Commando Archive

Thread: Leveling system and damage modifiers are a serious blemish on an otherwise great CU.

knighttom
Mon Apr 18, 2005 10:23 pm
#14

i agree the modifier need to go away




]{ith]{ana
Master Commando
Bounty Hunter
Rebel Lt. Colonel

Ajo79
Mon Apr 18, 2005 11:15 pm
#15

Take away the levels and bring back the skill based game we love!


I don't see any positives with the levels over the old system. Also, the power between one elite combat professions and 2.5 isn't 26 (80-54) levels I think. If you keep levels cap everyone at lvl 54 but you can still pick up 2.5 elite professions to widen your range of available weapons and skills.


The beaty of the old system is that you could have a mixed character, say Armorsmith/Rifleman and still be useful in combat. With the new levels one has to be Rifleman/BH/Pistoleer to be useful, since it's the only way to get to lvl 80.


Devs, please rethink.



Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

Enix_Dayspring
Tue Apr 19, 2005 5:53 am
#16






IdrisTycho wrote:




I have mixed feelings about the leveling system. On the one hand I hear what most of you are saying and it is tough to deny that one hit incaps do very little for adding a sense of adventure or complexity to the game.


Joe Newb says, "It is level 38, I am level 18. If I fight it I am dead in two hits."


Not exactly exciting to think about. On the otherhand, the new system prevents the soloing of group content, which is a good thing.


The older system allowed you to stack your defenses and offenses in order to fight things that you should never have been able to fight solo. This created other problems, like people soloing everything. Stackable defenses and offenses coupled with the artificially capped exp system and you virtually had to solo everything to get good exp.


The leveling system in the CU has forced grouping on people; and not gently either. It simply creates a scenario where if something is sufficiently high level, you must group. The business about 1 hit incaps from level 300 creatures will be remedied soon I am sure, so I am really not to concerned about those. I am talking about stuff that is closer to our level, but we can't imagine fighting it because it will kill us easily.


The main negatives of the CU are


  • 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.


The solution to this is to find a happy medium. Something that ensures that no player will ever solo a Krayt dragon, while at the same time allowing him to use equipment and skill selection to his advantage vs. things that are at least in the ballpark of his level. We need a general widening of the playable level range.


If as we level higher and higher, the range of levels that we can fight also grows, it makes it possible to find content that is not worthless to fight and has some chance of hurting us. Right now if I am level 50 and a mob is level 30, it has no chance to hurt me. Likewise if the roles were reversed I would have no chance of hurting it. I am saying relax this a bit as we level. Don't make things red and purple so fast, and don't make them green and gray so fast either. Give us a larger range of things to kill. And make our stats meaningful against the stuff that is within our level range.

That has to be the goal of the coming high level content phase of testing.


Unfortunately I fear they will be spending far more time correcting things like: miss-certified weapons, CTDs, skills that don't work, skills that do the wrong thing, crafting problems, exploits, and the list goes on. They have created a system where a balance can exist between the extremes: "I can solo a krayt because I have the perfect setup", and "I can't kill anything solo that is greater than 10 levels higher than me."


All they have to do now is tune it.

Message Edited by IdrisTycho on 04-19-2005 12:33 AM




This is probably the real reason for the institution of the leveling system, to hold players back from soloing group intended combat, as you say.


But it really to me seems like the lazy way out. If you're in the midst of this huge combat revamp, doing the important things like getting rid of 80-90% resist armor, buffs that increase your HAM by 300%, and uber weapons; why can't the balancing be done with these things in mind without putting in a system that FORCES you to only be able to fight creatures in a narrow band around your level?


I think everyone assumed that the whole purpose of the CURB was to make grouping viable again and eliminate players soloing group content. But don't artificially force it on us with a leveling system. Make sure that weapons, armor and buffs are limited to a managable level (as they have done) and that creature AI and abilities in the high end are sufficiently fearsome and powerful (as they say they are doing).


Let players play the hero, and if they can take things a little above the average, then thats what being a hero is all about. But limit it by natural means (high end creature AI), not by this crappy leveling and damage modifier system that keeps us from taking them on even if we had the ability.





**************************************************************************
Pyrrhus
Sunrunner

TK-132
Tue Apr 19, 2005 7:12 am
#17



Yep this is one of the major things ticking this Major off. I don't even need to test to know this is bogus. I hate levels. Let skills be our levels. But why do we need to have levels determing what we can and cannot kill. That's just wrong. If you wanna make something tough make it hard and have lots of HP ya know SBD syndrome. At least that is reasonable, despite lack of realism. But ya know what if a mad mutant chicken (Nuna) comes and bites you it's the same. However a Master has more defenses and thus does not get bite is hard. Plus they can probably shake the little bugger (Dodge, Miss whatever). However a Novice cannot.


