Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
Only other real comment I have: From the beginning, Devs of all stripes have promoted the flexibility of the skill system, and how you can 'just try things out'. So we've been getting the message that hybrid 'templates' with less than master boxes, were not only expected but desired.
When you compare that with the relatively more recent 'down with dabblers' attitude, you get some bad feelings getting generated. Which do you ACTUALLY want? Effective character mix and matches with multiple professions involved? Or true-effect-only-happens-at-master (or near to it), which vastly limits possible combinations? I would think it would be acceptible if someone was quite powerful with just specific trees from several professions, but Dev thinking seems to be that it's too often TOO effective, so the perks are moved to the top box (or split up and redistributed to require multiple trees, etc). The trend seems to be towards driving people at master boxes of late (see the 'holocron' system for Jedi opening, which seemed to assume that you'd go all the way to a master box to 'try a profession out', when usually you know you like that playstyle or don't well before youv'e got the master box... Great familiarity in the game and multiple professions, one of the stated benchmarks for Jedi, could be obtained without a single master box in a great many cases...
The possibility to make "mixed" templates is great and I think that almost every elite combat profession has its strengths. So there are many different combinations worth trying in PvE and PvP alike.
* What do you think the weaknesses of professions mix and match are?
The only *real* imbalance I see are stacking defenses of the famous pistoleer/fencer template.
Another weakness are group oriented combat professions (like the Squad Leader and the Combat Medic) - they are not good to solo and group play is not encouraged enough. Especially the Squad Leader seems to be too weak overall.
* How do you think we should maintain the unique skillset flavor the game is built on?
Encourage more group play and making professions more unique by giving them skills no other profession has. For example (since I play Teras Kasi):
When I started to go for Teras Kasi I imagined that I would go really unarmed and without armor and still be the classical "melee tank". Now I am Master TKA and I see that I am one of the biggest damage dealers in this game but that I have relatively weak defenses against special attacks compared to other classes. To make Teras Kasi more unique (and more in line with my imagination of an unarmed fighter) you could:
1. remove Vibro Knucklers and up the unarmed damage just a little bit.
2. give TKA a "disarm opponent" move
3. disallow armor for unarmed combat (maybe add a meditation skill that gives you special protection 40-80% vs. a choosen damage type for a limited time)
4. give TKA the best defenses against all specials (dots, knockdown, dizzy, stun...)
5. give TKA much better HAM regeneration rates or simply make the meditation buff work for secondaries too (to compensate for the lack or armor)
The result would be a unique class that is very hard to hit and deals sufficient damage to go solo. It would no longer be one of the uber PvP classes one-on-one but very useful to have them in group-PvP, tanking and disarming opponents
* What are some neat combinations that would be good for the game?
When melee professions differ more from each other (like in the above example) it would be of more use to go for melee combinations, like TKA (for defense) and Swordsman (for damage dealing). As the game is now, there is not much use to have more than one melee class on one char.
* Anything else you want to say on this subject?
Encourage more group play - then the strengths of each profession would be valued more. Now we see way too many of the "solo" professions (Creature Handler, Bounty Hunter...). With more group play we would see more diversity without even changing how most of the professions work!
My thouhgts are few compared to many of the ppl that posted here but here they are, Do not get rid of defense stacks it is the only way to make great hybrid charcters, we dont all want to be cookie cutter characters, diversification is good and should stay that way. If the defense stacks are to high maybe there should be a cap but dont eliminate it completeley, Masters of profesions should have great bonus, ex. a weapon that only masters can use, (for combat classes of course). Getting all the specials in every combat class to work should be top priority.
Herby Scylla
Player: Mixing professions allows more self-sufficiancy. From a player standpoint, and from a soloer's standpoint, this is a good thing. It allows a soloer to experience higher level content and planets than they would ever see alone in a single profession. Some of us simply will NOT group for combat, for various reason, including RP realism and character realism. Mixing is invaluable to us.
Player: Lack of true specialization is an issue at times for some if the mix too many skills and never master any. This can make them diverse and somehat more self-sufficient at the price of overall usefulness and power. A soloer who mixes many professions may find that if they group, they just don't stand up with the others who spent the same amount of skill points and they just don't dfo anything well enough to be useful to a group.
How do you think we should maintain the unique skillset flavor the game is built on?
Is the game built on a unique skillset flavour? And if so, why were we not told so? As another poster commented, the professions really do not have enough uniqueness as it stands to make this claim, I don't think.
What are some neat combinations that would be good for the game?
