Development Cycle Archive

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

Hasun
Fri Aug 06, 2004 5:07 am
#391

If your going down this route, you should remove the master and novice boxes and let people pick the lines from different professions that they want, then all the characters are unique and different.



Kravan/Punker/Hasun/-Denny- Crane
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

JutMan
Fri Aug 06, 2004 1:35 pm
#392

* What do you think the strengths of professions mix and match are?
Ability to do dual comabt role or combat / crafting role.
* What do you think the weaknesses of professions mix and match are?
The ability to take 2 similar masteries and have the resulting attributes stack to an unhealthy level.
* How do you think we should maintain the unique skillset flavor the game is built on?
The skillset flavor is good but the possibly make it to where a person can only have a single mastery up a particular line. i.e. Cannot master Swords then take Master Fencer. They must choose 1 elite amongst the Brawler professions. Not saying they cannot master Swordsman / Pistoleer. This would reduce the "Dfense Stacker" templates.
* What are some neat combinations that would be good for the game?
Ranged / Doctor, Melee / Ranged, Melee / Doctor, Combat / Crafter
* Anything else you want to say on this subject?
The ability to drop and reuse points should always be in the game.
The loss of XP due to death should be thought about as a possible consequence.
Eliminate the "stacking" of defenses. Make them specific to the weapon weilded at the time of attack.
Provide a Ying / Yang to the professions. Each profession at their highest level should have one or two weapons that based on a special move do equal damage. I.E. A TKA using the best knuckler in the game should do equal damage to a Pistoleer using the same "Mastery" level weapon.
Provide weapons that can ONLY be used at the Master level of a profession pushing players to fully master a profession.



Taywen O'Shay~ Master Bio-Engineer / Master Chef~
Molukai~ Bothan Jedi Knight ~

~TRGA~ Always have been.. and will be
flipityskipit
Sat Aug 07, 2004 12:37 am
#393

I LOVE mixing and matching. I think there should be more synergy between professions. I think if you have rifleman and pikeman you should get a bayonette and be able to use pikeman skills at close range. Simialarly I think if you have pistoleer and fencer you should be able to use more fencer-type attacks like the melee defense line in pistoleer. It should blend MORE not less. This gives characters a more unique individual feel.



Cookie cutter classes are boring!
DWSaskatoon
Sat Aug 07, 2004 4:55 am
#394

My hybrid character is designed to be a "Roleplayer's Bounty Hunter"

-Novice Bounty Hunter with Carbine Tree enhanced with the last 2 trees of Carbineer (a bounty hunter should be reasonably proficient with at least one weapon... I chose carbines)
-Novice Ranger with Player Track and Conceal (the ability to sneak up on someone you are trying to track down is a must for the hunters of the galaxy)
-Novice Creature Handler with level 3 of the last tree (I have a nearly perfect battledroid as a "partner", and I enter battle with an exploding droid... first strike can make or break ya in a battle)

I am contracted to the Rebellion to take out the Empire... my favorite "dirty little trick" would be to set up a series (3?) of faction scanners as a "net" on a path that is known to be travelled by my prey and bring them overt. After that, it is up to my skills as a warrior. Here's the thing though... I've never actually implemented this on a player (I'm not entirely sure if it is "legal") I've been brought overt travelling by a faction base and killed by NPC's, so I really can't see why I shouldn't be able to... other than the fact that I am actively hunting a player with the goal of sending them to the cloning center, whether they want to enter PvP or not)

I'm nearly positive that someone will disagree with this tactic, but consider this... bounty hunters aren't necessarily the nost noble of people to begin with. Faction bases do the same thing, but mine is portable /evilgrin Add in a shifting faction alignment (keep your faction points at over 200 per side and switch from side ot side depending on who is contracting you to "eliminate" another player)and you have a business model even Boba Fett can appreciate.

I would be VERY interested to hear what the devs/CSRs think of this tactic... for legal reasons. I don't want my character deleted for "unfair play" or some other non-sence.
ZebStokes
Tue Aug 10, 2004 10:08 pm
#395

Profession mix and match should open up special moves or combo moves not otherwise available.


We need some way to "boost" player character individuality and strength levels... because EVERYONE will want to become a Jedi soon


Zeb



Zeb Stokes ....Sabbac, Pazzac, and Holo Chess...PLEASE!!!
Sannin
Thu Aug 12, 2004 10:53 am
#396

First off, DO NOT MAKE THIS GAME INTO EQ.


