Commando Archive
Thread: Leveling system and damage modifiers are a serious blemish on an otherwise great CU.
The beauty of SWG has been that it is not about being equal to every other player that's level 50, but that if you are a skilled player, you're able to do amazing feats that you can brag about to your friends. You are actually getting to be a HERO! You are given the tools of your profession (accuracy, speed, etc) and the skill of the player takes over from there.
Message Edited by Enix_Dayspring on 04-18-2005 04:58 PM
I gotta agree with this thread to the extent of this line. Previously it was a Lvl/Skill based MMO, but with Skills playing the dominant role. Now...its more of an equally 'balanced' playing field with both skills and levels, both having important in the gameworld rather than one defining the other. The problem with this however, since levels are important...skills take a backseat and the skill-based game that made it so unique is only partially there (in terms of Professions and specials...THAT I love with the CU, and which makes it so different from any other MMO currently out there)
Skills do the job automatically and don't need an artificial component to ensure balance. You need to make sure that players can't become nearly invincible, and that purple mobs can do a crapload of damage based off of your skills. So even if its purple to you because its CL 150, if you have 250 ranged defense you wouldn't be so hard hit (still would be though, but not -as- hard). But if you had 200...then heh, you're dead in a few shots. Since everyone's a CL 80, we're pretty much all hit the same regardless of defenses.
Likewise...this would make it easier to balance out with grouping too...we wouldnt be in need of a seperate grouping system that would allow us to fight CL 340's. As the right groups with the right strengths would be able to do that.
So I say ensure balance via other means rather than restricting combat itself.
Joe Newb says, "It is level 38, I am level 18. If I fight it I am dead in two hits."
- forced grouping
- stats and skills playing less of a role in winning or losing
- the feeling that you can not play beyond your means, as one poster put it, you can't be the hero.
The postives are:
- PVE balance is easier since a level can directly determine the health and damage capability of a creature vs. the player
- Exp rewards can be scaled properly instead of having to cap rewards for creatures to avoid exp farming.
- Grouping between high and low level players can occur easily.
I believe that with a little work, the current level system could be tweaked to be close enough to the older system that most would not mind it. Think of it as a pendulum. Before the CU the pendulum had swung all the way out to the right where stats were all that mattered, defense, accuacy, mitigation, damage, speed, armor piercing, etc. Now the pendulum has swung to the left and hovers over level being all that matters.
Message Edited by IdrisTycho on 04-19-2005 12:33 AM
This, to me at least, implies that they are aware everyone and their dog is pissed off with how the level system currently works. If they just left it like they originally claimed (that the level system was always their, just now it's visible to give a better guide on what you can fight) we'd be all set, minus a few minor creature balancing tweaks.
I really can't see this not changing, as it completely screws over folks who participate in combat that don't spend all 250 skillpoints on it, as they'll take extra damage from pretty much anything in the high end. Of course, so does everyone thanks to the ridiculous level range (200's? Come on!)
It'd be nice to get some dev confirmation though. This will make or break the CU IMO.