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ETA on Advanced Class change?

STAR WARS: The Old Republic > English > General Discussion
ETA on Advanced Class change?

Savej's Avatar


Savej
11.20.2013 , 09:06 PM | #3831
Quote: Originally Posted by MajikMyst View Post
In WOW there were two classes that could both tank and heal.. The Druid and Paladin.. I played a Paladin.. When it came to raiding and tanking, we (Paladins) were extremely OP because of that very reason.. We could heal ourselves and tank.. Druids couldn't do that because they had forms.. When you were a tank you were in bear form and you couldn't cant your heals.. You had to go to tree form to heal.. Which worked against the druid because tree form didn't have the life bonus and the armor bonus.. So changing to tree to heal yourself could also kill yourself.. Paladins though.. They had 3 heals in their tank spec.. None of them were very big, but all we needed was mana.. And tank spec didn't have many things that used large amounts of mana..

This game??

It is kind of nice not having that cross over from tank to heals on the same character.. I have a Shadow and a Sage.. I prefer tanking more, so my shadow gets more love.. Although, if these up coming changes gimp my Shadow?? I may start loving on my Sage.. But the heals I have currently on my tank aren't the sage heals.. I don't have those heals at all.. I have a gunslinger and I don't have any of the scoundrel heals.. To be honest, I like it separate like that much better..
Wow has 3 classes now that can swap to all 3 roles depending on spec. Paladins are not the OP class last I checked but that often fluctuates. I've never heard of a paladin seriously filling a healing role while tanking in a raid (ever)... but there's almost always been cases where tanks can pop off some healing and some dps can off-tank/off-heal and healers can do some damage. In this game my guardian or shadow gets off a lot of self-heal totals when tanking in pvp (shows up on wz boards). It is not even remotely game changing or relevant.

Vhaegrant's Avatar


Vhaegrant
11.20.2013 , 09:40 PM | #3832
Quote: Originally Posted by MajikMyst View Post
What was amazing to me was how fast it all came together.. My first time playing this game was a mess.. It was fun, but a mess.. Not all the quests worked.. It crashed a few times.. There was this stuff that looked like water but didn't act like water.. Some of the NPC's didn't know where the ground was.. Ghost images of the taxi speeders were being left everywhere.. The interface was clunky.. The lock button didn't work half the time.. It was funny.. With each build, I would just go and report the same bugs over and over again.. By the time we got to late Nov. everything had shaped up and cleaned up.. They had made a few beauty passes.. Water acted like water.. I still have a picture from the last day of the beta.. We had a dance party on Coruscant in front of the Senate tower.. By the time they closed the beta.. All the beta testers had version 1.0..
Sounds like fun, wish I could have joined in. Still I was there as soon as they opened the doors to the general public

Quote: Originally Posted by MajikMyst View Post
Here is my thing.. Over all I am against the idea of AC swapping anytime you want.. I don't think that should be an option.. I do however understand that by the time you get to level 20 or so, you have made some investment into a character.. It was brought up in the beta, but nobody could agree on when or how often.. Some said allow an AC swap at level 20 and then again at level 30.. If you missed the one at level 30 and your character was level 31 you were stuck and permanently that AC.. But if you changed at 20, you could change back at 30.. If you didn't change at 20 then you couldn't change at 30.. Changing at 20 unlocked the option of changing back at 30.. I am actually ok with that..
Sounds unduly complicated, and really doesn't address the issue of end game flexibility. It may have been suited to a subscription only model where you want players to create more alts and thus invest more time in a character but in the hybrid model it is less attractive. If you were going to have a limit and a lock out to a permanent choice it only really makes sense to have it after a character has access to their final rotation.

Quote: Originally Posted by MajikMyst View Post
Now the issue is, making sure people understand what permanent means after 30.. We can see how they understand it now.. That became the underlying issue.. If we tried a compromise, could people agree and not demand more later.. Or is it better to just leave well enough alone and not doing it at all?? It is a tough question and there is no answer..
I still have a hard time getting my head around the need for it to be a permanent choice at any stage. I can agree that it shouldn't be a choice made on a whim, hence why I think it should have an associated cartel coin cost, but limited number of uses and lock outs just add levels of complexity and data tracking that is unnecessary. I think it's an interesting question and one that ultimately reveals a schism in the player base and how they envision their character.

