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.
There’s a new elite skill that’s come to the skill-centric RuneScape, and it’s causing both jubilation and jeers among the game’s community.
Invention allows players to disassemble items in order to procure and train gear perks for other items. These modded items can be given special qualities and striking visual appearances — and they can be leveled up as well.
However, it looks as though Jagex didn’t quite do enough testing on the skill, as invention has already caused serious imbalances due to it being power-leveled and abused in ways that the devs didn’t forsee. This required a strong course correction two days after the patch and a warning from the studio for players not to exploit the system.
Games like Albion Online offer players a great deal of versatility in builds, but it’s not always immediately apparent how to turn all of those options into actual working character builds. It helps to see what the developers meant for players to do with all of the tools. To that end, the development team for the game is doing exactly that with the Iron-Clad Tank build, showing off the skills and equipment needed for player characters to be staff-based agents of destruction.
Much of the build is centered around picking the right skills for each of the player’s equipment slots, with the Meditation skill on the helmet serving as the centerpiece of the whole build. In play, much of the build centers around the spinning stun effect of Hurricane, which disrupts enemy formations and can be used almost back-to-back with the aid of Meditation. It’s a build that has weaknesses, but a player can wade in and break up an enemy formation thoroughly with this particular build; even if that’s not how you want to play, it should give you ideas for what to do with your character options.
How do you get better at things in Crowfall? Obviously, there’s personal practice, but in the more abstract sense, there are the game’s skill trees. Skill trees are how characters train up to improve statistics, and the latest article on the official site previews the fine details of the system as it currently stands.
The short version is that skills are trained over time, with a slow trickle of points improving the skill even if you’re offline. Each skill also offers a bonus to character stats as it improves, with certain skills offering a larger or smaller coefficient for that bonus. Players will have access to skill trees for both archetype-specific skills and general skills, with promotion paths available for players who master the archetype-specific options. If you’ve bemoaned the presence of simpler systems in character specialization, you’ll probably be quite happy with what the team has developed thus far.
The original purpose of Albion Online‘s learning point system was to create a balance mechanism for players with varying amounts of time to spend in the game. All well and good, but it caused another problem insofar as players could level up to a new tier and then wind up stuck there for an extended period of time. So the new version of the system makes learning points a bonus to acquire skills faster rather than the core mechanism for skills.
Learning points now acts as a quick way to level up to the next tier of fame, while fame requirements have been increased by a large amount. The net result is that hardcore players can still grind away after spending learning points, but it’ll be much slower going, and the gap between players who can grind and those who cannot remains small. It’s an interesting revision to the system, and players will have a chance to take it for a spin during the game’s closed beta.
When players asked for a sandbox mode for League of Legends
, Riot Games
said no. This made a large number of players very vocally angry
and may generally be regarded as a bad move. So when Riot was asked to reconsider based upon player feedback, the answer is a definite yes
, meaning that sandbox mode may or may not come to the game but is at least back on the table for discussion again. That’s like
If you’re entertaining visions in your head of player-owned structures or absurd crafting systems, it’s important to note here that “sandbox mode” simply means an option to set up specific practice scenarios. The positive side effect for players at all levels is that you don’t need to wait for a few dozen matches to go just right for you to practice your skill at aiming a skillshot or killing the right targets. It’s a boon for players trying to get better, and while we can’t say it is happening, it’s back on the table for discussion.
The Project Gorgon Kickstarter is humming along nicely this time around, and the developers have already passed the $25,000 stretch goal. So what’s next on the agenda? Music! Two new stretch goals have been added for the $35,000 and $40,000 targets, and both of them should produce a sound soothing to the ears.
At $35,000, developers will expand what can be done with the various instruments already slated for the game, adding in new musical loops, a seventh instrument, and even animal forms getting in on the action. Meanwhile, at $40,000 the game is going to add in the Bard skill line, which can be combined with other skills to make a character well-versed in buffs or crowd control as desired.
Sampling from the best of both worlds, Crowfall will allow both offline passive and online active skill training for characters.
In a dev update posted today, the team explained that players can pick up to three skills to learn while they are logged out of the game. The lore excuse here is that priests are praying for your hero to remember skills from a previous life. Offline training will be the main method of advancing your character’s abilities, although you can advance skills through active use as well. The team said that a skill slotted for primary training will rise to 100% in a month’s time, while a tertiary trained skill will take three times that.
The studio also posted a behind-the-scenes interview with Crowfall’s artists, so give that a watch after the jump.