Dancer Archive
Thread: Y A POLL: Skill Point Pools
I'd be all about option 1 if the old combat system was in effect.. but since the new system has lvls assigned to professions (combat only) it's not fair for non combatants at all.. so 3 would be the most logical choice.. but ONLY under the assumption that it could be scaled.. so people who hate and loathe combat don't have to have one.. (nor really rely on combatants) under the current lvl system. you either have to have combat to be self sufficent. or you rely on those who are combat oriented. No choice will be really good. But this system could work for Choice 1 under a scaleable archtype system.
But an entire revamp of the system is going to be in order. perhaps like it was said.. 3 archtypes picked at character select.. maybe make it to where artisan or enterainer (both being seperate archtypes) have access to a more scaleable option. aka if you go entertainer. your allotted enough points to pick up a combat profession.. but entertainer profession get their skill trees at a lower cost for selecting the entertainer archtype. where as a combat archytpe pays like double points for enterainer and vice versus. kinda treat the skills like FS skills.. if you select entertainer all your boxes are 1 skill point where novice and master are 0.. but say marksman would be 30 points instead of 15. and each tree would be 4 68 10 respectively. (still keeping with the 250 points etc) This would allow for dabbling for everyone. with out demanding a huge so to become a master artisan or enterainer would only cost 16 points total. for a entertainer or artisan archtype. and 116 for 4444 in a combat profession. Under the same note. make all novice and master lvl professions cost 0 points. this would free up some points to do other things.
SO example
Master Dancer would cost 24 points total. and leave 226 points left to persue what you want. so lets say you like to dabble in a combat profession. take Swordsman. under what i'm saying it would cost168 points total to reach master swordsman. This would still leave 58 points left over.. so you could dabble some in a different combat profession.. or crafting profession.. or get musician for another 24 points (remember.. Entertainer archtype) and ID for yet another 24 points.. making you a master entertainer, dancer, muscian, AND Image Designer as well as a master swordsman. apply this to crafting as well. and similar applications apply... only concern with this system. is combat folk will be just that. stacking would be a problem.. so maybe it just be a bonus for Artisan / enterainers for being those archytpes first.. and keep the current system for combat archtypes.
(NOTE people who claim this would be unfair for combat types... sheesh.. they screwed crafters / enterainers.. this is just a thought to help give those people some offensive ability without asking them to give up what they love.)
AGAIN no choice would be good.. but this could work. just some food for thought.
Colonel Merric Starfury
"I know my forum name is Loric.. so what?"
EDIT: After alittle more thought. (And this might sound EQ2 ish) have a tutorial like area where people can learn the ropes and have a new novice profession tree that doesn't cost any skill points(but STILL requires appropriate xp to unlock the appropriate archtype. so like tree one is combat related, and offers similar weapon certifications for the different brawler/marksman novice weapons call it weapon knowledge and have appropriate xp requirements ( not sure of type.. maybe a new type of weapons xp to fit) then a combat experiance tree.. that requires combat xp (to have 2 trees of combat style to unlock combat archtype, 1 artisan 1 entertainer etc) 1 artisan with crafting xp. entertainer with entertainment xp. Once the archtype is chosen they then leave the ship and go to their respective starting planets
Again.. this may or may not work.. just some ideas
Message Edited by LoricStarfury on 05-03-2005 04:46 PM
Message Edited by LoricStarfury on 05-03-2005 04:48 PM
Esharra wrote:
Which of the following would most closely match your preference?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
1. Definitely!
2+4 would cause me to quit SWG, and with 3 I would strongly consider it.
Esharra wrote:
Einhinder wrote:
Esharra wrote:
Or maybe as Serae suggested (somewhere..I *think* it was she); multiple pools, 1 of 250 sp..let's call it the specialization pool and 1 or more pools of 150 xp..hobby pools? Semantics..but I think something along the lines of this idea might be worth considering. It still leaves plenty of room for making those "hard choices" for those who are just into "template angst" (and yes..I'm sure template angst is a design concept).
I like this idea it would enable me to specilize in combat and actually let my toon move up and xp a jedi and yet still keep my favorite profession dancer which only takes 106 sp's plus id be able to kick idiots butt who are level 80 in the cantina
One thing that struck me about this concept was that, with the two differently sized pools, one would have to make choices. A player could choose to "specialize" innon-combat andcould apply all 250 xp from the "specialization" pool to entertainer professions if they chose, or to dancer/ent/tailor. They would still have the 150 sp from the "hobby" pool to apply to a combat or scout combination. 150 sp would be enough to enable a (primarily ent or crafting) player to be just viable enough in combat-type stuff to participate in guild events and do things with more combat oriented friends and contribute, rather than being an insta-death liability. Conversely, if a player put their specialization pool into combat, they could apply the hobby pool to ent or crafting.
The question I could see devs having about such a setup would be "what mechanism do you employ to prevent a player from applying all of the two pools in such a waythat they would have an unreasonable advantage over others"? The most immediate answer would be to divide the professions into combat and non-combat..some have some mildly blurry lines and opinions seem to vary dependent upon the desires/needs of the person to whom you're speaking.
Any ideas?
- Player takes a novice box in a Social Profession.
- Game asks "Does this player have novice in any other social profession?"
- Yes = profession costs points
- No = profession is free
Dropping a Novice Social Profession:
- Player drops a novice box in a social Profession
- Game asks "Did this novice profession cost points?"
- Yes = nothing special needs to be done because surrendering recovered the skill points in the normal way.
- No = The Game Asks "Do they have other novice social professions?"
- No = No need to worry
- Yes = Provide the player a list of their Social professions and ask them what profession would they like to recover the skill points from.
Esharra wrote:
Which of the following would most closely match your preference?1. One skill point pool for all professions.
#1
All the other options will, in some way, eventually lead to a completely combat-oriented game, ultimately devaluing non-combat professions, making them sidekick professions for everyone to pick up to be self-sufficient. This is not the direction I want the game to go to, and most definitely not a system I bought this game (or should I say "world") for.
We need a Star Wars MMORPG world, not a loosely-Star Wars-based grinding game.
Message Edited by riotcontrol on 05-12-2005 12:11 PM
3. Two skill point pools; one for combat professions and one for non-combat professions.