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ETA on Advanced Class change?

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

ekwalizer's Avatar


ekwalizer
05.06.2014 , 07:11 AM | #4661
Quote: Originally Posted by Vhaegrant View Post
I would imagine the Forum Community Staff are aware of this thread, they may or may not have made the devs aware of it. In general terms, if a Dev has commented directly on a subject they don't make any repeat announcements until it is ready to be rolled out. The last quote of concern was the direct instigator of this thread.
Beyond the actual scope of the question the number of forumites engaged on this topic is quite small, a handful of the same names getting on the AC swap waltzer every couple of months or so, not sure why the Devs would need to be notified of this?
As no time frame was ever given for any roll out of an AC swap feature, just that it was likely in the future, closeness is not really important.

Personally I find the 'Field Respecialisation' functionality far better than the limited interface of a Dual Spec. I can respecialise, swap out gear and reorganise my quickbars in about a minute. Or, do you not want to put in the effort to have as many builds as you want at your fingertips, relying instead on a toggle between two options.
I largely agree with your second statement. I like the option of three specs, but I generally only use two. Respec'ing is quick since I do it often and I generally go from DPD/Heal/DPS so there really isn't a terrible amount of gear swapping. Alacrity isn't as good as advertised when you factor in the additional resource requirement of using abilities sooner.

As to your first, I also agree that if they say it once they generally don't mention it again until it is close to release. That said, I have been scouring the net of late and I find multiple interviews and pod casts where the same information is repeated, but the AC respec is genuinely a one-off occurrence.

As I've said for months, I'm not diametrically opposed to it, in theory, I just don't want it poorly implemented or to be a recurring event.

Vhaegrant's Avatar


Vhaegrant
05.06.2014 , 08:02 AM | #4662
Quote: Originally Posted by ekwalizer View Post
As to your first, I also agree that if they say it once they generally don't mention it again until it is close to release. That said, I have been scouring the net of late and I find multiple interviews and pod casts where the same information is repeated, but the AC respec is genuinely a one-off occurrence.
I believe the correct term for it in PR is 'on message', you only talk about the stuff you want to talk about. Politicians are famed for this, turning nearly any question into a reason to advocate their new policy. I would imagine there is a set of controls in place before a Dev can post on the forums and this restricts them to the areas they are likely to comment on.
Not to mention those who have been commenting on this thread for awhile are invested in an answer to a degree that is no doubt far greater than the actual need for such a feature. It may be a very small blip on the Dev radar.
I think it sets a dangerous precedent for a Dev to come in and comment now, it would suggest that answers are gained from thread size rather than content. After all, the arguments on this particular treadmill haven't really changed since about page 4.
On the other hand, unless you can get yourself to one of the cantina events you can't ask a direct question to a Dev other than on the forum.
Maybe, anyone that reads this and has the chance to attend a cantina event could ask the question at the Q&A session. (Although I'm finding it a struggle to catch up with reliable and full reporting on the Q&A sessions of recent events)

Quote: Originally Posted by ekwalizer View Post
As I've said for months, I'm not diametrically opposed to it, in theory, I just don't want it poorly implemented or to be a recurring event.
I wouldn't want it poorly implemented either. But, for me it helps to extend the roleplaying viability of a character.
Personally, I would want to see it go hand in hand with the roll out of more ACs per Class, allowing players a greater freedom of defining their character rather than the rather restrictive gamey sameness it tends to be at endgame.

While I enjoy the Bounty Hunter storyline, I don't see why I have to be restricted by blast pistols, it's a restriction I chafe under and it feels so artificial. Not to mention my Lightside Powertech only has the option to burn his opponents to death with a flamethrower, one of the most reviled weapons in the history of mankind.

The same mechanics that lay behind AC swapping could potentially be used to open up animations choice between Lightside/Darkside outcomes. Allow my Powertech the chance to use Vanguard animations instead and not only can he use a Blast Rifle (Carbine) he can use an Ion Pulse to stun opponents into submission rather than killing them (it stuns them honest, their insides aren't being crisped by micro-waves )

Or, you could import the ACs of other classes wholesale with a few minor animation changes to allow a greater range of weapons.
The Imperial Agent/Sniper Specialisation to allow a Boutny Hunter that takes down their targets at range ala Aurra Sing.
Or the Sith Warrior DPS specs to allow them to equip a techblade and engage in melee combat (jet pack animation for the leap and AOE blast) you know like the huge amount of troopers you encounter can do or the two Mandalorian companions you get can.

There are a whole load of 'Or' and 'Ifs' out there, and many of them won't be to your taste, or you'll feel it cheapens the Advanced Class you've chosen to play. But, it doesn't mean they shouldn't be discussed.

