iconic alpha profession. While we’ll evaluate changes to this in the future, we’ve determined the ratio, for now, will be 1 Jedi for every 5 online players (inclusive of Jedi).
Jedi won’t be logged off if other players log off too, but new Jedi won’t be able to log into their Jedi characters until there is an available slot based on the current online player ratio. If you attempt to log in to a Jedi character while there are more than the maximum amount allowed online, you will enter a queue and wait to login.
For example, if there are 100 characters online, then 20 Jedi may login. If there are 20 Jedi logged in, and some other players logged off, bringing us down to 90 online players, there would still be 20 Jedi logged on, but a new Jedi wouldn’t be able to log on until 3 Jedi logged off, as the current capacity would be 18, and the occupancy is currently 20.
Jedi are subject to the same activity requirements as other players, including macro dumping, so they will be unable to stay connected automatically. Because persisting a connection while not actively playing a Jedi will also impede others from playing, additional mechanisms, such as increased visibility ratings for staying idle in a single location for too long, may be utilized. Understandably, this approach is novel and will require some experimentation and adjustment over time.
Ghosts do not count towards the online ratio. When a Jedi is a Ghost, they are not regarded as being a Jedi. However, if the Ghost is online when their ghost timer expires and they return to their regular Jedi state, then their regular Jedi character will count towards the online limit. Ghosts returning from death will bypass the online limit queue.
You may have seen some pictures shared of The Ranch, a mysterious compound on Dathomir. There are several of these compounds throughout the galaxy which serve as outposts for smuggling force sensitives around the galaxy in secret. The heavily guarded compounds are surrounded by a PvP area and provide Jedi-related content, also serving as a place of rest and healing for the hunted with cloning centers, cantinas, vendors, and special missions. Only Jedi can enter a Safe Haven. PvP and other attack behaviors will not be possible. We’ll share more about Safe Havens as we approach their release.
This is part 2 of 3 of our Jedi Developer Diaries. We can’t wait to share more with you soon. If you have other questions you want to be answered, be sure to share them in Discord in the new #jedi-questions channel. We’ll select questions from those included there to answer in our next Developer Diary.
May The Force Be With You,
The SWG Restoration Development Team