MajikMyst's Avatar


MajikMyst
11.20.2013 , 09:42 PM | #3833
Quote: Originally Posted by Vhaegrant View Post
I would rather they had given us less stories but put more actual meaning into the characters choices. I've just finished my Dark Side playthrough of the Sith Warrior story after playing through Light Side first and felt rather nonplussed that the outcome is essentially the same If that's the case where there are actual LS/DS elements that can differ I can't think how the other class stories are going to compare.
You will get no arguments here.. I think the light side and dark side has been a complete waste of time on their part.. I wish they would have done much more with it.. Sadly for now it seems that it only has a minor impact on your gear and that is about it..

Quote: Originally Posted by Vhaegrant View Post
Now, I know the nature of an MMO with many players makes phasing for story outcome a bit of an issue. But more extensive use in quest changes similar to those encountered in Black Talon/ Esseles with the LS/DS choices wouldn't have gone amiss. Beyond one LS decision I made while on Korriban I can't really think of any choices I made that actually put me out of my way to complete.
They could have done more with the stories.. They are for the most part Single player affairs.. In fact I can't think of a single point in the Jedi, smuggler, and trooper stories that require another player.. So they very well could have made your LS/DS choice have an impact on out come.. It would have been nice..

Spoiler


Quote: Originally Posted by Vhaegrant View Post
That's a bit of a tangent to this discussion though.
Meh..

Quote: Originally Posted by Vhaegrant View Post
I guess the root of my desire to see AC swapping stems from my origins in tabletop gaming. I cut my teeth on games like Dungeons and Dragons with their class and level based mechanics and swiftly moved over to the likes of GURPS, Call of Cthulhu (Chaosium's Basic Roleplay System), and most recently All Flesh Must Be Eaten, which all share a freer style of character construction and improvement. For me this provides more scope for individual customisation and getting more long term enjoyment out of a character, rather than the more blinkered approach of class based games that can be fine for short term sessions but can become deadend/ boring over the longterm.
The benefit of having a set class with a preset set of skills is balance.. How would you make an Op that could allow anyone with any varying talents to succeed?? It would just seem to me that the freestyle approach isn't very structured and therefore hard to balance.. But then I have never played a game like that so.. I don't know.. It just seems to me that someone out there would find the worst build and couldn't do much of anything..

Quote: Originally Posted by Vhaegrant View Post
Had SWTOR had a less linear story design it may have been possible to have only two classes force sensitive and non-force sensitive and no forced separation into Empire/Republic. Instead the various in game factions such as Empire/ Republic/ Mandalorians/ SIS/ Jedi/ Sith/ etc... could have had their own progressions a character could have advanced through picking up abilities as they mad e their way up in the reputation unlocking new story elements and quests.
That boils down to one simple question... Do you want story or don't you?? This game was sold on the idea of story.. And I must say.. I tend to agree in many way.. I think the game lives or dies on story.. I enjoyed story when I was leveling.. I am starting to hating now that I am leveled..

Quote: Originally Posted by Vhaegrant View Post
But I realise in general game design terms if you are designing content for players you do not know or will not play with it is far easier to stick to a rigid levelling system that makes use of discreet sets of abilities in classes. It is far easier to balance and set the difficulty up for endgame content.
This game is what is really because one simple reason.. Bioware wanted to create a game that would compete with WOW.. There was no game on the market that could directly compete with WOW.. They might have done it had EA not get involved.. This game was loosely designed around the system that WOW uses.. Characters creation is a bit different.. Character organization is completely different.. But there are a lot of skills that look the same to similar skills in WOW.. That circle of healing that sages do in this game.. Looks exactly like the circle of healing that Priests do in WOW.. In fact Sage healers and Priest healers could almost be one in the same.. Then we have companions and WOW does not..

Quote: Originally Posted by Vhaegrant View Post
When browsing the forums many of the features I see asked for on a regular basis pertain to this sense of having more choice and being able to direct the character in a different direction to the story BW envisaged. Calls for faction swapping, using different weapons, ability to use opposite faction animations and of course AC swaps all fall into this loose category. I guess some players get attached to their character and want to be able to interact in the game world to a fuller extent. Not to mention the fact that in the lifespan of a character for most players a relatively small time is spent in story, much more is spent in endgame (I spent about 10% of my total game time levelling my character the rest has been spent in endgame doing dailies and flashpoints).

