Development Cycle Archive

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

Rebster
Sat Jul 17, 2004 7:14 am
#378

I like having the choice to do diferent things say master pistoleer master tka master smuggler , it gives you different ways of playing. But my problem is dabblers and stackers what i would like to see is lowered defences till master e.g. move eyeshot in bh pistols to master bh , fencer defences instead of being +15 melee&ranged defence each box it shud be +5 melee and ranged till they get to master and have say +20 ranged and melee just to stop people stacking . maybe even make fencer tka swordsman and pikeman only doable if master brawler is required like commando and bh.



Art3y B00m
Xaendizz
Thu Jul 22, 2004 3:09 am
#379

Well, here at my comments :


In general :


  • Keep mix and matching, that allows to give to each character an unique flavor. At least we don't have characters that are clones, skills and powers wise.

  • Rank up the most powerful abilities of each classe, to avoid savage mixmatching. Powerful must mean hard to get, and each branch of each profession skill tree must be attractive in int own way. No more TKA 4004 stigmata

  • Mastering a profession should be a goal in itself, and bring a substantial advantage. Now in most cast it's just anecdotical.

Moreover, my idea is that mix and matching should be seen differently in the factions :


  • Rebs are a hodgepodge group of individuals, where lots of skills are needed, and often you have to do thing yourself because no one can help you to. Hence, Mix and Matching, making you a versatile individual, should bewell seen and encouraged.

  • Imps, on the otherhand, are many, strongly hierarchised, have strict rules, and to stand out of the crowd, you have to be WAY better than the average guy. Thus, specialisation should be strongly encouraged, mix and matching should be allowed, but specialist should have at least ranking privileges. (You're the best in your field ? Lord Vader wants you on his flagship, congratulations, Colonel)

Just my 12545.54 cents




---------------------------------------------------------------------------------------------
When you walk in shadows, don't look behind you, you may find me there...

Valenn, CorSec Lieutenant.
Callsign: "Cool Hand"
MeerPlainsman
Fri Jul 23, 2004 6:52 am
#380

I dislike the current game limitation against crafters. I am a player who thoroughly enjoys the crafting/merchant aspect of the game, and yet I also like to do combat/pvp. The master elite crafter is severly limited in their combat abilities, making profs like Bounty Hunter, Combat Medic, Ranger, or Commando impossible to achieve without sacrificing your crafting skills. The way the gamy economy and crafting professions are currently constructed, you must be "master" of your crafting profession to compete in the marketplace. In some skills like Architect and Droid Engineer, you must effectively be master of both Artisan and the Eleet crafting profession to compete.

Ever wonder why there are so many TKAs out there? One reason is that TKA is one of the best combat professions with the lowest sp cost. If there was a way to separate combat skills points from non-combat skill points, it would allow players to have a "civil" side and a "combat" side of their abilities without having to sacrifice one at the expense of the other.

My suggestion is that they separate the skill point system for combat and non-combat skills. Any skill that is a non combat oriented skill such as crafters, entertainers, merchants, etc. should use up "trade points", while "skill points" would be used for combat skills. A profession like smuggler or scout which combines crafting and combat skills would split the skill points between the two point systems for the novice/master slots.

The issue gets a little more grey when it comes to medic skills. The crafting portions of medics creating stims and such should not be applied to combat skill points, however due to the ability to use medical healing capabilities in combat, they should be considered a combat skill. As a general rule (there will doubtless be exceptions, such as TKA meditate), any skill that can be used during combat should cost combat skill points. Any skill that cannot be used during combat, but is instead used to craft or plays some non-combat purpose in the SWG society should not take away from the combat skill point pool.

I'm sure the numbers of skill points would have to be adjusted to keep the game balanced. In the end, I don't see how having a master Tailor and a master commando or bounty hunter in the same character would unbalance the game. I love the concept of being able to choose ones own professions, and create a unique combination. Separating combat and non-combat skill points would ultimately enhance this aspect of SWG.
Ashdanjadestel
Fri Jul 23, 2004 8:01 am
#381






meeuki wrote:


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


the strengths of profession mixing should lie in the original intent of the bounty hunter role. someone diverse, someone with access to a variety of weapons and special attacks to get the job done.


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


as a trade off for this versitily the jack of all trades should be devoid of the special bonuses granted to a person who has mastered their profession.


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


first empower all mastery boxes appropriately. balance them equally against each other. past their masteries there should always be oppertunities to learn other professions to better their role in combat. professions bonuses should not stack with another profession's bonuses. but people who spend more points on combat should have more combat prowess than people who have not. however, they are going to have to utilize alternate weapon access and different specials at the expense of speed/accuracy/damage that would be obtained at mastery to beat their opponents, not on innate defenses.


