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Author Topic: (QOTW 06162008) Ready, Aim, QOTW!  (Read 9965 times)
Moll
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« on: June 16, 2008, 08:07:03 AM »

Hi everybody!

There has been a lot of speculation lately on Skills, Abilities and Tactics in Earthrise, which we have been interested to see. It turns out the latest House of Commons raised even more questions than we had time to answer in as much detail as we liked, so we'll taking the opportunity today to clear up a little mystery about this topic.


What can you tell me about Skills?

Skills in Earthrise will not provide passive effects (in other words, things you get with little to no effort involved) that permanently affect the character and make it stronger. We believe using passive effects can unfairly favor game veterans because this creates an unbalanced situation between time invested playing and actual player knowledge.

Skill use will unlock what we are calling Abilities and Tactics. Players will have to learn how to use their Abilities and how to pair Tactics with Abilities to enhance their effects and make them more powerful in specific situations.

Basically, there's no technical difference between a player who just starts learning a new skill and a player who has mastered all the skill can offer, as long as both players do not use any of the Abilities offered by that skill. Once Abilities come into play, the more proficient player will have a sizable advantage because they will have unlocked more abilities to choose from.

In additional to unlockable Active Abilities, there will be Passive Abilities, or Abilities that once unlocked, will affect the character in a permanent way. They are very similar to passive bonuses from Skills but the amount of the bonus is flat and is not calculated based on skill value. Choosing what Passive Abilities to unlock will decide how your character's base statistics in combat (and crafting) advance.

Here's an example. As you advance in Melee combat skills, you might unlock the Physical Training Ability. This Ability might give you increased potential to advance your Physique. Passive Abilities can also stack up, so if you unlock several abilities called "Physical Training Ability", the effect could be rather important!

Just as we have mentioned that a player can learn every single skill in Earthrise, they can also unlock all the abilities and tactics. However, keep in mind your equipment will limit what Abilities are active or not at any given time. Many Abilities will be based on using specific equipment, such as your protective armor or devices installed in it. But since you can change your armor, you can also change the pool of available Abilities to you and rearrange your Action Bar accordingly.

I know, this sounds fantastic! But here's the big question "how does it work compared to other MMOs?"

We've been reading our community's thoughts very closely since we mentioned the topic in our recent Developer Chat and noticed that some people have compared Earthrise with classic MMOs where activiating an Ability is sufficient enough to receive the effect over the target.

In Earthrise only some Active and Passive Abilities will have immediate effect upon use, or will require a "mark" placed on a target (for limited auto-targeting). Instead, many Abilities will actually get only powered up when Activated, and will require to be "shot at" their targets. If the player misses the shot, then the Ability has no effect on the target. This will make even Ability-based play dynamic and not too much different from standard combat.

It may sound a little complicated, but we welcome your questions in the thread below! Please keep in mind that like all systems, things may be subject to change as the game develops.

Have a fantastic week! We look forward to your feedback and speculation.
~ m.
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Cavadus
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« Reply #1 on: June 16, 2008, 08:13:15 AM »

This sounds awesome.  I can't wait to experience it.

Edit: Okay, I am a bit confused by these statements as they seem to contradict one another.
Quote
Skills in Earthrise will not provide passive effects ... that permanently affect the character and make it stronger
Quote
...there will be Passive Abilities, or Abilities that once unlocked, will affect the character in a permanent way.

So... which is it then?  Or am I missing something?  I'm just not understanding how passive bonuses unlocked in abilities that affect my character permanently aren't passive bonuses that affect my character permanently.
« Last Edit: June 16, 2008, 08:35:52 AM by Kavadas » Logged

Tyrus Dark
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« Reply #2 on: June 16, 2008, 08:14:42 AM »

First!  ETA: Second (bah, i added more detail to mine Wink )

Anyways: That full explanation adds a lot of depth to the system!

