Post new topic   Reply to topic    Pax Republica Forum Index -> General Chat
View previous topic :: View next topic  
Zoron Ror

user avatar

Joined: 11 Mar 2011
Posts:

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

An interesting post on why they designed the AC's the way they did:

Quote:
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."


_________________
www.JawaJunk.com | Gathering, Crafting and Mission Skills
Legendkiller456

user avatar

Joined: 27 Mar 2011
Posts:

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

Thanks!
I like how you can play any class, and can fit almost any role with just that class. Tell me about play style options :P


_________________
Photobucket

Zoron Ror

user avatar

Joined: 11 Mar 2011
Posts:

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

Lol love it too. I like how it gradually builds up your AC so you can get a feel of it and decide if you want to change.


_________________
www.JawaJunk.com | Gathering, Crafting and Mission Skills
Atrayu Yung

user avatar

Joined: 01 Aug 2010
Posts:

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

I just don't get why I should be a Sentinel and wear light armor if I can be a Guardian with heavy armor and dps just as good. What am I trading survivability for?
Palindora
Aestel Cooper
Member - 5 Years

user avatar
Awarded:
Joined: 02 Apr 2010
Posts: 1828

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

Atrayu Yung wrote:
I just don't get why I should be a Sentinel and wear light armor if I can be a Guardian with heavy armor and dps just as good. What am I trading survivability for?


Well sentinels actually wear medium armor and the % difference between the armors is only 5%:
http://www.swtor.com/community/showthread.php?p=9149888&highlight=heavy+armor#post9149888

Also survivability will come down to more than just armor and the sentinel has things like short duration stealth which can be much more useful. They'll also have more options in how to deal damage so as balance is never perfect you'll have a better chance of finding a half decent spec where as the guardian will have to put up with whatever they are given or go tank.


_________________
Nwahs
Officer

user avatar
Awarded:
Joined: 11 May 2007
Posts: 13666

Send private message
Reply with quote

re: Class Design Philosophy - Georg Zoeller

Great points Aestel!

Thanks for posting this Zoron, I'm glad they've finally explained it for everyone. I love what they are doing with this game and the "trinity" stuff! It seems very "realistic" to Star Wars or real warfare too.


_________________
Posts from:   
Post new topic   Reply to topic    Pax Republica Forum Index -> General Chat All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum