Combat Medic Archive

Thread: 6/3/04 Question and response

vortexala
Mon Jun 07, 2004 3:45 pm
#27

The sole reason I, personally, want to know the answer is so I can better assist the community with getting our wants and needs across. Knowing what we're supposed to be, the role we are to fulfill in-game, will help us decide how much change is needed to get us to that point.


Without that bit of direction we're left somewhat floundering, commenting and suggesting ideas based off the current state of the profession andnot on where we need to be headed.




Oh and jf,for the record, I'm a guy









~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Zurck
Mon Jun 07, 2004 4:45 pm
#28

It is really nice to be able to have an inteligent conversation on the CM board without it turning into the usual "nerf cries" thread (knock on wood). I really hope this is a sign of things to come.



Sall M'on
AoD
Black Sands, Tatooine
Morganite
Wed Jun 09, 2004 11:02 am
#29






Zarlor wrote:

Frankly, I just don't think having a Dev "Vision Statement" for CMs would make one bit of difference. Sure folks may THINK that it will allow them to focus feedback on balancing the "profession", but I think the devs have made it pretty claer that they are not interested in balancing the "profession", they are interested in balancing the "template." Hence the exact abi.ity of the profession itself is, effectively, irrelavent, it is only when combining the skills in toto that comprise the discussion they are intersted in when it comes to balance. Then as I suspected, this whole combat rebalance will be a joke, and completely ineffective..


We all know there are many skills in CM that are currently a bit unbalancing because of how they were implemented/used when compared to the skills they presumably counter. The combat balance shoudl address a bunch of that stuff, but likely not all of it. You actually trust them to get it right?I think when all is said and done it doesn't matter who thinks that CMs should be "primarily healers and a support class" and who thinks we should be "bio-terrorist" or any level of ability in between. All of that is effectively irrelavent in the large scheme of things simply because there are no "classes" in this game, only skills organized into professions. If there is an issue with a CM skill ro ability, then address that, How do you address a certain skill or ability when you have no idea how the rebalance will affect it?but getting a "Vision Statment" likely would do nothing at all to further the cause of getting those individual skills addressed, IMHO. Just a different viewpoint that I think is pretty relavent, so feel free to chew on it for a while. (hint, hint)








Atempting to balance templates is a waste of their time and ours, as it is impossible. To many combinations to consider.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Zarlor
Wed Jun 09, 2004 3:22 pm
#30






Morganite wrote:





Zarlor wrote:

Frankly, I just don't think having a Dev "Vision Statement" for CMs would make one bit of difference. Sure folks may THINK that it will allow them to focus feedback on balancing the "profession", but I think the devs have made it pretty claer that they are not interested in balancing the "profession", they are interested in balancing the "template." Hence the exact abi.ity of the profession itself is, effectively, irrelavent, it is only when combining the skills in toto that comprise the discussion they are intersted in when it comes to balance. Then as I suspected, this whole combat rebalance will be a joke, and completely ineffective..






The statment means nothing without qualification. You suspect it will be a "joke" based on my premise, but fail to explain why. It seems to me that if you balanced combat by class then the uber-templates will always exist, because they balanced to a profession instead of the templates that can be made from the skills in those professions. In other words, why are we even talking professions at all when the issue is with certain skills and how those skills inerect with other skills?








We all know there are many skills in CM that are currently a bit unbalancing because of how they were implemented/used when compared to the skills they presumably counter. The combat balance shoudl address a bunch of that stuff, but likely not all of it. You actually trust them to get it right?






Did I say that? Trust them to get it "right"? Depends on how you define what would be a success int hat situation. Frankly we KNOW a great deal already about what teh combat balance will do. It'll be the secondary set of "Specials" bars (whatever they will call it.) Follow that to it's logical conclusion (as had been done MANY times on many of the forums here, including this one) and you'll see the massive amount of issue that one change alone will address. Will it be "right"? How would I know? I can only guess that even that one simple change should fix many things and lay the groundwork for quite a few other fixes as well. I've always been a proponent of seeing it action, though, before making any final judgements. Just don't condemn it out of hand, though. What's the point in that?