I suppose most of the questions I still have about the topic at hand get a bit specific for this stage (such as, can you give us more examples!?) but it's great to have a better handle on the way it works.
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« Reply #3 on: June 16, 2008, 08:22:52 AM »

First of all thank you moll for this greatly QotW!
I'm very interested in how the combat system feels.
I was afraid, because I did not know whether the skills and abillities
like in classic mmos but your QotW blows off all my doubts.


Sry, my english is bad, isn't it? -.-
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Moll
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« Reply #4 on: June 16, 2008, 08:31:55 AM »

This sounds awesome.  I can't wait to experience it.

Edit: Okay, I am a bit confused by these statements as they seem to contradict one another.
So... which is it then?  Or am I missing something?  I'm just not understanding how passive bonuses unlocked in abilities that affect my character permanently aren't passive bonuses that affect my character permanently.

Here's the way I saw it - it got me at first until I read further:
Quote
However, keep in mind your equipment will limit what Abilities are active or not at any given time. Many Abilities will be based on using specific equipment, such as your protective armor or devices installed in it. But since you can change your armor, you can also change the pool of available Abilities to you and rearrange your Action Bar accordingly.

Which means yeah they're permanent, but you may or may not have access to them all the time based on equipment. (disclaimer: I'm not exactly the most expert on this system, so this is just my understanding of it and I'll work on getting it clarified.)
« Last Edit: June 16, 2008, 08:33:39 AM by Moll » Logged
Cavadus
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« Reply #5 on: June 16, 2008, 08:40:30 AM »

So then does your equipment just instrinsically "activate" compatible passive abilities or do they have to be equipped like skills in Guild Wars?  Or are equipped skills limited to only active abilities?

(I think I'm starting to understand, I hope Wink)
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Tyrus Dark
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« Reply #6 on: June 16, 2008, 08:41:56 AM »

Which means yeah they're permanent, but you may or may not have access to them all the time based on equipment. (disclaimer: I'm not exactly the most expert on this system, so this is just my understanding of it and I'll work on getting it clarified.)
Not to be nitpicky, but that seems sort of intuitive: if I unlock, say, a bonus to the effective range of rifle weaponry, I wouldn't get that bonus if I'm carrying a pistol.  That can get generic or specific as it wants (don't get bonus to "ranged weaponry" when carrying a sword, don't get bonus to "plasma pistol type 1" when not...you get the idea) or is it something more complex than that:

to clarify using the example from the OP: I unlock "physical training", which makes it easier to get "physique" (again, going by example).  Well, I get a whole ton of physique running around hacking people to death with a phased plasma battleaxe.  Then I switch to firing a pistol: unsurprisingly, the bonuses to my physique don't apply to something as trivial as firing a pistol. Does that sound right, or is it a bit more complex (or again, more "specific") than that?
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Cavadus
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« Reply #7 on: June 16, 2008, 08:48:22 AM »

Maybe the physique bonus would apply to pistols if you used an attack like "pistol whip" which is a melee attack with ranged weapon.  It seems like they're taking a pretty common sense approach.

Physique (for argument's sake) would make melee strike abilities do more damage irregardless of what type of weapon, or maybe even equipment, they are executed with.  I mean, it stands to reason that if one can hit someone in the head really hard with a hammer then they should be able to hit someone really hard in the head with the grip of a pistol.
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Tyrus Dark
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« Reply #8 on: June 16, 2008, 09:10:23 AM »

Maybe the physique bonus would apply to pistols if you used an attack like "pistol whip" which is a melee attack with ranged weapon.  It seems like they're taking a pretty common sense approach.

