Do you like dragging yourself out of bed at three in the morning because something has finished in a game and you need to immediately address it? Probably not. That would be insane. But Crowfall recognizes that it’s a possibility with its skill training system, which is why the game has time banks. If a skill finishes training and you’re offline, time starts to fill up in the bank, and you can immediately spend it on whatever you want to train next, with VIP players able to bank up to 30 days of accumulated time. Players will also be able to use skill tomes to transfer banked time, thus ensuring that newer players can catch up with veterans.
VIP players will have the edge in terms of how many things can be trained at once, but they won’t be able to progress faster than other players while training; a VIP player can train two separate skills at once, but not the same skill twice as fast. You can catch the full overview on the official site so you know exactly how the game will help you train up your skills over time and how you can be sure to balance the demands of your time.
is a new skill coming to Path of Exile
, and when you read about how it works it probably seems a little counter-intuitive. See, when you use it, you don’t actually dash; you project a mirage of yourself forward for as long as you channel the ability. The mirage movement is based on your movement speed, only slightly faster, but you still only actually dash when you stop channeling. Then you deal damage to everything along your path and explode in electricity.
Of course, when you see it in action, it all makes perfect sense, and the designers helpfully point out how the skill can be used as both a movement tool and a damage skill with varying aspects. Check out the video just below to see it in action. It’s a bit like watching a lightning bolt find its destination, which seems appropriate.
Crowfall’s ramping up the dev blogs this week with a fresh one on the skills system. “Skills are one of the main methods of character progression,” ArtCraft Design Lead Thomas “Blixtev” Blair explains. “Skills train passively over time, whether you are offline or online, and they are based on the account, not the individual character. This means that when you train a skill, you get the benefit of that skill across any character on your account for which that skill is beneficial.”
The devs’ original plan was to have players train up from 1 to 100 in each skill, but as designed, that system didn’t cause players to feel as if they were making much progress. “It’s hard to get excited about a .001 gain per point,” Blair quips.
To fix it, ArtCraft’s changed up the model such that “the time it took to gain 20/100 points now equates to one pip” and “stat gains now ‘build up’ until each pip is earned.” Requirements that players complete training in a skill to jump ahead to the next skills have also been reduced or eliminated. Just know that the skill trees are due for a huge wipe and restructure thanks to the archetype skill overhaul.
The changes to PLEX for EVE Online
make it easier to buy small chunks, sell small chunks, and not have all of it get blown up when you stuff a cargo hold full of your money. Of course, part of what has made PLEX so vital is the need for newer players to be able to catch up with veterans, which ties into use of skill injectors… which are currently very expensive. So the game is introducing a cheaper way to get those
, as well.
Existing skill injectors will be marked as large injectors, while the new smaller skill injectors will hold a maximum of 100,000 points and offer smaller and smaller rewards to players with more skill points. The hope is that newer players can buy the bite-sized injector and start to catch up before moving on to larger purchases, thus ensuring that everyone can more quickly take part in the sprawling wars of backstabbing that make the game tick along.
Your normal skills in Revelation Online
are what you use for 90% of the game, obviously. That’s why they’re normal skills, after all. You rely upon them and they serve as stalwart workhorses. But then there are the Special Skills, detailed in the most recent post on the official site
. You can earn a few of them almost automatically through tutorial quests and consecutive logins, but most of the others must be earned through raising reputation.
The skills themselves have large effects that can turn the tide of a battle in your favor, so it only makes sense that they’d also have entirely independent advancement options for players. You can level up several aspects of your special skills including cooldowns, duration, damage, and cost; higher-ranked skills will obviously take more time to improve than lower-ranked skills. The Special Skills are your big guns that allow you to do things your class otherwise would be unable to do, so it’s worth understanding just how big the guns can be. You can try them out yourself when the game hits open beta on March 6th.
Wanna feel old? Three years ago, I wrote a Second Wind piece for Massively-that-was on Ultima Online, which had recently been turned over to Broadsword and was celebrating its 16th birthday. “The ‘old things suck’ snobs can scoff all they want,” I concluded, “but feature for feature, UO surpasses far too many modern games to be ignored.”
Now the game has just turned 19, and I’m back in the grand-daddy of MMORPGs poking around for the readers who’ve requested another look and listen. I’d call it a third wind, but for me, it’s probably more like my 103rd wind, as I’ve gone back so many times I’ve lost count. This round, I’m going to give a little tour of some of my favorite features, like housing, runebooks, boats, and combat, plus talk about some basic mechanics and highlight cool community hot spots on Atlantic, then wind down with some opinions on UO’s place in the genre and the lessons we can learn from its long and glorious sandbox development history even here in 2016. Enjoy!
One of the buzzwords of the modern MMO space is games promising to reward player skill rather than gear. I understand the argument being made, naturally, but I also think it kind of misses the mark. If your game has a detailed family of statistics and lots of different potential numbers to juggle, picking out the right kind of gear is player skill. Using the right build and the right abilities is a test of skill. Even in a game like World of Warcraft, success is frequently a factor of skill in the most gear-laden playstyles; you’re not clearing a Mythic raid if you have great gear but keep standing in the wrong spots.