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


you mean not yet possible combinations? current combinations that are good for the game? right now there are tons of useful combinations and each player has the oppertunity to pursue them on his own to fit his own playstyle. imo the system works well now, but would work better if.

1. profession's weapons would be fixed, each doing the appropriate damage type.

2. certifications fixed

3. specials fixed

without these core profession systems fixed, how can anything be properly balanced? how can a person decide which mixing avenues to take unless everything at his disposal works? i might want to be a rifleman with some access to heavy weapons.... but the only one that really works is the flame thrower. get my drift?


Anything else you want to say on this subject?


no




I second this post...couldn't have said it better myself.

ThornReese
Sat Jul 24, 2004 1:51 pm
#382

My few words on mix and match:


I would like to see an ever better opportunity to mix and match, making even less requirements to master whole professions. The more skillbased approach will allow for real variation between chars. The new Jedi system is a good example of a more skillbased system. Here the jedi's can pick and those, but they wont have skill points enough to select everything. I really like that... good work devs


I've seen quite a few suggestions of more requirements of being a master. Taking a look at brawler and marksman this really does not make much sense, considering how different skills these professions contain. A TKA and say a twohanded swordman does not have much in common so making some elite profession require masterhood in brawler does not make much sense to me. Requirements of being mastereats up skill points so most chars will end up very alike.


I play SWG because its skill based... because a skill based system emulates a "real world" much better than a class based system.


Hika Ebe

Master TKA
Scarius
Sat Jul 24, 2004 10:35 pm
#383




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

Obviously the strength is that you do not have to be just the healer, just the tank, you can do other things. This frees up a lot of hassle other games have where you were left out if the group already had a healer, etc. I am free to be a TKM and MD, if I can't get a group to tank in, I can heal people in Med Center or make a few bucks buffing people.



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

I actually think a lot of the problem is with all the choices, there is actually very little difference. All the Brawler trees are basically tanks (warriors), all the marksman are basically distance fighters (wizards). There is a discrepancy between the requirements for some paths against others, to be a TKM I only need the Unarmed branch of Brawler, but to be a Doctor, I need to master the entire Medic profession. So the person who wants to be a TKM and something else has more choices than the person who wants to be a Doctor and something else. This was one of the problems with the Bounty Hunter as it was at release, anyone who mastered BH was left with somewhere around 19 skill points, since marksman and scout were already fully mastered, that required a new novice profession, using up 15 skill points (I've said before this is way too much for each novice profession) so basically every BH had the exact same template. The addition of one or two boxes inArtisan wouldn't makeany difference from the BH who had one or two boxes in Entertainer, the only difference was the BH with Medic skills, so most probably chose Medic and became clones.



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

I think there should be more skill boxes for elite professions, make all Novice profession cost 6 skill points (the way elite professions do, this would only change basic prof's) and move the really good specials and bonuses to the higher boxes in the skill tree. This would provide some bonuses for people who want to mix and match, but would provide great bonuses for people who are willing to sacrifice variety. In this way a combat class with specific specials that make them nearly unbeatable (knockdown/dizzy/eyeshot) would have to sacrifice the benefits of support classes like Doctor so they would be vulnerable to poisons for instance.


Some professions don't even have a unique skillset to maintain. What is the unique skillset difference between Swordsman, Pikeman, and Fencer? One hits Health, one hits Action and one hits Mind? One has a weapon that does Blast damage, one has a weapon that does Electricity and one does Stun? These are unique skillsets, TKM has unique skills, Smuggler, Doctor, Image Designer, all have unique skills that they share with no other profession. Maybe 32 professions was a few too many.



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

Weaponsmith/Artisan or Armorsmith/Artisan could make armed or armored vehicles.


Armorsmith/Architect could make armored buildings like factional headquarters.


Master Brawler/Master Marksman would be a great combat class like Assassin/Special Ops



  • Anything else you want to say on this subject?

All in all it's a better system than previous games, but there needs to be more motivation to choose different professions. Why would I choose Pikeman when I know I can tank just as well with TKA plus I get the bonus of Meditate? There are unique skills ina dozen or so professions that I wish I could have at the same time, it would be better if there were unique skills I wanted from every profession.



What is the point of the merchant profession? If you are a master Merchant you get better vendors? It just seems like a do nothing profession, it's completely passive to the point where the merchant could spend most of the time they are leveling offline and not see a significant difference.



Has anyone seen a Squad Leader lately? I haven't even seen a squad lately, just a bunch of people soloing. Maybe if buffs and armor are toyed with there will be a reason to group up again and then there will be a reason for squad leaders again.




