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Author Topic: (QOTW 06012009) Skill Advancement and Shiny New Wallpaper  (Read 5109 times)
Moll
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« on: June 01, 2009, 04:54:55 AM »

Greetings!

A short question this week, selected by our developer team:


“Will choosing our skills be interactive or just a "click here to skillup" type of experience?”

 
Skills improvement is one of the pinnacles of Earthrise’s sandbox gameplay. Players in Earthrise will gain skill points by killing monsters and completing quests. Those skill points can be invested in abilities, which are used in combat. The abilities interface dialog is interactive with options to buy and combine abilities by using tactics.  The skill advancement system is easy to learn and offers numerous possibilities for character customization, much more than many other games on the market. Players in Earthrise will never feel limited in terms of skill advancement due to the fact that they can combine all types of abilities and tactics and they can learn all skills in the game.

Short and sweet, but wait, there's more!
Please enjoy our new wallpaper available in various sizes for you. You do not need to be a member of Facebook to see this album, but if you are a member, why not add us as a fan?



Have a great week!
~ m.
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mrdall
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« Reply #1 on: June 01, 2009, 05:04:30 AM »

Where's my sweet 1920 * 1200 res background? Sad

(also, i like the emphasis on character customization Smiley i hope you can really feel it in-game)
« Last Edit: June 01, 2009, 05:06:07 AM by mrdall » Logged
Samo
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« Reply #2 on: June 01, 2009, 05:06:54 AM »

We kinda already know all of that, but thanks for the wallpaper anyway =] The only problem is that Facebook resizes the images so the 1600x1200 one isn't actually 1600x1200 at all :/ Either way, I like the wallpaper, FERRY SHINY.
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Stricnine
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« Reply #3 on: June 01, 2009, 05:12:02 AM »

Players in Earthrise will never feel limited in terms of skill advancement due to the fact that they can combine all types of abilities and tactics and they can learn all skills in the game.

Initial reaction: sheer joy.

Slow realization: concern.

That's a very large check that is being written. It is up to beta testers an devs to make sure that check is cashed as completely as it can be. Often games that allow a great deal of customization still fall victim to flavor-of the month and cookie cutter phenomena. What's the point of having a great many options if only a limited few are competitive?
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Felix12g
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« Reply #4 on: June 01, 2009, 05:14:22 AM »

Hmm, after reading that I'm hoping that there are more opportunities to customize your skillset after you actually purchase the tactics/abilities. It almost sounds like that's the only time there.
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Start, the rest is easy.
Samo
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That one there.


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« Reply #5 on: June 01, 2009, 05:18:17 AM »

Initial reaction: sheer joy.

Slow realization: concern.

That's a very large check that is being written. It is up to beta testers an devs to make sure that check is cashed as completely as it can be. Often games that allow a great deal of customization still fall victim to flavor-of the month and cookie cutter phenomena. What's the point of having a great many options if only a limited few are competitive?
We've all showed concern towards this before, and Masthead has replied that they're trying their best to balance skills, so that there can be more than just one 'OMGIOWNALL' skillset that'll be splattered across forums and used by every single player. I believe that masthead has the ability to balance quite a few skills, even if not all (That's like almost impossible), so yes I'm looking forward to see it all works out.
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Ael
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« Reply #6 on: June 01, 2009, 05:36:44 AM »

Hmm, it is still not clear if the cost of skills changes with the more skills you have.

I.e. does the cost of  ability"a" change if you have already purchased abilities "b" through "w"?
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Kole
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« Reply #7 on: June 01, 2009, 06:14:20 AM »

can combine all types of abilities and tactics

So did they throw out "types" and the limitation that the type of tactic has to match the type of skill to combine them?
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Noteleet
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« Reply #8 on: June 01, 2009, 07:06:24 AM »

Hmm. A made-up example would be keen here.  Tongue
« Last Edit: June 01, 2009, 07:16:17 AM by Noteleet » Logged

Crafting Industries

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« Reply #9 on: June 01, 2009, 09:46:12 AM »

I really hope its like EVE-Online, where its the depth of the skill that determines the cost and not the amount of previously earned skillpoints. This will allow you to test out your options in this classless system, rather than pidgeonhole you into one archetype as starting down a new path would take ages to even get mediocre in.

-NWS/Mav
« Last Edit: June 01, 2009, 09:48:59 AM by N.W.S » Logged
Ironfield
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« Reply #10 on: June 01, 2009, 09:15:32 PM »

Waking up in the cloning bay after an untimely death doesn't seem all that bad. =P

And yep Xyleya  I've always enjoyed your own wallpapers, you created a great selection.

Regards
Ironfield
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joshyuah
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« Reply #11 on: June 01, 2009, 09:54:46 PM »

Hmm, it is still not clear if the cost of skills changes with the more skills you have.

I.e. does the cost of  ability"a" change if you have already purchased abilities "b" through "w"?

Is that how it works, or would "a" always be a pre-requisite for "B" through "W"?
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TCO_Wordsmith
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« Reply #12 on: June 02, 2009, 01:18:37 AM »

Is that how it works, or would "a" always be a pre-requisite for "B" through "W"?

First, I'd like to commend you on knowing the alphabet Tongue

I do however think he means the actual usage cost of ability 'a'.  Say ability 'a' is 10.  He's wondering if it stays 10 after he also picks up abilities 'b' through 'w' or if it goes up, say...from 10 to 11 after 'b' to 12 after 'c' and so on down the line.

At least that's how I took it to mean.
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« Reply #13 on: June 02, 2009, 02:26:41 AM »

First, I'd like to commend you on knowing the alphabet Tongue

I do however think he means the actual usage cost of ability 'a'.  Say ability 'a' is 10.  He's wondering if it stays 10 after he also picks up abilities 'b' through 'w' or if it goes up, say...from 10 to 11 after 'b' to 12 after 'c' and so on down the line.

At least that's how I took it to mean.

No, he is asking if he already knows a bunch of skills, say movement skills, and he then wants to go learn something else, maybe rifle accuracy, will the cost in XP points for the low-level rifle accuracy skills go up because he already has the movement skills?  That is, does the XP cost of skills depend only on the level of the skill plus your attributes, or does it also adjust based on your known skills?
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Swiftmind
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« Reply #14 on: June 02, 2009, 03:26:24 AM »

“Will choosing our skills be interactive or just a "click here to skillup" type of experience?”
 
Skills improvement is one of the pinnacles of Earthrise’s sandbox gameplay. Players in Earthrise will gain skill points by killing monsters and completing quests. Those skill points can be invested in abilities, which are used in combat. The abilities interface dialog is interactive with options to buy and combine abilities by using tactics.  The skill advancement system is easy to learn and offers numerous possibilities for character customization, much more than many other games on the market. Players in Earthrise will never feel limited in terms of skill advancement due to the fact that they can combine all types of abilities and tactics and they can learn all skills in the game.

Hmmm, to me this did not answer the question. Unless I missed something, or another post somewhere?

To me it sounds like skill points is a sort of currency in which a player uses a certain amount of skill points to gain an ability/tactic, IE buy it (1000 skills points for uber jump or something). Or you just keep putting in any number of skill points you desire, IE raising it, similar to Anarchy Online’s skill system. Am I misinterpreting this?

Oh so if I did get it right then its a “click here to skill up system”?
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