Page 1 of 2

My rundown on the changes (from a combat perspective)

PostedThu Nov 03, 2005 6:15 am
by Nyvveck
When I first heard of these changes, I was intriqued. I thought it was an interesting idea, but I was a little angry that they were changing the game so suddenly, with a weeks warning. That was not a good move.

However, I quickly began to gather the official information that I could. When I started, there wasn't much. Soon after I started, the FAQ went up (For those that have not seen it, it can be found here: http://forums.station.sony.com/swg/boar ... ge.id=5#M5)

I read through the FAQ, and I didn't like what I read. It seemed to me they were making everyone the same...if I went commando, I would be just like all the other commandos. If I went bounty hunter, I would be the same as all the others.

I really didn't like this. My favorite part of Galaxies as it is now is combining professions to match my playstyle. Finding one comination that is just what I want it to be. It seemed they were taking that away from me.

I kind of went off, convinced myself that when these changes went live I would be leaving the game. However, just recently something went up to give me hope. You can find the full writeup here: http://forums.station.sony.com/swg/boar ... ge.id=6#M6, however I will quote what gives me hope.
What are the new stats for characters and how do they generally work?
Strength: Melee attack stat increases damage
Precision: Ranged attack stat increases damage
Agility: General defense in combat reduces damage
Stamina: Increases action
Constitution: Increases health
Luck: Will be explained more in-depth at a later time.
What does this mean? Well, it points to me that we will still be unique. In fact, it shows that we could be even more unique than we are now.

I will use commando for an example. I pick up commando. If you know me, you know I love melee. So, I throw a lot of my points into strength (melee damage). But, I'm also gonna need some defence, however I don't like the brute kind of defence, I prefer more elegance. So, I put some more points in agility, leaving constitiution rather low. Through this new system, there are many choices to make that affect the kind of character you are going to play.

There are still things I am unclear on. What exactly is action going to do? Also, one thing people are going crazy about is that we cannot change our professions...however, I do not think this has ever been officially stated. Sure, we cannot mix professions, but if I get bored with commando, could I drop it all and pick up spy? I do not think they have said yet.

I think that we will continue to see new things as this gets closer to TC. However, I remain hopeful. I was ready to leave when the FAQ went up. With the announcement of the stats, I'm thinking that this change could be pretty cool.

I cannot speak for the crafters, or worst of all the CH's (who I am sure must be pissed), but I feel that combat orianted players have a lot to gain from this new system. I urge you all to keep an open mind when looking at the changes, as I am sure that they hold a few surprises still.

PostedThu Nov 03, 2005 7:22 am
by Novall
Sounds like glorified Stat migration.

We had that once.

PostedThu Nov 03, 2005 7:38 am
by Nyvveck
Yes, we did have stat migration. However, because of the system that was around at the time, it meant nothing. From what I can gather, this is much different than stat migration...this will directly affect what profession your character will be.

Let me take another example. Say I want to be exactly like a Teras Kasi, as it is now (a tank most of all, good damage mitigation, small damage output). I would focus on agility and health, with anything extra in strength.

Now, let's look at what stat migration did, for those who didn't simply put all into their mind (I may have been the only one...). The changes were barely noticable, and only had to do with how much you would be drained by a special.

These stats will make you do more damage, take less, and get more health. Action is still unclear...will only special attacks cost action, or will every attack cost action? It is not known. The way I see it now, as supported by the evidence, is that your initial "class" will only affect the specials you will be doing, as well as perhaps give you minor benefits in certain things. However, there is nothing stopping you from making your spy character a bruiser who blasts his way through obsticals instead of sneaking around them.

If you have ever played some of the Elder Scolls games, from what I can gather, our skill progression will be like that. For the above mentioned spy...Could he be as sneaky as most spies? No. But there is nothing stoping you from making him a bruiser, it just takes a bit away from his other skills.

Now, I probably shouldn't say this as this is what people will latch onto and continue with their "The Sky is Falling" talk. I do not know if this is how these stats will work. They have said nothing more regarding them other than what you see here. For all I know, they could be starting stats for each class and not change over time.

However, because this update has been in development for over a year, I will assume that they have thought this system out, and have choosen the logical choice of action: Character development.