That’s not counting the fact that there are a lot of players who would rather play with someone whose gear or performance is weaker in exchange for more pleasant banter. I get a lot of commendations in dungeons runs in Final Fantasy XIV just by being friendly and explaining boss fights to new players. So what about you, dear readers? How do you define good play in an MMO? Is it a matter of performance, attitude, equipment, or some combination of other factors?
It’s all about the skills in Wild Terra’s recent update, and devs look forward to hearing testers’ comments on the changes. The early-access survival game has new mechanics in place for both mining and creating, as well as a few brand-new skills. Skills also have a colored con system.
Under mining, skinning has been added as a way to obtain hides and lumbering was introduced for producing timber and logs. Skill here affects speed, stamina costs, tool damage, amount gathered, and the chance to obtain rare materials. When it comes to creating, skill affects success, speed, stamina costs, tool damage, and quality. Failure results in damage to the tool and lower quality of the product. The new survival skill allows players to create basic objects and buildings, whereas carpentry allows players to build wooden objects and buildings. Leatherworking lets players manufacture items from hides.
The skill system in Star Trek Online
is kind of a hot mess. It always has been, from the game’s initial launch skills to its present system. That’s not editorializing – that’s a position that even the game’s developers seem to share, as outlined in the latest entry on the game’s official site detailing the upcoming skill system overhaul
. The new system should make the difference between Ground and Space skills clear, eliminate useless or sub-optimal skills, and generally give players a solid picture of what they’re doing and why all through levels 1-50.
Skills will now be following an active and passive unlock system. Points are granted for Space and Ground skills per level, allowing players to actively unlock a variety of abilities; as abilities are unlocked in the various space disciplines, new skills are passively unlocked, while ground skills offer choices as more points are invested in the single progression track. Little to nothing is being lost, but a few new choices are being added, giving captains reason to find new ways to progress when the revamp beams onto the live servers later in spring.
EVE Online‘s passive skill training system lets players slowly accumulate skill points over time, and until recently there was no way to actively skip ahead of that the curve. With the recent introduction of Skill Extractors, players can now remove skill points from their characters’ heads and trade them on the open market as Skill Injectors. Other players can then buy the injectors and shove them into their own heads for a boost in skill points that can then be assigned to any skill. Tens of thousands of injectors have been bought and sold since they were introduced just a few days ago, and a few injector addicts have already come out of the woodwork.
Player Stromgren of DARKNESS. alliance used injectors to become EVE‘s highest-skilled character literally overnight, adding over 100 million skill points that would normally take 4.3 years to train passively. Stromgren gets only 150,000 skill points per injector due to diminishing returns for high-skill characters, so he needed to use 677 injectors to get to the point he is at now. At current market value, those injectors are worth around 437 billion ISK or 350 PLEX, putting the real-world value of his escapade at between $5204.75 and $6982.5 depending on the cash value used for PLEX. There’s no way to tell whether Stromgren purchased the injectors with ISK from the sale of PLEX or ISK he already had, but it nevertheless represents a huge cost.
Enterprising rogues will be pursuing six new skills once The Elder Scrolls Online’s Thieves Guild DLC launches next month: Finders Keepers for spotting treasures, Swiftly Forgotten for being inconspicuous, Haggling for making bank, Timely Escape for getting away, Veil of Shadows for sneaking around, and our favorite, Clemency, for shmoozing the guards.
ZeniMax’s latest dev diary details all of these skills as well as the larceny system, which opens up a slew of new quests for thieves, including tips, heists, “reacquisitions,” treasures, bounties, and home invasions.
The blog post also discusses how mementos will find their way out of your inventory and into the collections menu, as well as how players will make use of new assistant NPCs, “special characters that provide a specific service when summoned.”
A few months ago, CCP Games announced its somewhat unorthodox plans to allow EVE Online players to extract and sell their skill points on the open market for in-game currency. Players can already buy and sell entire characters for ISK via the Character Bazarr, but the new system allows smaller batches of skill points to be extracted and traded as items. Other players can then buy the skill packets and inject them into their character to be assigned to any skill they like. The skill extractor items go on sale tomorrow, and CCP has released a new devblog explaining how to get your hands on them.
Each consumable skill extractor sucks 500,000 skill points (about 10 days of passive skill training) out of your character’s head for sale, and characters with over 5 million skill points will suffer diminishing returns when injecting them. Skill extractors can be bought in the cash shop for 1,000 Aurum or purchased directly for $5.49 each. From tomorrow until February 26th, players who sign up to 3, 6, or 12 month subscriptions will get several injectors free and anyone buying Aurum packages will get more bonus Aurum than usual. This new mechanic will allow new players who can make it rich in EVE to physically catch up to older players in skill points, but it remains to be seen just how expensive skill packets will become on the open market.
When Crowfall launches, it plans to have upwards of 1,500 skills available for players to choose and train. Before your eyes cross just thinking about the nightmare of having to sort all of that out, know that ArtCraft has posted a new FAQ about the skill system so that you can begin to get a handle on it now.
Players will get to train two skills at any given time (or four if their account is flagged for VIP status). Most skills can be leveled to 100, although there are a select few that can be pushed into epic territory and perhaps reach level 200. The crows-and-vessels system is intimately connected to the skill system, and players will find many ways to differentiate their characters by selecting various paths on the skill tree.