Smuggler Archive
Thread: No screams, no hugs, just a hard look at the CU docs.
I do however, see great danger in the smuggler profession having such a unique role carved out in what I expect to be only a subset of our skill tree. I think given they way they have designed professiosn and skills and hybrids there isn't much around the problem of dabblers being more powerful overall then non.. be it by stacking or simply range of skills...
the only real solution is to not be unique in our role... and not particularly stackable either
would that be better, who knows
But like a grumpy old smuggler said recently one of the "issues" that many of us had was that a master smuggler with no other skills was a lot less effective with the skills we were given as smugglers then someone who came by as another profession and just learned a box or two.
Maybe it'll be better overall for the combat smuggler because even if they choose to be TK or carbines or run around with a conceiled dagger they can be smugglers. Maybe the non-combat smuggler will be more competant overall. Or maybe it'll be worse as *more* people see it advantageous to dabble. Guess we'll have to see.
Message Edited by SmugglinZane on 03-30-2005 09:11 AM
This is, in my opinion, fundamentally wrong, and it is highly unlikely that I will be satisfied with the CURB, no matter how 'fun' or 'exciting' or 'balanced' it will be in MMORPG terms.
- There would be basic abilities and mods that went for everything
- You would spend "ability points" to choose from a pool of these general abilities.
- You get more, specialized abilities with each profession you take
- The higher you climb in a profession the better these abilities are
- You are encouraged to dabble and build the type of character you want
- You get huge benefits for Mastering a profession.
If this is true then even within our Smuggler ranks we will have a MESS of diversity.
Also you will have to get IN to the profession to get the good stuff and ALL THE WAY IN to get the best stuff.
But I think we need a little more info- at least how and when you get certs, mods, and abilities- before we get up in arms over this.
Not that we'll be able to do anything about it.
I would also like to point out how much I hate having to open up IE to do a post like this. They need to make the damn forums Firefox compatible so I can do graphical editing.
SmugglinZane wrote:
The problem I see HOTDOG, is in the fact that we are a one combat tree profession. (for now....you look at this info throufh the eyes of the current system..)A player will not have to get that far into our profession in order to get the specials.
That is what worries me at this point. Look at the BHs and all the Invest 3 players. The dabblers have a tendancy to detract from the Masters. They can create either an appearance of too much power, or that all is well with the profession. (from what I have seen, a MS will be batter than those who just dabble.)
I also want to look to the future and make sure that when they bring the Smuggler Revamp up, we make sure that the best perks/spice/whatever the benefitgained throughSmuggling missions areONLY available at Master. (That's what everyone is shooting for)
Only by ensuring that the best comes ONLY from mastering the profession will we preserve the profession. (trust me, it will)
I know they're saying all of this, but our profession is unique from many of the others. Hell, they're even taking a lot of the crafting out of the medical professions.
In the end I'm just trying to point out where the pitfalls can lie for us in the new system as well as the future. (I know, and I appretiate it.If we can isolate oiur concerns then weonce it hits TC we can better testour skills and make smugger that much better)If history has taught us anything with the game, it's better to hit it before it comes since most of what goes into testing remains unchanged except for bug fixes and nerfs. (not allways true. Let's not get too much of a negitave attitude on this before we jump into TC. It's time to cowboy up...and get er done)
yimaz wrote:
Pittfalls come in any system of combat, any. The question is will this over all be a good thing for the game. Based on what I've read it would seem this is a vast improvment on the old system even at the expence of my current temp. But like many here I will take a wait and see attitude, after all we still dont know what mods are what or where. /shrug
Unarmed hit 3 right on the head there Yimaz. It's like sushi, it may seem nasty but until you try it you really can't say whether or not it tastes bad.
FOTM...well I am sure we will see a influx of new Smugglers. The uber-leet dudes will want the I cant be killed template and if the CU is done right, they will be crap out of luck. Hopefully the Dev's studied Newton and implemented "for every actionthere isa opposite and equal reaction" mentality. By using this law of motion and arranging skill trees (making it impossible to master 3 combat profs) we will see people specializing in certain types of combat more than specific professions. So as far as FOTM is concerned, I am not worried yet. Just have to wait and see on TC.
Go Team Low Blow!!!
fishbrains wrote:
I would also like to point out how much I hate having to open up IE to do a post like this. They need to make the damn forums Firefox compatible so I can do graphical editing.