Posts tagged Speculation
Permanent and Non-Permanent Choices in Your Character
Listening to Mos Eisley Radio Episode 29 Forum Assault, Zach and Brooks briefly discussed the issue about whether at some point down the road whether players would be able to change their spec or even their advanced class choice. They cited a developer statement made over the summer that the advanced class choice was a permanent one. This got me to thinking about how this will work in practice. Bioware has the ability to make the advanced class choice a permanent one, while still allowing players to redo their spec and focus on another area of their advanced classes talents
Skill Trees Will Allow a Lot of Flexibility
First off I want to remind everybody that each class has a total of 5 talent trees. Each advanced class has access to 3 of them, and only 1 of them is shared by both advanced classes. So to use smuggler as an example. Smuggler has 2 advanced classes: Gunslinger and Scoundrel. Gunslinger is known for the dual wielding(up close DPS) and trick shot (I assume powerful crowd control). Scoundrel is known for medicine and the scattergun (ranged DPS). So let’s assume (because I can’t remember what the advanced skill sets are called that the 5 for smuggler are Gunslinger(Dual Wield, Dirty Tricks) Scoundrel (Medicine, Scattershot) and Shared(Smuggler Core Skills).
So I roll a smuggler and at level 10 I choose. Hopefully they will give you a little playtest of each one, but at some point I make the choice and that choice is permanent and cannot be changed. This still allows me to “spec” different ways. I could be a DPS focused gunslinger or a Crowd Control focused Gunslinger, or maybe I’m a Gunslinger but more of a hybrid between two extremes. Like wise I could be a healing scoundrel or a ranged DPS scoundrel or a mixture. And I could be using companions to compliment my shortcomings so even though I’m a half ranged DPS half healing Scoundrel I always bring my healing companion and serve as the “healer” in a flashpoint.
Players Will Expect a Chance to Undo Mistakes
So Bioware could, and I have no special knowledge one way or the other, say your advanced class is permanent, but how you spec within that advanced class can be changed for a price (and hopefully not an insanely high price). And in a sense they kind of have to allow some spec freedom because besides people will make mistakes, but they also make choices based on current game conditions and game systems will change as they play the universal mmo dev game of “continual balancing”. If I take a talent point in something and that talent is decided to be overpowered and they nerf it, I’m being “punished” for Bioware’s mistake not mine. Likewise if I decline to take a talent because it is garbage now, and Bioware buffs it later, why should I be punished for not being a true believer in the future upside of a current crappy talent?
We Need to Rethink How We View Advanced Classes
So I think the source of this problem in community perception has a lot to do with how we envision the game’s classes. We see Smuggler as the class and not so much Gunslinger or Scoundrel. But in reality the advanced class is what we will spend the majority of our time playing. Levels 1-10 (assuming you pick Adv Class at 10) is the introduction to game mechanics, and you are learning the broad strokes of what a group of advanced classes can do, only to make your real decision after you play a bit.
To illustrate this whole thing imagine in WoW that warlock and mage were combined to be the wizard class with warlock and mage being the advanced classes. At level 10 you choose mage school or warlock school, and then you get your three talent trees. One of those trees overlaps (fire damage), while two schools are unique to mage and warlock (mage gets frost and arcane, warlock gets DoTs and Pets). Now you can still respec in your school, you just can’t switch from mage to warlock. Now we don’t worry about this in WoW (if you want a mage, roll a new toon) because that permanent decision is made a character creation instead of level 10. SWTOR seems to be saying “We want you to get used to the broad category of a group of advanced classes, and then make your permanent choice.”
Crafting Speculation
Recently Bioware released a large chunk of information about the crafting system in ToR, how it’s going to work, what the limitations are and what SOME of the available professions are going to be. Note the important use of the term SOME, because as with most things during this stage of development Bioware has elected to not reveal everything, leaving the rest to our imaginations. And that’s where I come in, I’m here to do your thinking for you! Or at least do some speculating on what the currently unknown Crew Skills are going to be. If you go by the Game Systems page there are currently 1 Gathering, 3 Crafting and 2 Mission options still unknown. I think there is some information that can be gleaned from the descriptions written on the Game Systems page to help fuel my speculations, along with several conclusions I have come to that have just as much reason to be right as they do wrong. So without further adieu, Furiel’s crafting predictions sure to go wrong!!