That being said, a couple of people who are asking for things like 1) defined roles 2) no stacking 3) more grouping through need of specialization I do not think realize the seriousness of what would happen.


I played EQ for 4 years, and in the beginning,most classes of that game could reasonably solo, albeit to varying degrees and versus different mobs. But it was possible. This all changed as classes were further pushed to specialization, and therefore in a game like EQ where grouping is REQUIRED and not merely desired, you have min/max'ers that will hand pick every class that goes into a group.


No one so far has mentioneddamage to the community changing these things would cause. In this situation, the community of this game would change from a very sociable and very helping community to a very competitive one where everyone around you has now become a competitor for that now REQUIRED and coveted spot in a group.


And guess what, the community of this game has to be the very best I've ever encountered in any online game. The reason is simple, people don't view everyone as their competitors, merely as people to interact with and have fun.


And if you think there are balance problems now, you just wait until this game is a grouping-required game, and there will be at least two consequences proven by EQ:


  1. Less template/skill mix variation (ie, everyone will go combat prof + doc in order to be more self sufficient)

  2. Every class will come back whining that XXX class always gets into groups and their class doesn't get into groups because they are either not specialized enough to provide max dmg, or max healing, max etc

Changing this game to grouping-required also means changing the mobs, because now groups of people will take these mobs on, and if you are invincible solo, you certainly are in a group, but once again you won't ever find yourself in that group if you are a less desirable group class.


Making this game into a group-required game means changing MOBS so that they can handle groups as well, and as a result, the solo guy can certainly not handle the mobs anymore, and the crafter who has some combat ability but not specialized definitely definitely cannot handle mobs solo, and he certainly wont get into a group that can handle them because he's not contributing enough to the group. In an effort to raise interaction, you would in fact kill it.


THE Strength of this game is its community and allowing people to have fun and progress through many different avenues, no class isforever pigeonholed into one activity in order to make money. Once that changes, the casual player is gone forever in this game. When I recently started playing this game, I simply could not fathom how different the community was from EQ. EVERYONE I met in this game is helpful, and this is simply not so in EQ, where you need to be in a guild to ensure a spot in any kind of a good group, sure there are a few few random people who will givea helping hand, but its not much help to total strangers. In this game, the new guy, the stranger is made very welcome, and that simply is not found in other games.


Sannin
Thu Aug 12, 2004 11:54 am
#397

One thing I forgot to mention, but don't know how to edit, is this game isn't even ready for a grouping-required platform even if the devs introduced that evil into the game. The chat and /who player searching functions are infantile at best and are very cumbersome. The /who flat out doesn't provide useful information, and apparently wont search beyond the planet you are on, I could be wrong, but again the fact that it isn't easy to use is a problem.


And the chatting, EQ has a queue of people who you can scroll forwards and backwards through w/ Tab and Shift + Tab, instead of the simple /reply which goes to whoever sneaks in the last /tell before you hit the Enter key, typing 'r' to bring up /reply should automatically bring up /reply soandsoname of the person who sent you the last tell at the moment of pressing 'r'


None of this simple /reply, where carrying on several conversations becomes an utter pain and mistell fest.

Elitesolider
Thu Aug 12, 2004 8:38 pm
#398


My Reply:








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


    • Jedis: Lightsaber damage is moderate to high in level when it comes to statistics. They can damage andblock most damage typesfrom gun and melee attackers. Damage of a lightsaber should almost beequivalent or greater, but not by to much. Lightsabers should also have special abilities, unique only to this form of weapon.Force powers will have defensive, offensive, andNon-attacking capacities. Offensive Force abilities deal damage in unique ways varying from type and name. Defensive Force Abilities will provide defensive abilities to their statistics and other types. Non-attacking capacities should be force abilities that don't do damage, or defend from damage. It's a number of Force abilities that affect what you do with objects and their surroundings instead of combat.

    • Rifleman: Should be one-hit killers. They are the snipers and hunters of the group. They dominate at long range attacks, killing somebody almost instantly pre-shot.

    • Pistoleers: Their advantage is to eliminate targets at close range while stationary or moving. In addition to that, they can attack two targets at once by using two pistols at one target, or two.

    • Carbineers: The ranks of an armor consist mostly of carbineers. They are the players with semi-machine laser rifles, and full automatics. They excel at speed and rate of fire. Their range is only good up to 30 to 40 meters. They are by far the fastest gun-shooting Profession in the game. The basic necessity to mowing down ranks with hot sheer laser fire.

