posted by
Aconite and ornj
May 25, 2024
Surprising no one, adding Jedi to Star Wars Galaxies is a very tough thing to get right.
We believe in the original vision of a high risk, high reward class. It adds an extra layer of depth to the game, and it makes Jedi feel special… which it should, because this is Star Wars. However, we also believe that Star Wars Galaxies is still a fun game without Jedi, and we don't want to create a game that excludes or diminishes the role and balance of other professions just because Jedi are in the game. It's also one of our core design tenets to make sure that playing the game lets you feel like you're living in Star Wars… and, as we’ve talked about before, Star Wars in our time period of 3ABY doesn't have a lot of Jedi.
As we shared when we originally released Jedi, getting the balance right of Jedi’s role in the server and balancing their gameplay will be an ongoing journey. It's not something that any version of SWG has gotten right. Jedi in the Pre-CU period with the FRS quickly became plagued with overpowered Jedi, where playing almost anything else felt like a waste. The opposite approach, which the NGE took, also had plenty of Jedi running around everywhere, but balanced combat to such a degree that Jedi weren't even all that useful in PvP. It turns out that most people want to play a Jedi, and will do whatever it takes to do so, making it challenging to meet these goals.
On the evening of February 29, the first Jedi was unlocked on Restoration. Since then, at time of writing, 145 have been unlocked. At one per account, that's about 9.6% of our weekly active player base. Many more are in the process of unlocking Jedi as well, with 161 others that have completed Phase 1 of the unlock, a good indicator that they intend to go all the way.
By the numbers, the online Jedi population is not as scary as some might think. It hovers around 5-10% most of the time (average of 6.48%):
Those numbers don't tell the full story though. We've definitely heard from plenty of players that the server now sometimes feels "overrun" in Jedi. One key metric we are beginning to track is how often Jedi show up in "endgame" content, such as group instances and PvP. We want to ensure that these groups specifically do not become over reliant on Jedi, because that would exclude those that don't have them or don't want them.
We believe that it's critically important for the health and longevity of the server that we stay true to this promise: Restoration isn't dominated by Jedi. We're very proud of our unique unlock and enhanced Jedi gameplay, making it a fun and rewarding class to play. But we need to balance that fun experience with the experiences of those that want to play in the lore-accurate and diverse game that it is without them, too.
In order to achieve this balance, we’ve set the following goals for ourselves, based on measurable metrics:
We can't directly control the population of Jedi (i.e., the number of players that actually have unlocked Jedi), but we can design systems that will influence the number of Jedi that are actually running around at any given time. So we are setting targets that reflect those outcomes, rather than raw population. We have a near-term goal and a long-term goal, as we expect to add more tools for managing this over time.
We currently have a number of levers that we can pull to influence these metrics:
You can expect us to keep pulling levers over time, until we meet those goals. Some of these are being adjusted with the next patch to ensure visibility is more manageable, but more impactful. Even once the goals have been met, player patterns will alter over time and we will be ready to meet those changes with our own. It will be an ongoing process that will likely never be completely solved, but we are committed to keeping things in check.
In addition to the levers mentioned above, today we are announcing some changes that are coming soon, to serve as additional incentives for Jedi to either log onto another character, or to think twice about participating in risky endgame content.
First and most impactful, we are reintroducing XP loss for Jedi. When a Jedi becomes a Force Ghost, they will also incur a penalty of a fixed amount of Jedi XP, possibly resulting in the loss of skill boxes (more details on this below). There was a similar mechanic in the original CU that we removed early on after release, but in hindsight we realized that it can be an effective mechanic at actually limiting the impact that Jedi has on the endgame. This will mean that the cost for dying is not just logging onto another character, but also creating actual in-game tasks a Jedi must perform outside of end-game content (i.e., leveling).
The expected details we have in place for how XP loss will work are:
In addition to XP loss, there are several other changes we plan to implement soon. The broad theme for the remaining changes we wish to make is to allow players to better police the population themselves. NPC Inquisitors and grinding XP will never be punishing enough for some, but nobody is immune to the worst feeling of all: dying in PvP.
These additional upcoming changes are in supporting additional ways for players to help curb the population themselves:
An important related note: We do not see Jedi exclusively as a PvP class. In the past, we have made statements as such, but our more recent design decisions and goals for the server have adjusted that stance. The balance we hope to strike is the following: if a Jedi (at rank Padawan) avoids getting high visibility, they will not be forced into PvP situations. However, a high visibility score does still put you on the bounty boards where you will be hunted by other players. In addition, the future FRS (ranks above Padawan) systems we implement will also involve more "forced" PvP. So, if that style of gameplay doesn't interest you, simply remain cautious with your visibility score. This will keep your PvP interactions to a minimum, as well as keep you out of sight from most players while allowing you to still play a Jedi-role in the galaxy.
We have been following the Jedi Population very closely and discussing possible roads to take since its release. When we went into these decisions for what changes to make, there were number of ways to address the issue of the Jedi population levels that we ultimately didn't go with. Here’s why:
There's one more thing. We still think Jedi should be fun, of course. And we’re excited to share an exciting way to make the endgame of Jedi, and the feeling of being hunted, much more interactive and compelling.
We plan to introduce player-played Imperial Inquisitors into the game, as a dedicated FRS faction, opposite The Order. Inquisitors will primarily participate in Jedi Slaying, where they will be able to see and hunt down high-visibility Jedi, and move up the ranks in Vader's Inquisition. Inquisitors are fallen Jedi, who can still make use of the same Jedi trees but gain power through ranking up and eliminating Jedi through a similarly customizable and sandbox ranking system as The Order. The power gained through this system will hone them into specialized tools of Vader, perfect for countering and eliminating the threat of The Order.
We expect this final system to feel more familiar to those that know the original factional dark/light FRS, but with a number of unique elements to bridge the eras and tie in more closely to our other goals of player freedom, game balance, and authenticity to the time period. Inquisitors will also be punished for their failures, as Jedi are. Vader isn't the forgiving type.
Well if Inquisitors are there to hunt the Jedi, then who hunts the Inquisition? Bounty Hunters, of course. We intend to form a sort of "rock, paper, scissors" relationship between these three clans. The three groups will be balanced by giving each an edge against one of the others. Inquisitors will have an advantage over Jedi, Jedi will have an advantage over Bounty Hunters, and Bounty Hunters will have an advantage over Inquisitors.
This three-way system is meant to create a really fun environment for players to live in Star Wars as the faction of their choice, and even better yet, ensure that each group has a check on its power and prevalence in the galaxy.
We're still excited for where this server can go, and we hope that you'll continue with us on this journey. Restoring and redeeming a 20 year old game is quite the challenge, and there will be plenty more ups and downs, but we're committed to making this the best version of Star Wars Galaxies that has ever been.
May The Force Be With You,
The SWG Restoration Development Team