Fansite Friday #38
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Can't say I'm too excited about getting skills as quest rewards - wow, Shatter Delusions, can I really mommy? I know it's a brainless quickstart, but is dumping Flare on every new Elementalist, or Sever Artery on every new Warrior really promoting diversity or creative play? Why don't they just hand out skill points and let people choose their paths?
Since we're, in theory, allowed to re-roll our secondary profession (which is a great addition), can we also re-roll our skills? I am a huge advocate of letting people do what they want with their characters, and getting obsolete / nerfed / trash skills out of their list is always a worthy goal. It would, of course, also promote diversity as every character wouldn't have an identical set of quest reward skills.
Organized 4v4 arena is an excellent addition for quick PvP runs. One thing to think about would be to make the random arenas act like the academy - that is, you can pair up with one other person who will be on your team once you're in the arena. That maintains the random aspect, but lets you play with / train a friend or guildie if that's what you're after. It might foster a bit more strategy than 'play a character designed to solo the other team' as well.
There are arguments for keeping things the way they are, though, so I won't push that issue.
Peace,
-CxE
Since we're, in theory, allowed to re-roll our secondary profession (which is a great addition), can we also re-roll our skills? I am a huge advocate of letting people do what they want with their characters, and getting obsolete / nerfed / trash skills out of their list is always a worthy goal. It would, of course, also promote diversity as every character wouldn't have an identical set of quest reward skills.
Organized 4v4 arena is an excellent addition for quick PvP runs. One thing to think about would be to make the random arenas act like the academy - that is, you can pair up with one other person who will be on your team once you're in the arena. That maintains the random aspect, but lets you play with / train a friend or guildie if that's what you're after. It might foster a bit more strategy than 'play a character designed to solo the other team' as well.
There are arguments for keeping things the way they are, though, so I won't push that issue.
Peace,
-CxE
ITS TORTURE! TORTURE I TELL YOU!
Anyway, this business of re rolling your secondary, I am not sure I picked that up correctly. Does this mean you could switch from a Ra/mes to a Ra/nec without wiping the character? (and as such gold and armor etc) IF this is true, someone please advise how this would work, and how one would go about it.
Voice acting? That is great, except I won't be starting a character till release so I'll just have to assume they did a good job on the voices.
Some people were wanting a dueling element added to the game (in other threads) I think that the 4v4 non random is about as close as we will get to that. So, I think it may make those people happy.
Thanks Gaile!
Anyway, this business of re rolling your secondary, I am not sure I picked that up correctly. Does this mean you could switch from a Ra/mes to a Ra/nec without wiping the character? (and as such gold and armor etc) IF this is true, someone please advise how this would work, and how one would go about it.
Voice acting? That is great, except I won't be starting a character till release so I'll just have to assume they did a good job on the voices.
Some people were wanting a dueling element added to the game (in other threads) I think that the 4v4 non random is about as close as we will get to that. So, I think it may make those people happy.
Thanks Gaile!
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Originally Posted by Ensign
Organized 4v4 arena is an excellent addition for quick PvP runs.
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Originally Posted by Halfy
Some people were wanting a dueling element added to the game (in other threads) I think that the 4v4 non random is about as close as we will get to that. So, I think it may make those people happy.
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What I liked:
-Voice Acting. Thank you, this was a big improvement. Next up: synching.
-4v4 Arena with choosable teams. Awesome! If past work is any indicator, this will be really well-done and is a great addition.
-Making skill points easier to acquire. Necessary if we're going to be rerolling our secondaries.
On the Fence:
-Rerolling secondaries. This helps monks, because there really aren't any natural secondaries. I can see how it is of some benefit to most players, but I don't really want people able to switch back and forth and back and forth as it suits them. That wouldn't promote diversity, it means there will be more and more "Flavor of the Month" PVE characters.
Didn't like:
-The explanation of new skill acquisition system.
I don't see how giving everyone the same or similar skills as quest rewards promotes diversity. Instead this reduces variety: If you give every new elementalist fireball as their new spell, they're all going to continue to use fire. How does that teach them that the ward spells are really effective?
The skills available from trainers in the early game already have a HUGE impact on how each profession is played. Giving out skills as mission rewards is just going to have more characters with the same skills on their bar. Continue to give skill points as rewards, and make more skills available from the trainers. Then we'll have more choices, and that will promote diversity. Don't usher us all along the same path.
Next is the claim that removing skill charms promotes diversity, and that the change BENEFITS PvP characters.
That's a bunch of hooey.
Skill charms were flawed because you didn't have to spend a skill point to use them, not because they taught you skills.
From the article:
I thought that was the point of the charm system- I can buy a charm of a skill I don't already know, so that I can learn a NEW skill.
Instead, we now have:
So this means if I learn Searing Heat with my Elementalist Mesmer that my PVP Warrior Necro would know it, if only he was an elementalist. How exactly is this better than giving me a charm of a skill I want?
Hoping and expecting wont provide variety. Teaching everyone searing heat as a mission reward only means everyone in the game is going to have searing heat when they beat mission one. Skill charms weren't reducing diversity, they were promoting skill choices. If you knew a skill was out there, you had to find someone who would sell you the charm. Now you have to go do the mission yourself, which is apparently the goal of the new policy.