    • Commandos: These are you AT-ST, AT-AT, Bunker, and other moble tank hunters. They could also be used to shoot down a transport ship hovering over land with troops in it. This Profession is by far the most devasting profession because of it's massive firepower. They excel at making things go boom, especially big things.

    • Bounty Hunters: They are a profession that excels in killing other players. This profession should be strickly PVP either against Jedis, or other players of PVP Factions. They diversify themselves in all forms of combat, gun and melee alike. A hybrid Profession that uses other professions to hunt players down. To place them in-check for rewards made by other Players.

    • Teras Kasi Arist: These Melee type Profession is like a kung fu type profession. They should emphasize on unarm attacks that could either be extremely fast, or low to moderate damage. This profession also provides abilities that strengthen a players attributes, defense and other aspects that are non-combatian. A TKA player could take up the art of using Vibroknuckles, a weapon used in hand to hand combat, or assasinating somebody by stabbing them in the back.

    • Fencers and Swordsman: Not also do I think these two professions should be combined into one, they should emphasize on the use of different types of slicing/blunting weapons with one or two hands. They could do moderate damage. Combat with these weapons show players' swords hitting eachother like a real sword fight. There weapons will have different results in combat.

    • Pikeman: Just like Swordsman/Fencer, the pikeman is a worth adversery in hand to hand combat. They emphasize on the amount of attacks they can hit somebody, or switch to having attacks that will damage players all around them.

    • Brawler: Brawler is the typical thug, or basic style to fighting. Every Great Profession has it's beginings.

    • Marksman: Introduction to the Gun-type Professions.

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


    • Jedi:


      • Invulnerable to Heat, Blast damage


        • Lightsabers can't block these types of damage

      • Invulnerable to blaster fire


        • heavily damage by gun type professions if they don't block

      • Force Power being drainresults in the following:


        • Force stats temporary decrease in value

        • less chances of blocking incomingattack

        • become extremely invulnerable to damage and attacks

      • Force Power can be drained while using lightsaber


        • offensive moves

        • defensive moves

        • Special abilities

      • Some force moves lag in the following:


        • Leaves you open to incoming attacks without defense


          • Force Lighting

          • Force Choke

          • Force Throw

          • Force Meditate

          • Mind-Blast

          • Jedi MInd Tricks

          • Force Run

    • Rifleman:


      • Melee professions can interrupt attacks

      • Low Speed Rating


        • 8 to 10 second statistics on speed

      • One shot per cycle

      • Invulnerable to multiple attacks

      • five second lag after moving to shoot

      • must be kneeling or prone to shoot

      • Low defense against attackers under 30 meters

    • PIstoleers:


      • melee profession attacks interrupt gun attacks at close range

      • disadvantages at accuracy over25 meters

      • melee professions can interrupt attacks

      • one shot per cycle

      • Low speed statistics


        • 6 to 9 seconds

      • Additional weapon per hand decreases accuracy and speed

    • Carbineers:


      • Melee profession attacksinterrupt attacks

      • negative modifiers to accuracy

      • disadvantages to accuracy over35 meters

      • one shot per cycle while running

      • Low speed statistics


        • 5to 8 seconds

      • Must be stationary toshoot2 shots per cycle

    • Commando:


      • Required to be stationary to shoot weapons

      • 5 second lag after moving to shoot with heavy weapon

      • defenseless against attacks at 20 meters or less

      • Attacks at close rangeinterrupt commando attacks against melee profession player

      • grenades only have 10 meters

      • Long reload time:


        • 8 to 15 seconds speed statistics

    • Bounty Hunters:


      • Suffer the same rules as with any combination mix of combat professions

      • Constantly in PVP

    • Teras Kasi Artist


      • Low on damage statistics compared to guns

      • no defenses against gun type damage

    • Fencers/Swordsman


      • Low to moderate damage statistics compared to guns

      • no defenses against gun type damage or Lightsaber damage

      • slower than Teras Kasi Artist in speed

    • Pikemen


      • Low to moderate damage to statistics

      • Slower than Teras Kasi Artist in speed

      • no defenses to to gun or lightsaber damage

    • Brawler


      • No defense against lightsaber or gun type damage

      • low damage rating

      • slower than Teras Kasi Artist

    • Marksman


      • Slower compared to melee type combat professions

      • get interrupted by melee profession attacks

      • Interrupted attacks won't be able to attack

      • suffer the same penalties from the use of rifleman, pistoleer, or carbineer skills and weapons

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


    • expand it by adding additional trees to each profession.

