Difference between revisions of "Expertise"

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"I find your lack of faith...disturbing." [http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897]
 
"I find your lack of faith...disturbing." [http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897]
 
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DISCUSSION NON-COMBAT AS SECOND SKILL SET?
 
 
 
(source - SWG Forums:Galactic Insider:Game Play Discussion:Discussion:Non-Combat As Second Skill Set? Part 2, Helios Titan, Lead Designer, 4/15/06)
 
 
 
This is Part 2 of the discussion about how non-combat skills could be earned in SWG. Please read & fully consider every point made before responding.
 
 
 
Things We Know
 
Trader & Entertainer profession revamps are happening with all the other profession enhancements. Both play styles will have new content added for them. For crafting, this specifically means that the crafting game will be brought into harmony with the looting game. There is a large percentage of players who would rather loot things, & there is a large percentage of people who would rather craft things. Both play styles will be supported. The 2, however, are currently competing against one another. To bring the 2 systems into congruence, there will likely be some interaction between crafting & combat (looting). This interaction could either happen on 1 character, or between 2 characters (since everyone can have 2 characters, however, I expect some of this interaction to still be on 1 account - i.e 1e player). More on this below in the “hypothetical” section of this post.
 
 
 
An expertise system is coming. This system will allow you specialize your character in various ways.  Essentially, you will have the opportunity to choose from at least 3 “buckets” or “trees” of new skills/mods/abilities, etc. You’ll be able to pick up about 1 full bucket of skills or so with the amount of points you’ll earn through leveling to max level.
 
 
 
All profession enhancements, including non-combat ones, are getting their enhancements through the expertise system. This means the “revamp” skills & gameplay will be in expertise trees, just like they are for every other profession. See the “hypothetical scenarios” section of this post for conjecture on who might have these expertise trees.
 
 
 
Non-combat professions are special case components of SWG. This is true not only of their playstyle but also how they are handled “under the hood.” This makes it very difficult to add new content for these play styles because none of our standard tools or processes can be used. They are unmaintainable in their current state. This point will have to be considered when executing the revamps for these professions. This by no means explicitly dictates that combat will need to be a part of these professions, but we do want to be able to add new content & mechanics to these styles in the same manner as everything else.
 
 
 
(note from ZenLhaso - at 8:58 p.m. PDT, this discussion was 65 pages)
 
 
 
 
 
 
 
 
===April 21st, 2006===
 
===April 21st, 2006===
  
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*'''Spy Profession Enhancements''' – This will integrate the new expertise system into the Spy profession. [http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897]
 
*'''Spy Profession Enhancements''' – This will integrate the new expertise system into the Spy profession. [http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897]
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==Discussion: Non-Combat As Second Skill Set? Part 2==
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<span class=plainlinks>What follows is an excerpt from the opening post of Star Wars Galaxies >> Galactic Insider >> Game Play Discussion >> [http://forums.station.sony.com/swg/board/message?board.id=swggpdiscussion&message.id=701937#M701937 Discussion:Non-Combat As Second Skill Set? Part 2] by Lead Designer Helios Titan in the official forums on 15 April 2006. That link is now defunct, so a transcript of the full post can be found in swg.gamona.de's [http://swg.gamona.de/forum/showthread.php?t=93888 Discussion: Non-Combat As Second Skill Set? Part 2.] topic.
  
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{{Warn|=This is Part 2 of the discussion about how non-combat skills could be earned in SWG. Please read & fully consider every point made before responding.}}
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'''<u>Things We Know</u>'''
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*<u>Trader & Entertainer profession revamps are happening with all the other profession enhancements.</u> Both play styles will have new content added for them. For crafting, this specifically means that the crafting game will be brought into harmony with the looting game. There is a large percentage of players who would rather loot things, & there is a large percentage of people who would rather craft things. Both play styles will be supported. The 2, however, are currently competing against one another. To bring the 2 systems into congruence, there will likely be some interaction between crafting & combat (looting). This interaction could either happen on 1 character, or between 2 characters (since everyone can have 2 characters, however, I expect some of this interaction to still be on 1 account - i.e 1e player). More on this below in the “hypothetical” section of this post.
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*<u>An expertise system is coming.</u> This system will allow you specialize your character in various ways.  Essentially, you will have the opportunity to choose from at least 3 “buckets” or “trees” of new skills/mods/abilities, etc. You’ll be able to pick up about 1 full bucket of skills or so with the amount of points you’ll earn through leveling to max level.
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*<u>All profession enhancements, including non-combat ones, are getting their enhancements through the expertise system.</u>  This means the “revamp” skills & gameplay will be in expertise trees, just like they are for every other profession. See the “hypothetical scenarios” section of this post for conjecture on who might have these expertise trees.
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*<u>Non-combat professions are special case components of SWG.</u> This is true not only of their playstyle but also how they are handled “under the hood.” This makes it very difficult to add new content for these play styles because none of our standard tools or processes can be used. They are unmaintainable in their current state. This point will have to be considered when executing the revamps for these professions. This by no means explicitly dictates that combat will need to be a part of these professions, but we do want to be able to add new content & mechanics to these styles in the same manner as everything else.
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At 20:58, 25 April 2006 (PDT) this discussion was 65 pages long [[User:ZenLhaso|ZenLhaso]]
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==Reference==
 
==Reference==
 
*[http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897 Rogue_5's comlink] (web.archive.org)
 
*[http://web.archive.org/web/20060623064235/http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?id=66897 Rogue_5's comlink] (web.archive.org)

Revision as of 11:00, 8 October 2011