Brewski's Avatar


Brewski
05.06.2014 , 08:14 AM | #4663
People keep trying to make an argument that an AC change is not the same as a full class change, which I don't get. Different advanced classes can or do effect:
  • What armor you can wear.
  • What mainhand weapon you are allowed to wield.
  • What offhand you are allowed to wield.
  • Fully half your available skills.
  • Two thirds of your available skill trees.

Granted there is a marginal difference in the last two when talking about switching your "base" class, but mostly it's the same in either case. Advanced Class is not a setting on your character, it's a whole different class from the moment you select it. For all intents and purposes, switching AC is the same as switching your base class in other games, and that's why I think it will never happen. (And also why it does not bother me that it won't.)

Quote: Originally Posted by Vhaegrant View Post
Personally I find the 'Field Respecialisation' functionality far better than the limited interface of a Dual Spec. I can respecialise, swap out gear and reorganise my quickbars in about a minute. Or, do you not want to put in the effort to have as many builds as you want at your fingertips, relying instead on a toggle between two options.
Same here. I would not want to remove Field Respec for a limited dual spec option either.

That said, what I would really like to see is something similar to what the original Guild Wars had, where I can save a spec definition, including the skill bar placement and key-binds, to a file like I save my UI settings. That would allow me to fast switch between specs without having to go through and reorganize my skill bar every time. That would be a QoL improvement I would fully support.

ekwalizer's Avatar


ekwalizer
05.06.2014 , 08:25 AM | #4664
Quote: Originally Posted by Vhaegrant View Post
I believe the correct term for it in PR is 'on message', you only talk about the stuff you want to talk about. Politicians are the famed for this, turning nearly any question into a reason to advocate their new policy. I would imagine there is a set of controls in place before a Dev can post on the forums and this restricts them to the areas they are likely to comment on.
Not to mention those who have been commenting on this thread for awhile are invested in an answer to a degree that is no doubt far greater than the actual need for such a feature. It may be a very small blip on the Dev radar.
I think it sets a dangerous precedent for a Dev to come in and comment now, it would suggest that answers are gained from thread size rather than content. After all, the arguments on this particular treadmill haven't really changed since about page 4.
On the other hand, unless you can get yourself to one of the cantina events you can't ask a direct question to a Dev other than on the forum.
Maybe, anyone that reads this and has the chance to attend a cantina event could ask the question at the Q&A session. (Although I'm finding it a struggle to catch up with reliable and full reporting on the Q&A sessions of recent events)


I wouldn't want it poorly implemented either. But, for me it helps to extend the roleplaying viability of a character.
Personally, I would want to see it go hand in hand with the roll out of more ACs per Class, allowing players a greater freedom of defining their character rather than the rather restrictive gamey sameness it tends to be at endgame.

While I enjoy the Bounty Hunter storyline, I don't see why I have to be restricted by blast pistols, it's a restriction I chafe under and it feels so artificial. Not to mention my Lightside Powertech only has the option to burn his opponents to death with a flamethrower, one of the most reviled weapons in the history of mankind.

The same mechanics that lay behind AC swapping could potentially be used to open up animations choice between Lightside/Darkside outcomes. Allow my Powertech the chance to use Vanguard animations instead and not only can he use a Blast Rifle (Carbine) he can use an Ion Pulse to stun opponents into submission rather than killing them (it stuns them honest, their insides aren't being crisped by micro-waves )

Or, you could import the ACs of other classes wholesale with a few minor animation changes to allow a greater range of weapons.
The Imperial Agent/Sniper Specialisation to allow a Boutny Hunter that takes down their targets at range ala Aurra Sing.
Or the Sith Warrior DPS specs to allow them to equip a techblade and engage in melee combat (jet pack animation for the leap and AOE blast) you know like the huge amount of troopers you encounter can do or the two Mandalorian companions you get can.

There are a whole load of 'Or' and 'Ifs' out there, and many of them won't be to your taste, or you'll feel it cheapens the Advanced Class you've chosen to play. But, it doesn't mean they shouldn't be discussed.
We agree on quite a bit then actually. I see no reason why my Bounty Hunters shouldn't be able to use Aim based melee weapons.

Vhaegrant's Avatar


Vhaegrant
05.06.2014 , 08:33 AM | #4665
Quote: Originally Posted by Brewski View Post
People keep trying to make an argument that an AC change is not the same as a full class change, which I don't get.
And I have just as much trouble understanding the viewpoint that they are individual Classes in their own right and not a subset of the class you've chosen at level 1.

