Development Cycle Archive

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

Okeefe
Sun Apr 04, 2004 8:43 pm
#261

The entire problem is trying to pigeonhole everyone. AC was nice because you could mix and match any skills you wished, to the limits of your skill points. That way everyone was just slightly different.


The method of sticking to progression trees might make it simpler to program, but it makes for a very vanilla kind of game with everyone choosing one or two main professions, as you have little choice in what you can do.


People whine that if there were more points, everyone would be a superman, well, folks, that is the entire point of any RPG. Everyone wants to be a cut above the everyday. Those tht work hardest achieve it earliest. SWG is a cookie cutter game that resembles a FPS far more than any RPG.


In a true RPG, when the character is done, the game is over, hence playing AC for over 3yrs and still only being 84/126. AC2 died largely because you were finished in 3 months (max) and the game was over. Pretty much the same in SWG, that is the reason they began the 'Mr. Potatohead' game of how many professions can you grind as fast as you can. This appeals to a totally different crowd than RPGers. FPSers like the making of the character, trying it and doing something totally different. RPGers like to mold thier characters over long periods of time, and yes, the best characters, in the long term, are the hybrids. Single focus characters are typically better faster, but fall behind in the long term.






Lithium, possibly THE worst Forum Software ever devised by the hands of man
CorralTaak
Mon Apr 05, 2004 2:32 am
#262

commando needs and upgrade. make master brawler a requirement and upgrade their utility as a combat profession. a rifleman is a better AT-ST killer than a commando, and thats due to range and concealshot. maybe an npc could tell you that you need X skill points to continue on as a commando, and once those skill points where cleared up then you go back to being a commando...only with some real strength this time


master brawler has no elite class to go to.


fencer and swordsmanshould be combined and a general brawler line added to the base profession.


musician and dancer should only require 1 entertainer line. a performing artist profession should be added for master entertainers that combine song and dance. all 3 mind attributes should be buffable by this class.


artisans need a mining class that gains access to more harvestor only lots.
Kyntaro
Mon Apr 05, 2004 11:08 am
#263

An alternate advancement system, like EQ, would solve many of your balance issues.


Empower the people that are committed to grinding, mixing, and matching combat professions.


There is no other way to seperate hardcore from recreationalpvpers in this game.




Noob Saibot
Renraku {R}


Renraku... We put the IMP in PIMP!
Kyntaro
Mon Apr 05, 2004 11:11 am
#264

You also need PvP correspondents, not just Profession based correspondents.


I can take on most porfessions and beat them in a head up fight. Yet, my profession mix is not clearly defined by your current system.


And yet, I represent a large number of players within SWG.





Noob Saibot
Renraku {R}


Renraku... We put the IMP in PIMP!
Xepherys
Tue Apr 06, 2004 8:29 am
#265

A few ideas...



* Make Master boxes worth more, as was said earlier, and harder to get (which may have also been said seperately). Apprentice Points are great, but the system is too easy to cheat. Utilize a daily cap on app. pt. gains. (maybe 50/day or 100/day).



* Create a general experience category. Training ppl after you've reached your cap, or gaining exp after an xp cap has been hit (until you train again, or after mastery) gains you "general experience" Allow these points to be converted by slicers to other professions, or traded via quests for certain rare gifts.



* Make "novice" boxes more difficult to gain outside of base skills. BH for example, the trainer should make you prove your worth before allowing you to train. Something along those lines.


MajVeg3683
Tue Apr 06, 2004 11:52 am
#266

As stated before, certain classes get mixed up with others. People choose one or two lines in different professions because having a mixed bag of skills is better than specializing in only a few, especially when defense mods come into play.

A couple ways to prevent this would be to make the novice box in elite skills cost more SP (and then the master box would be less in order to compensate).

Also, make the master boxes more attractive. Lessen the bonuses you get from the boxes in a specific line of a profession and then make the difference up in the master box, so it equals the same in the long run.



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- Wes Janson, Wraith Squadron

Adon Palss-smuggler extraordinaire
Kauri Galaxy
Okeefe
Wed Apr 07, 2004 4:40 pm
#267

There exists the potential for a large variety of characters that can perform a range of tasks.


Which is only useful if there are meaning ful things for each of the characters to do, not just in a few quests, but in everday playing.


There seems to be very little reward for mastering professions. Having looked at the benefits the system feels weighted towards dabblers rather than those who prefer to specialise. It's very easy for a dabbler (who in effect is a "Jack of all Trades") to be more combat proficient that a specialist.


The rewards are there, but the classes are improperly balanced so many do not perform as they should. In reality a 'jack-of-all-trades' should be a better all around character. The specialists would only be better in thos situations that need a specific skill set. The greatest heros of lore are not single dimension characters. This is what makes RPGs last is the fact that you have many things to master.


