Dancer Archive

Thread: Y A POLL: Skill Point Pools

Serae
Wed Apr 27, 2005 5:01 pm
#14

I think they still need to keep things as diverse as possible whilst remaining fair to both combat and none combat classes.


I'd like to see a system where there are two sets of skill points (so option 3 is my vote) but with a twist.


You have to specialise.


You can either specialise in combat or none combat. This affects how many points you are given per pool.


You have 2 pools, the original 250 for whichever side you specialise in and another pool of say 125 points to keep things neat n tidy.


This would mean that if you choose to specialise in combat you still get some points, albeit less, to do a social or crafting profession just to keep things fresh.


If you specialised in none combat then you could still be a crafter-merchant etc but still have enough skill points to grant you at least a fighting chance whist exploring or maintaining harvestors.




FuschiaD
Wed Apr 27, 2005 5:35 pm
#15

I like Serae's idea as well. The main thing is, I'm concerned about players' ability to be self-sufficient. I don't mean independent... I mean being able to walk from point A to point B without getting reamed. As it stands now, my dancer/tailor character will not be able to do that, and that's not fun for me.




~*~ F U S C H I A D A R K W A L K E R ~*~
Yes, I'm a respec Jedi. Get over it.
~*~ A V A D I H A L O N A - S O E P ~*~
Entertainer For Life - COMPNOR Eye Candy

"You don't really rank around here unless you've been flamed by Oben, trolled by Mono, set straight by Geen, got caught in a love triangle between Cherry and Anoq, had your house decorated by Kipera, hugged by Esin, fondled by Fuschia, had IG respond with something inane and nonsensical, or at the very least been (a.) asked "can I have your stuff" or (b.) been accused of being a Todd by any number of random Tarquinian posters." --TalonKarrdeTN/Tyndaleon


Isleh
Wed Apr 27, 2005 5:59 pm
#16





Proposal for a new Profession Category

It has been proposed that the Entertainer professions being reduced to 0 skill points. If that is done, I would like to propose a new profession category of "Social Professions".

Starting Professions
Artisan
Brawler
Marksman
Medic
Scout

Elite/Hybrid Professions
Architect
Armorsmith
Bio-engineer
Bounty Hunter
Carbineer
Chef
Combat Medic
Commando
Creature Handler
Doctor
Droid Engineer
Fencer
Merchant*
Pikeman
Pistoleer
Ranger
Rifleman
Smuggler
Squad Leader
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith

Social Professions
Dancer
Entertainer
Image Designer
Merchant*
Musician
Politician

Social Professions cost 0 skill points for the first master. 77 skill points to master additional.
(In this proposed system, Master Dancer, M Image Designer, M Musician, M Politician at 231 skill points will give the same abilities as M Dancer, M Entertainer, M Image Designer, M Musician, M Politician does now at 250 skill points.)

Dancer and Musician get all dances and songs/instruments respectfully. Dancer and Musician will get different buff sets so being a complete Entertainer with Dancer and Musician actually means something.

The Entertainer profession becomes the "jack-of-all-trades" profession with the "Entertainer Healing" tree replaced with "Public Speaking". This would give the Entertainer some limited ID, Dancing, Musician and Politician abilities. Entertainers can only give inspirational buffs.

Merchant is a special case simply because, while I think it belongs in the Social Professions, there is the whole artisian Business tree. It's why it is currently listed in both Social and Elite/Hybrid Professions. I don't know where it should go yet.

For Merchant, Lots of things could be done:

Don't change it and keep it how it is.

Keep the Business skill tree in Artisan and keep it as a requirement for Merchant. While a lot of elite crafters would be happy with getting merchant for free, Alot of players who identify themselves *as* Merchants won't.

Message Edited by Isleh on 04-27-2005 06:08 PM

SianGali
Wed Apr 27, 2005 7:41 pm
#17

3. Two skill point pools; one for combat professions and one for non-combat professions.




(Asania.)___(DfR)____(Sian)
.NN

Cendatinea
Wed Apr 27, 2005 8:27 pm
#18






Serae wrote:

I think they still need to keep things as diverse as possible whilst remaining fair to both combat and none combat classes.


I'd like to see a system where there are two sets of skill points (so option 3 is my vote) but with a twist.


You have to specialise.


You can either specialise in combat or none combat. This affects how many points you are given per pool.


You have 2 pools, the original 250 for whichever side you specialise in and another pool of say 125 points to keep things neat n tidy.


