Teras Kasi Archive

Thread: Teras kasi Artist Alternative Advancement Skills

EvilHairy
Fri Mar 12, 2004 12:10 am
#1

Alternative Advancement Skills


Massively multi-player online role-playing game (MMORPG); need to give players things to do in their game. This is accomplished in two ways, using progressive advancement and content. These two items have to be present to keep an "end game" in their world. Without the end game, people get board of the game, and leave.


Star Wars Galaxies is finally on the road to adding enjoyable content its world however even with the content the other side of the formula is unbalanced. SWG lacks in progressive advancement. After you have full filled your characters template you have nothing left to advance on. In many cases, creating that template and getting all the skills takes a few days for the hard-core, a few weeks for the average player. Thus we are left with a new goal for the developers to work on. While content is the most important feature of any game, progressive advancement needs to be present.


This will eventually need to be addressed by the developers, it may be 3-6 months down the road, but it will need to get addressed by developers. One of Sony’s other MMORPG’s added progressive advancement in the terms of Alternative Advancement points. This game was called Ever Quest. To say the least, the system worked, you delegated however much exp you wanted into a new "skill point" system after you obtained a certain level.


This can work in Star Wars Galaxies also. Alternative Advancement might be the most streamline thing to add to the game, rather then elite-elite professions. I propose a system to the developers and players of Star Wars Galaxies. As a player, I have mastered many professions and played out many more. I personally think that an AA system will work in SWG.


How would a AA system work out in SWG? Well that’s some of the questions we want to kink out. The system I thought of is to make it so that AA points only are accessible to players who have mastered a profession. Each profession will have there own set of AA skills. Along with a universal set of AA Skills that everybody has. Even a Racial set of AA points that you can earn. Perhaps even a Faction AA points.


AA skills primarily are the same skills that you can get from skill tapes. Dodge, Melee Defense, Rifle Speed, Weapon experimentation, Armor Repair, creature level ect. Along with new skills that have never before been in the game. There should be profession specific AA skills that can only be gained in certain profession


Purchasing AA skills require experience, like pistol experience, combat experience, weapon crafting experience. Each AA point should require different types of experience logically. Like rifle speed should not require pistol experience, and weapon experimentation should require combat exp.


AA points should be expensive, EXP wise, starting out double of the top tier skill of that profession. Example: The first Master Pistoleer AA point would cost 900,000 pistol exp. As you gain more AA points the cost should increase. How much should it increase? I’m thinking 10-20% each skill.


Learning a AA skill grants additional skill mods to your character template. Putting 1 AA skill points into say: Pistoleer Speed. Will give you +1 to your Pistol Speed Skill. Putting additional AA points into Pistoleer Speed will add to that your character template.


Should there be a cap on the amount of AA points a player can earn? Say 50 per master profession? Or should it cost 1 skill point out of your 250 skill points for 1 AA point?


With the help of the community lets work out some cool ideals for each profession on what AA points they can get, what racial ones we can come up with one, the universal ones too. Also we should work out the few questions throughout the post.


What Specific AA Skills should Marksman have?


What new AA skills can you think Teras kasi Artist?


How much should they cost?


Should there be a cap on the amount of AA points a player can earn? Or should they cost skill points to learn?


Should the additional AA skills not count towards the max increase skill mods? (IE: +25 Pistol Speed is the most you can add with clothing attachments and then another +25 with the AA points for +50!, or should it be max at 25)





Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

Thacker
Sat Mar 13, 2004 2:19 am
#2

From the sound of it this really isn't a fix to progressive advancement; it just staves it off like adding "elite-elite" professions or what have you.


Am I missing something here or is this just really all it is? Mind you I recognize probably any solution to progressive advacement willhave a hard cap; that is people can (and probably will) eventually max out on it just like they do with normal xp. In other words you are really just placing the end goal slightly higher above peoples' heads.


For my part I have never played EQ (was a UO man myself) and so maybe my lack of experience there is why I'm not understanding your system. However, I kinda don't think it is so much needed as well.


True, people are eventually going to create their "ideal" template and probably not even think about changing it for anything. But I doubt that will hold. There will always be FOTM's and other types of incentives which will draw people to new professions and to changing their template, sometimes completely. The Jedi goal is (though soon won't be) a reason for people changing their templates. Holocrons forced people to change things, and sometimes it had lasting results. I've heard of lots of players on these boards saying they took up TK, or Commando, or what not because the Holo told them too, but they kept it because they liked it. With the new quest based Jedi system coming in, well, perhaps non-combatant players will pick up a combat skill to try doing it that way or a combat player picking up crafting skill.


I played UO for five years, and during that time I had4 main characters. One of them stayed essentially the same the entire time (mage) but the other three fluctuated regularly. Sometimes the change was minor to adapt to a new style or a new patch/publish, while others were complete overhauls of the characters.


I think the same will hold true for SWG. The Devs will constantly be adding in and tweaking things which will cause the players to shift their templates. As I said earlier, some of it will be because of the FOTM, while others will to try out a new profession that has added content (such as the Chefs recently got and the Image Designers, Dancers and Droid Engineers are getting) or to ditch a template which has been nerfed.


Now I'm not saying that your idea is bad or is not needed. I think something like this which will add more custumization to characters is greatly needed, but I don't think the situation is as desperate as you seem to think it is. I doubt SWG is going to turn into a ghost town once everyone has settled on their ideal template.
Page 1 of 1
Previous Next