DevTracker Highlights For The Week of May 10, 2010

The big Star Wars: The Old Republic buzz last week was Advanced Classes, Skill Sets, and a Developer Blog from Daniel Erickson, but we did get a real interesting opinion about skill-based leveling systems from BioWare's Damion Schubert that we all should pay attention to:

Not to go into the details of what advancement systems we will have or not have inside the game but... this doesn't always work out this rosily, without great designer care. I worked on Meridian 59, which was a wholly skill-based game, and learned a lot about the strengths and pitfalls of systems like it. One of my great pet peeves of pure skill-based systems is that they claim that they are more realistic, but they in fact can create extremely unrealistic situations inside the world.

In the original Everquest, it was not uncommon to see a player throwing himself off a cliff over and over again to improve his safe falling skill, or to see a person macroing some random text gibberish in order to improve his languages. In Meridian 59, players used to park themselves in front of low level monsters and leave the keyboard - they were unlikely to die, and could accumulate defense points in a slow, steady and totally risk-free manor. In Oblivion, the best way to build an assassin character is to hop through fields picking flowers. Jumping improves your Acrobatics (I believe), and the player needs enough flowers to grind up his Poisoning skill.

Sure, each of these could be destupidified with enough designer/programmer time and focus, but then you're coding, QAing and exploit-proofing a different advancement mechanism for every skill in the game. And you'll probably still end up with some silliness somewhere.

somehow get better at something completely unrelated. - I know I was too, young in my career when I designed M59. But one of the most important thing for advancement systems is that you get the behavior you incentivize. In a classic XP/Level based system, you are incentivizing your XP-granting behaviors (which in SWTOR is tilted strongly towards questing). In skill-based systems, it is trivially easy to accidentally incentivize really stupid and boring behaviors.


More from BioWare's Randy Begel, Charles Boyd, and Brian Arndt after the jump.
BioWare writer Randy Begel posted a poll to see what the motivations are behind people's Star Wars: The Old Republic class choices:

There are a lot of class polls on the forums. Most touch on what people's favorite (or least favorite) classes are, but I'd like to take the question a step further and ask why. For instance, is it a desire to stand defiantly against tyranny (story) that draws you to being a Jedi Knight, is it the appeal of flashy lightsaber combat and force acrobatics (gameplay), or perhaps just the aesthetics of being the space knight in shining armor (appearance/vanity)?

Obviously, the number of motivations aside from these basic three are legion, but I think these cover the most likely reasons certain classes appeal to certain people (and I can't have more that 25 options in my already convoluted poll, so blame it on technical limitations if you must!)

So let's hear it, which class will you play and why?


Brian Arndt cleared up some controversy regarding a distant figure in a screenshot:
Originally Posted by Altyrell
in this picture? http://www.thegalacticstruggle.com/w.../may2010/1.jpg

It's hard to tell, as the person is too far in the background to tell


It's actually a human player character that wandered into my screenshot :)


And Charles Boyd consoled those who mourn the lack of a Sith Trooper class:
Never underestimate the opposition, soldier!

The Sith Empire has an extensive military with all of the divisions and operational groups that one would expect. You might not hear much about them currently since there isn't a Player class representing them, but they're out there. ;)

Comments

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  • #17 Lansan
    I can't understand why there is so much fuzz about the respeccing.
    Instead of 4 classes per side you get 8 and that's it. So one bases its early-on-choice, of which class to pick, upon scrappy information gathered here and there. This is the case in any other MMO that launches. If you realize midway "uh darn the Juggernaut is not my play style" then it would be no different from realizing that playing a Templar in Aion or a Chosen in WAR is not one's favourite. Just reroll another class. What's the big deal? Eventually everyone will end up with having played multiple classes and find their favourite for group/raid content.
  • #16 Korrick
    On the whole Advanced class debate I think peoples main concern is that if its permanent that they cant respec, and they will not be picked for a certain group for raids if there a certain class. People are forgetting what they said about companion characters. If you need a tank or healer you can just whip out that companion that is able to do that and your good to go.

    Im pretty sure Bioware has a plan for this if you think about it they have thought everything threw, just look at this post. There even thinking of how worthless some skills are and there trying to get rid of that. They said they want to get rid of the trinity, so I am thinking that all the classes are going to be hybrids. Some classes can heal/dps some can tank/dps and so on. This is just speculation on my part, but by what they said in past interviews I cant really think of any other way to do this.

    By the way anyone else going to a midnight release to get Red Dead Redemption lol?
  • #15 heybarn
    Man, the Advanced Classes respec debate is going on and on within the official TOR forum - I'm hoping for some BW clarity or a yellow poster for that topic! Would be interested to hear the whole DH team angle on it and your personal preferences.
  • #13 Sin
    I have to agree with this entire post from the Dev. There seems to be a lot of people on the forums complaining about the AC being permanent or not. People are saying that both skill trees should be open and then other people are saying it should be a skill based system.

    As I have never been a person so much for quests and tend to LvL up more through just grinding mobs that running around for NPC's. The only reason really to lvl was to get to end game. Sure there was a small sense of progression IE talent pts and new skills but I never got the sense of why I was supposed to be questing. Only that I was trying to get to cap.

    I think the story based building scheme that TOR has is really (hopefully) going to take away from that feeling of not really caring about the "How" and giving us the "Why". Making people feel more in touch and also in control of their character and their progression.