This would mean that if you choose to specialise in combat you still get some points, albeit less, to do a social or crafting profession just to keep things fresh.


If you specialised in none combat then you could still be a crafter-merchant etc but still have enough skill points to grant you at least a fighting chance whist exploring or maintaining harvestors.





What she said!



Lady Derianadai Hirunmil
"If you're happy and you know it, clap your hands."
Passing out tackle hugs to the whole galaxy!


Tralmek
Wed Apr 27, 2005 9:19 pm
#19


/sigh


Sorry about this, guys!

Message Edited by Tralmek on 04-27-2005 10:40 PM




Feeling no connection with the Force since 2003
*feels an outer glow*. The HAWT side is with me
Have a question? Read the Stickies!
Remember: Only YOU can prevent forum fires
!
Official AFKophobe


Tralmek
Wed Apr 27, 2005 9:37 pm
#20


Well, I thought about this one long and hard while I was working tonight. It's an interesting question.


Earlier today I saw a post from Panthu about a similar idea for dividing professions and skillpoint types, and right off the top, I thought it would be a great idea with the CU. However, I was torn when I read this poll, because dividing skillpoints up in any of these ways would seem to take some of the spice (no,Smugglers, I'm not talking about takingout your spices. )away from the game. It would take away one of the things I love most about Galaxies--the fact that you have to make choices, you have to make hard choices when you choose your skills.


The more I think about it, the more I lean toward choice number 3. Here's why.


R1: It only makes sense to divide poolsbetween combat and non-combat.

R2: As it stands in the CU, pure Crafters or pure Entertainers can barely walk outside their door without being killed.

R3: Our health, armor, and weapon handicap for being Entertainers or Craftersgives us minimal defenses against an increasingly violent out-of-doors

R4: This should cut (even further)down on the use of healing alts, further improving the cantina atmosphere (though potentially hurting our heal xp gain even further)

R5: This gives us an opportunity to earn credits without relying on tips or Entertainer missions, while still not devaluing us by removing our skillpoints altogether.


Why not number 1?


R1: I like status quo as much as anyone else. I like knowing how things work now and knowing they will still work the same way tomorrow. If we still had the old system of combat and that was simply being rebalanced, I would be gung-ho for number 1. Since we're moving to a new combat system, the old skillpoint system simply gives us too great a disadvantage.

R2: Staying with the current SP system will force us to make decisions that will destroy our templates--we can be cantina/house-bound for the rest of our avatars' lives, or we can pick up combat skills to gain proper defenses and health stats, or we can hire protection every time we want to step outside. Any of these solutions seems unacceptable to me.

R3: Keeping this current SP system shows an inherent lack of understanding or care for the non-combat professions. Splitting the SP pools will allow for a clear distinction, saying "this is combat" and "this is non-combat." This allows for a good deal of focus into each part of the game and give clarity to the fact that this game is for many different types of players, not just Combateers.


Why not number 2?


R1: This would devalue us as Entertainers. It would have the exact same effect as eleminating our skillpointcost altogether.

R2: This would be unfair to the Crafting professions, since they would face the same defense problems as we will under the current SP system


Why not number 4?


R1: This choice divides up the skillpoints too far. It is logical, and it would scream the fact that there are three distinct playstyles in Galaxies (which is something to be desired) but it would also allow for someone to become completely autonomous, which would be bad for the overall health of the game. (unless some sort of sliding SP system was instituted, where you're allowed concentrations and then "dabbling" skillpoints in the other areas)

R2: This is closely tied into R1, but we don't need godlike characters running around, being l33t Combateers, up3r crafters, and afk macrotaining toons. It would be illogical for someone in RL to have so many skills, and it would be detrimental to the overall game.


So, all in all, my vote has to go to Choice Number 3. It has the fewest detrimental effects, and the best chance at making Entertainers able to survive post-CU.


Items that could affect my choice:


Giving all Masters of any profession a 1k health bonus (to a max of 3k)

Giving the elite Entertainment professions defenses against attack, or skills that will allow us to live (and give Crafters some way to do this too!)

Allowing for some sort of non-combateer armor. Strong PSG's would fit nicely, as we have examples of non-combateers in the EU using PSG's.

Putting some major thought and effort into the Entertainer Revamp, making it worthwhile to have a full-Entertainer template.