Baul Z'aak (Rebel Staff Sargeant)
80 Badges
Professions Mastered (in order):
Medic, Entertainer, Image Designer (Holocron), Artisan, Doctor, Combat Medic, Marksman, Scout, TKA (Holocron), (Holocron silent at this point), Brawler

Tact is for people not witty enough to be sarcastic.
Dazman
Mon Jul 26, 2004 2:53 am
#384

Ok - here's the problem: You've given players complete access to any and all skills they choose, within the reasonable limitations of the skill point system. The idea is you can learn and grow as you so govern, and if it be in extreme PvP combat effectiveness, so be it, but whenever you operate in a numerically dominated system, there's going to be someone who derives the most efficient mathmatical formula for their desired operation.


Ok - here's the solution: If a master swordsman fights someone who has 3/4/2/4 swordsman, very very little difference will be noticed, other than the use of specificskill-dependantattacks,due primarilyto the even distribution of skills through out the latter. Rather than imagine each of those skills in the tree as a QUARTER of the full tree, view them as a fraction of the complete range. Stack themods differently - place lighter, lower value mods in the bottom skills, then place higher values in the more difficult to reach skills. IE 1/8 at first level, 1/4 at second, 1/2 at third, and the final half at 4. Master boxes - which should cost more skill points to prevent super-hybrids - would give a final death knell to lesser trained folks. Just my idea.


My Opinion: I'm personally a fan of the old dedicated class system from EQ. Each class had minor to average class skills, but these were merely options, never a full-fledged ability even remotely reminiscint of a professional practitioner of their corresponding skills. Besides eliminating a great deal of that 'Community' sense by not allowing specific nitches to filled, it is my belief that someone who's amassed hundreds of thousands of spare combat XP deserves a bonus.. be it increased health, more skill points, whatever. But it bothers my greatly that I, someone who's mastered two combat classes, can still get shot down from a distance by a novice rifleman. Not literally, of course, no lower-end weapon like a CDEF rifle would ever produce the natural damage to kill me, but it just seems to horribly limit growth. Yes, I wanted to be a full-fledged tank. Unfortunately, when I reach Master Swordsman and Master TKA, my melee capabilities are FINISHED. KAPUT. NO MAS. I can never move further along in melee damage. Never. Only stepping down to faster but generally far weak Fencer or some such stuff will I change. Also, it's annoyning to have been here since the beginning and never see players exceed about 1khp. After the first year as a master swordsman, I just feel like I should be ahead of the guy who mastered in a week. Variability is good in the beginning, but some of us dont want a week's worth of good character building to be as far as it can ever go. AND YES, ANY COMBAT CLASS CAN BE DONE IN A WEEK.


Questions? Comments? More people believing in dedicated specialists?


-Dazman
Telerios
Wed Jul 28, 2004 8:05 am
#385

Pro's

- Allows for a lot of different characters, could make PvP interesting once the current situation, where a few dablled templates are king of PvP.

- Allows people to experience many different sides of the game, and change their character then they feel like it without having to start over.

There are more, but these are my main ones right now

Con's

- Classes unblanced right now, every class should have a preset role in combat, a strentgh they can build on and then mix with other professions, allowing people to build more varied characters.

- Not enough professions really require people to master them, making the advantage of being a master too small compared to simply dabbiling the most effective templates out there.

-----------------------------------------------------------------------------------------------------------------

As it stands, mastering professions does not seem to give enough bonuses for all professions. Bounty Hunters are a good example here, there's really no major advantage to master that profession. So I hope with the Combat Revmap this will change.
Ikym
Wed Jul 28, 2004 11:30 pm
#386

Hey,

You devs are doing a great job with this game, i enjoy it alot. Anyway i have a few ideas. I remember u once talking about elite elite proffesions, and i think it would be cool if combat proffesions evolved into elite elite, for example, swordsman would be the same, but when u master u have the option of wielding two swords and going it to an elite elite call wielder of two swords or something. And pistols would be dual pistols, but proffesions like tka would just grant more attacks at elite elite. Well tell me what yah think.

Ikym



Your end is near, For i do not know the mortal year.
emmlemaudit
Thu Jul 29, 2004 4:15 am
#387



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





    • The strengh of that systeme is that you're not stuck in one role only and that a good thing against bordom









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



        The weakness of this systeme, as it is right now is that you can build a character that is self sufficient




        lividspiral
        Sun Aug 01, 2004 7:39 pm
        #388

        a weekness is everybody pics the same TKA / Master Rifleman, or Doctor / CM template. everyone seems to be a TKM for the obvious benefit of being able to solo high level missions and own in pvp with knockdown and dizzy and all those spam-able specials that dont let your oponent get a single shot in before they are dead.


        the bonuses outweigh the weakness though because you can make a character you want to play. i always wanted to be CH and after mastering it i wanted to go do bounty hunter too (thanks for easing back on the BH requirements by the way- now that i dont need master scout anymore i was able to free up 30+skill points by dropping trapping and survival trees so i'd have enough to master BH and CH). i kind of like being both professions and i am glad that i had the opportunity to do both rather than be stuck choosing one or the other.


        thats all i have to say


        p.s. - could master CH have some sort of pacify skill - i like taming but its hard to tap a lair to get babies because when they spawn they like to attack me for shooting the lair, which prevents taming and they die too quick to hit peace and run off to double back when the combat ends. maybe a master CH could have some sort of pacify skill to calm the baby creature out of combat and into a tameable state. just a crazy idea if its no good then thats cool.