I think when all is said and done it doesn't matter who thinks that CMs should be "primarily healers and a support class" and who thinks we should be "bio-terrorist" or any level of ability in between. All of that is effectively irrelavent in the large scheme of things simply because there are no "classes" in this game, only skills organized into professions. If there is an issue with a CM skill ro ability, then address that, How do you address a certain skill or ability when you have no idea how the rebalance will affect it?but getting a "Vision Statment" likely would do nothing at all to further the cause of getting those individual skills addressed, IMHO. Just a different viewpoint that I think is pretty relavent, so feel free to chew on it for a while. (hint, hint)







But we do have some ideas of how it will affect it. ANd certainly the Devs have some ideas about that as well. It's not like we are tlaking about a bunch of morons, here. You're still playing the game, right? So they certainly got something right. Right enough for you to pay for this game and whatever monthly rate you are paying for as well. There is MASSIVE promise int his game, IMHO, and I;ve certainly gotten many hours of enjoyment from it. So it seems to me the Devs are not so idiotic as some on this forum want to brand them. Sure they make mistakes, even owned up to them and then made changes to address those mistakes, and they will no doubt make more mistakes, but why simply assume that all their decisions will somehow be wrong when the vast majority have been pretty darned good.








Atempting to balance templates is a waste of their time and ours, as it is impossible. To many combinations to consider.





Think so? I say if anyone has the tools to do it, it's the folks who put the code together. They can number crunch the statistics and a ton more ways than we can, while we in turn provide the feedback of gameply because, collectively, we play the game a MASSIVE amount more than the Devs ever could... there's just a TON more of us. So we'll find things the numbers don't point out, that's for sure, or we'll find things they weren't looking for. Either way, though, I wouldn't call the attampt to balance templates as impossible. THe number of skills in the game is finite, as is the combinations of those skills. Certainly it's a daunting task, but not impossible. Indeed I would say that the task is, when all is said and done, a REQUIREMENT, because the game is not about professions, it's about those templates. We can balance professions all we want, but as I said above, if that is all that happens, then the uber-templates that ignore professions in favor of skills will walk all over those nicely balanced templates, and then you have an unbalanced game. Just my opinion, of course, but I think there is a tad more merit to it then my opinion alone.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Wed Jun 09, 2004 3:41 pm
#31


Just for clarification here, Z, but when you say balanced for 'templates' you are still including entire professions in that correct? If not, why?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Zarlor
Wed Jun 09, 2004 9:45 pm
#32

Templates would include any combination of skill boxes, including full professions. Usually full professions still means having points left over for picking up other skills or even full professions.

Message Edited by Zarlor on 06-09-2004 11:47 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
FallAM
Thu Jun 10, 2004 12:10 am
#33

Thats a nice way of saying there will be changes that most people will not be happy with.



I seem to have no end of luck
Morganite
Thu Jun 10, 2004 1:01 am
#34






Zarlor wrote:





Morganite wrote:





Zarlor wrote:

Frankly, I just don't think having a Dev "Vision Statement" for CMs would make one bit of difference. Sure folks may THINK that it will allow them to focus feedback on balancing the "profession", but I think the devs have made it pretty claer that they are not interested in balancing the "profession", they are interested in balancing the "template." Hence the exact abi.ity of the profession itself is, effectively, irrelavent, it is only when combining the skills in toto that comprise the discussion they are intersted in when it comes to balance. Then as I suspected, this whole combat rebalance will be a joke, and completely ineffective..







