Development Cycle Archive

Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match

Awon
Sat Jan 31, 2004 4:15 pm
#118

The only problem i see with the system atm is that all defenscive skills are in one tree if they were spread across the board and there was A LOT more skills in the master box in professions people would master more professions.
exc
Sat Jan 31, 2004 6:15 pm
#119

Aliases:
H: Health (includes: 'bleed' = health bleed,'blind' = character do not move in the correct direction if a move is performed and has a huge decrease in aim -if the shot is very bad the character can unvoluntary hit a friend instead of target-)
A: Action (includes: 'handicap' = action bleed, 'stun' = character is set to 'sit' position, 'knockdown' = player is as incapacitated for a few seconds)
M:Mind (includes: 'depression'= mind bleed,'amnesy' =action-list cleared + unable to attack/move 1s, 'fear' =the character run away2s to 3s)

Ranged Fighters:

Marskman: basicranged fighter (required for any ranged fight), special: light H A M ones
Pistoleer: medium fire speed, high damage variation (ex: 50-250 every 2s), best aim: 0m to 10m, special: H
Carabineer: fast fire speed, constant damage (ex: 70-80 every 1s), best aim: 0m to 30m, special: A
Rifleman: slow fire speed, high damage (ex: 250-350 every 4s), best aim: 40m to 64m, special: M

Close Combat Fighters:

Brawler: basicclose combatfighter (required for anyclose combatfighter), special: light H A M ones
Fencer: fasthit speed,medium damage (ex: 70-80 every 1s), best aim: 0m to 1m, special: M
Swordsman:mediumhit speed,medium damage (ex: 130-170 every 2s), best aim: 0m to 2m, special: H
Pikeman:slowhit speed,high damage (ex: 250-350 every 4s), best aim: 0m to 3m, special: A
Teras Kasi Artist: fasthit speed,high damage (ex: 90-100 every 1s), best aim: 0m, special: medium HAM ones

Special Fighters:

Bounty Hunter: ability to do all the different damages types at a constant rate (medium HAM specials) and an hability to track opponent,good resist against: bleeds and blind is a seeker droid is out
Commando: ability toreduce armor rating of vehicles and structures by 1 rank down to none, can 'plastic' these same targets but it should need 15s to be at less than 5m to 'plastic' it, 'plastic' could do about 50k damage in its best version, high damages elsewhere but high chances to miss as a counter-effect
Smuggler: ability to faint death and to death-poison a target sensitive to poison
Creature Handler: can use up to 3 creatures to fight with him, only agros above a certain level should remain agro to a ranger

Squad Leader: can boost the whole group he is in
Ranger: ability to track creatures, discover weak points allowing him to multiply his damages up to a x3 multiplier against creatures and also to be totally hidden from creaturesif not doing an attack-special if he's more far than 50m from target, only agros above a certain level should remain agro to a ranger




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Esarod
Sat Jan 31, 2004 6:25 pm
#120

What do you think the strengths of professions mix and match are?


It allows each person the "opportunity" to be unique and diversify their character, filling up holes in their currentprofession. I also like it b/c it allows me to try out a profession while i'm focusing on one that I like. Forexample, I'm in the process of mastering Pistoleer, but I always wanted to know what it was like to be a Ranger. This mix and match gives me the opportunity to do both without much penalty to me.


What do you think the weaknesses of professions mix and match are?


The biggest weakness by far is the lack of reward for actually mastering a profession.


How do you think we should maintain the unique skillset flavor the game is built on?


There should be extensive bonuses for mastering ANY profession. For example, pistoleers would only get a +5to dodge per skill box, but when they hit master they get an additional 20. Another example would be +assemblypts to crafters (i.e. +5 along the skill tree, but +30 at master). Basically, reduce the amount of bonues throughoutthe skill set and buff up the Master level. This will give Mastery of any prof a much greater reward. Secondly,the certification of weapons and crafted schematics should follow the same premise. As a pistoleer, it sucks tosee that my best weapon is no where near the same level of the launcher or scatter pistol. Shouldn't pistoleers beable to use ALL types of pistols?