Giving players a few more tools to be able to explore this end game experience with increased flexibility fits more in keeping with the hybrid subscription model that tends to make a more direct comparison between time spent to improve character or money spent to improve character. And it still doesn't go any where near the dreaded pay-2-win line.

Unfortunately I can't see SWTOR having the sort of flexibility to allow faction changes, aside from the incongruity of jumping into a different class story there is the matter of data tracking and companions to consider, so from a technical standpoint this is highly unlikely. Different weapons and animations has been discussed and a recent comment by Damion Schubert points out the issue is more with blaster users and trying to reconcile the various attack animations, not undoable but time consuming.

At the end of the day though I don't think an AC swap option is likely to turn up by itself. If it is being worked on at all it is most probable to be bundled in with a future introduction of additional Advanced Classes. Afterall it places an added market need for the product, similar in many ways to the introduction of the ability to change species when the first new species was released.
Well.. Story is going to leave them pretty much restricted to the classes we have.. They have already said that cost to voice out and create the conversations for a new class will prohibit a new class from being added.. As for adding an AC?? I don't know if that one is going to happen either.. They really would have to add a new AC to all classes.. Which coding wise to me is more work that adding a new class.. You couldn't just add a new AC to consular and call it good.. You would have to add one to all of them.. Then the balance issues.. Which they have proven to be slow at fixing at times.. I am talking about the shadow and their spikiness here...

No.. I don't think faction change is ever going to happen.. This is one of those things where story is just going to kill it.. The companions are the biggest issue.. You can't exactly expect Elara Dorne to serve the empire again?? Kira Carsen is a child of the Imperor.. She fought all her life to break free of his hold.. She isn't going back.. What to do with them??

That is why I said, this game is going to both live and die by story... Story on the one hand is awesome and fun to play.. But like a book, you can only read it so many times.. I think this game is to restricted in a number of ways due to story.. And voice acting..

Ok.. Idea..

What if we added a new class that could either be both Imperial or Republic.. And it can be a faction change but doesn't have to be..

WOW had deathknights.. They started at level 50, there was a small starter area, it took you through about 8 levels then you dumped in to the normal story and sent to outland..

Something like that could be done here.. Either create a completely new character start at level 40 or something.. Play 10 levels and drop them into the normal story at Makeb.. Or, their current character can become this new class all companions are lost, level is reduced to 40, you choose what faction, play your 10 level and get new companions in that time.. Start out again at lvl 50 and Makeb??

Meh.. I need to stop driking coffee..
Who is the more foolish? The fool or the fool that follows him?

[.] Lost but never forgotten!! 12-01-2011 R.I.P.

MajikMyst's Avatar


MajikMyst
11.20.2013 , 09:46 PM | #3834
Quote: Originally Posted by Savej View Post
Wow has 3 classes now that can swap to all 3 roles depending on spec. Paladins are not the OP class last I checked but that often fluctuates. I've never heard of a paladin seriously filling a healing role while tanking in a raid (ever)... but there's almost always been cases where tanks can pop off some healing and some dps can off-tank/off-heal and healers can do some damage. In this game my guardian or shadow gets off a lot of self-heal totals when tanking in pvp (shows up on wz boards). It is not even remotely game changing or relevant.
Right the pandas.. I forgot about them.. I stopped playing during Cataclysm.. I couldn't stomach playing a panda bear.. Although.. I did go back over the summer.. I thought the pet battles was an interesting concept.. I also liked that all pets were available to all of your characters.. I doubt Bioware would do that..
Who is the more foolish? The fool or the fool that follows him?

[.] Lost but never forgotten!! 12-01-2011 R.I.P.

Vhaegrant's Avatar


Vhaegrant
11.20.2013 , 09:50 PM | #3835
Quote: Originally Posted by MajikMyst View Post
In WOW there were two classes that could both tank and heal.. The Druid and Paladin.. I played a Paladin.. When it came to raiding and tanking, we (Paladins) were extremely OP because of that very reason.. We could heal ourselves and tank.. Druids couldn't do that because they had forms.. When you were a tank you were in bear form and you couldn't cant your heals.. You had to go to tree form to heal.. Which worked against the druid because tree form didn't have the life bonus and the armor bonus.. So changing to tree to heal yourself could also kill yourself.. Paladins though.. They had 3 heals in their tank spec.. None of them were very big, but all we needed was mana.. And tank spec didn't have many things that used large amounts of mana..
All I can remember from my time in WoW was the Paladin bubble and hearthstone. Not to mention their self heals still generated AOE threat.