Physique (for argument's sake) would make melee strike abilities do more damage irregardless of what type of weapon, or maybe even equipment, they are executed with.  I mean, it stands to reason that if one can hit someone in the head really hard with a hammer then they should be able to hit someone really hard in the head with the grip of a pistol.
sure if a pistol whip is an option, yes. I was referring specifically to "firing" the pistol: My point here is that the system is either
A) really a pretty simple system: you get level X in a skill and you get passive modifier Y *for the equipment/action that skill relates to*... there's nothing complex about that at all. (Now, it gets more complex obviously when referring to abilities/tactics, I'm trying to nail down exactly how the passives work)
or
B) more complex than the details we've been given: more back to that "template" or "loaded passive" system, where you have to choose a set of passives to be your bonuses and if you change equipment on the fly you'll also need to change your bonuses or you're SOL.
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Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
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« Reply #9 on: June 16, 2008, 09:22:59 AM »

I get what you're saying.  From what Moll has said it seems more like your equipped items will activate associated passive abilities rather than one having to "template" them.  So like the skill templates would be for active abilities/skills only.

ROFL, oh the speculation:-p
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« Reply #10 on: June 16, 2008, 09:34:11 AM »

I think there should be very minor speed increases to give an edge. I'm a martial artist and the speed difference between a black belt and a 2nd degree black belt is not so apparent, but it's there and it gives that little edge over the opponent. Doesn't mean BB1 can't totally own BB2, In some cases the BB1 would have a much better strategy and better tactics than the 2nd degree.

All in all, i feel repetitive tasks should yield a speed increase as they do in real life.
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« Reply #11 on: June 16, 2008, 11:51:49 AM »

This sounds awesome.  I can't wait to experience it.

Edit: Okay, I am a bit confused by these statements as they seem to contradict one another.
So... which is it then?  Or am I missing something?  I'm just not understanding how passive bonuses unlocked in abilities that affect my character permanently aren't passive bonuses that affect my character permanently.

The way I read it, it sounded like once you get the ability, you have it and it's permanent.  However, your skill doesn't make any difference beyond unlocking it.  So if there's a 'running' skill, and at running 10, you get +5% to speed, you get that flat 5% regardless of whether you have running at 10 or running at 100.

Also, as mentioned the equipment could also affect it, etc.

By the way, I enjoyed the post.  I have a follow up, though.  You go into decent detail on abilities, but only mention tactics in passing.  Can you give us a teeny bit more?  Smiley
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Xyleya
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« Reply #12 on: June 16, 2008, 03:54:29 PM »

Theres quite some confusion, as everybody will interprete this im some or the other way, so I#m not hopping into speculations here.

Let's get into Beta asap and then we'll have something to talk about  Tongue
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« Reply #13 on: June 16, 2008, 08:41:14 PM »

The way i understand it is:

There are skills, and these can be leveled up but doing the requisite action (eg shooting a rifle eventually upgrade rifle skill)

Skills unlock abilities and tactics.

Skills never give a passive bonus but abilities can give a passive bonus or an active bonus.

Abilities and Tactics sometimes need to be aimed at the target if they are active.

Although unlocked under skills, abilities and tactics need the requisite equipment to be used (eg for rifle enhancement passive ability, a rifle must be equiped) They will not be able to be active otherwise.




Anyone here played Mass Effect? This skill and ability system sounds very similar. (Not in a bad way, i love how it's done in Mass Effect and I was wondering if they're make an MMO version. Sounds like Earthrise will be that MMO version without all the spacecraft/aliens of course)
The difference being in mass effect, you would level up and apply points to skills to unlock abilities which some could only be used with specific equipment. Obviously in Earthrise, to level a skill you don't just apply a point, you actually have to use that skill to upgrade it.


I'm very pleased with this system. Keep it up!
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« Reply #14 on: June 17, 2008, 02:05:47 AM »



 Choosing what Passive Abilities to unlock will decide how your character's base statistics in combat (and crafting) advance.
~ m.


This is the point that pose interogation for me. Choosing

Do you think they mean that we get to choose 1 from a list of lets say 3 abilities, or are we gonna have a page of ability giving the description and what is recquire to unlock the ability.

IMO both are good but call for a diferent devolepment in character. I would be more concervative with the 1of3 choice than having to plan in advance what you need now to get an ability later.

What do you think?

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