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Aventurine SA | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 04/16/13)  | Pub:Aventurine SA
PVP:Yes | Distribution:Download | Retail Price:$14.95 | Pay Type:Subscription
System Req: PC | Out of date info? Let us know!

13 posts found
  aspekx

Novice Member

Joined: 12/24/05
Posts: 2197

 
OP  11/16/12 5:17:33 AM#1
what happened to their totally skill based character progression? that was one of the few things i liked about that game.

"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse

  LizardEgypt

Novice Member

Joined: 2/25/09
Posts: 359

Hmm ?

11/16/12 8:17:44 AM#2
It's gone because it was also one of the features that single handedly killed 70% of the playerbase

Currently playing - FF14ARR
Previous games - SWG, World of Warcraft, ShadowBane, Warhammer, Age of Conan, Darkfall, Planetside Asheron's Call, Everquest, Everquest 2, Too many.

  Evilskey

Novice Member

Joined: 4/13/12
Posts: 16

11/16/12 1:03:03 PM#3
Originally posted by chelan
what happened to their totally skill based character progression? that was one of the few things i liked about that game.

 

Progression is still going to be skill based...they didn't remove that at all. Theres still going to be a large section of general skills / magic skills / transfer spells/abilities that most players are going to have access to. They just made it to where you had to pick a specific role to access some of the primary abilities of a given role to add some strategy / balance to the game. Pretty much the vast majority of character freedom / choice is still there you just have to choose what abilities you want to train / use at a given time.

 

You could be a skirmishing archer raining death from afar in the morning, a front wave charging warrior decked out in heavy gear in the afternoon, and a healer throwing down clutch heals on your raiding party at night. It's all what you want to do, when you want to do it. They just made it to where you had to decide what you wanted to do, when you wanted to do it. The freedom is still there. Rock on brother.

 

They also stated a while back that you could change multiple times a day into any given role you wanted to but with a delay which lead many people to believe that you would have to head back to town to do this. HOWEVER, recently they stated in a Q/A that you would be able to change roles out in the field but it would have a casting time in length very similar to creating runestone binds in order to disallow people switching roles on the fly in combat / hectic situations which would pretty much destroy the whole point of a role system...

  Seronys

Novice Member

Joined: 9/26/12
Posts: 46

11/16/12 1:51:55 PM#4
Originally posted by Evilskey
Originally posted by chelan
what happened to their totally skill based character progression? that was one of the few things i liked about that game.

 

Progression is still going to be skill based...they didn't remove that at all. Theres still going to be a large section of general skills / magic skills / transfer spells/abilities that most players are going to have access to. They just made it to where you had to pick a specific role to access some of the primary abilities of a given role to add some strategy / balance to the game. Pretty much the vast majority of character freedom / choice is still there you just have to choose what abilities you want to train / use at a given time.

 

You could be a skirmishing archer raining death from afar in the morning, a front wave charging warrior decked out in heavy gear in the afternoon, and a healer throwing down clutch heals on your raiding party at night. It's all what you want to do, when you want to do it. They just made it to where you had to decide what you wanted to do, when you wanted to do it. The freedom is still there. Rock on brother.

 

They also stated a while back that you could change multiple times a day into any given role you wanted to but with a delay which lead many people to believe that you would have to head back to town to do this. HOWEVER, recently they stated in a Q/A that you would be able to change roles out in the field but it would have a casting time in length very similar to creating runestone binds in order to disallow people switching roles on the fly in combat / hectic situations which would pretty much destroy the whole point of a role system...

what this guy said^

 

I was kinda iffy about the role system as well, but looking at it now, it's going to be really cool to see how siege strategies and party strategies pan out. Hopefully there isnt 1 OP ass class, im also hoping that they make it like a 5 minute timer to switch roles, with like a 30 minute cooldown, having hours of cooldown on something like that could be game killing, if you don't like a role you don't wanna have to wait that long, or if your party needs a role and you have to wait, it could be quite a nuisance. People get bored, people log off, people find other things to do, population goes down, yadda yadda.

  Raxeon

Hard Core Member

Joined: 7/10/10
Posts: 2078

11/16/12 4:10:11 PM#5
Originally posted by Evilskey
Originally posted by chelan
what happened to their totally skill based character progression? that was one of the few things i liked about that game.

 

Progression is still going to be skill based...they didn't remove that at all. Theres still going to be a large section of general skills / magic skills / transfer spells/abilities that most players are going to have access to. They just made it to where you had to pick a specific role to access some of the primary abilities of a given role to add some strategy / balance to the game. Pretty much the vast majority of character freedom / choice is still there you just have to choose what abilities you want to train / use at a given time.

 

You could be a skirmishing archer raining death from afar in the morning, a front wave charging warrior decked out in heavy gear in the afternoon, and a healer throwing down clutch heals on your raiding party at night. It's all what you want to do, when you want to do it. They just made it to where you had to decide what you wanted to do, when you wanted to do it. The freedom is still there. Rock on brother.

 

They also stated a while back that you could change multiple times a day into any given role you wanted to but with a delay which lead many people to believe that you would have to head back to town to do this. HOWEVER, recently they stated in a Q/A that you would be able to change roles out in the field but it would have a casting time in length very similar to creating runestone binds in order to disallow people switching roles on the fly in combat / hectic situations which would pretty much destroy the whole point of a role system...

except people will need to carry diffreant sets of gear with them so if they die there going to lose lots more

  Realbigdeal

Novice Member

Joined: 9/28/08
Posts: 1652

11/16/12 4:23:01 PM#6

When you play a game where you can level up your jump skills by jumping, guess what players will do the second the step in the game?Yeah, they will jump none stop likem full retards.

