Crowfall explains its skill system with an extensive FAQ

    
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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.

The FAQ also went into depth about how the skill system trains in real-time, a la EVE Online: “Skills advance passively, over-time. We don’t require you to ‘grind monsters’ or repeat simple tasks to increase your skill levels. A player can use the skill tree interface to set a number of his skills to advance. Players will then begin to earn experience points (XP) in the selected skill(s) in real world time — even when they aren’t online.  Every few seconds, skill XP points will trickle into your selected skill(s), giving you increased benefits outlined above and unlocking new skills that you can elect to train in the future.”

Source: Skills FAQ
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EpicViking
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EpicViking

Really wish more game did this time-based skill thing. It’s easily the coolest feature of Eve, and what made me interested in Pathfinder Online. Crowfall is definetly on my “To watch” list.

Craywulf
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Craywulf

DPandaren Please don’t use that as an excuse, it’s so insulting to say I need to replay content over and over to “train” me how to play. I don’t mind tutorials, but once is enough for me to learn how to play. I am pretty sure you don’t need 80 levels to “learn” how to play. That’s downright insulting considering the vast amount of games out there from different genres that don’t have leveling or even tutorials and players have no problems. 

Truthfully you’re just regurgitating elitist rhetoric.

Robert80
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Robert80

Francis courant Murmillo Robert80  Yeah.  Not as bad as if it was able to be used on their current archetype.  Still seems a little painful due to the longer delay, especially if they start adding more stuff when the VIPs start getting close to the end of the road on all archetypes.
It isn’t as bad as I first feared, that is for sure.  I can still see it being a can of worms for people whenever a balance change affects their one leveled archetype!

DPandaren
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DPandaren

Craywulf Francis courant That honestly depends on the game. Most games use the grinding loop to teach people how to use their skills correctly. First introducing a few skills, then later add more and more. WoW does it for example.

Francis courant
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Francis courant

Murmillo Robert80 I think it’s reasonable to say that a player who can switch between 3 powerful archetypes (let’s say a support, DPS and tank) in the same campaign & play session would have more power than a player who can switch between 1 powerful archetype and 2 weaker archetypes.
If we transpose this to LoL or other MOBA (not a perfect comparison), it could resemble to a player who’s able to switch during a match between level 18 Soraka, Garen and Caitlyn, while the other player can only switch from level 18 Soraka to level 1 Garen and level 1 Caitlyn.
Probably that there’s a smaller difference of power between non-trained and full trained archetypes in Crowfall than a level 1 and level 18 champions in LoL.

Murmillo
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Murmillo

Robert80 Crowfall team address this issue in their own article about skills.. Justin linked to it “http://crowfall.com/en/news/skills-faq-how-to-train-your-crow/”

Both the VIP and the Free player will be able to train 1 general skill, and 1 archetype skill.

The VIP will be able to train 2 additional archetype skills, but they are different archetypes, so both players progress at the same pace, except that the VIP have more options, not more power.

See point 5. in the linked article.

Now whether this is a good system or not is up to the individual player to decide.. Just stating facts here. :P

Robert80
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Robert80

IB4 VIP is P2W…
I’m sure somebody will hit on that, although you can eventually catch up.  That said, given that the resources for your stuff outside each match is based on winning, it seems like a huge mistake to tie more skills to that.  It is a clear power advantage for however long it would take for a non-VIP to catch up.
I like some of the things they are doing, but then I see something that is so obviously granting a huge bonus for cash and just feel any potential interest deflate.  I like solid benefits for subscribers, but never something that affects in game balance.

Arthwyndar
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Arthwyndar

I understand why they are doing this but I think it’s a mistake.

disUserNameTake
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disUserNameTake

Craywulf I can’t understand why anyone would think that locking all players into a skill system where everyone proceeds in real time at the same pace is good game design or leads to an enjoyable or rewarding experience for the player.  

My experience with Eve is that I’m not proud at all of earning new skills, and I feel no sense of accomplishment.  Because all I had to do was buy the skill, inject it into the queue, and wait (probably a long time!).  

On the other hand, when I earn APs in GW2, unlock new masteries, etc. I actually feel some sense of having accomplished something because I earned the XP in that game mode.  Or I had to work at unlocking some collection.

So I am the complete opposite of you.  I find no appeal at all to skill progression systems which are unlocked without actually playing the game.

disUserNameTake
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disUserNameTake

I have been lurking and reading about this game with some interest and enthusiasm, but this feels like a misstep.  Having experienced a similar mechanic in Eve, I can think of basically nothing to recommend it.  The main problem is that a passive progression system does not reward you from actually playing the game, and you end up waiting months to get your character’s skill trained up with no way to increase the pace of training.  I find this frustrating and tedious, and I would much rather unlock skills and abilities through earning the unlocks in-game.  Ultimately, this is a better system for the game, too, as it encourages people to actually play it rather than log-in once in awhile to play “Skill Queue Online”.