What are some neat combinations that would be good for the game?


I would like to see some sort of inherent bonus for those who Master two certain professions. This would furtherthe desire to master any profession. For example, if someone masters Weaponsmith and Carbineer, this personshould get an added bonus to repairing his/her carbines, and be able to make even better ones. He/She wouldalso get an added bonus to using the carbine, say increased accuracy. Another example could be a MasterBE/CH. They could make uber pets and have higher exp. success rates. I think this type of reward formastering multiple professions would just further the desire to master rather than dabble in a profession.


Anything else you want to say on this subject?


I like the current system of skill points, but I'm concerned about what will happen in the Space Expansion.
Obviously, this Expansion will bring about many new profs to enjoy, but I would be disheartened if I would haveto give up a mastered profession just so I can pilot and X-Wing and toss a pro torp down the Emperor's throat. I just hope the devs realize that we don't want to give up hard-earned profs to pilot starships. Random thought: what about a second set of skill points, say only 100 pts, but they would be strictly used for piloting starships? You can call them Pilot Skill Points and build a smaller skill tree w/ various "Piloting Licenses" to master. This would alleviate anyone's concern about losing their current template.



Esraod Ifevv
Alliance Ace Pilot
KublaiFett
Sat Jan 31, 2004 6:44 pm
#121

I am not trying to start people off on another path away from this topic, so please try not to continue in the direction that I am going. I just had to say this. I have been patrolling these boards for a couple of years now, mostly observing, getting the heads up on things to come and getting a feel for the community from time to time. I know that not all boards are headed in the direction this one is, but I have to commend TH (as well as the other devs) on the direction of this one.


Most importantly, I want to commend the community members that participated on this thread, as well as many other threads on this board. This thread is incredibly productive, in my point of view, and goes a long way towards the ultimate goal of expressingour concerns/ideas through discussion and debate, rather then what has tended totake place in our early evolution as a gaming community.


I believe this is the vision that the devs had all along, it just takes a little time. Coruscant wasn't built in a day ya know (sorry, I couldn't resist). I actually felt "good" as I read this thread (high-fives to all, or however many digits/appendages you may have. This is Star Wars you know). Keep up the good work. The potential of this game is limitless.


Timujin Khan


The Mark: "I'm worth more alive!"

Khan: "Your worth enough dead."



Timujin Khan, Kauri MBH


The Mark: "I'm worth more alive!"
Timujin Khan: "Your worth enough dead."
aachil
Sat Jan 31, 2004 8:31 pm
#122

* What do you think the strengths of professions mix and match are?

Very soloable. There will always be a 'min max' template but its variable with the mix and match (i.e. no class thats simply superior till it gets nerfed). Easy to build a group that works. Role play flexability.

* What do you think the weaknesses of professions mix and match are?

You can't balance 80 skill lines. Loss of 'paper, scisor, stone' balance mechanism. Too much self reliance is bad in a social game.

* How do you think we should maintain the unique skillset flavor the game is built on?

Concentrate each proffesion more on its strengths (i.e. nerf some lines, buff others), weight the powerfull ability to the master box or higher up the tree (e.g. stim B needs to move up dificulty, it is absurd that I heal for 1k Health or 300 wounds a pop).
Add 'elite elite' proffesions to suck up skillpoints and incentivise specialisation, then implement rock, scisor, stone, for these 'elite elites'.

* What are some neat combinations that would be good for the game?

I'd like to see a viable support template, lots of people like this role and it bearly exists in Squad leader or Doctor or combat medic, furthermore there needs to be content that would demand a group consider a Squad leader or Ranger.
I'd like it to be posible to totaly specialise in rifle and gain range and maybe damage, totaly specialise in pistol and be able to fire two at once, totaly specialise in carbine and have large AoE special effects.

* Anything else you want to say on this subject?