The reflect of that; newb will notice that everyone around him jumps none stop. The game will start looking horrible to him at that point and he will feel forced to jump. At this point, he has the choice to leave that retarded mechanism or stay and endure that shit.

C:\Users\FF\Desktop\spin move.gif

  Niburu

Advanced Member

Joined: 11/12/12
Posts: 343

11/16/12 4:51:55 PM#7
Originally posted by Seronys

 

I was kinda iffy about the role system as well, but looking at it now, it's going to be really cool to see how siege strategies and party strategies pan out. Hopefully there isnt 1 OP ass class, im also hoping that they make it like a 5 minute timer to switch roles, with like a 30 minute cooldown, having hours of cooldown on something like that could be game killing, if you don't like a role you don't wanna have to wait that long, or if your party needs a role and you have to wait, it could be quite a nuisance. People get bored, people log off, people find other things to do, population goes down, yadda yadda.

1min channeling spell to switch roles. 30 min cooldown between switching

  Evilskey

Novice Member

Joined: 4/13/12
Posts: 16

11/16/12 6:11:41 PM#8
Originally posted by Realbigdeal

When you play a game where you can level up your jump skills by jumping, guess what players will do the second the step in the game?Yeah, they will jump none stop likem full retards.

The reflect of that; newb will notice that everyone around him jumps none stop. The game will start looking horrible to him at that point and he will feel forced to jump. At this point, he has the choice to leave that retarded mechanism or stay and endure that shit.

 

They also stated in one of the Q/As that macroing / mindless jumping will be severely harder to accomplish in developing your character because they stated that movement abilities (swimming, running, jumping...etc) have little to no affect upon your character now. They were a bit vague on the matter BUT THEY DID SAY SOMETHING along those lines.

  Betaguy

Novice Member

Joined: 12/31/04
Posts: 2647

Some folks are like Slinkies, totally useless but great fun to watch when pushed down stairs

11/16/12 6:13:24 PM#9
They took out the nuiances of just running against a wall and such... I think it will be a much better game and attract more players.

  Niburu

Advanced Member

Joined: 11/12/12
Posts: 343

11/16/12 6:15:18 PM#10
Originally posted by Evilskey
Originally posted by Realbigdeal

When you play a game where you can level up your jump skills by jumping, guess what players will do the second the step in the game?Yeah, they will jump none stop likem full retards.

The reflect of that; newb will notice that everyone around him jumps none stop. The game will start looking horrible to him at that point and he will feel forced to jump. At this point, he has the choice to leave that retarded mechanism or stay and endure that shit.

 

They also stated in one of the Q/As that macroing / mindless jumping will be severely harder to accomplish in developing your character because they stated that movement abilities (swimming, running, jumping...etc) have little to no affect upon your character now. They were a bit vague on the matter BUT THEY DID SAY SOMETHING along those lines.

They said exactly that unneeded skills like the movement abilities don't need to be skilled up and various other stuff.

  Evilskey

Novice Member

Joined: 4/13/12
Posts: 16

11/16/12 6:26:27 PM#11
Originally posted by Niburu
Originally posted by Evilskey
Originally posted by Realbigdeal

When you play a game where you can level up your jump skills by jumping, guess what players will do the second the step in the game?Yeah, they will jump none stop likem full retards.

The reflect of that; newb will notice that everyone around him jumps none stop. The game will start looking horrible to him at that point and he will feel forced to jump. At this point, he has the choice to leave that retarded mechanism or stay and endure that shit.

 

They also stated in one of the Q/As that macroing / mindless jumping will be severely harder to accomplish in developing your character because they stated that movement abilities (swimming, running, jumping...etc) have little to no affect upon your character now. They were a bit vague on the matter BUT THEY DID SAY SOMETHING along those lines.

They said exactly that unneeded skills like the movement abilities don't need to be skilled up and various other stuff.

 

Yes, there you go. Movement abilities like run, sprint, and jumping won't be skilled up so theres really no need, hopefully stats will not be affected by it either. Anyone know how they are doing stats? Is it still going to come from a lot of gathering (mining, fishing....etc) with a side order of meditation again?

 

  Niburu

Advanced Member

Joined: 11/12/12
Posts: 343

11/17/12 11:37:41 AM#12
Originally posted by Evilskey

Yes, there you go. Movement abilities like run, sprint, and jumping won't be skilled up so theres really no need, hopefully stats will not be affected by it either. Anyone know how they are doing stats? Is it still going to come from a lot of gathering (mining, fishing....etc) with a side order of meditation again?

 

There is a screenshot of the new GUI with a stats window and item stats. When you look very close you can see stats on the item.

 

In the video you could see that every "class" had a  specific amount of stats, so the community thinks that stats come from items now. So as a warrior you could put on some skirmisher gear to get more stamina

  gravesworn

Novice Member

Joined: 6/15/12
Posts: 325

11/17/12 11:46:11 AM#13
I said this once in an earlier post, but I really hope launch and knock up spells get nerfed. It was almost pointless to have walls around a keep in some instances. Really hurt the siege mechanics in my opinion.