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Author Topic: (QOTW 01112010) A Roundup of Recent Questions  (Read 3487 times)
Moll
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« on: January 11, 2010, 08:04:44 AM »

Hi everybody!

This week we've got a great roundup for you based on some recent QOTW threads.


You asked: To what extent does the tutorial portion of the game allow players to experiment with the skill trees? Is it time/mission based before a skill gets "locked in"?
Within the tutorial portion of the game, players will be able to experiment with one signature ability from several skills. This ability is provided by mnemonic adaptation kit that imprints limited memory that allows newly-cloned individuals to experience the execution of certain complex tasks in order to stimulate their brain to respond positively and therefore allowing them to find their future profession on Enterra. Simply put, it lets you test drive certain skills - such as using weapons, crafting, etc. - before you dedicate yourself to development of those skill. The mnemonic adaptation kit uses digital rights management that makes memory unavailable outside the cloning facility to prevent black market distribution of enforced knowledge; therefore once your character leaves the tutorial zone, he is returned back to a blank slate. Still, acquiring and using any automatically imprinted memory inside the tutorial zone is rewarded.
 
You asked: Can you only use your skills when you wear the appropriate equipment? (In other words, are skills tied to equipment?)
 Certain combat skills are used only if the player wears specific armor and wields specific weaponry or gear-integrated devices. The reasoning behind such limitation is that most actions in Earthrise are not character=executed but a property of his gear. For example, ranged weapon experts cannot cause a crippling shot without wielding a ranged weapon at hand. Additionally, weapons require specific type of armor as they draw energy and are assisted by electronics integrated in that type of armor.
 
You asked: Does Criminal Karma decay in real time, or by logged in time?
 Criminal Karma loses its intensity in logged-in time. Players should not feel forced to stay outside of the game to hide from the law.
 
You asked: Can criminals bribe officials in "safe" zones for temporary access?
Once upon a time they could and they did! But since both factions enforced full uncyphered recordings of the watcher chip among law authorities, as well as robotic assistance that evaluates their activities, their conscience is no longer corrupt and bribing is out of question.

We hope this clears some burning questions up, and look forward to seeing you all return next week for another QOTW. Feel free to discuss below.
~m.
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mdtrx
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« Reply #1 on: January 11, 2010, 08:18:43 AM »

Some nice clarifications, thank you  Grin
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Kole
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« Reply #2 on: January 11, 2010, 08:19:41 AM »

Indead, nice.

You asked: Can you only use your skills when you wear the appropriate equipment? (In other words, are skills tied to equipment?)
 Certain combat skills are used only if the player wears specific armor and wields specific weaponry or gear-integrated devices. The reasoning behind such limitation is that most actions in Earthrise are not character=executed but a property of his gear. For example, ranged weapon experts cannot cause a crippling shot without wielding a ranged weapon at hand. Additionally, weapons require specific type of armor as they draw energy and are assisted by electronics integrated in that type of armor.
 

I want to know if the reverse is true. Can you only equip equipment if you have the skill, or can we equip at items without having skills?

Hopefully this gets cleared up in the community interview.  /nudges Moll
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Felix12g
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« Reply #3 on: January 11, 2010, 09:36:27 AM »

I'd guess no as their past blurbs have said items aren't tied to skills for equipping.

Still, acquiring and using any automatically imprinted memory inside the tutorial zone is rewarded.

Interesting, what other rewards would you get for using skills other than exp earned while using them?
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Tallath
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« Reply #4 on: January 11, 2010, 10:00:59 AM »

Interesting stuff about the tutorial zone. Thanks!
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Mogeley
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« Reply #5 on: January 11, 2010, 10:52:15 AM »

Interesting stuff about the tutorial zone. Thanks!

Yeah, it's a nice feature to play around with things a little so you know how to start the first time at least.

I also like the fact that weapons are not stand alone but that some weapons require some item based prerequisites to use.
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« Reply #6 on: January 11, 2010, 01:37:42 PM »

Cool!
That's some good stuff to know.
A little less chance that you will have to go back and delete character because it wasn't quite what you had envisioned when you started out.  Wink
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« Reply #7 on: January 11, 2010, 05:11:08 PM »

good that you're able to experiment in a separate environment in the beginning. Dumping new players directly into the midst of action often make them rush so it's nice that you'll be a bit shielded in a separate environment while you learn the basics and find your path Smiley also it's find it very appropriate to require certain equipment to use certain skills. I'm still having the feeling that I've got so high expectations that I expect to be disappointed  Grin
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Swiftmind
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« Reply #8 on: January 11, 2010, 06:11:42 PM »

I like the fact that players can test different skills within the tutorial while not actually affecting the skills of the player. This will help new players learn about different skill sets and what to pursue. This is a good design idea; it makes the tutorial actually worth something.

Quote from: Moll
Within the tutorial portion of the game, players will be able to experiment with one signature ability from several skills.
One ability. Does this mean within the tutorial a player can only choose one skill to explore? I for instance can not try out energy weapons skill then switch to two hand sword skill and see which one I like better? Or does this mean only one skill at a time?

Quote from: Moll
Criminal Karma loses its intensity in logged-in time. Players should not feel forced to stay outside of the game to hide from the law.
At first I was surprised at this, but after thinking about it, this makes sense. This stops players from defying the law, then just logging onto an alt for the period of the karma decay. Players better think twice before playing criminal for a day.
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« Reply #9 on: January 11, 2010, 07:48:41 PM »

One ability. Does this mean within the tutorial a player can only choose one skill to explore? I for instance can not try out energy weapons skill then switch to two hand sword skill and see which one I like better? Or does this mean only one skill at a time?

I think it means more like one for rifles, one for launchers, one for crafting something, and so one. Just to give you a taste to see what route you may want to go down and what you may want to avoid that may not fit your style. I give it two thumbs up!
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« Reply #10 on: January 11, 2010, 09:52:20 PM »

Maybe the time isn't constant? I suspect your rank and your victim's rank in faction standing matters.
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kayeffem
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« Reply #11 on: January 11, 2010, 10:23:03 PM »

I wouldnt assume there's a limit on karma generation.  It's a counter that keeps adding up with a decay rate.  If players engage in criminal activity as their main activity it may be years to burn off the karma if it's high enough.  I'm glad they used the ingame time to remove karma, out of game would be too easy to break the law and then log an alt while the timer runs out.
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« Reply #12 on: January 11, 2010, 10:51:25 PM »

Swwet qotw thx moll
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Holice
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« Reply #13 on: January 11, 2010, 11:26:21 PM »

Awesome that my question about bribery was answered, but shame that its a no go.

Hopefully, criminals will have their own "city" type places where we can get some of the more domestic things done, such as crafting, trading, etc...and with minimal violence of course Tongue.

Honor among thieves???
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Kole
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« Reply #14 on: January 11, 2010, 11:48:57 PM »

They do Holice - its been described in one of the recent criminal QTOW.

It sounds like it provides the same services as SV or NB except they didn't mention quest terminals.
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