Quote: Originally Posted by Brewski View Post
Different advanced classes can or do effect:
  • What armor you can wear. Only the Jedi Knight/Sith Warrior ACs affect this, all other ACs use the Class armour
  • What mainhand weapon you are allowed to wield.
  • What offhand you are allowed to wield. This can vary as much between Specialisations as it does ACs
  • Fully half your available skills. This is a point that ACs are a subset not a unique class
  • Two thirds of your available skill trees. End Specialisation determines role and yet can be swapped nearly any time you want
Quote: Originally Posted by Brewski View Post
Granted there is a marginal difference in the last two when talking about switching your "base" class, but mostly it's the same in either case. Advanced Class is not a setting on your character, it's a whole different class from the moment you select it. For all intents and purposes, switching AC is the same as switching your base class in other games, and that's why I think it will never happen. (And also why it does not bother me that it won't.)
And yet as you level you will tend to alternate increasing the ranks of your abilities between Class abilities and Advanced Class abilities.

I've never played another MMO that starts you off playing a Class, then lets you chose which subset of class to progress in with no full knowledge of how they'll play, and then block you from going to the other subset.

Purely playing with language, if you chose a 'Sub Class' at level 10 would the argument against this be as strong?

Class -> Sub Class -> Specialisation

Marstrike's Avatar


Marstrike
05.06.2014 , 08:35 AM | #4666
lol this thread is still around?

Listen, anyone who thinks that EA / Bioware would ever intentionally shorted their main selling point for this game (and in turn their potential average subscriber life span) has got another thing coming.

The fact is that if you want both AC's from a particular class you have to do the "double" time, the more time you take, the more money they make. Why do you think you have 12 character slots and not 8?
"The wolf does not concern himself with the opinion of sheep"
Neoheart - Jedi Sentinel - The Immortal Legacy

Vhaegrant's Avatar


Vhaegrant
05.06.2014 , 08:46 AM | #4667
Quote: Originally Posted by Marstrike View Post
lol this thread is still around?
Yep, it sure is

Quote: Originally Posted by Marstrike View Post
Listen, anyone who thinks that EA / Bioware would ever intentionally shorted their main selling point for this game (and in turn their potential average subscriber life span) has got another thing coming.
Their main selling point was story and fun. I have about as much fun at end game as I do while levelling. Certainly on my main character I've accumulated far more time at max level and end game content than I did while levelling. I hit max level after about 5 days and now have approx. 20 days (it's been awhile since I checked) on time \played .
To me this suggests Bioware would benefit as much from offering end game variation and flexibility to players that focus on an individual character.

Quote: Originally Posted by Marstrike View Post
The fact is that if you want both AC's from a particular class you have to do the "double" time, the more time you take, the more money they make. Why do you think you have 12 character slots and not 8?
Since the game went to the three tier Hybrid model this statement is false. A free-to-play player has two character slots and can go through the game from 1 to 50 on a Powertech and Mercenary (or any other combination of ACs, you may detect my Bounty Hunter bias in this thread ) and not contribute a single cent to the well being of SWTOR.

Brewski's Avatar


Brewski
05.06.2014 , 09:16 AM | #4668
Quote: Originally Posted by Vhaegrant View Post
And I have just as much trouble understanding the viewpoint that they are individual Classes in their own right and not a subset of the class you've chosen at level 1.

...

Class -> Sub Class -> Specialisation
Being a computer programmer myself (though admittedly not a game developer), I can't help but think of this terms of how these types of systems are set up. These are not simple option toggles like your cosmetic appearance.

Selecting your advanced class is as key a moment in your character creations as selecting your base class and gender. From the moment that are selected they everything that happens to your character downstream. Not only do they affect the base options I listed, but they also affect the way the system records your changes, as well as what choices the player makes. That makes rolling back those changes difficult and error prone.

For example, at every other level or so you are presented with the option to purchase a new skill for you advanced class. These are completely different than the other ACs option, and you do not need to actually purchase them. Most people do, of course, but it's an option. When converting AC1 to AC2, how do you handle this?
  • Do you refund the cost of every element trained and not train the new AC?
  • Do you assume they have trained everything in their class and therefore train the all skills in the new AC?
  • Do you try to map the skills 1 to 1? (They don't map directly.)

Then you have the question of what to do with a players gear. What do you do with equipment they can no longer wield or wear, or no longer want to keep because better options exist in their new class?
  • Do you leave it all as is, and make the player responsible for buying new gear? (Oh the forum rage that would create.)
  • Do you try to convert equipment? (Bugs bugs bugs)
  • Do you refund the cost of the item somehow? (complexity here as well)

In the end, when I look at it I see so much complexity and potential forum rage over bugs created by this process, I think it's not worth the effort, and would in fact negatively impact that game because there's little chance if any it could be implemented cleanly.

Ultimately, if you disagree with me on that key point, we'll just have to agree to disagree. However I would put forward the suggestion that if it was as simple to implement as you suggest, it would have been done at the same time as the appearance designer was put in. They implemented species change then too, which was in the same original quote, but not gender change due to the large and complex effect this has on your character. They left out AC change for a reason, and I believe that to be, at least in part, the complexity I listed above.