    • add more context and skills to each tree focusing onX type ofaspect

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

  • Anything else you want to say on this subject?


    • Change damage reduction from 75% to 50%

    • One shot-kills can be controled in the following:


      • Lower chances of successful hits by weapons

      • melee professions can stop players with guns from shooting at close range

      • Gun professions have slower speed statistics compared to melee professions

      • Melee professions will have less damage compared to guns or lightsabers

      • Majority of the Gun PRofessions require the player to be stationary before firing

      • Some Gun weapons lag for 5 seconds after moving in order to shoot the weapons

    • Lightsaber weapons will be controled in the following:


      • Saber vs. saber duel will be 3/4 deflecting and locking blows

      • 1/4 of combat will be attacks against other jedis

      • Jedis drain force bar with blocking and attacking with lightsabers

      • Sabers block the following:


        • Energy

        • Kinetic

        • Cold

        • poison

        • restrain

        • electrical

      • Sabers can't block the following types:


        • stun

        • flame

        • blast

      • Armor can't block lightsaber damage

      • PSG block all of Lightsaber damage

      • PSG are invunlerable to electrical damage

      • players can block lightsabers with their weapons


        • condition of the weapon gets damage with lightsaber damage

        • damage from saber affects condition or weapons, armor, or hand weapons

      • Jedis have slower regeneration rate
edjwise
Fri Aug 13, 2004 12:36 am
#399


What do you think the strengths of professions mix and match are?
this is obvious creating hybrid templates that the players enjoy


What do you think the weaknesses of professions mix and match are?
i dont see any weaknesses


How do you think we should maintain the unique skillset flavor the game is built on?
give us more professions , example give professions a boost ,once you master said profession give the a elite skill tree ,if you master marksman AND riflemand then you can spend more skil points to be a elite rifleman


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


i think that professions like dancer should affect profession like fencer , and Teras kasi.
musician couldenhance a doctors healing , crafting couldenhance a smugglers ability to slice,medic woulsd enhanve a bio-engineers skills ,ect ect create more of a WEB of skills than the tree system


Anything else you want to say on this subject?


fix the pistoleer specials , award master professions, and award dabblers equaly

SonOfASkywalker
Tue Aug 17, 2004 10:54 am
#400


Did TH forget to close this thead? /shrug


Well TH, if you are still listening here is a scenario for you from the Master Ranger/Master Rifleman corner of the world (however small it might be):


This is something that showed up on our boards and seems to really stuck accord with my view of this prof. combo in light of the GCW


Quoted from




imagine this scenario:


A base raid is planned during the hours of vulnerability of the base. The owners of the base know the vuln. times and prepare to meet there 30 min before hand. An hour before the assault is launched, a squad of 5 ranger/rifleman make their way towards the base. At 100m out, they conceal themselves using local flora and fauna. They crawl towards their destination and spread out into a semi circle around the perimeter of the base. Along the way, they deactivate the minefields. When they have reached their posistions, they hold, and using ghillie suits, make themselves invisible to the human eye. they then proceed to report in as the defenders begin to show up. They report names, combat proffessions and the number of defenders. When everyone has shown up, a single Ranger who stuck with the main assualt team, moves up and areatracks the whole population. he double checks that the defenders have not left players behind the base as backup. Scanning the ground for information, he sees all footprints going right towards the base.There are no secondary defenders here.


The assualt team moves forward, and as the defenders begin to see them, they begin putting on armor and taking out droids. All of a sudden, their combat medic is dead, they look around wildly and see 5 Rangers pointing t-21's in their direction. AMBUSH! one of them screams, but it's too late, because in the confustion, they forgot about the large assualt group making their way in. All of a sudden hell breaks loose as the defense team is overwhelmed and without a combat medic. The Ranger turn their attention to the base's defenses, quickly throwing traps they learned from both years of living in the woods and from having existed in a time and place where droids and electronc gizmos are an everyday thing.


Suddenly, the defenders realize that their turrets appear to jammed. Not only have they slowed down and been doing less damage, but a thick, sappy substance has rendered the servomotors from working properly- the defenders no longer have manual control over their turrets. (that's another trap idea based upon combating the new manual control feature). Retreat!!! Their squad leader shouts. They begin falling back to the base, but the Rangers, seeing this happening, all take aim at the SL. With 5 presise, well timed headshots, they take the Squad Leader out of the battle. The remaining enemy forces are summarily defeated, and the base lies open to the assault team.





