| Reg LeCrisp 2005-03-30, 8:43 pm |
| Greetings...
Welcome to Blair's Blog on Combat Upgrade (CU). Every few days I'll give
you a unique insight into what's happening with CU, what the next step is,
and respond to some of your questions.
A note: Nothing here is set in stone. There will be changes based on design
philosophy, playtest experience, and your feedback.
First, we posted the first of the combat upgrade documentation last Friday,
and the thread is over 110 pages last time I checked. That's a lot of
feedback! Thank you! Thunderheart and Tiggs worked to compile the thread
into the top points for me, and I'll be responding to it over the next few
days. We're also working on releasing additional documentation so everyone
has a better understanding of all the changes. Expect to see more shortly.
An answer to an important question: Why are we doing combat upgrade? Many
people are upset by the scope of the changes we are making. Many folks feel
like the proposed changes will significantly change something they love. I
understand. So why are we moving forward?
The answer is that the positives will outweigh the negatives when it is all
done. Think about the original design of CU and how it was going to work.
a.. Players will have 3 pools: health, action, and mind.
b.. Players will have special moves that can do special actions on one or
more of these pools.
c.. Professions will generally be better at targeting one of the pools
overall.
d.. Players will expend points to execute special actions.
It's the last statement here that is the problem. Essentially, we are in a
situation where you must do damage to yourself in order to execute special
actions! Compound that with the following points:
a.. Players can wear armor where over 90% of damage is mitigated.
b.. Players can receive buffs that increase their overall health by more
than 100%
c.. Crafters have created weapons where many weapons operate at their
maximum rate of fire of once per second.
So, we are in a situation where some players must kill themselves in order
to execute specials. Additionally, lots of players mitigate over 90% of the
damage applied to them. How can we balance content and make combat fun when
this is the case? If we gear toward the "with armor folks", everyone who
doesn't have armor gets slaughtered. If we gear toward "non-armor folks",
people with armor walk through the game and have no challenge.
We want to completely upgrade and improve the combat system inside a live
game and replace it with something that will be more compelling, offer more
choices to more people, and ultimately be more fun for everyone. If we
aren't making the game more fun, then we are not living up to our commitment
to our players -- this is a game after all.
On to the Questions of the Day: Questions you asked over the weekend based
on the document we published Friday.
1.. What's going to happen to all the existing items?
a.. We are going to convert all existing items to what they need to be.
In some cases, the functionality of an item no longer exists, so we will
adapt it to make it useful under the new system. Stims (Stimulants) fall
into this category. Many of you are concerned about weapons. In many cases
the speed and damage values of your weapons will change. As part of the
conversion, we are maintaining the scale of all the weapons across the
servers. This means, that if you had one of the most powerful weapons on
the server before CU, you will still have one of the most powerful weapons
on the server after CU. Though it is likely the stats will have been
altered.
2.. Is combat level going to vary by profession, implicitly recognizing
that some professions are more capable than others, or is the intent to have
all combat professions be roughly equal in value (though obviously different
in execution)?
a.. The answer is the latter. All combat professions will be roughly
equal in value, though different in execution. Note that I'm not saying all
professions will do the same damage per second. There will be variations
across professions but they will be balanced.
3.. Will we be getting detailed information about the skills before we
re-specify how we want our character's stats redistributed (respec)? Or,
will we get a trial period (say, a week or so) when we can re-spec at-will
to try everything out?
a.. We realize how important this issue is, so let me say what we hope
to do, and add the disclaimer that we haven't done it yet, so it may change.
We are currently working toward the idea that you will have time to play
with your new skills and have the option of trying out different
combinations. We don't know how long this will last, but I like your idea
of letting players experiment with different iterations for a week before
needing to make a final choice.
4.. Entertainers in the CU... Is the intent for entertainers to have an
actual combat role?
a.. Personally, I am not for this. I am of the belief that one of the
gems of SWG is that we have social professions that have the ability to be
successful without resorting to combat. There is no change to this
philosophy from a CU point of view.
5.. Please keep the particle effects sensible for the Star Wars universe.
The Death Star had a big special effect for winding up a shot, but not much
else did.
a.. This is a difficult balance. We all want cooler, more compelling
effects, but as you point out we don't want "magic" for the game. It's a
delicate balance, one we are trying to protect.
What are we doing today: We're gearing up for our next playtest which will
be a mid level adventure fighting all manner of Tusken Raiders. We've got
our base round of AI changes complete. Our AI teams of Matt Bogue, Pete
Warner, and Jeff Freeman have worked hard to rework lots of the existing AI
and take it to the next level. In a future update, I'll describe some of
the inner workings of how AI actually works behind the scenes.
For today, they will finish the work needed to get AI special attacks in the
game. This is slated to be done today, with a pass on adding the healer and
grenadier types later this week.
That's it for today. See you next time.
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