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Mendelevium said:7th to the 10th.
No, I said how can we find out how long it is. Mine started a few days ago.
Mendelevium said:7th to the 10th.
GeorgZoeller said:Hey guys,
Because the Dev Tracker is a bit wonky again and doesn't show my post, and because translating my English post to German and then back to English isn't producing the most reliable results (Oh god, they did what???), here's the Class Design Philosophy post again, in original source:
"Just to chime in about our class design philosophy here. We've explained this a number of times already during development, but now that we've been running large scale testing for a while and have solidified a lot of the design, I think it's time to explain what we're doing and why.
In regards to class roles, we do things differently than some other games which people might be used to. That creates some anxiety and questions, so let me explain.
Of Class, Advanced Class, Roles.
Unlike other games where you pick a class and that defines your role, class in Star Wars: The Old Republic defines your overall story, your possible roles and your visual style / gameplay style (e.g. Force user vs. Tech user).
Due to the nature of the Advanced Class system, every character starts out in a DPS role at the start of the game, and they're about equally good at it.
By the time you reach level 10, you get to make your choice for Advanced Class, which narrows down which roles you could play, and yes, some Advanced Classes (Gunslinger / Sniper / Marauder / Sentinel) only have damage type roles available, while other Advanced Classes have access to two roles (e.g damage or healing).
What actually defines your role in our game, in terms of traditional MMO gaming, is how you distribute points in your skill trees. Specialize in the 'Combat Medic' tree and become a healer, specialize in the 'Vengeance tree' and become a DPS character.
By spending that first skill point at level 10, you start developing your character into whatever role you want them to play in the long term. Since it's your skill choices that define your role, it is a gradual process. You don't become a healer at level 10 or 11, you're growing into becoming a healer over many levels.
Our content is designed around that. The first Flashpoint assumes the group has only DPS roles. Even if you bring a healer, he'll have only a single heal available at that level as he has just begun his journey into his role, so there isn't too much of a spread in balance.
Over time, the game becomes more firm in the roles it requires for content like Flashpoints, but additional tools like companions still make it more flexible than many other MMOs in regards to what group mix can run group content.
That progression is quite different from how your characters work in other games, and we've certainly seen our share of people being surprised by it in testing ("I just took the Sage Advanced Class, but I don't feel like I'm a great healer").
Hybrids
Ultimately we don't do hybrid roles. You can do them (by mixing different skill trees), but by design, all our classes are meant to be fully capable in the roles they fill. The 'hybrid' tax would be the fact that you won't be able to get the top tier talents in one skill tree if you spread yourself too thin into others.
At high level, all roles have the same capabilities, in our game all healers are 'main healers' provided they are specced accordingly, etc.
Common Questions
So, what's the point of playing an AC that has only DPS options available?
That is a question you have to answer for yourself.
In a traditional fantasy MMO, if you play a thief or a wizard, you're locked to one role as well, so it's the added role flexibility that SWTOR brings to the table that is giving you second thoughts. I would look at it like this:
If you really like the flexibility of non DPS roles and feel comfortable with taking on other roles, you might want to play an AC that has that option available.
If you know you only enjoy DPS roles in a game (and based on our research, a sizable faction of players falls under that umbrella), a DPS only AC means you will get a three different styles of dps gameplay to select from.
So why do we do this? Why not go for a 'this Advanced Class only can DPS and therefore they are the best at it' approach?
Because we want people to pick the class they want to play and reduce the likelihood of them getting told 'sorry, can't participate in this group because we want only the best DPS in game - that is a Gunslinger'.
Likewise, we don't want the fact that a specific tank or healer AC is not available at a time from becoming a stopping point for getting on with your group content.
The truth is, not everyone is comfortable playing every role and shouldn't be expected to.
Players, as they get more familiar with the game, will no doubt find interesting ways of proving the superiority of a specific specialization in a specific situation, that's expected. With different gameplay styles and utility come different strength and weaknesses.
Should things outside our comfort zone be discovered in testing or after launch (e.g. Operations ending up requiring that one specific healer AC because they are deemed 'the absolute best and a must'), we will adjust the game accordingly. We want player skill to be deciding factor in your choices, not which class they picked hundreds of hours ago. That's pretty standard for MMOs.
TL;DR
Q: 'Why would I play a DPS only Advanced Class if I can play an Advanced Class that can respec to fill other roles?'
A: If that is your main concern, you shouldn't play that Advanced Class, because you are going to be unhappy about the fact that you cannot switch roles.
Q: Since I can only fill a DPS role, I should do the absolute best damage in the game!
A: Not in SWTOR. We give you get more variety in your DPS gameplay. We maintain balance between all ACs that can fill a role.
Q: What ever happened to being 5% better thing for pure DPS classes?
A: Given class utility and other considerations of why you might want to have someone in your group, 5% is not considered 'significant' for the purpose of this conversation.
I hope this clears things up a bit. I'm sure there'll be plenty of different and, of course, dissenting opinions on this topic, but at least everyone will be on the same page as what our design goals are in this situation and how we approach balancing classes."
Source
EhrgeizVII said:I also just got an invite. Dunno if it's weekend or not, it doesn't say so anywhere.
How do I check?
Hyped nonetheless.