The statment means nothing without qualification. You suspect it will be a "joke" based on my premise, but fail to explain why. It seems to me that if you balanced combat by class then the uber-templates will always exist, because they balanced to a profession instead of the templates that can be made from the skills in those professions. In other words, why are we even talking professions at all when the issue is with certain skills and how those skills inerect with other skills? There is a plethora of combinations that can be used to make a full character template. To many combinations to try and make a balance, nor would you want to. Trying to balance everything is entirely to difficult of a task, there are what, 500 some skill combinations one could use in building a combat-template? I find it impossible to believe they can balance 500 some combinations when they have not been able to balance 15-20 some professions currently..









We all know there are many skills in CM that are currently a bit unbalancing because of how they were implemented/used when compared to the skills they presumably counter. The combat balance shoudl address a bunch of that stuff, but likely not all of it. You actually trust them to get it right?







Did I say that? Trust them to get it "right"? Depends on how you define what would be a success int hat situation. Frankly we KNOW a great deal already about what teh combat balance will do. It'll be the secondary set of "Specials" bars (whatever they will call it.) Follow that to it's logical conclusion (as had been done MANY times on many of the forums here, including this one) and you'll see the massive amount of issue that one change alone will address. Will it be "right"? How would I know? I can only guess that even that one simple change should fix many things and lay the groundwork for quite a few other fixes as well. I've always been a proponent of seeing it action, though, before making any final judgements. Just don't condemn it out of hand, though. What's the point in that? Specials are currently governed by secondary stat's, but thru buff's and food, it is currently a joke. So you are telling me they are going to set in another layer of "specials bars" (your phrase seemed as good as any to use) when they haven't figured out how to get the current set to work in such a way to do what they want? This sounds like the fed gov't. "this tax didnt raise us enough money, lets add another one yet, see if that does it."









I think when all is said and done it doesn't matter who thinks that CMs should be "primarily healers and a support class" and who thinks we should be "bio-terrorist" or any level of ability in between. All of that is effectively irrelavent in the large scheme of things simply because there are no "classes" in this game, only skills organized into professions. If there is an issue with a CM skill ro ability, then address that, How do you address a certain skill or ability when you have no idea how the rebalance will affect it?but getting a "Vision Statment" likely would do nothing at all to further the cause of getting those individual skills addressed, IMHO. Just a different viewpoint that I think is pretty relavent, so feel free to chew on it for a while. (hint, hint)








But we do have some ideas of how it will affect it. ANd certainly the Devs have some ideas about that as well. It's not like we are tlaking about a bunch of morons, here. You're still playing the game, right? So they certainly got something right. Right enough for you to pay for this game and whatever monthly rate you are paying for as well. There is MASSIVE promise int his game, IMHO, and I;ve certainly gotten many hours of enjoyment from it. So it seems to me the Devs are not so idiotic as some on this forum want to brand them. Sure they make mistakes, even owned up to them and then made changes to address those mistakes, and they will no doubt make more mistakes, but why simply assume that all their decisions will somehow be wrong when the vast majority have been pretty darned good. It is impossible to give them feedback when they know where they want to go with the rebalance, but we dont. you are correct that there is massive promise in the game. The entire "economy" they have created here is my main reason to keep coming back. It is an outstanding system that allows the players to set the values for everything. The combat system has been not so good ever since I have started playing. I have gotten tons of hours of enjoyment from it as well, as it is one of the more comprehensive games on the market today. That doesnt mean I am willing to put blind trust in them to get it right. Why else would they have started the entire coorespondent system if not to get feedback from people who actually play the game in how the professions interact, and fiter important information up to them in a more orderly fashion. If our coorespondent does not have an idea where they want to take the game in general, and this profession in specific, how can he evaluate their changes in advance, and give them the crucial feedback they have coorespondents for in the first place?









Atempting to balance templates is a waste of their time and ours, as it is impossible. To many combinations to consider.