Changing the skillpoint to a slide system where a concentration must be chosen in one playstyleand then one can dabble in the two other playstyles with fewer skillpoints





Feeling no connection with the Force since 2003
*feels an outer glow*. The HAWT side is with me
Have a question? Read the Stickies!
Remember: Only YOU can prevent forum fires
!
Official AFKophobe


Else-Whira
Wed Apr 27, 2005 10:56 pm
#21

1. Any other system kills the last bits of the virtual world and player economy.





Colonel Else Whira - Entertainer and Ace Pilot

Kallie - Trader (structures)


Caution! Reading my posts can lead to this.
Esharra
Wed Apr 27, 2005 11:46 pm
#22






Tralmek wrote:


/sigh


Sorry about this, guys!

Message Edited by Tralmek on 04-27-2005 10:40 PM




/blowWhistle


/tossPenaltyflag


"Docking you three trolling points for misuse of Submit button."





Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Ikewe
Thu Apr 28, 2005 12:02 am
#23






Esharra wrote:


1. One skill point pool for all professions.


2. Two skill point pools; one for entertainer professions and one for all other professions.


3. Two skill point pools; one for combat professions and one for non-combat professions.


4. Three skill point pools; one for entertainer professions, one for crafting professions and a third for combat professions.

Message Edited by Esharra on 04-27-2005 01:18 PM





Woohoo! This is actually something I have wanted to be different since I first started playing and which I really thought about when one of the "Red Names" posted that one of the reasons behind adding morecombat requirements was to limit the combat template stacking. I'm assuming the scenario you are describing with options 2 - 4would essentially allow a character to have two full templates, one for combat and one for non-combat. Is that correct or am I misunderstanding?


If I am correct then...

I think separating out only the entertainer profs wouldn't be fair to crafters. But to be honest I can't decide which option is my favorite. It's a complete tie between option 3 and 4. I think in order to really give an informed opinion I'd have to have been a crafter and I haven't yet. Well I did make a pair of pants or shoes once a long time ago as a newbie crafter but that hardly qualifies. So although it makes your Excel less pretty my vote would be for either 3 or 4. Either of those choices would make me happy.





Ikewe, Master Dancer, Shadowfire
When you wish upon a falling star, your dreams can come true. Unless it's really a meteorite hurtling to the Earth which will destroy all life. Then you're pretty much hosed no matter what you wish for. Unless it's death by meteor.


Petronela
Thu Apr 28, 2005 12:19 am
#24



Option # 3 for me please.


3. Two skill point pools; one for combat professions and one for non-combat professions.


The way I look at it, this way everyone would be able to have combat to have fun with and/or personal protection but all classes combat and non-combat alike would still be unique and special in their own way.


# 1 is what we have now

# 2wouldn't be fair to crafters and I don't think I would like the fact that everyone and their cousin would have the points to blow to be an entertainer.

# 4 I don't like much because of same "everyone and their cousin"would have the points to be full entertainer. If everyone could have all master ent. tittles our uniqueness would be gone.


With # 3 every player would still have to make choices where to spend those points... do they want to be entertainers only as their non-combat self or do they want to be crafters/artisans or combination of both...


Deli'ah

Message Edited by Petronela on 04-27-2005 12:20 PM



~Deli'ah~
NalfeinQ
Thu Apr 28, 2005 12:45 am
#25

No doubt, 1. I don't really see it as right if every person gets to be both combat and non-combat. This takes away far too much from both the combat side of things and the non-combat side. Suddenly, everyone is a combat template. No crafters would ever require the need of, say, a ranger to gather hides/bones/meat, no crafters would need to buy loot from combat people, when they can get it themselves. This detroys a large portion of that market. As for entertainers, if everyone is allowed noncom SP, we lose a lot of our uniqueness. Pretty soon everyone grabs at least one ent prof (or two) in addition to a crafting prof, and all of a sudden, no need for ents anymore! Might as well just set our classes to 0 sp cost and be done with it. Crafters are also hurt by any sort of change like this, because the more crafters there are, the less of a market each one has to sell for. Essentially, this would be a 'Ok, let's screw over the game's economy now! Yay' sort of move. Definately 1.



Nalfein - Dancer/Tailor
Patron Saint of Purple
Glass Howitzer - Lone
Seahawker
Thu Apr 28, 2005 1:18 am
#26

i vote for #3. i had originally picked up entertainer because my goal is to master all the prof's. After playing as an ent though i have grown very fond of my ent prof's. If i was able to i'd keep at least 1 of the ent masteries but if i want to master all the prof's then i'll have to drop all my ent skills.



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Cibio Ronin - Intrepid

5 Profession Mastered

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