'nough said

Drakior
Tue Aug 17, 2004 8:50 pm
#401

I have been playing SWG for a few months Using Carbines and ive been seeing really good and powerful pistols and rifles but no carbines. i do think these weapons need atleast a small powerboost. I have no interest in going Carbineer because there seems to be no benifit even the new weapon certification is alot weaker then the weapon below it. ex: a laser carbine is more powerful then a Elite carbine now im not saying make the laser carbine weaker im saying make carbines and if necessary Pistols and Rifles a little more powerful. now if im wrong and there are good carbines and im just looking in the wrong places then i apologize and would like to know where to find one im on Lowca galaxy.
GTomlinson
Tue Aug 24, 2004 11:22 am
#402





Thunderheart wrote:



...





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

I like the fact that I can build exactly the kind of strengths in my character that I enjoy playing with, and evolve to something else as my interests change.




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

The difficulty in maintaining balance between certain combinations of skills. For a while everyone and their brother was a commando/TK or a CH/BH. Then as combat changes go into effect there is a migration to other perceived uber-templates. The system lacks that categorization you describe of the 'tank', or the 'healer', and focuses instead on the ability to make a single character all of those things in one. There is a co-op team sense to the 'tank' or 'healer', where people will develop those characters, fully knowing that they will not be able to tackle advanced dungeons by themselves, and will depend on the abilities of others. That co-op feel is missing from SWG, I think, because of the mix/match. If I don't have to depend on someone else to provide those abilities in a group setting, I'm not going to.



I've seen you battle with this in creating the unrealistically challenging Corevette missions, where a complete group of maxed out combat professions has a miniscule chance of being able to defeat the dungeon. I also see it in building in class dependencies, where an armorsmith can't make his product without the tailors synthcloth. Or the entertainer requires players to heal or image design.




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

A tough one. A radical change would be to only allow one basic profession at a time. Then you will truly have the Brawler 'tank' or the Medic 'Healer'. But in doing that you'd be removing the systems greatest strength.


I say the system works as-is and should be left alone, barring some profession tweaks.







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

I dunno. Commando/Rifleman always seemed like a neat combination to me, but not very complementary as it currently stands.




  • Anything else you want to say on this subject?

Uh. How about instead of an oft-delayed, sweeping combat revamp, you go a profession at a time, and bring that profession closer in-line with the universe. It was that way for a while with doctors, CHs, DEs, etc. But it kinda trailed off with the focus on Jedi. I liked knowing that publish 8 was the Droid Engineer publish. I'd like publish 11 to be the politician publish, and publish 12 to be the commando publish.











_______________________________________________________
"What you have just said is the most insanely idiotic thing I have ever heard. At no point in your rambling incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. We award you no points and may God have mercy on your soul."
TalKatarn
Tue Aug 24, 2004 6:40 pm
#403

If you implemented a system similar to Dark Ages of Camelot's PVP Rewards, you'd fix these problems. Look to others that have solved similar challenges. In their system, they had similar balance issues that they advanced and created diversity of gameplay through the ability to benefit from your frequency of play and skill versus others. These skills became a vital element of gameplay, and helped expand the retention of the customers (which is really one of your main goals - retention and now conversion of people from free to paid).


Here is an excerpt from a post regarding FRS that covers some of this as it pertains to SWG:



As an aside for those that are non-jedi, PVP Rank/Bonus system should also be implemented based on the Pvp Rank w/ Titles and a pvp points pool with non-force bonuses like HAM Bonuses (either just Health or Action or Mind, or maybe a combined), Will/Focus/Strength/Stam/Quick/Con Bonuses, Combat Equilibrium, Defensive Acuity I/II/II, Terrain Negotiation I/II/III, Melee Def I/II/III, and other mods as it pertains to the current system or the post combat balance.


These should be modeled on some of the food bonuses but bigger and more complex gains, with SOME on a timer and others not. Like one bonus could be HAM I/II/III +250/+400/+600 as a all the time bonus, and there could be a different purchasable benefit like a one time MIND +500/+1000/+1500 on a timer. They also would have exclusions and pre-requisites to prevent a stacking imbalance. There should be a very large and diverse set of these so that people can have huge diversity of gameplay. This would obviously be tied into the combat rebalance and HAM changes.


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