Obviously there is the problem of uber templates too.


No matter how well balanced you make a game there will always be 'uber' templates, whether real or percieved. All you can do is try and limit how big a disparity there is from top to bottom.


I think that has been said before but here goes. Rather thangenericskills,they should be specific to a class. For example learning a ranged weapon profession would give you ranged defense skills whereas melee would give you melee defense skills.In this case someone who is Rifle/Pistols would have better ranged defense than someone who is Rifle/TKM - but would have less (or no) melee defense. Both combos have their weakness and strength now.


This is fine if all the professions work as they should, which they don't in SWG. For example, if a range weapon user is only to have range defense, then he/she has to have faith that the thier weapons will be effective enough to protect them from the melees. Does no good if the melee guy can run over to you from 64m away and then proceed to beat you to death, while your range weapons do nothing. Otherwise, EVERYONE needs to start in hand to hand, then take spec weapons. for which we need more skill points.


In the above example the Rifle/TKM would be a more rounded character whereas Rifle/Pistols would be specialist (just like Fencer/TKM).


Personally, Pistols/rifles/carbines are all the same as far as what they do. The skills to use them are so similar they don't really need to be seperate classes. Instead, one novice profession class should be 'self-defense'. Any whowish to be combat class should have to have this class. Specialized melee classes then go on to offensive skills.While others go and dodifferent weapons specializations. To imagine any range userhas 0 melee defense is retarded.


I also love the idea that someone suggested in having each branch represent a different aspect (i.e. accuracy, speed, damage and defense). This allows some to be more defensive, others to be all out power - in which case again it's all about strengths and weaknesses.


This could work.


can't attack the same HAM pool which makes us less effective. All attacks should target Health. Keep using specials and healing to Action and Mind. It makes no sense that to fire your weapon should cost health, but perfect sense that it's an action your performing that may require a level of concentration.


Yes, but a lot less than now. No reason you should concentrate yourself to the verge of unconciousness in a 30 sec fight. HAM costs are one of the downsides of Melee classes to. Range weapons take considerably less exertion to use than a sword, or axe. Personally, I don't think swords and axes have any place in the era that SWG is in at all.


Finally, add certs to armour too. Better armour should only be available to certain profession levels. It doesn't make sense that a Master Artisan should be able to equip (or maybe equip it as effectively)the same armour as a Master Marksman or Master Brawler.


This, I don't agree with. It take no skill to put on a suit of armor. It only takes the strength, agility and reflexes to use. However, I do feel that armor usage could be one of the skills learned in basic self defense, with addittional skill in each spec prfoession. Not to limit who can wear what, but to set how effective you will be in any particular armor. So yes, a newbie can wear full composite, but he/she is not going to get full benefit from it.


Perhaps an alternate solution would be to add Encumberance mods to skill trees. Combat professions would then benefit from lower encumberance than non-combat classes. By doing this it would allow non-combat classes to wear the armour for protection and to enable them to escape - but not fight effectively


I would make it more of a skill modifier. Have some boxes in the novice classes, with more in the spec professions that give increased skill to the user for armor. The novice ones are just armor usage in general, and the specs would pick an armor type that is best suited to that profession. ie composite would NOT be good for TK's as it is too bulky and movement limiting, so it would seriously cut into the effectiveness of the TK, but it defends well against the TK. Range users, on the other hand, don't need to move as freely at range, so comp could be a good choice. However, if aTK gets within melee range, then the melee defense skills, of the wearer, will be somewhat negated by the bulky armor. Perhaps Tantel would become the TK armor of choice, with goods defenses against range weapons, but not limiting to TK moves. Ubese, perhaps good for rangers, as it is quiet, and good against kinetic, or whatever. Not saying anyone couldn't choose whatever they want to use...




Lithium, possibly THE worst Forum Software ever devised by the hands of man
yuso
Sat Apr 10, 2004 8:37 pm
#268

Fix combat medic or give us all enough extra points just to grind doc and we could not go over for any other profession. Either one will work for me. Cant pvp anymore. All the exploiters/stackers went cm. They take out a group of 40 with one disease or poison. If the people are not incaped, they are unable to continue.



PROX 12

____________________________________________

Those who piss me off will be sorry sooner or later.
My enemies whether they be friend or foe to faction
will be demolished.
AgreaAtodlie
Mon Apr 12, 2004 5:40 am
#269






yuso wrote:
Fix combat medic or give us all enough extra points just to grind doc and we could not go over for any other profession. Either one will work for me. Cant pvp anymore. All the exploiters/stackers went cm. They take out a group of 40 with one disease or poison. If the people are not incaped, they are unable to continue.







