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Cartel market advanced class respecs would make money

STAR WARS: The Old Republic > English > General Discussion
Cartel market advanced class respecs would make money

Ratajack's Avatar


Ratajack
03.05.2013 , 02:22 PM | #71
Quote: Originally Posted by MediumD View Post
I could, say, take a sorc, re-AC-spec him, and spend an hour or two re-gearing and learning a handful of new abilities. I don't need 100 hours to learn to play him, especially since I have other tank characters. At the very least, I certainly don't need to trudge through the low-level worlds like Korriban and DK where I don't even have the full tank spec.
I'd love to see you try to tank on assassin with "an hour or two" of learning new abilities. Tanking with an assassin and tanking with heavy armor wearers are tow vastly different types of tanking. You may not have your full set of tanking abilities early, but as you gather them over time while you level, you learn them one at a time and not all at once.

DarthTHC's Avatar


DarthTHC
03.05.2013 , 02:23 PM | #72
Quote: Originally Posted by Ratajack View Post
Many of your previous posts seem to carry the same vibe. That being "if I don't get what I want, I'm going to quit. " This time it was if the devs declare that they want the choice of AC to be permanent, thereby puninshing you, you're going to quit. Yet, every time someone recommends that you make good on that threat, you accuse them of "hating the game", and here you still are.
The devs NEVER said they WANT the AC choice to be permanent. They in fact said they would have considered making it less permanent except for the technical and logistical challenge of doing so.

I never said if I don't get AC respec, I quit.

I am, however, saying that it would be nice if the game were more forgiving of mistakes players can make ~4 hours into game play, especially if they don't really know it's a mistake until they're ~150 or more hours into the game. That would certainly be preferable, in my humble opinion, to the player being frustrated to the point of dropping the game.

A former player generates no revenue and no social interaction and thereby contributes nothing to the ability of the game to grow, thrive, and prosper.

If someone advocates for the game to LOSE players, how is that beneficial to the game? Again, in my opinion, every lost player is detrimental to the game; therefore, anyone advocating for the loss of players is advocating for harm to the game.

Heezdedjim's Avatar


Heezdedjim
03.05.2013 , 02:26 PM | #73
Quote: Originally Posted by Illyean View Post
when this gets added, as I am sure it will, it will be interesting to see which AC's respect to which, my feeling is the net will be close to zero.
One big reason to allow this is, given Bioware's pathological love of "metrics," is that having this would let them see and track these numbers, so that after any major change they could "metric" the effects by watching which classes lose and gain heavily through AC switches. The cheaper the AC swaps are, the more useful this data would be, since the sample size would be larger. If they were smart enough, they might actually learn some things about the consequences of their changes that they have so far been completely blind to.

Quraswren's Avatar


Quraswren
03.05.2013 , 02:33 PM | #74
Quote: Originally Posted by Ratajack View Post
Lazy has EVERYTHING to so with it. Leveling one character and switching between two classes is far easier and takes much less time and effort than actually leveling one of each class, wouldn't you say?
Sure it takes less time but not so much lazy is invloved jsut to push your argument.

This game is set in the perfact place to allow AC changes with the way classes are designed. Everyone doing the same thing till level 10 and then breaking out to certain skill sets that differ so little for the over all game. Should someone choose an AC at 10 and later realize it's not for them, that time should not be wasted. Incoming AC change.

Quote:
You can claim that you already put time into gathering another set of gear, but in reality what you likely did was obtain the gear no one needed from OP's or FP's that you were probably already running anyway. In all likelihood, absolutely no extra effort went into obtaining that new set of gear. To claim that a by product of an action you already undertaking is putting forth effort to obtain something else is misleading at best.
and yet effot was made to get there no matter how it was obtained. It took effort. Be it running a FP or OPS. Doesn't matter how the alt was gear, effort was put in somewhere to gear it.

Again, lazy doesn't really apply here. Playing the game at all makes thats void.

Quote:
If you want to play another class, you already have the means in game to do so.
I disagree. Given how the game has setup it's classes and AC, SWTOR is amazingly setup for AC changes from both a business perspective and player perspective.

On the business side, you have a product players would by that would generate money and not put any player in any different situation than they are already in. Be that getting a bad player in a PUG or someone rolling on gear they now need. Having to get new gear to support a new AC is also no big deal since people do that already now for different talent trees builds. Amazing business move.

From a players perspective, it makes that old toon you no longer play viable without having to repeat content you have already done and possibly already done twice given what toons you have and how quests/worlds are setup to repeat content.

You can bet this is coming to SWTOR sooner than later. So many more positives and no where near enough negatives to stop it given the money it could generate as well as how it could revive players into playing longer. There is already enough people that complain about having to relevel through the same areas for AC changes to not eventually make it in game.

You can bet AC changes are coming. It might be high priced and loaded with limitations but SWTOR classes are perfectly setup to support it with minimal impact.

Quote: Originally Posted by Ratajack View Post
I'd love to see you try to tank on assassin with "an hour or two" of learning new abilities. Tanking with an assassin and tanking with heavy armor wearers are tow vastly different types of tanking. You may not have your full set of tanking abilities early, but as you gather them over time while you level, you learn them one at a time and not all at once.
Not accounting for gear in all cases, that can actually be done in less than an hour. Anecdotal response incoming!

Just for kicks me and my brother swapped accounts. I played his guardian tank and he playing my shadow tank. In no less than an hour we could play either toon and cleared HM EC. It can be done and is not all that hard.

Minor reading is needed and hitting buttons still take place but thats about it. Nothing overly complicated.

uziforyou's Avatar


uziforyou
03.05.2013 , 02:38 PM | #75
Quote: Originally Posted by Ratajack View Post
Lazy has EVERYTHING to so with it. Leveling one character and switching between two classes is far easier and takes much less time and effort than actually leveling one of each class, wouldn't you say?