        O and A, xm 202: party rock !!

        Phased out MCH.... Theyve nerfed my entire profession. now wt.f do i do? We play online games because we enjoy the immense level of detail and diverse options and the ability to do a near-infinite number of activitites and professions. with every balance more and more of our options are stripped away and the game is slimmed down and streamlined. its currently basically a bugged console game. if i wanted to play a console SW game, i would play the KOTOR series because the knights of the old republic games are fantastic. even lego SW for my son's gamecube is more enjoyable at this point.
        Grimror
        Wed Aug 04, 2004 9:54 am
        #389


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


        You allow characters to be very diverse in what they can do as well as psuedo specialize with things like def. stacking.



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


        Harder to balance. In a class based game you have a baseline set of characters to balance against eachother, you can specifically define roles for them, etc. In this game, you can, at best, take a ballpark shot at balance. You're not just balancing Riflemen vs. Fencers now, you're balancing Rifelment/TKAs vs. TKA/Docs etc. You allow a person to come up with thier own idea of what thier role is and create a template to best match that role. And any profession you change for a specific reason will indirectly effect any number of templates and "nerf" them. You're balancing templates vs. templates, not classes vs. classes. If you want to assign roles to professions, you should have just made swg a class based game instead of giving people the fredom to refine thier characters. So pretty much now you are seeing combat professions who have augmented thier character with say medic skills complaining that they are not nearly as good/effective as other combat professions who have augmented thier character with other combat skills (i.e. def stacking or ranged/melee combinations etc). They say, "Well I am master of XXXX profession, but the other guy who has a different template is better off then me!". IMO that's what we call trade offs.




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


        Try not to force any changes onto the playerbase that will limit thier choices in what they can/can't do, both for people who want to take advantage of dabbling to gain more utility or (what I would consider) the current means specializing in dabbling to stack skills.




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


        Can't say I have much to offer on this thought.



        Anything else you want to say on this subject?


        The way I see it, it is actually pretty balanced at the moment. IMO there is nothing wrong with dabbling to stack skills (i.e. def. stacking). Characters who do this give up other things in order to maximize thier effectiveness, i.e. specialize. Taking away from specialization options limits template choices which is a bad thing. The current system allows people who wish to be jack of alot of different trades to do so. It also allows for those of us who like to specialize do so to simulate a more class oriented role for ourselves. I think that any combat balancing needs to keep this in mind.





        Message Edited by Grimror on 08-04-200409:59 AM

        Message Edited by Grimror on 08-04-2004 09:59 AM

        TheMuse
        Wed Aug 04, 2004 6:21 pm
        #390

        I love skill systems like SWG's, it makes character customizability the focus of the game and is one of the games biggest strengths. However, it is also one of the games biggest weaknesses, because people can create "uber" characters by mixing and matching, creating a ton of people with Flavor of the Month templates. There are a couple of things that can fix this.

        One: Players should ALWAYS get more for mastering a profession rather than dabbling in it to try and max out skills. Make the Master box matter. This is not currently the case. For example, mastering pistoleer is basically worthless, given that you get only moderate skill increases and two BROKEN specials. Lots of people don't master Bounty Hunter any more, because you can now simply dabble in the line that you need (pistols or carbines) and you really don't miss anything by skipping the master box. Actually, in a lot of cases you are rewarded by having more skill points to spend elsewhere. This goes into the HAM/Special revamp stuff (master specials need to work and be... well, special).

        Two: Make it harder to level. With the current system I can grind some elite professions to master in 3 days. This is both good and bad. It's good in that it allows players to try many different professions. It's bad in that it creates exactly the sort of Flavor of the Month problems that we've been seeing. No one has any incentive to stick with a class and every incentive to drop something that's just had a "nerf" for the newest pvp ownage template. Hell, it may even be the case that when you change doc buffs and armor, this problem will go away.

        Still, it would be nice if you could somehow implement more class specific content. Perhaps specialized clothing for certain classes, more class specific quests. You know, fun stuff.



        Kevram Dors (Eclipse) - Triple Master
        Blasted on Vasarian Brandy since June.
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