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SWG: The Art of Combat
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Thunderheart
Dev
Posts: 14820
Registered: 07-02-2003


Thunderheart

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In a galaxy far far away, a galactic civil war rages on.  War is about tactics and in a game about war, combat and tactical game play is vitally important.  Over the next couple of months, many major game systems are getting overhauled and combat is right at the top of the list.fficeffice" />

 

I want to take some time to go over all the upcoming changes and the challenges they are going to bring.  Instead of tweaking an obsolete engine for short term gains, we are rebuilding the engine for long term success.

 

Where we are

 

As it stands, SWG combat is pretty basic.  Get the best pet, the best gun, a healer and go find your target.  Pin the target down with your pet, send in the melee artists and start’a shootin’.  Spam your best moves and get healers to prevent you from getting incapped as best they can.  Players all expect more from MMO combat now the time has come to take things to the next level.

 

 

Where we are going

 

Combat has some problems right now.  Creatures are tough to size up in combat, weapon differences are limited, HAM costs are inconsistent, enemy consideration (/con) isn’t always reliable in some cases and the player combat professions need more focus and specialization.  Now that Player Cities, Mounts and Vehicles are in the game, we can go back to the combat system for a second pass and all of these changes are going to happen and some of these items are even in-progress.

 

 

Stage 1:  Creature Balance

 

Creature armor, resistances, damage and all the things that make creatures and pets “tick” are being revamped from the first to the last so that all creatures have a good relationship from what they are to their level and the types of damage, armor and resistances they have.  Everything will “make sense” in the greater scheme of things.  The creature catalogue has been totally re-vamped and will be introduced into the game world with the next vehicle publish.

 

Now, for the next month or two, there are going to be a lot of creatures that are going to seem too easy  to defeat and a few that will seem impossible to overcome.  This is because that the creature balance is 1 of 4 parts of a larger overall change that’s coming in waves.  When the weapon changes go in along with the HAM changes and finally the profession specialization, it will feel like a more logical system and a gameplay environment that will be even more fun to play.

 

 

Stage 2:  Weapon Balance

 

The next phase of this massive combat balance is the Weapon Balance.  When the game was originally designed, certain aspects of the weapon system like certifications and weapon types were meant to be unlocked as players opened the layers of their skill onions, opening up an interesting variety of weapons and having a good game challenge.  What happened is very similar to what happens when you try to level off a wooden kitchen table with a hand saw.  You take off a little bit off of this leg and a little bit off of that leg and by the time you get it finished, it looks more like a coffee table instead of a kitchen table.  What happened with the combat system is that the certifications were moved, the combat and damage types were shifted and this has left the current system a little wobbly, so we’re getting a new “table”

 

In very basic terms, rather than making the T-21 and the FWG the end-all, be-all master weapons, we are “buffing” the system and putting in a full range of weapons at all levels.  We’re going to be adding power progression levels for each type of weapon, a better damage progression for each specific power level, more weapon scalability and more weapons and certifications.  We’re also putting in more swooshes and blaster bolts! 

 

What this means is that there will be novice level T-21’s and master level T-21’s, novice level FWG’s and master level FWG’s.  From novice to master, there will be a full range of weapons and certifications for each layer of the skill onions for the various combat professions.

 

In terms of gameplay, this second stage of over all combat balancing is going to bring with it a new wave of change; damage, to-hit, specials and the full scope of weapon combat will be out of whack for a little bit, but keep in mind, creature changes are in and at this stage, weapons will be falling into place; 2 of the 4 basic subsystems will be trued up with each other.

 

 

Stage 3: HAM

 

The HAM; Health, Action, Mind.  This is a great game mechanic and we will stay true to the spirit of HAM!   There are a lot of aspects that are challenging and exciting, but some of them are not so good.  For example, using special moves to the point of incapacitation is rough on combat gameplay.  There are a few of these examples, but the fact remains that the HAM system needs to be polished up a bit.

 

Some players saw a glimpse of the HAM changes on Test Center this month, but it was just too early to be released onto live servers.  Since creatures have been rebalanced in this publish, players were dropping all of the creatures way too easily.  It was a game stopper so we pulled it off the docket for this month’s publish with the intention of reintroducing the revised HAM changes after the weapon balance.  This gives us more time to fine tune the HAM changes and also balance them against the new weapon tables.

