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when you play kotor , you have the choice to creat your charecter the way you want, stats go in this pile, traits go int that pile, skills go here and there, and last but not least, the way you creat your charecter determines how progressive or capable he will be thorugh out the entire game.
i wonder about this for an mmo, most mmos start out with a easy set up, they give you choices with little to no conicquences and you play it as it is,
now this being a mmo based off of kotor, with this game take the same apporch to charecter creation and improve upon some areas where you would have your different types, where as it be a force user, deffencive type or mele abuser , or are we going to be given a lame sauce type of class branch , where the skill we learn are only usable through certain trees , and you have to be of this allingment just to be able to use an abillity.
i hope that this game will be like the traditional class creation style like the original kotor games, but improves upon it , allowing the player to play the style of choice they want, and not have to be held by the hand for any mishaps they may have took while not focusing on other areas, making use of other players abilltys more of an option instead.
Comments
After just recently deciding to pick up KOTOR II for another try after 2 years on the shelf (just finished it yesterday) I'd have to agree with this, to a sense. The combination feat / force / skill system works well in the same sense communism works well. "Perfect communism", the actual definition of communism, implies a perfect world; a utopia. Everyone is equal, everything functions perfectly, everything is coherent and happy lollipop land.
Of course, we all know how communism works in the real world. In the same sense that communism cannot work unless everything functions perfectly, a feat / force / skill system works exactly in the same sense; it is either perfect or fatally flawed. Kind of an awkward point trying to compare communism with a game, but the point should be there nonetheless. If the system isn't perfect, you'll end up with cookie cutter builds, which I consider even worse then the "tree" system. Not to say the tree system as seen in WoW and practically all MMOs coming out now is a bad thing; while it definitely doesn't give as much freedom as what the feat / force / skill system in KOTOR is like, it has a lot of benefits. It is simple for the developers to create, it is not as complicated as it needs to be for the players, and at least offers a little bit of variety in the fact that you can have somewhat more customization within the tree system (if they do it right, that is). The thing is, if they do the tree system right, you're left with a good system; all good and the only bad being is that it doesn't have as much customization as it could. However, if the tree system was designed poorly, it isn't necessarily the end of the world for that game either. You'll get cookie cutter builds, but at least some diversity as there are different branches within the tree.
If only SW:TOR could be this epic...
as far as cookie cutter builds go in games from anything to guild wars to yugioh lol, it will happen regardles, but me personly i like this style of class builds, in swg before they screwed the game up, it use to have one of the best class systems ever for an mmo, and there has yet to be anything close to it unless you take a droped on its head version of ryzom and try to make the claim that it is the same thing.
but over all. i hope for the classes in general , they stay the true path of class creation like they did for the kotor games. allthough most people will disagree with me because they may feel it be nothing great when most people would take a charecter and copy just to make a strong toon. but this in itself will allways change due to skill nerfs and such. but overall when grouping you would get more of a idea what people would be good at in certain areas compared to other mmos, where they make it so simple all you have to do is ask for is a ,healer,tank,caster, support, , types.
the imagination is a wonderful thing when put to good use. and to see what people are capable of making when it comes to games . this is what i would want from swtor.
I was thinking having something like the original KOTOR systems, but have a midichlorian system where as everybody starts off with 0 and both Jedi and Sith are NOT accessible. After awhile of questing and learning various things, this midichlorian count increases and players can go down the path of Jedi or Sith from the choices they've made. If they choose not to go Jedi or Sith, their midichlorians will still improve their crafting, shooting speed or accuracy, among other various things. I think that midichlorians doesn't need to focus around Jedi or Sith - it revolves around everything.