PostedThu Nov 03, 2005 2:23 pm
by Oporim
After reading this Nyvveck, I too, have my hopes up a bit. It doesn't look that bad. Having your health points bound on your combat level is totally irrational. I liked it more when you had to build your character and that had an impact on your performance. Now if they reimplement different stats and stat limits based on character's race, that would be even better and would make some additional sense.

"You'll then left-click your mouse to attack with your selected weapon, and right-click to attack with your currently active special attack ability--you'll be able to swap special attacks in and out on the fly."

Twitch-based game: AFK faction farmers are going away. At least something.

PostedThu Nov 03, 2005 3:51 pm
by Shensen
Sounds like the average RPG "choose your stats" to me. While it does offer some diversity, this new system will still not hold a candle to the template building/profession changing that currently makes SWG the most unique.

Sorry to see it all go especially after they finally started making the dead professions worth playing (CH/SL)....

PostedThu Nov 03, 2005 4:04 pm
by toront
Shensen wrote:Sounds like the average RPG "choose your stats" to me. While it does offer some diversity, this new system will still not hold a candle to the template building/profession changing that currently makes SWG the most unique.

Sorry to see it all go especially after they finally started making the dead professions worth playing (CH/SL)....
At least a remnant of SL still exists

PostedThu Nov 03, 2005 5:43 pm
by Sai'nu
I'm doing my damndest to stay optimistic as I can about this even with being madder than a hornet about the overhaul.

I'm just wondering how different our characters can be with only 9 professions (not including the crafters) running around? Especially since we're stuck with what we choose now (the respec token aside).

PostedSat Nov 05, 2005 12:57 am
by snado
when i seen the officer thing for orbital strike i almost shat myself, i been waiting for a thing like that FOREVER

PostedSat Nov 05, 2005 5:27 am
by warsloth
actually shatting oneself is not fun.

PostedSun Nov 06, 2005 12:38 am
by Achernar
we are given 9..technically 10 respecs...and i still have one from the cu...so 3 or 4 months from now i want to change my profession..i can use one of the respecs. unless of course they discontinue the respecs after a while.

PostedSun Nov 06, 2005 12:40 am
by Jabe Adaks
I think they're gonna give us more than that in the end. Then of course Lucas Arts is running things now not SOE so who knows what to expect.

Jabe

PostedSun Nov 06, 2005 1:01 am
by snado
lucas arts is now? SWEET!! FINALY THEY CANT F**K THIS GAME UP NOW! WOOHOOO!!!

/hyperventalate

PostedSun Nov 06, 2005 1:05 am
by Jabe Adaks
snado wrote:lucas arts is now? SWEET!! FINALY THEY CANT F**K THIS GAME UP NOW! WOOHOOO!!!

/hyperventalate
Well thats what seems to be happening and it makes sense. Rumors != truth just yet...

Jabe

PostedSun Nov 06, 2005 1:27 am
by Lok'i Vidaar
Jabe Adaks wrote:!=
<>

:P

Lets hope this is the case :)

I still cant see for myself :???:

PostedSun Nov 06, 2005 3:28 am
by Illbleed
Well, I'll tell you. I had a hell of a time getting into the damn servers. I understand that testing in any format must be very taxing on people and equipment. There is no reason though that SOE can't add more servers to this mess. It's got me upset. Here they've promised fundamental changes to the game yet only have openings for 400 users? F'ing BS. The last time I heard that the servers were back up I tried logging in and there were no servers live. By the time I clicked again(within 15 seconds) both servers were full to capacity.

From an engineering standpoint when you set out for the testing phase it stands that you should understand the scope of the work and how it will effect others. SOE is not forward thinking(that much is obvious) otherwise they would have given more servers over for this fundamental change to the game mechanics.

It's quite simple. They don't give a shit. They'll get their select less than 1/4 of the population having tested the new CU and their marketing people will proclaim it as the best f'ing thing since sliced bread. They'll push it out not being tested and screw over the rest of us. It's all about money...and they don't give a shit about us really. I'm convinced as was stated before in a prior post that all the complaining and passion will not sway them.

SOE is big business and it's a well oiled machine. They could care less as long as they have your money. Think about all the people they're screwing over..and you tell me they care about the community?

Blah, I've said too much again.