 

We want to rekindle the exciting strengths of the combat system that were always intened.  Some of you may remember Tearforger’s, “Anatomy of a Blaster Fight” posts way back when.  That’s where we want to be.  Having a focus on a more tactical level in combat, expect to see attacks and counterattacks with back-and-forth rhythms to battles instead of bum rushes and spamming your best move and hoping for the best.

 

HAM costs and special move costs are going to go up, but in the new system, its not a finite number where you use X number of special moves and then scramble for a heal.  The effectiveness of moves are going to go up along with the costs, but the costs won’t be simply based off pool points in a linear fashion ala slug it out/shoot ‘em up until incapacitation.  For example: execute a move, HAM will drop, a short time will go by and the HAM element will re-charge.  While the HAM dips, a player is vulnerable for a little bit, but if they fall back for a second or two and let it recharge (it happens pretty quickly), they can get back into combat without suffering an illogical permanent penalty as opposed to just spending straight “endurance” points until there are none left with no chance of re-charge without a healer.  This essentially makes special moves have a short time delay for each move rather than an attrition effect.  As such, this will make combat rely on “turn and timing” and “attack and counterattack” instead of the amount of damage dealt as it was stacked each turn.  What this will give us is a true “round combat” with a way to pull back, feign, take a breath and get back into combat.  All in all, the HAM will be mighty.

 

Stage 4: Profession Specialization

 

Lastly, once the creatures, the weapons and the HAM have all been truly balanced within a larger, single combat design, we can really begin to flesh out the combat professions.  Professions will all be adjusted to have stronger combat tactics, each specific to its profession and all fulfilling a unique roll in combat.  Combat tactics will expand in new dimensions.  Different melee professions such as Fencers, Pikeman and Swordsman will be different kinds of tanks.  Some will deal more damage while others absorb more damage.  Ranged melee professions such as Pistoleers, Carbineers and Riflemen will all have distinct differences and all will be valuable in different scenarios.  Each profession will take on exciting differences and really be what we all want them to be and all part of a larger Galactic Civil War.

 

When all of this is said and done over the next couple of months, the pain of these changes will subside.  At first, creatures will seem weak *cough*ffice:smarttags" />

AT ST
*cough*, the weapons will seem too powerful in some cases and too weak in others because they will still be dependent on old systems that are still active.  After that, the HAM changes and profession specializations will be added and then we will all be playing in a game environment with sensibly balanced combat system that is fun and challenging.  One rich with a full range or fierce creatures, a full gamut of weapons available to all players, a dynamic HAM system and a tactically driven combat engagement within the scope of a larger Galactic Civil War.

 

 

Kurt "Thunderheart" Stangl
Community Relations Manager
12-04-2003 06:21 PM  

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Re: SWG: The Art of Combat
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VandarStardriel
Jedi
Posts: 528
Registered: 07-06-2003


VandarStardriel

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SOUNDS AWESOME

I do not aim with my hand; he who aims with his hand has forgotten the face of his father. I aim with my eye. I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father. I shoot with my mind. I do not kill with my gun; he who kills with his gun has forgotten the face of his father. I kill with my heart.
12-04-2003 06:23 PM  

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Re: SWG: The Art of Combat
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NashAdiras
Jedi
Posts: 692
Registered: 06-26-2003


NashAdiras

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/cheer

--

SOE: Commander Julio, execute Order 66.

Julio: It will be done, my lord.

Order 66: The Extermination of the SWG Vets
12-04-2003 06:25 PM  

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Re: SWG: The Art of Combat
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Thunderheart
Dev
Posts: 14820
Registered: 07-02-2003


Thunderheart

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Thanks

We are anxious to get through this second pass and get it up to where it needs to be. 

 

Kurt "Thunderheart" Stangl
Community Relations Manager
12-04-2003 06:25 PM  

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Re: SWG: The Art of Combat
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Mathatico
SWG Chief Petty Officer
Posts: 66
Registered: 09-11-2003


Mathatico
PA: Exiled Force
Server: Chilastra

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Sounds awesome, I hope we actually see it all happen.