I like the system but I think it should be posible to specialise.
LuthianP
Sat Jan 31, 2004 11:54 pm
#123

TH the statement you made is not entirely true, BH have no such option. If someone is going for MBH the chance of Cherry picking skills is a no go. You invest a hell of alot of points for not much gain.
jeremyst
Sun Feb 01, 2004 12:01 am
#124

respectfully, i think you are fiddling while rome burns. before you rebalance any prfoession the combat system needs to be signifigantly reworked. as it is there is little strategy to combat, and once a player masters most combat professions, little challenge as well. there are litterally dozens of specials that are so powreful that you can simply spam them at the enemy and wait until they die. for me it really doesnt matter, since i cant justify renewing my subscription to a game with as many flaws as swg. but i might look back at it in the future, and if it is much better then i could see myself trying it out again. the problem is swg wont have a future if these critical flaws are not promptly corrected. the serious players will all leave for newer, and possibly better products. it would be a shame for this game to die, simply because the developers are to busy changing illegal hairstyles to correct the real problems.


i hope the game gets better sinceit has more potential than any other product on the market, unrealized potential that is.


ViolentAngel
Sun Feb 01, 2004 1:31 am
#125

This seems like a voting thread so here I go...


I Vote for greater bonuses at a Master level.


I Vote for scaling bonuses up to Master level*.


I Vote for the balancing of 250 point templates**.


I Vote against the notion to nerf stacking.


I Vote against any and all anti-"ham damage" sentiment.


I also beleive that the reversed skill points of the Elite Proffesions are the root of theNovice Stacking templates. If you make it cheap to take the whole of "Counter Insurgency" then players will take it. Personally I don't see that as a problem. It becomes aproblem when there is no way around active defences such as Dodge and Counter. A Master Rifleman has the same trouble shooting him as a novice marksman. The Dev team need to make Masters worth taking, and the templates to would be balance are Fencer/Pistoleer, Swords/Carbineer, the templates like that should equal to 100%, not the Elites on their own or a combination of Novice skills. My thoughts are only applied to combat proffessions.


* Not the current +10 accuracy for Shooting I, II, III, and IV, but +5 for Shooting I, +10 for Shooting II...


** I beleive the game is designed to balance Elite Proffessions with one another. But this is not how the game is currently played. Ifa 250 point Master Brawler/M.TKA/N.Fencer/N.Carbine is able to catch bullets with his eyelids, then an 250 point MBH with some Pistoleer should be the one to put his eye out. Currently there is no way around someone's active defenses. Accuracy Vs. Ranged Defense is a good example of a balance. But then again, if you areSuper Master Brawler II Turbo, youhave no investigation skill, and no BH missions...



Take the blue pill,Ô
Play SWG, never dual-wield your pistols and believe whatever you want to believe.
Take the red pill,Ô
Play MxO, and I will show you how deep the rabbit hole goes.

SWG was never the game I wanted it to be, even before the NGE. All the NGE did is take away what gameplay SWG actually did have.
JoahSaett
Sun Feb 01, 2004 1:56 am
#126

The discussions I have read on Stacking Defences seem to be an all or nothing issue. I do understand that balance is nessasary, but why not try hit a middle ground and spread ALL defence and state bonuses in a class throughout the four trees. This was done with the creature levels of the Creature Handler Profession, and I think it was a good fix for that problem, and it may work as well for this problem.

People who wish to play purely combat oriented classes should benefit from it over a person who is a Combat/Crafter (for instance).

Joraan Sett
Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
ClollinLightningsun
Sun Feb 01, 2004 12:52 pm
#127

I think medics should be able to "cast" poisons and things in combat so that they can help more while acting as healers.



-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
ShiverStyle
Sun Feb 01, 2004 4:27 pm
#128

I was having an interesting with my brother who plays on the same server as I and we had discussed how cool it would be to have special missions or quest that would grant you the 29 extra skill points or so to master a tree of any proffesion that one needed. Letting as and example A commando with bh tree LLC maybe. Just food for thought because I am Master Weaponsmith soon to Master Pistoleer and extra skill points without having to give up all my hard grinds to these proffessions would be nice. Any feed back Is apprecciated.

Laxill- scylla



"Luke! I am your fazza! " In the voice of Goldmember From Austin Powers movie.
InsomniaRado
Sun Feb 01, 2004 6:41 pm
#129



What do you think the strengths of professions mix and match are?