Where's the "Whoah I can't believe I won part!" of the game now. This is way to basic. If you let level determine so much no person can ever be a "Hero" or above the NPCs. Were just as dumb and useless as they are. Now I'm nopt saying lets all solo Con Purples. No I'm saying there should be just the slightest of chances to solo a Con Purple using the right stuff and just getting lucky. Isn't that what makes players unique? Not being on a set level that determines what we can and cannot do? Take that away and SWG loses a lot of it's appeal to MMO players.


Don't make this a clone of other games, with magical healing coming from no where. So far I haven't seen any stimpacks we just get this imaginary needle. I could be wrong and maybe people are just to lazy to craft or stims aren't as good.


Personally this makes the game boring. I use to work and plot how I would kill a Rebel Trooper back when I was Novice Marksman. And ya know what I could. It was hard though. I got incapped a few times, but I was able to eventually pick him off with my rifle. That was fun.


Now I'll just get incapped right away. Any damage I've done will auto heal the NPC in a matter of seconds. Oh Wow real fun! No. Now I'm restricted and this is even more un-realistic. You will bore people with a system like this.


Ya see normally I lost to that Con Yellow Rebel Trooper, but sometimes I would win and with a friend we could jump him, hit twice as hard and one of us could take some hits and get incapped while the other survived long enough to either kill him or until the other could get back up again and finish him off when you get incapped. Say good by to that. What a way to make adventuring and grouping fun!


Seriously this does more then hamper solo play. It makes it somewhat absurd for groups since tanks won't be able to tank cause they'll just die.


Stop changing everything. Don't fix it if it's not broke. Jeesh.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Enix_Dayspring
Wed Apr 20, 2005 5:53 am
#18






TK-132 wrote:




Where's the "Whoah I can't believe I won part!" of the game now. This is way to basic. If you let level determine so much no person can ever be a "Hero" or above the NPCs. Were just as dumb and useless as they are. Now I'm nopt saying lets all solo Con Purples. No I'm saying there should be just the slightest of chances to solo a Con Purple using the right stuff and just getting lucky. Isn't that what makes players unique? Not being on a set level that determines what we can and cannot do? Take that away and SWG loses a lot of it's appeal to MMO players.





One of my biggest fears with the damage multiplyer leveling system is:


Bob the Master Rifleman is the best at what he does. No other rifleman on the server is as skilled as he is. Bob doesn't like to do combat all the time though, and is also a Master Droid Engineer, living out his Star Wars dream. But since he only has one combat profession,his CL is not at the maximum of 80, even though he's better with his 1 combat profession than most players are with 2.


Bob the Rifleman: "Hi there, I'd like to join your Deathwatch Bunker group"


Fred the Squad Leader: "Welcome to the group! I assume your CL is 80?"


Bob the Rifleman: "Not quite. I'm only a Master Rifleman."


Fred the Squad Leader: " Damn. Well sorry Bob, but we need another CL 80 or we won't survive the bunker."


Bob the Rifleman: "But I'm the best Riflman on the server!"


Fred the Squad Leader: "I'm sorry Bob, being the best doesn't matter. We just need another CL 80 character so that the Super Battle Droids won't be purple to us and we won't get slaughtered because of the damage multipliers."


Harry the Commando: "Hey, I have an alt character thats a CL80 Ranger, we can put him in the group and hide him in the corner somewhere so the rest of us 7 can go ahead with the bunker!"


Bob the Rifleman: "But I want to actually play the game and contribute!"


Fred the Squad Leader: "Sorry Bob, the 7 of us are more than skilled enough to take on the bunker, we just need a CL80 to get the group level high enough to get rid of the damage multipliers" *boots bob from group*

Message Edited by Enix_Dayspring on 04-20-2005 05:58 AM



**************************************************************************
Pyrrhus
Sunrunner

DragonSnack
Wed Apr 20, 2005 6:28 am
#19

MY son actualy bought the SWG game and I took over.

I was telling hiom about the leveling system being introduced and he started to laugh.

He has been playing EQ since just about it's release told me that the lev eling system sounded just like EQ.

I told me SOE put a bunch of EQ programmers on the SWG project and he laughed even harder.


He then said that the levelihng system is the reason many EQ players left EQ to play SWG.


Something definately needs to be done to make the pending levels more enjoyable.

blacke
Thu Apr 21, 2005 5:39 am
#20

I could not agree more with making the level system go away.

The devs say (if I haven't completly missunderstood it) that it is your "Combat Level" that is displayed, but that can be busted by stating one simple fact. A person who's taken every SP into brawler, will still have the same CL when he equipts a ranged weapon. By not having novice marksman, that tells me that ones skills are on a level where you hardly know what end is pointed to the enemy. Now, if you don't even know what end to point towards the enemys, how can you be considerd a CL 80 player.
The current Live system takes into consideration what weapon you have equipted, and that to me shows a much truer Combat Level.