"He who knows when he can fight and when he cannot will be victorious." - The Art of War

Mathatico Di'Ladro - Exiled Force - Chilastra
Master Heavy Swordsman / Master Brawler / Novice TKA
Maraxis Di'Ladro - Test Center
GOAL: Master Heavy Swordsman
12-04-2003 06:26 PM  

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Re: SWG: The Art of Combat
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Dracoblood
SWG Lieutenant
Posts: 329
Registered: 07-16-2003


Dracoblood

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At first, creatures will seem weak *cough*AT ST*cough*

Factional rank-based privilege; yes.

Creatures under CH sphere of influence; no.  Please do not tie factional recruits to the Creature Handling profession.

12-04-2003 06:28 PM  

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Re: SWG: The Art of Combat
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ForsakenFrenchFries
SWG Chief Petty Officer
Posts: 58
Registered: 09-20-2003


ForsakenFrenchFries
PA: Pariah
Server: Ahazi

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(OOC post)

As a career Squad Leader, Newbie Helper, and Headmaster of a brand spanking new Operational Tactics Academy, this is possibly the best news I've heard from "your side of the fence" in a while (not that it's all that bad, most of it's pretty good) Let's just hope we can intelligently phase in the new combat elements, and keep the trolls at bay. If anybody wants a combat system correspondant, I nominate myself, at least until everything else on the "big list" is finished and I can find something else to be perfectionist about.

*Does first post /dance*

*/kowtow to TH*

 

-Merideth Ramirez
-Master Squad Leader
-Headmaster Pariah Tactical Operations Training Academy
Ahazi.
12-04-2003 06:32 PM  

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Re: SWG: The Art of Combat
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ForsakenFrenchFries
SWG Chief Petty Officer
Posts: 58
Registered: 09-20-2003


ForsakenFrenchFries
PA: Pariah
Server: Ahazi

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(OOC post)

 

Okay, 6th post /dance

-Merideth Ramirez
-Master Squad Leader
-Headmaster Pariah Tactical Operations Training Academy
Ahazi.
12-04-2003 06:33 PM  

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Re: SWG: The Art of Combat
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neinnunb
Jedi
Posts: 2321
Registered: 06-26-2003


neinnunb

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WOW....

                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'
12-04-2003 06:35 PM  

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Re: SWG: The Art of Combat
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Ewoksean
Jedi
Posts: 2458
Registered: 07-30-2003


Ewoksean

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OOOOOOOOOO!!!!! Your the best thunderheart! Try to make Attacking funner too.....and add in a twist of KOTOR!!!

-Ryyhnac-
Owner of your pittied soul.
Drink Gungawa and hoth ice
We want sand crawlers!
12-04-2003 06:35 PM  

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Re: SWG: The Art of Combat
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DocSavag
Blue Glowie
Posts: 14985
Registered: 06-26-2003


DocSavag
PA: West Anchorhead Community (WAH)
Server: Starsider

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But..I'll have to learn how to fight all over again... wait.. that's a good thing..in fact that is a GREAT thing.  Lets get started!

 

 

----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder


12-04-2003 06:36 PM  

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Re: SWG: The Art of Combat
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StrikerNI
Jedi
Posts: 1268
Registered: 06-26-2003


StrikerNI

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woohooo! Good news.

=-=-=-=
-Aefi Striker-
I've got a blaster at my side and a smile 12 parsecs wide...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

12-04-2003 06:36 PM  

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Re: SWG: The Art of Combat
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RM-3PO
Jedi
Posts: 3273
Registered: 06-27-2003


RM-3PO

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KICK AZZ!!!!!!!! THIS IS WHY I WILL NEVER GIVEN UP ON THIS GAME!!!!!!

LONG LIVE SWG!!!!!!!!!!!!!!!!!
12-04-2003 06:37 PM  

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Re: SWG: The Art of Combat
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NeoDaywalker
Jedi
Posts: 1067
Registered: 06-26-2003


NeoDaywalker

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So what happens to all of the medics that grind out medical exp by healing entertainers, it seems that is gone.  Of course, thie players actually tanking, we can actually heal out in the field now. 

12-04-2003 06:39 PM  

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Re: SWG: The Art of Combat
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TaimaishuYun
Wing Commander
Posts: 748
Registered: 09-04-2003


TaimaishuYun
PA: Ministry of Defense
Server: Scylla

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you have been trying to fix combat classes since day 1.... when are we going to see the art of entertaning or the art of scouting???



Taimaishu Yun

vv
\Samurai \
12-04-2003 06:39 PM  

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