You can claim that you already put time into gathering another set of gear, but in reality what you likely did was obtain the gear no one needed from OP's or FP's that you were probably already running anyway. In all likelihood, absolutely no extra effort went into obtaining that new set of gear. To claim that a by product of an action you already undertaking is putting forth effort to obtain something else is misleading at best.

If you want to play another class, you already have the means in game to do so.
I'm ambivalent when it comes to this idea. I can live with or without it. Having said that I think there actually is a valid reason to see this as an option that has nothing to do with people being 'lazy'.

You know what that is? Bioware is at least partly responsible for the problem. Yeah, that's right. When the game failed to take off it went from lots of servers to a handful. I'm pretty sure I'm not the only one that had started characters on multiple servers to be with friends etc. only to have all of those characters end up on the same server (because it was the only option).

The result: I have 3 commandos on Harbinger that range from level 25 to 50. Yet I'm stuck with the ugly choice of deleting one or more of them even though they have professions leveled to 400 or living with the fact and having no way available to at least change them to something that plays differently. Why should the time I invested in these characters be wasted because the game took a nose dive?

As a consequence I'm not buying the whole argument that this debate is resolved by players not being lazy. What if they just want what they paid for? That the time invested wasn't for nothing?
"When you're bleeding out in a ditch on some muckball planet it's not headquarters that comes to save you, it's the guy next to you."

DarthTHC's Avatar


DarthTHC
03.05.2013 , 02:38 PM | #76
It seems to me that the same sort of arguments are being used against respecs that were used to support the (indefensible and quickly reversed) huge jump in repair costs 1.7 brought.

Those who have the time and desire to grind the #### out of the game don't want to make things any easier for those who haven't the time or desire to do the same.

They aren't arguing for features that make the game more open and more enjoyable for more players, which in turn would make the game grow more quickly and thrive and prosper. They're arguing for quite the opposite, really - a game tailored almost exclusively to being a major time sink with brief moments of fun for those who can and choose to invest the time doing unfun things to get there.

Quraswren's Avatar


Quraswren
03.05.2013 , 02:46 PM | #77
Quote: Originally Posted by uziforyou View Post
I'm ambivalent when it comes to this idea. I can live with or without it.
To be honest thats me as well. It's just that I see so many positives to design it than any negatives. It could be a nice turn around for BW/EA and you give a real solid example for another reason to allow it

Quote:
Having said that I think there actually is a valid reason to see this as an option that has nothing to do with people being 'lazy'.

You know what that is? Bioware is at least partly responsible for the problem. Yeah, that's right. When the game failed to take off it went from lots of servers to a handful. I'm pretty sure I'm not the only one that had started characters on multiple servers to be with friends etc. only to have all of those characters end up on the same server (because it was the only option).

The result: I have 3 commandos on Harbinger that range from level 25 to 50. Yet I'm stuck with the ugly choice of deleting one or more of them even though they have professions leveled to 400 or living with the fact and having no way available to at least change them to something that plays differently. Why should the time I invested in these characters be wasted because the game took a nose dive?

As a consequence I'm not buying the whole argument that this debate is resolved by players not being lazy. What if they just want what they paid for? That the time invested wasn't for nothing?
That never even crossed my mind thinking about this. How many have so many wasted hours on multiple toons cause of the server transfers and how it placed them.

Thats a pretty good example of why it should be implemented.

Heezdedjim's Avatar


Heezdedjim
03.05.2013 , 02:52 PM | #78
Quote: Originally Posted by DarthTHC View Post
They aren't arguing for features that make the game more open and more enjoyable for more players, which in turn would make the game grow more quickly and thrive and prosper. They're arguing for quite the opposite, really - a game tailored almost exclusively to being a major time sink with brief moments of fun for those who can and choose to invest the time doing unfun things to get there.
It's a disease common to every MMO that has ever existed. Some players are happy any time they play the game and get some thing in return. Some players are happy only when they get some thing and nobody else has it, or can ever get it. The moment that a game stops growing and starts dying is marked by when the developers start giving that second set their way.

Ratajack's Avatar


Ratajack
03.05.2013 , 02:57 PM | #79
Quote: Originally Posted by DarthTHC View Post
It seems to me that the same sort of arguments are being used against respecs that were used to support the (indefensible and quickly reversed) huge jump in repair costs 1.7 brought.

Those who have the time and desire to grind the #### out of the game don't want to make things any easier for those who haven't the time or desire to do the same.

They aren't arguing for features that make the game more open and more enjoyable for more players, which in turn would make the game grow more quickly and thrive and prosper. They're arguing for quite the opposite, really - a game tailored almost exclusively to being a major time sink with brief moments of fun for those who can and choose to invest the time doing unfun things to get there.
Those who are willing to put forth a little effort to obtain something might not want to see everything handed to those who are too lazy to do so? That's outrageous.

DarthTHC's Avatar


DarthTHC
03.05.2013 , 02:59 PM | #80
Quote: Originally Posted by Ratajack View Post
Those who are willing to put forth a little effort to obtain something might not want to see everything handed to those who are too oazy to do so? That's outrageous.
There's a difference between "a little effort" and "replaying 150+ hours of the game". That difference is ultimately measured in the number of active players the game has. But, hey, if you want the game to be more grindy and punitive, that's great for you.

I think the developers are doing all they reasonably can to make the game more open and accessible. I see clear evidence to support that belief in f2p, group finder, continuing progress on character transfers, and many other quality-of-life features they keep putting in.