With those facts at hand, it's not a Combat Level but rather a Character Level. Where crafters are severly punished. If they are still going with this, then they should devide up the SP into combat and crafting SP. Becouse most other MMO's have a separete combat and crafting system.






Tizzossk Dun'Daro -- Master Commando / Master Bounty Hunter / 0400 Carbiner -- Rebel Colonel
Katabhi -- future Pikewoman / Master CH

Khog
Thu Apr 21, 2005 7:06 am
#21



I'm not sure that SOE understand what many of their customers are saying, I'll give an example:


If you go to the cinema (movie theatre) advertising 'The Empire Strikes Back', you watch half the film then they switch the film to the last half of 'Return of the Jedi' wouldn't you have the right to be annoyed? Sure its the same theme but the whole plot is changed, and I'm sure people would be at the door demanding a full refund or that they return to the original film and finish what they started. In my view this is what they are doing to SWG.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Master Commando - I burn
Master Smuggler - I've been waiting a long time to find out what I do
Slipkid42
Thu Apr 21, 2005 7:12 am
#22

I would have to agree that the level system needs to go.

As one player put it so well with the hero comment which is very true so I will borrow a bit of it.

How can I be a hero when everyone else is just like me.

They wanted to eliminate the FOTM composite clones. Well now we got the all combat CL80

clones, sure we look different in our snazzy armors and different guns, but we are all CL80 or we

are toast.



I also do not like that I have to continuously hit buttons for combat, but maybe I could deal with that.




Bria- Ichabod MacNocky; Master Smuggler, Master Commando
JEEP
Bloodfin- Colyne MacNocky; Scout, Medic, Master Carbineer, Master Bio-Engineer
FOAD

Another Non-Jedi sayin seeya SOE! I've had enough.
Smugglers gettin the shaft since launch!
DragonSnack
Thu Apr 21, 2005 7:32 am
#23

Managing the combat queue Pre-CU is going to turn intoManaging macros Post-CU.

After the CU goes live it will not be who is uber but who has the uber"est" macros.


Excess3
Thu Apr 21, 2005 9:14 am
#24

The main problem I see is they keep making changes like this was a linear leveling system. Its not.
Our skill based system was dynamic. I can understand the damage modifiers, its a decent enough deterent, but right now its going unchecked. Its not working as a deterent, its a prohibitor. There is a big difference there.
Alot of people, including me have come out comparing this whole system to EQ. The EQ mechanics worked, and if I dare say, do have a place in this game. I said a place, not center stage. I am afraid that this game really will turn into a clone of EQ. By that I am refering to the high end content. SWG is designed to get you to the top end game fairly quickly, so the bulk of the players are end-game people. For me in EQ, the end game was all about raids. You get a huge group going. You go up to the planes of time or whatever, fight your way into the throne room of some god and follow the exact same plan as every other combat engagement, just on a larger scale. What I'm tying to get at is in EQ, the tank wouldn't last more than 2-3 hits without the support of the healers. The healers usually had to be in a group all to them selves and they had a rotation going on where they would cast full heal. If they did it right and no one missed, or got killed, or F*ed up the tank would live. His health bar was a yo-yo but it was the only way to keep him alive. So you got this tank getting full heal every second or two, and this high end creature doing almost enough damage to one hit kill him every second or two and you barely hold on by a thread. Meanwhile you have all your nukers and secondary tanks doing all the real damage and trying like mad to do as much damage as possible, withought actually outdamaging the tank and thus drawing agro.
It was a system. It worked in EQ. My concern is that SWG combat is not like this. It shouldn't be like this. You fight a krayt dragon.. ok. I can see this system fighting a krayt. But SWG for me isn't about krayts. Its about living a story and that means going down to the DWB, or making a run up to the corvette. That system doesn't work in places like that. I don't want it to work in places like that. SWG combat is more fast paced. Its more about taking or at least dealing with multiple opponents (hello pvp). The tempo of combat in SWG doesn't have room for a linear level system. It just doesn't. Broadening the con levels will help (i.e. white is +-3 levels instead of 1) because it give just a little more variety to the creatures you can put in the game. Damage modifiers have a place, but not as prominent as the one they currently hold. A purple con should be out of question for you. I don't dispute that. But there are ways to make it out of question without making it ludicrously impossible.
On the other hand, most of the problems I have is with the real high end stuff, which isn't balanced yet. So who knows. Maybe we will see our characters and groups max out at level 80 and nothing in the game will be over level 100. Then I'm sure we will all be complaining its too easy.



If ignorance is bliss, bliss is over rated.
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