Think so? I say if anyone has the tools to do it, it's the folks who put the code together. They can number crunch the statistics and a ton more ways than we can, while we in turn provide the feedback of gameply because, collectively, we play the game a MASSIVE amount more than the Devs ever could... there's just a TON more of us. So we'll find things the numbers don't point out, that's for sure, or we'll find things they weren't looking for. Either way, though, I wouldn't call the attampt to balance templates as impossible. THe number of skills in the game is finite, as is the combinations of those skills. Certainly it's a daunting task, but not impossible. Indeed I would say that the task is, when all is said and done, a REQUIREMENT, because the game is not about professions, it's about those templates. We can balance professions all we want, but as I said above, if that is all that happens, then the uber-templates that ignore professions in favor of skills will walk all over those nicely balanced templates, and then you have an unbalanced game. Just my opinion, of course, but I think there is a tad more merit to it then my opinion alone.





How can the game not be about professions, when they force a profession based system on us? Templates are based on professions. A rifleman should be as good as a pistoleer, and as good as a carbineer, as good as a pikeman, fencer, tk, swordsman if used properly. It would be easier to have your faith in their ability to do this right, if in the 11 months this game has been "live" they would have at the very least fixed all the broken specials and skillsspread across the various classes.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Thu Jun 10, 2004 7:13 am
#35


First, Zalor, I really like the idea of "templates" being what characters are, whereas "professions" are groups of similar skills which templates are made from. I dislike the implications of this assuming the devs subscribe to this opinion (rather than each professions being a complete set, in and of itself), but the idea is interesting and valid which I hadn't thought of before.


Morganite, it is entirely possible for them to balance 500 skills against each other. As I understand how old GURPS (I think that's what they are called)worked, there is a way to balance all the skills. If you have some formulas which you strictly follow (eg. weaponspeed = 1000/(2*min + max + accuracy), you can end up with a set of diverse set of similar skills which are more or less comparably strong. Granted with a system as diverse as SWG, there would need to be dozens (if not hundreds) of various formula, but it is at least plausible.


A major reason why the devs are find it difficult to balance each of the professions is that they want each of the professions to have a unique feel. For example, they could give carbineers a stun gun, and reduce the power of rifles, and giving pistoleers different special attacks. However, in doing so the distinction between classes starts to fade. The trick isn't balancing the professions, it is balancing the professions in a way that keeps each viable and distinct from each other. In a sense, they are imposing an artificial restriction on the balancing of the game. (Not to mention any significant weakening of a profession as compared to another profession is met with strong resistance, whether or not the weakening is justified.) Assuming the devs went to a template/skills based paradigm, this artificial restriction would be lifted. A "pistoleer" as a whole wouldn't need to make sense. It would only be a blanket title put on a set of similar skills. So in a sense, it would be easier to balance the various aspects of combat if the abandoned "professions" as a theme and became more granular, as there would no longer be any unforseen synergies between professions.


However, this does destroy the idea of professions entirely, and make the game a giant game of mix and match, where rather than being a profession everybody is a jumble of mix and match pieces. Interesting in it's own way, but not really where I want to see the game go. Like I said, a great take on the state of the game, but I don't like it's implications and I hope it is not adopted.



As for why a "specials bar" might work, it's a tried and true method of restricting special abilities. The Final Fantasy game series uses MP, Everquest has a mana bar, and the vast majority of RPGs use some kind of "specials bar" to regulate special attacks. I don't really like switching over to an alternate system for regulating specials (I think it is a step in the wrong direction, as it is cliche with other games), but it is a proven system which is probably why SOE is switching over to it. This is of courseassuming they are, and this isn't word of mouth on the forums (which I have seen elsewhere, but have not seen posted bya dev...).
Morganite
Thu Jun 10, 2004 11:10 am
#36

Look, the bottom line in any "trust the dev's debate" always comes back to their performance overall, which hasn't been great. It is no secret the servers are getting emptier over the last 5 months and not more populated. (current influx of new playersfrom the 15 day trials aside, which by the way, you dont give something away for free people are willing to pay for unless indeed they are unwilling to pay for it.......That reflects on their *fine* job of timely patching issues....