    As far as a skill based system. I don't know, I personally think it's garbage. Specially if we are talking about using the same skill over and over to make it better. Systems like this allow for far to much manipulation. Where people don't even have to play the game to advance themselves.

    Although, in games like GW. That system can be a bit more dynamic because there are so many skill and abilities to choose from. Essentially and infinite amount of ways to build you character you can really tailor make you toon to completely play the way you want. Leaving the possibilities endless. Although I can really appreciate this kind of system. I think the MMO community as a whole needs to have some boundaries and guild-lines for everyone to follow.

    I believe it adds the flow of a game that we all need

    Sinphonic -GM- Infensus Obscurum
  • #11 permacrete
    Damion Schubert hit the nail on the head. I will be playing the game to progress through the story, not to skill up my character. If my character advances appropriately through following the story (via quest XP) then I'll be in a position to enjoy PvP and other end-game activities. If the only way to be effective on the battlefield, however, is to bunny-hop for hours to skill up acrobatics, then I simply won't PvP. Once I've played through all the class stories that interest me, I'll be done with the game and move on to something else.

    The first generation of MMO games hit a market that was hungry. There were only a handful of games competing in the MMO space, and so a designer could get away with demanding that the player suffer through tedium and boredom in order to achieve in-game goals. That's not today's game marketplace. The moment a game becomes boring, now, there are dozens of alternatives offering respite and stimulation. If SWTOR isn't fun, then I'll take another character up through 85 in WoW, or get the expansion for AoC, which I heard was much improved, or join my comic book enthusiast friends in Champions Online again. Those are just the options on the table today - by this time next year, I will also be able to choose StarCraft II or one of the other amazing games that are certain to come out in the future.

    A system that awards XP for level based advancement doesn't just promote quest completion by rewarding it with progression, it promotes progression by linking it to stuff that the player actually wants to do.
  • #10 r2d2arm
    The idea behind a skill-based system is rather refreshing and different than the conventional level-based systems, but its implementation proves to be more difficult. SWG is my main experience with skill-based systems. While it goes give you the ability to customize your character, gaining those skills, especially the non-combat ones, took a lot of time of repeatedly doing the same task over and over again. This type of grinding is not fun! As long as a level-based system implements quests that will carry you close to the level cap and provides some skill customization with the recent advanced classes, the level-based system is the better and simpler choice.

    As for Brian Arndt's comment, I always hate when silly humans walk into my pictures !
  • #9 xeridae
    I agree with Schubert on his thoughts about skill based leveling. A lot of people think that SWG was great because of the various skills you could combine to really create your own unique character but at the same time I found myself doing really ridiculous things in SWG like macroing armor smith to master without even being at my computer. In fact, I never heard anyone say that they enjoyed the leveling process in SWG. It was all about the end result and getting there as fast as possible no matter how unconventional or ridiculous the methods used were. I'm glad to see that Bioware realizes the importance of an incentive based leveling system. Would not having such incentives stop me from leveling? No, but it definitely makes the whole game more enjoyable instead of just end game.
  • #8 Panzzer
    I personally dislike skill based leveling, I feel it puts a lot of pressure on casual gamers as they are usually instantly regected by the elite community. Having a WoW type leveling system works better as players have a chance of seeing/improving at content by being carried by higher skilled players. So skill leveling is bad because it limits the playability of the game from a casual gamers perspective.
  • #5 Lethality
    Also, here's a direct link to Damion's post on the forums, not sure why it wasn't linked above:

    http://www.swtor.com/community/showthread.php?p=2938608#post2938608
  • #7 sado
    Added the link to it.
  • #2 shizcobob
    On the last comment made byCharles Boyd about the lack of the sith trooper class the wy i read that article was that he maybe refering to an advance class for the imperial? Or even better a compaion charater.
  • #14 RogueJedi86
    Or maybe a future expansion to the game?
  • #1 The BBP
    Regarding Mr Schubert's comments about raising skills, he is right on. I was one of the types in EQ who would repeatedly jump off a cliff to train Safe Fall. Swim in circles to raise swimming. Cast low level spells on myself over and over to train subj, ab, conj, div, evoc etc......

    People like that spend HUGE amounts of time keeping skills caught up in systems like that. IMHO, this sort of thing is not desirable. Would rather spend my time experiencing the story.
  • #18 adelaar
    Agreed.

    In LotRO, I thoroughly enjoyed the questing lines (base, epic quests and the few class quests) and the leveling came naturally - no grinding.

    My two un-enjoyable elements to the game were the crafting-related leveling (collect mats, make useless stuff, sell it, level up, rinse & repeat) and the trait-related leveling (kill 100 mobs for a title, kill another 240 for the trait that you can respec).

    The normal skill advancement came linearly as you leveled. You knew that at level 58, you would get X skill. Some were passive (crit chance, block/parry improvements) and some were active skills (attacks, heals, etc). "Legendary Skills" were a pool of 5 skills that you could slot 3. Small flexibility, but flexible none-the-less.

    I see TOR's approach for what it's intended. If I roll a toon for its class, I should have most of the enjoyment factor in place. Allow me to tweak my skills as I progress (to match my gameplay style or intended use of the toon) and you've given me that extra flexibility to get it "just right". If I use my gut feeling to choose these skills to match my personality, I shouldn't get too far off the path. A respec would be appreciated and I'll say let's wait and see on that one.

  • #6 Loekii
    Yes, while I do like skill based systems in theory, it is nice to see an 'official' comment about the actual behavior it would cause.
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