Quote: Originally Posted by MajikMyst View Post
This game??

It is kind of nice not having that cross over from tank to heals on the same character.. I have a Shadow and a Sage.. I prefer tanking more, so my shadow gets more love.. Although, if these up coming changes gimp my Shadow?? I may start loving on my Sage.. But the heals I have currently on my tank aren't the sage heals.. I don't have those heals at all.. I have a gunslinger and I don't have any of the scoundrel heals.. To be honest, I like it separate like that much better..
And the AC swap as currently proposed wouldn't change that. If you were playing your Consular as a Shadow they would not have access to the default healing abilities of the Sage, and if you swapped over to playing as a Sage then you wouldn't have access to the taunt abilities and tanking stance of the Shadow. It would keep the unique abilities of the ACs separate. The biggest hurdle in implementing such a feature would be keeping track of the advancement in various abilities when you switch between them. My limited knowledge of object oriented programming suggests that it wouldn't be an insurmountable hurdle, especially if the abilities already have unique identities.

Ratajack's Avatar


Ratajack
11.20.2013 , 09:52 PM | #3836
Quote: Originally Posted by branmakmuffin View Post
Merc/PT are not plain old classes, they are advanced classes. There are 4 classes with 2 advanced classes in each faction. Your continued claim to the contrary will not change that.

Quote: Originally Posted by TUXs View Post
I think he's hoping that if he pretends long enough, it'll become true.
Considering the fact that the devs have NEVER reversed their stance that the AC's are fundamentally DIFFERENT class designs and that they see the AC's as DIFFERENT classes, it is not me that is attempting to pretend anything.

As a wiser man than I once said "What is, is. Upon this bedrock principle, everything else is built."

Some posters who want to claim that the AC's are not different classes in an attempt to muddy the waters surrounding this hot topic have even let slip that they DO know that the AC's are different classes. Let's look at two quotes:

Quote: Originally Posted by TUXs View Post
You act like they have massive differences...first off, they DON'T! Despite your best scare tactics, there are only like 3 or 4 skills my Vanguard uses vs. my Commando, the balance are shared skills. All Classes even share a skill tree, that's how minimal the differences are.
Quote: Originally Posted by branmakmuffin View Post
Then your opposition makes even less sense.


They are not fundamentally different classes. That will never be true no matter how many times you say it. Both ACs share the entire set of base class skills and as others have pointed out, one spec tree.


You keep bringing up "species change." That is entirely irrelevant to this discussion. But if it were relevant, the fact that they said it was likely to happen and eventually did happen lends credence to the notion that because they said AC change was likely to happen, it eventually will, since they have already implemented something they said was likely to happen.

For whatever reason, you simply do not like the idea of class change. OK for you. No need to control how others play.
The first poster wants to claim that all CLASSES share a skill tree, yet no classes share a skill tree. Basic classes or story lines share a skill tree, although the AC's share one similar but DIFFERENT skill tree. Since it is only the AC's that even be said to remotely share a skill tree, the first poster must realize that the AC's are different classes.

The second poster keeps saying that he is asking for the ability to swap AC's and not classes, yet he recognizes that this discussion revolves around class changes.

Ratajack's Avatar


Ratajack
11.20.2013 , 09:55 PM | #3837
Quote: Originally Posted by Vhaegrant View Post
And completely missed the point of semantics I was trying to make

Just to clarify, I know that they are currently called Advanced Classes, I was suggesting that there would be less entrenched argument if the semantics fell on that second stage as a specialization and not one of advanced class.
And I am suggesting that if BW made it even clearer than they already have that AC's are different classes, there would be less entrenched argument.