BattleMonkey said:You can still do this. The ability is in your ability list and not given to your automatically. I found it in my list of abilities by accident and put it on my hotbar. Just press it and it shows you in grey possible cover locations
You still have full control of where you take cover, you just have to do it manually. They are just streamlining how cover works for quicker play
Not sure what you are talking about with it forcing you to take cover. If I want to deploy my own cover I just press the button and it does it, I have to choose the take cover button to go into natural cover positions. I never had it force me to go to either one, you got two hotbar buttons that will put you different cover
We were all thinking it.Anoregon said:Her body is ready
Billychu said:You can hit on robots in this game? Sold.
I'm not complaining.EasyTGT said:sexy late game robots? Is that SWTOR's version of a cougar? A robo space cougar?
EasyTGT said:Except, "Take portable cover" is no longer an ability you can activate... it's a passive, and you will automatically use the portable cover if you aren't highlighting a natural cover position. However, if you are highlighting a natural cover position you will automatically take cover there... gone is the option of using portable cover if there is a natural cover position shown on your screen.
I had to disable "Show cover positions" because it highlights all the natural cover positions thus constantly forcing me into cover in places I didn't want to be.
Edit: Also, you probably didn't do it on purpose, but you shouldn't quote half a sentence and respond to it out of context.
So, what's the point of playing an AC that has only DPS options available?
That is a question you have to answer for yourself.
Q: 'Why would I play a DPS only Advanced Class if I can play an Advanced Class that can respec to fill other roles?'
A: If that is your main concern, you shouldn't play that Advanced Class, because you are going to be unhappy about the fact that you cannot switch roles.
I loved Jedi Academy. I'd kill someone for an RPG based around those gamescartridge said:Did anyone here play Dark Forces II: Jedi Knight? It's one of my favorite Star Wars games of all time along side the original KotOR. I've wanted Lucas to revive the series in the form of an RPG for a long time, and maybe contract Human Head or id for development. Would you guys buy that? A first-person Star Wars: Jedi Knight RPG with the graphics of RAGE or Prey 2?
Won said:That are pretty weak answers. :/
Sn4ke_911 said:EU beta started?
MaddenNFL64 said:I was a stubborn Monk in FFXI, and i'll deal with the same shit I always do. Bottom of the totem pole when it comes to parties.
Fox the Sly said:You must mean pre-2006 Monk.
Those earlier days sucked hard. It always pissed me off how the invites for monk ran dry pre-60 because you couldn't participate in a distortion skill chain and everyone wanted to do them in parties back when black mages were considered integral to a party and insisted on being able to magic burst off of it.Fox the Sly said:You must mean pre-2006 Monk.
Sn4ke_911 said:EU beta started?
Hype restored.Billychu said:You can hit on robots in this game? Sold.
Sigfodr said:We were all thinking it.
Edit: Are there only three droid companions? I am so depressed.
MaddenNFL64 said:It's actually a strong answer. There's nothing else to say if you want to be blunt about it, which Zoeller has no problem doing.
If you want to dps, and only dps, without the ability to tank or heal, you become a gunslinger, sniper, marauder, or sentinel. It doesn't give you any supreme advantage in dps over other classes, just the ability to switch between a different style of damage. No one can ask you to switch to healer, or tank. You are what you are, a damage dealer, and always a damage dealer.
I was a stubborn Monk in FFXI, and i'll deal with the same shit I always do. Bottom of the totem pole when it comes to parties.
Effect said:I wonder if there will be a problem with to many people playing Jedi/Sith compare to the other classes.
Starting to change my mind about trying this even though I had sworn off mmos for a while.
BattleMonkey said:How is it a problem? Amongst the Sith, Jedi, 8 advanced class combos, you basically got every role in a MMO covered.
RP Guild only with Jedi´s or Sith´s, awesome ^^DimmuBurgerKing said:I love that about the way the classes are set up. In theory, you could viably have a party of Jedi Knights and Consulars, or even a full squad of Troopers. The latter actually sounds pretty damned awesome now that I think about it.
DimmuBurgerKing said:I love that about the way the classes are set up. In theory, you could viably have a party of Jedi Knights and Consulars, or even a full squad of Troopers. The latter actually sounds pretty damned awesome now that I think about it.
BattleMonkey said:But you can basically tell it to go to port cover when you want by just deploying a new port cover.
DimmuBurgerKing said:I love that about the way the classes are set up. In theory, you could viably have a party of Jedi Knights and Consulars, or even a full squad of Troopers. The latter actually sounds pretty damned awesome now that I think about it.
DimmuBurgerKing said:I love that about the way the classes are set up. In theory, you could viably have a party of Jedi Knights and Consulars, or even a full squad of Troopers. The latter actually sounds pretty damned awesome now that I think about it.
EasyTGT said:The whole point of what I'm saying is: In the new system you can't "just deploy new port cover". It's all combined to the same skill now.
So if you want to deploy port cover and there's natural cover near by, then you can't deploy portable cover - you automatically go to the natural cover -
I'm guessing you're having a hard time understanding because it makes no sense, but I kid you not, you can no longer drop portable cover whenever you want.
EasyTGT said:The whole point of what I'm saying is: In the new system you can't "just deploy new port cover". It's all combined to the same skill now.
So if you want to deploy port cover and there's natural cover near by, then you can't deploy portable cover - you automatically go to the natural cover -
I'm guessing you're having a hard time understanding because it makes no sense, but I kid you not, you can no longer drop portable cover whenever you want.
MaddenNFL64 said:If that is the new cover system, that is smart as fuck.