Recently, a friend and fellow blogger Going Rancid interviewed Nate from Bioware|Mythic and one of the questions asked was regarding tactics, the response was as follows:
“Our general goal for tactics is that we want players to agonize over their loadouts and have to make tough choices between several desirable options and end up with a loadout that they’re happy with once the choice has been made. Additionally, we want players to be using different loadouts for different situations, and tactics to be less “set and forget” – hence the multiple loadout sets built into the basic UI. It’s pretty common knowledge that there are some tactics which are viewed as “must-haves”, and we see from our metrics that players don’t frequently change tactics. Broadly speaking, our approach to improving tactics is to take one or two of the least-used and consider what improvements can be made to them; in most cases, we’d rather make bring up under-performing tactic options and make them as desirable as the most-used tactics.”
This got me thinking about tactics and how I think Nate is spot on in his thoughts on people picking a load out and just sticking with that.
On my Zealot I have the 4 I feel are the best and unless I go and do some PvE, those tactics do not change.
On my Choppa I actually have 3 tactic sets, each a varying degree on survivability from running solo to being in a solid group with guard. Really though, I would switch tactics maybe once per scenerio at most or just when I join a group.
The biggest thing preventing people from switching tactics based on the situation they are in is the restriction from switching while in combat. If this was lifted, you could further improve smooth transitions by allowing macros/hotkeys for tactic sets and linking tactics to stances/mechanics (eg. the new Zealot/RP mechanic for healing and damage modes). A cooldown may be required however.
This would add some interesting new group vs group dynamics as whole groups could have alternate strategies and flip to them on the fly.
It also just makes sense for ORVR as you often cannot get out of combat and you really do not know what you will encounter next. At the moment it creates an experience that promotes the most generic set it and forget it setup to ensure you will not be hand-cuffed with more specialized tactics.
What do you guys think? Aside from people that complain that there is mystery to their opponents, what other things could go horribly wrong?
Read the full interview by Going Rancid: http://goingrancid.wordpress.com/2010/08/30/war-qa-with-cc-developer-nate-levy/
Cartz
September 1, 2010 at 12:14 pm
I was thinking we should have 2 tactics bars, a primary and a secondary, on the UI at the same time (both chosen from the shortlist of 5). Only the primary bar would take effect, but they could be swapped in combat with a 5min cooldown (or thereabouts).
Rivs
September 1, 2010 at 12:34 pm
I rarely changed my tactics, one for pvp. one for pve. But in the end all i did was pvp so tactics never changed at all.
Shadow War
September 1, 2010 at 2:20 pm
I have four different tactic sets on my Shadow Warrior, and two or three on my Knight. None of those are for PvE. I shift mine up depending on if I’m in a group, solo, ORvR, and scenarios. How I use tactics is: I choose my loadout based on what it is I’m about to do, or maybe who I know I’m about to face (scenarios).
If I was able to change them on the fly, I can’t imagine the insane leap in power I would have. Able to determine in mid field is a game-breaking strength. When I choose on my SW between Replenishing Strikes, Powerful Draw, No Respite, Keen Arrowheads, Wrist Slash, and Masterful Aim, I’m making tough decisions. If I could shift in combat, I could optimize to the Nth degree for power.
Rikker
September 3, 2010 at 6:15 am
Being able to link tactics change to stance change would be pretty sweet. I concur.