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
RhenGordon
Thu Jun 10, 2004 1:29 pm
#37

Hey Gang, it is good to be a part of a discussion again.


There are two things I want to say about this answer we were given.


Number 1: While I dispise the told ya so attitude that this is about to protray, I have to say it, we all should have known that the answer given was going to be the answer we got. Think about it, they know the CM community is as split on this thing as the community as a large, do you think in the grand marketing scheme at SOE that they want to alienate half of a profession's community by saying something that the community does not believe in?


The marketing and customer service folks gave the only possible "politcally correct" answer they could possibly give. Yes, CMs heal, but if you want to you can fight. That is the way of it.


Number 2: Where SOE messed up with their game is when they placed so much emphasis on being a master at a profession. I know the player base wanted that, but in reality the game was much better and had a much larger chance of being balanced before they made that change. Most professions now require you to actually master the profession to be effective with it, case in point, Doctor, CM, Creature Handler, Bounty Hunter, the list goes on. This was the beginning of the end.


What I would have rather seen was skills provided based on trees, but allow the character to pick and choose the skills they want to use. If they want to be effective at healing at Range, they should be able to just get a combat healing tree that allows them to use the medicines and be good to go. Unfortunately you just cannot be effective in that role with just the skill tree, speed, range, both are required to take it to the next powerful level.


It has always occurred to me that any time you limit what a player can do on a professional choice, you create balancing issues. Consider Everquest (I know, I know, bear with me) If you are a cleric, essentially you are cannon fodder in PvP. however if you give the player the option to grab some healing skills and place restrictions on how those skills can be used, then you create an environment where the player template actually matters.





>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
jfang
Thu Jun 10, 2004 1:53 pm
#38


Hello again, Rhen. Just to provide an alternate perspective...


Yes, the devs answer was ambiguous. However, if nothing else it does confirm that we are not going to have poisons drastically reduced in power, or area stims vanishing. The answer was... less than great. But it was not *completely* worthless.


And your comment about mastery, it's not entirely the case. I know doctors are always complaining that there is little difference between 0440 doctor and master doctor, and almost none between 4440 and master. (Assuming of course you buy a good set of medicines, which is not exceptionally hard to do if you are willing to.) There are enough 4404 people of various classes (such as MCM-melee) such that it is hard to justify the statement that non-masters are useless.


They are significantly weaker than a non-master, but with few exceptions (like riflemen)they are not critically weaker. A 4440 doctor who buys meds is only about 10% weaker than a master doctor (I think, I'm not sure), and a 4404 combat medic (widely considered one of the more advantageous masteries to get) I would personally rank as being maybe 15% weaker to 25%, depending on what you are doing (PvE in a group, and PvP respectively).
Zarlor
Thu Jun 10, 2004 3:36 pm
#39

I think I've mostly laid out my opinion on the matter, so I'll pretty much let it stand at that. I'll only clarify a couple of things. TO some extent discussion strictly of templates, in my personal view, is actually a bit limited (I've mostly played a bit of Devil's Advocate here.) The game is really a combination of both templates and professions.


I'd also like to clarify that my position is not trust (blind or otherwise) that the Devs will "get it right". My stance is simply that we should not condemn the new system out of hand. I will say that conceptually and from the snippet of the version that we got on Test Center lo these many months ago, showed a good amount of promise for fixing a lot of issues and laying the groundwork to fix others. It's a starting point. If you expect the combat balance to be the end-all-be-all fix for combat issues, then I'd lay money down that you will definitely be conviced the Devs got it wrong, wrong, wrong when they release the CB. I personally view it as a stepping stone and laying the groundwork for giving us a better position and firmer ground to stand on from which to better balance the combat templates in the game.


Just so you know my view is a lot more centrist than some of the responses to me haveled me to believe. Some of the responses make me think you guys see me as being all ready to jump up and cheer every bit of code the Devs send down, and for those who've seen me around here for a long time... well you know me better then that already.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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