Vhaegrant's Avatar


Vhaegrant
05.06.2014 , 09:52 AM | #4669
Quote: Originally Posted by Brewski View Post
Being a computer programmer myself (though admittedly not a game developer), I can't help but think of this terms of how these types of systems are set up. These are not simple option toggles like your cosmetic appearance.
I've dabbled in C++ and have a basic idea of object orientated programming. Nothing I've stumbled through in the past predicts the code to be built up in such a way as to be insurmountable.

Quote: Originally Posted by Brewski View Post
Selecting your advanced class is as key a moment in your character creations as selecting your base class and gender. From the moment that are selected they everything that happens to your character downstream. Not only do they affect the base options I listed, but they also affect the way the system records your changes, as well as what choices the player makes.
I find it hard to believe that the AC choice is as detrimental to storage as you suggest. After all you can play to max level without ever selecting an Advanced Class, or buying many of the abilities.
I would have thought each ability has a unique reference, the biggest issue is how the abilities are flagged for active or inactive status.

Quote: Originally Posted by Brewski View Post
That makes rolling back those changes difficult and error prone.
I'm not suggesting a roll back or a refund. I'm suggesting it work as an active switch between two states.

Quote: Originally Posted by Brewski View Post
For example, at every other level or so you are presented with the option to purchase a new skill for you advanced class. These are completely different than the other ACs option, and you do not need to actually purchase them. Most people do, of course, but it's an option. When converting AC1 to AC2, how do you handle this?
  • Do you refund the cost of every element trained and not train the new AC?
  • Do you assume they have trained everything in their class and therefore train the all skills in the new AC?
  • Do you try to map the skills 1 to 1? (They don't map directly.)
I think you're overthinking the complexity of conversion.
I'd flag the option you haven't included...
No refund in abilities trained, new abilities are at base rank and need to be purchased to rank desired.

This requires the abilities unique to both ACs are tracked with regards to whether they are active and what rank they are at.

Thinking on how the Class Trainers work, it's obvious they query the characters Advanced Class and ability ranks every time you open one up, otherwise how would they know which Advanced Class tab to display, or, which ability Rank to display if you haven't purchased them as you go along.

Quote: Originally Posted by Brewski View Post
Then you have the question of what to do with a players gear. What do you do with equipment they can no longer wield or wear, or no longer want to keep because better options exist in their new class?
  • Do you leave it all as is, and make the player responsible for buying new gear? (Oh the forum rage that would create.)
  • Do you try to convert equipment? (Bugs bugs bugs)
  • Do you refund the cost of the item somehow? (complexity here as well)
This question is no different than a player choosing to change their Specialisation from DPS <-> Tank or DPS <-> Heal (in some cases even a DPS to DPS change may require a change if the secondary stats vary by much)
In the only case of an armour conflict (Juggernaut/Guardian <-> Marauder/Sentinal) strip out and place in inventory any incompatible items.

Quote: Originally Posted by Brewski View Post
In the end, when I look at it I see so much complexity and potential forum rage over bugs created by this process, I think it's not worth the effort, and would in fact negatively impact that game because there's little chance if any it could be implemented cleanly.
The process comes with a disclaimer. Not least of which that a player has chosen to make that switch, it's not happened randomly.
Place a nice clear warning... Choosing to change Advanced Class will require you to purchase abilities and possibly alter gear.

Quote: Originally Posted by Brewski View Post
Ultimately, if you disagree with me on that key point, we'll just have to agree to disagree. However I would put forward the suggestion that if it was as simple to implement as you suggest, it would have been done at the same time as the appearance designer was put in. They implemented species change then too, which was in the same original quote, but not gender change due to the large and complex effect this has on your character. They left out AC change for a reason, and I believe that to be, at least in part, the complexity I listed above.
Then we'll have to disagree.

The placement of a proposed feature in a comment has no bearing on its potential roll out date.
I think the chances are they haven't implemented an AC Swap as yet as it is down their list of priorities and programmers have been developing features more avidly requested such as PVP off rails space combat and player housing.
When species change was implemented it was rolled out with the release of the Cathar species, coincidence? or good marketing to maximise its uptake?
I would have thought the idea of AC swap irrespective of difficulty to code would relate more immediately to the future release of additional ACs. A feature that was hinted at during a Cantina event as 'Likely, but not in the near future.'

Anzel's Avatar


Anzel
05.06.2014 , 10:31 AM | #4670
Still no reply from devs at all on this one? Not even a, "We are aware of this issue and we are looking at it". Or just a simple, "Yes this is in the future" or "No this isn't something we would consider". Anything? Thousands of posts from the community and no response? Come on guys...
ANZEL - Master Bounty Hunter - Corbantis Galaxy - 06/23/2003
ANZEL - Bounty Hunter / Mercenary - The Corbantis Legacy - 12/13/2011
ANZEL - SWG EMU - CORE 1 Developer - 06/2006