Ratajack's Avatar


Ratajack
11.20.2013 , 10:04 PM | #3838
Quote: Originally Posted by Vhaegrant View Post
Part of the trouble seems to be your reliance to define class by a different games definition. Within SWTOR it is clear that the term 'Class' refers to that initial choice that sets up the theme of your character while 'Advanced Class' is a separation based only on weapon choice and a few abilities (and at the time you make it you have no idea which avenue is more to your play style). In other MMOs Class is able to fold in Theme, Abilities and Weapons into the same parcel chosen from the outset.
I'm not arguing semantics, I'm saying that in a game that drives much of its content through story it makes far more sense to offer the option to allow a player to change a subset of skills (at a small cost of course) and remains no more unbalancing than the respecialisation options already in place.


The relevance is that it sets up an expectation in many players minds that the Advanced Class is more a step of specialisation rather than a definitive separation into a fundamentally different class. When Advanced Classes share so much and are only differentiated by a handful of abilities and weapon choice it is not irrelevant to a debate on the merits of allowing AC swapping.
Could you BE any more self contradictory? in the first paragraph, you want to claim that other games definition of classes "works", even when chosen at creation,because the different classes use different weapons and have different abilities. Yet, in the last paragraph, you admit that the AC's use different weapons and have different abilities. It would seem that you, as well, understand that the AC's are different classes, and simply want to "change the rules" because they do not mesh with your desire to see class changes implemented.

LordArtemis's Avatar


LordArtemis
11.20.2013 , 10:04 PM | #3839
Quote: Originally Posted by Ratajack View Post
And I am suggesting that if BW made it even clearer than they already have that AC's are different classes, there would be less entrenched argument.
I agree. I think that it is the devs, the original dev staff to be exact, that created this problem in the first place as I see it. Since they have not, to my knowledge, come flat out and said "AC is your class", and instead danced around the issue IMO they have invited speculation....not to mention the poor design in the first place.

If it was me, I would have your AC chosen at character creation. There would be no choice at level 10...you would choose your class at creation, as it should be.

Then no one would be able to say, IMO, that AC is not a class. I believe the argument would lose any teeth it may have.

MajikMyst's Avatar


MajikMyst
11.20.2013 , 10:05 PM | #3840
Quote: Originally Posted by Vhaegrant View Post
Sounds like fun, wish I could have joined in. Still I was there as soon as they opened the doors to the general public


Sounds unduly complicated, and really doesn't address the issue of end game flexibility. It may have been suited to a subscription only model where you want players to create more alts and thus invest more time in a character but in the hybrid model it is less attractive. If you were going to have a limit and a lock out to a permanent choice it only really makes sense to have it after a character has access to their final rotation.
Well.. Do we really need both AC swapping and Dual spec'ing for end game flexibility.. I never understood this concept that we should have 1 character that does it all.. The entire concept of specializing seems to be completely lost.. I can understand some character flexibility as long as it remains true to what the character is.. But running to the nearest phone booth to put your super suit on is to much in my opinion.. Where do we draw the line?? Are we going to let a Jedi Sentinel change into a trooper tank?? Or a gunslinger into a sage healer?? WOW never allowed you to change classes.. Your Warlock was forever a warlock.. You could change spec.. But you were still always a warlock.. In a lot of ways I think the integrity of our class needs to be protected.. Why should a shadow be allowed to become a sage or the other way around??

Quote: Originally Posted by Vhaegrant View Post
I still have a hard time getting my head around the need for it to be a permanent choice at any stage. I can agree that it shouldn't be a choice made on a whim, hence why I think it should have an associated cartel coin cost, but limited number of uses and lock outs just add levels of complexity and data tracking that is unnecessary. I think it's an interesting question and one that ultimately reveals a schism in the player base and how they envision their character.
To me the need for it to be permanent is because it is your characters identity.. It is who your character is at a very fundamental level.. I don't understand why people are so willing to change it.. Also what is it that some people have against a choice they make having a consequence?? Or simply living with the choices they make??

What challenge is there in a game if they have the character that can do it all change into everything they will ever need, can make them into whatever they want to be and if I don't like it I can change it whenever I want??

That just doesn't seem to be a game to me.. It just seems like someone that doesn't really want to play the game, so they will make a single character and it needs to do everything.. I think people like that have lost what an RPG is.. You played D&D, you know what I am talking about..
Who is the more foolish? The fool or the fool that follows him?

[.] Lost but never forgotten!! 12-01-2011 R.I.P.