It allows diversification. It allows players to do things in the game world even if they can't find a suitable group. You never have to worry about a dozen warriors standing around spamming that they're looking for a group. A dozen warriors can just go kill something because there's likely to be a couple of amatuer healers in the bunch. Or they can all keep themselves alive well enough as long as everyone else can damage the critter, or whatever. The point is that you can spend more time playing and less time standing around because your character has more options.


What do you think the weaknesses of professions mix and match are?


It requires you the game designer to be much more careful. You have to actually get out your calculators and make very very sure that spending more points on combat makes you more effective at combat. You have to actually know damage per second for every weapon at every skill level. You have to know the defensive and offensive capabilities (speed, accuracy, damage) for every combination of 250 skill credits. And you have to balance them. Your failure to do this to date leads to you having to rebalance the entire game. When you decided to throw the combat system away and start over, you should have realized that building a combat system in a game like this is very hard. This time, you need to make sure you have clearly idneitified your previous failures and are not duplicating any of them.


How do you think we should maintain the unique skillset flavor the game is built on?

See above. Be very very very careful. Your players view this game as a giant math problem. So should you. If you don't know exactly how every one of your models behaviors in the presence of every possible variable, you will find yourself surprised at your players' abilities. And your players will be annoyed because their choices don't yield predictable results. Again - more points spent on combat should mean being better at combat. It's up to you to figure out how you measure "being better at combat." That'sa hard problem - that's why you're professional game designers.


What are some neat combinations that would be good for the game?


You already have the warrior-medic combination (just take a few boxes of medic and buy good kits), which is great for soloing. Perhaps having some advantage to being a creature handler and a squad leader together. As it is, an SL who can't find a group ends up having wasted a bunch of points. If you don't like giving SL's CH abilities, perhaps the ability to control more factioned NPC's? Or perhaps control them more effectively?


Anything else you want to say on this subject?


Let me tell you a story about a company called Turbine who wrote a game called Asheron's Call. Near the beginning of the game's life, there was a character called Wi who was convinced that all the monsters attacked him. Even if other players were closer. Even if other players were doing more damage. Even if he wasn't even in combat. It became something of a running joke. This trait became known has "having the Wi flag."


Turbine, of course, denied the existence of such a flag. They'd been over the algorithm the game uses to choose targets again and again and it simply wasn't there. It was random but weighted toward players closer to the monster, that's all, nothing to see here, move along.


About three years later, a Turbine developer was randomly reading over that code and noticed something funny. It turned out that there was a bug in the weighting algorithm. The affect of the bug was that the game would pick a random number to decide which character to go after, but it would assign some players numbers that would never come up. For example, you might get attacked if the number was from 3.2 to 4.0. But the number was always from 0 to 1.0.


Not only that, but the ranges were sorted based on an internal ID that was unique to each character and constant for that character's life. The result? There really were some players that would always be the preferred targets of monsters in any group regardless of whether they were closest or not.


The moral of this story is that your players know how the math behind your game works a lot better than you do. And when they tell you something is screwed up, it really is screwed up. And the louder you claim it's all working perfectly, the stupider you look when you actually do find the bug that your players were telling you about for three years.


So use your calculator ahead of time, know all the answers before the players do, and don't release anything until you know exactly how it's going to behave.


And have your testers use THEIR calculators. If your calculator tells you that your tester should hit the monster 80% of the time, for example, and his calculator says he's only hitting it 65% of the time, this is not just an anomoly. Or maybe it is, but only a knowledge of statistics and the willingness to apply it will tell you for sure. There are real answers to these kind of questions - it's only laziness that stops game companies from finding them.


--Insomnia


Corschen
Sun Feb 01, 2004 9:33 pm
#130

I agree that a person with two mastered combat professions should be more effective in most cases, but will someone please explain to me how learining to shoot a pistol or learning to defend yourself with a sword will help you shoot at someone with a rifle?!?



Corschen Bushdrap
~ Master Bounty Hunter~
~ Pistoleer 0*0*4*3 ~
"To those with the credits to hire him, his name is synonymous with success. "

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