Hmm...guess that depends on what you mean by "good for the game". By good for the game do you mean, what is good for balance? What is good for making players happy? Or what id good for keeping players in game and paying you money? As a programmer myself, I realize this is a business. You make these games to make money by making players happy and giving them a fun game they want to keep playing and paying for.
Anything else you want to say on this subject?
I will say, I am a bit comfused as too where SWG is going with this issue of profession and skill mixing. It was marketed as a major feature of the game, and encouraged in the beginning. Until we saw some few people who were abusing it to find ultra uber combinations that were unbalancing...then it was suddenly called an exploit to mix and match skills and professions. Thunderhearts infamous post calling those who did such skill mixing exploiters really was a punch in the stomach to many of us who saw it as just a way to RP or to be diverse. Now, months later, we are back to a stance of...we want you to mix and match professions, so how can we do that best? Okay...which is it? Is it an unfair exploit that wasn't intended for us to mix professions, or was it a good feature you encouraged? make up your mind, okay?
My thoughts on "mix and match" in online roleplaying games:
1) It sure is nice being granted so much freedom, after playing the cookie cutter fantasy MMORPG's I have for years. It's also nice to not be penalized too much when I decide to revoke certain skills to embrace others.
2) It is NOT good, because the PvP in this game is really FUBAR. No restrictions on class picking means some people, who prefer to be 'pure bred' in their professions, get trampled on. Defense stacking is a huge problem in this area as I'm sure you know, so I'm hoping that its removal will fix all of this.
3) It is NOT good that some professions are left with so few Skill Points to spend. Case in point - the Master Bounty Hunter, left with a pitiful 33 POINTS apres master status. As a player who started in the BH profession, is one box away from mastering, and decided to start another character who won't be so tied down, I can tell you, Thunderheart... it is NOT FAIR to some professions. "Mix and Match" destroys my poor Bounty Hunter everytime. I had to put her on the shelf. My original intent was to put this GAME on the shelf, but friends persuaded me to stay. The amount of time and patience one must have to master BH is not rewarded in the end. Instead, BH are tortured, being run over by "mix and match" freight trains scuttling about in every city.
4) Finally, I'd like to suggest that you balance the Skill Points out a little more. Professions like BH would benefit from having more points to spend.
THERE'S NO REASON SOME PLAYERS SHOULD SUFFER, BEING LEFT OUT OF YOUR PRECIOUS "MIX AND MATCH" REVOLUTION SO THEY CAN BE RIDICULED ON THE BATTLEFIELD AT EVERY TURN.
The non-defined roles of the SWG system is why I like it. You should be able to have flexabiability. I truly hated EQ's chose a role system, that so limited you. Do not take away what makes SWG work! That having been said.....
Skill point pool? No, it does not need increased, everyone would become a solo player. One person not being able to do everything is why grouping happens. On that note, in response to the post above, TO ALLOW EVERYONE USE OF STIM A'S AND B'S WOULD BE THE WORST THING THAT COULD BE DONE, medic would have no purpose. Not everyone should be able to heal.
A wonderful job was done of assigning profession roles and skills in this game, from day one. If the broken skills were fixed, and BH had a few less pre reqs, and one or two professions got enhancements, like those chef and smuggler are going to get, there would only be one issue.
The only issue that I'd see as reamining relates to the power dabbler. You know him or her, no commitment to a profession, just take from each what will make you uber. I ahte that. It's ok to dabble, don't get me wrong, but the reward the dabbler gets should not come anywhere near that of a person well invested in the profession, and should not even be 1% of what a master of the profession gets.
I propose three changes:
1. Shift the "big deal" skills to 4 or 3 in each colum to reward those who work hard for them.
2. Make the master level rewards so appealing that anyone would feel cheated for not completing the profession. Basicially, make the master block double what all of the skills below it did for the player.
3. Add skill bonuses, and extra skills for completing a full horizontal roll. Example add a box to the far right of each roll on a profession, so that completion of all tier 1 skills gives these benefits, completion of all tier 2 skills gives a set of benefits, so on. That would truly reward those who invest time, and effort into a profession.
Dabbleing is ok, but those truly commited to a profession should reveive a much larger benefit. The player who has a colum of this profession and a colum of that profession should not pet as much benefit for the skill points he spent as the player who masters whole professions.
One other thought, in real life, if you became a master of a profession and left it, you would not forget all you knew. On that line of thinking, you should keep the certs from abandoned profs and the scamatics from crafting ones. Note, you loose all skills and bonuses though.
That's just my opinion.
Why do smugglers have to be really good at using pistols?
I wouldlike it better if you only had to learn a whole column under a specific Tree. If you want to be a smuggler, you need to have pistol - 4 or rifle - 4 or carbine - 4. You can choose which one.