/agree






a rifleman is a better AT-ST killer than a commando, and thats due to range and concealshot






LOL, so you are telling me a T-21 rifle, should be better at taking out an AT-ST (A Heavily Armored Battle Vehicle) than a Commando with Grenades, a Flamethrower and a weapon that shoots ROCKETS??...Dude wake up...a T-21 should be worthless, in reality, against an AT-ST...and you say because of range and concealshot...LOL, um no...an AT-ST has more range than you (or should, again Reality), more firepower than you, and can hit a broader area than you...causing more damage..than you...Rifleman in game are overbalanced as it is with a speed of 1.0, and a High damage special...and you want MORE power for them...and you don't think that in this advanced society, that they can't detect life and heat signatures? oh wait, they can so conceal shot is worthless, but in game uber,...wake up...


CM should be put under wraps, blunt the damage, or make them use more skillpoints to master...you want uber damage, pay uber skillpoints.


Rifleman decrease damage, or decrease speed. one or the other not both.


Mix and match is nice, Allows us to be more unique. As it has been said, its weakness is the l33t SP34k people out there wanting the uber template...naturally they stack the def mods of specific profs...sad...

AltharXXX
Tue Apr 13, 2004 7:51 am
#270


Mix & Match needs to be more refined.


A dancer/fencer should get special moves. Dancers should get defensive skills.


A 2H/fencer should be able to use 2H moves with 1H weapons.


combinations of brawler professions should have special manuevers. combinations of ranged combat shouldn't get anything.


Defensive Stacking should exist. people who master 2 combat professions shouldn't loose all their skills from one just because they have a weapon from the other equiped. Without knowing the mechanics of combat I cannot say more than this:

If masters of 1 combat profession should be equally matched (given they know what they are doing.)

Then masters of 2 combat professions should also be equally matched (given they know what they are doing.)


also - conceal shot should work vs players. last time I checked none of the players were carrying heat detecting gear.



Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Ungel
Tue Apr 13, 2004 8:46 am
#271

Okay, there are alot of things wrong with the game in general, and with each class. Im pretty frustrated with PSGs that do nothing, Tantel armor that is bugged to ****, and all the usual almost year old problems with the class. However there is one thing currently on Flurry that is utterly ridiculous, we have not had a spawn of Neutronium Steel (used in all ubese) in over three months. Closing in on five months since Vertex gemstone last showed up, fine its rare, but the steel is not supposed to be! Dang it ive complained everywhere i can think of about this.


Someone Flipped the Neutronium Steel Switch Off on the Flurry Server! Go flip it back on Please!



----------------------
Closest starport Tyrena
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Master Armorsmith, 18 skills done hopefully (as always) 1 to go...
currently selling 74% ubese, 80% composite with stun, 54% chitin.
einar-leehi
Tue Apr 13, 2004 1:00 pm
#272

/edit



should say "beginner level actions should have less drain on beginner action/mind pools.



sorry.





Galactic Merc: Einar "Dozen Fingers" Leehi
Bounty Hunter for Hire Scourge of the Mittens
Specializing in choking the life from Marks

einar-leehi
Wed Apr 14, 2004 12:31 am
#273

everyone else answered the questions so im going to deviate from them:


when taking dmg, only health should be depleted. upon depletion of health incap should result.


when using ranged attacks mind should be depleted based upon the difficulty of the attack. upon depletion of mindincap should not result.


when using melee attacks action should be depleted based upon the difficulty of the attack. upon depletion of actionincap should not result.


with genre mixing professions the depletion of the action and mind can be mixed also. i.e. for pistoleers maybe a little action is tossed in there with the mind, due to them being more active diving around blasting away than say a rifleman laying prone at 70m.


as a player advances up the profession tree the beginner levelactions have less drain on the action/health hams.


instead of the incap upon depletionofaction/mind, if the player totally depletes the bar to zero, the stat stays at zero for 1 minute then begins to recharge at normal rate.


for the attacks that deal dmg to pools other than health, they should still target that pool but instead of dealing dmg to action/mind they should deal dmg to health and have an EFFECT on the targetted action/mind pool.


stacking should not be removed. reward the players who chose to be pvp or combat oriented with being more combat savvy.


implement realistic ranges to attacks. whoever heard of someone being able to dealunarmed dmg fartherthan someone wielding a sword? how do pistoleers do basically the same dmg as riflemenat the same range.


new weapons that make sense!


add more animations to combat skills that relate to the professions. thecombat is too run around oriented. everything is run this run that. lets see some dives or real rolls or some action infused into combat.



Galactic Merc: Einar "Dozen Fingers" Leehi
Bounty Hunter for Hire Scourge of the Mittens
Specializing in choking the life from Marks

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