GATHERING
For Gathering we have 3 known types, Bio-Analysis, Slicing and Scavenging, and when thinking about the commonalities of the three I realized something, they are all things that can be actively done as well as being done through the companion mission system. In the crafting video they demonstrate times where a player actively scavenges a droid corpse and they also show when another character orders their companion to perform Bio-Analysis on a dead creature. We have seen in some media times where we believe that a character was slicing, or what appeared to be an interactive terminal in a flashpoint that the speculation is that it could be sliced. Assuming that is correct, then all 3 known gathering skills are capable of being done in the open world, so the logical extension would be that the fourth gathering skill must be possible in the open world as well as the regular interface. So with that limiting factor in place I came up with the following:
Gathering: Information
Based upon the line “The resources and information you gather…” we already know how we are gathering resources, but how do we gather information? Slicing is assumedly one way, but I imagine this would be a different way to acquire schematics and also some other crafting related items through social interactions. Perhaps you send a smooth talking companion out on his own, or when you are out in the world, you go to a cantina or other gathering point where you would have a chance to encounter a “contact” that you could then interact with and obtain one of these items. I see the items received being something like single use items or buffs that will increase the success (or critical success) chance of either a crafting activity or mission. Say you receive “a dirty little secret”, you could then use that to enhance the success of your next Diplomacy mission by 5%. Or maybe you get “a hot tip” that gives you a 5% increase on your next Treasure Hunting mission. For crafting items you could get “an experimental polymer” that would increase your next armor creation, etc etc etc until you go through all of the different mission and crafting skills.
This would have the side benefit of encouraging more player interactions and socialization as people with Information Gathering would be hitting NPC gathering points to try to gather info they would then encounter each other as well and could theoretically interact with each other instead of just the NPCs.
Gathering: Mining
This idea has some traction with the community on Darth Hater and it’s not a possibility I dismiss, however I think it’s highly unlikely. Bioware has said they don’t like the idea of nodes just sticking out of the ground, and if you look at this dissection on the Darth Hater site it shows a Scavenging mission that involves going to a cave for metals and synthetic goods so that is mounting evidence against a specific mining skill.
CRAFTING
Currently we have 3 known crafting types currently, Armortech, Biotech and Artifacer, with three unknown skills. Unlike the gathering skills I think that the crafting ones are actually fairly obvious if you think about what is already available, how they are described and what is missing.
Crafting: Weaponsmithing
This one seems pretty obvious and I’m surprised it wasn’t listed at the start, but a craft skill to make weapons and weapon enhancements seems blindingly obvious to me.
Crafting: Tailoring
This seems obvious to me as well. Vanity clothes are usually popular and things like Jedi robes, cloaks and other non-hard metal armor items have to come from somewhere. And while yes, there is already an Armor profession, note the use of the terms hard metal and shielding in the Armortech description, I believe that this specification will mean there is a delineation between hard and soft armor types with the Tailor doing the soft types.
Crafting: Engineering
Originally I thought that this might be only a droid engineering profession, but after further review, analysis and feedback I believe a more general engineering profession is more applicable. This profession would be kind of a catch-all profession that would make many different types of minor items. Some major things I would expect to fall under the Engineer would be starship customization items, droid repair kits, item repair kits and possibly droid enhancement kits. Droids aren’t just the cool phones some of us have, they are also an integral part of the Star Wars universe. However it doesn’t make sense that I could inject bacta or force heal them, so having droid repair kits that would function just like a stimpack for players makes perfect sense, especially considering that mechanic existed in the original KOTOR games. This was the original thought that drove my first idea of having a droid engineer profession on it’s own, however realizing the limitations of that title in combination with the other areas like starship customization that didn’t have a home yet led me to expanding this profession to encompass all that it does now.
MISSIONS
From the description given to the missions on the Game Systems page the missions sound almost like a subset of quests that you would undertake yourself if you weren’t so damn busy saving the galaxy so you’ll just have to send your companions instead. The descriptive text on the Game Systems page I think it pretty telling on it’s own for this and I drew pretty much all of my inspiration from there for the two unknown mission types.
Mission: Smuggling
Smuggling is a core concept within the Star Wars universe. Unfortunately the script requirements of video games makes it difficult to implement for players to partake in the more subtle versions of talking or bribing yourself past security. Having it implied because you sent out a smuggler-type companion to go do things like smuggle some sympathizers out of the opposition factions space or sneak some supplies into insurgents would be very cool and could be a good way to farm DS or LS points.
Mission: Research & Design
I’m only speculating this based on the line under missions “You can choose from a variety of mission skills is your crew into conducting research?” and I figured it would be something where you would send a companion to a facility or location to work with a specific researcher to assist in them furthering their research. The results of that mission would then either be a prototype item or a new schematic for a given crafting skill.
CONCLUSIONS
With what Bioware has already revealed the crafting system in ToR is going to be very different than what we’ve seen in a lot of the other MMOs out there. Grinding will be impossible due to the timings on crafting activities, and self-sufficiency will be difficult to impossible as well due to the 1 crafting skill per character and 6 crafting types, so unless you want to duplicate at least 2 classes you will never be able to cover all skills on your own. And that’s probably a good thing.






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