Let's call it for what it is: It's a plus for people who enjoy exploring and looking for skills, but it's another hurdle for people who never enjoyed questing for skills to begin with. Skill charms were a prime way for people who didn't want to grind for skills to get them quickly. Now everyone who wants to know a skill is going to have to put in the same grind, beat the same mission, or get to the same trainer. I'm not saying it's a horrible idea, but let's not kid ourselves and say it benefits those who play PVP equally.
-Voice Acting. Thank you, this was a big improvement. Next up: synching.
-4v4 Arena with choosable teams. Awesome! If past work is any indicator, this will be really well-done and is a great addition.
-Making skill points easier to acquire. Necessary if we're going to be rerolling our secondaries.
On the Fence:
-Rerolling secondaries. This helps monks, because there really aren't any natural secondaries. I can see how it is of some benefit to most players, but I don't really want people able to switch back and forth and back and forth as it suits them. That wouldn't promote diversity, it means there will be more and more "Flavor of the Month" PVE characters.
Didn't like:
-The explanation of new skill acquisition system.
I don't see how giving everyone the same or similar skills as quest rewards promotes diversity. Instead this reduces variety: If you give every new elementalist fireball as their new spell, they're all going to continue to use fire. How does that teach them that the ward spells are really effective?
The skills available from trainers in the early game already have a HUGE impact on how each profession is played. Giving out skills as mission rewards is just going to have more characters with the same skills on their bar. Continue to give skill points as rewards, and make more skills available from the trainers. Then we'll have more choices, and that will promote diversity. Don't usher us all along the same path.
Next is the claim that removing skill charms promotes diversity, and that the change BENEFITS PvP characters.
That's a bunch of hooey.
Skill charms were flawed because you didn't have to spend a skill point to use them, not because they taught you skills.
From the article:
Quote:
| If we left skill charms in the game, then a single player could get a bunch of skills and pass them along to others... In other words, if one player could do the missions and quests and then spin off skill charms, lots of players could completely avoid the mission-playing and questing aspects of the game. |
Instead, we now have:
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| your PvP-only characters get the skills found by your roleplaying characters |
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| With our skill acquisition process, we hope and expect that there will be a lot of variety between characters. |
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| We want to show equal consideration and support to all types of players...And that actually has benefits for those who play PvP, too. |
S
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Originally Posted by Gaile, FF#38
Oh, and lastly, here’s an additional bit of good news about skills: The majority of skills will be available as quest rewards. This does not mean to say that they will be available only as such a reward, of course; you will still be able to get skills in other ways. But if you go on a quest, you may receive a skill as your reward.
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Originally Posted by Scaphism
Didn't like:
-The explanation of new skill acquisition system. I don't see how giving everyone the same or similar skills as quest rewards promotes diversity. Instead this reduces variety: If you give every new elementalist fireball as their new spell, they're all going to continue to use fire. How does that teach them that the ward spells are really effective? The skills available from trainers in the early game already have a HUGE impact on how each profession is played. Giving out skills as mission rewards is just going to have more characters with the same skills on their bar. Continue to give skill points as rewards, and make more skills available from the trainers. Then we'll have more choices, and that will promote diversity. Don't usher us all along the same path. |
So, just because most skills are available as quest rewards, that doesnt mean that they are available early in the game, or that they are easy to get. What it does mean, however, is that one doesnt need extra skill points for them (important if one has run out and not getting any more at level 20). This substantially improves the benefits to doing quests for a player aiming to collect all the skills.
And as such, I like it.
I like the idea of questing for skills because I would enjoy doing a quest featuring a story specifically related to the skill I'm attempting to learn. I think Sphynx is right that, with so many skills being available, different people will end up doing different quests depending on what they want.
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Originally Posted by Sphynx
then one is going to find that different players do different quests for skills, probably based on which skills they want.
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Second, the only limiting factor on free skill acquisition is time. There's absolutely no reason why a PvE player won't complete every sidequest for his class, and get all of the appropriate free skills.
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Originally Posted by Sphynx
So, just because most skills are available as quest rewards, that doesnt mean that they are available early in the game, or that they are easy to get.
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Originally Posted by Sphynx
What it does mean, however, is that one doesnt need extra skill points for them.
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I like how giving out skills makes for a practical reward for doing sidequests. I don't like how it typecasts characters and leads to 'wasting' skill points and the like. I'd much rather they handed out skill points for completing a quest, allowing a player to learn the skill they want instead of the same skill everyone else has. In combination with obscure skill trainers, this accomplishes everything that the 'skill rewards' system does, but with more player control and flexability.
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Originally Posted by Lunarhound
I like the idea of questing for skills because I would enjoy doing a quest featuring a story specifically related to the skill I'm attempting to learn.
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Basically they already have a more extensible solution to what they want to accomplish, so I'm advocating using that instead of introducing kludgier mechanics with new problems. It's more consistent, more elegant, and just plain better.
Peace,
-CxE
I don't think I've misinterpreted Gaile. As you noted, the only place you gain skills as quest rewards is in Pre-Searing. Has anyone ever been rewarded a skill, free of cost, after the Searing? If they have, please let us all know, it would certainly enlighten the conversation.
Secondly, as Ensign pointed out (and I did earlier) if you give everyone the same skill, you're promoting uniformity, not diversity.
At the very least, make the reward a skill point and a trainer that teaches only 1 skill. If I don't want the skill, then I'll walk away with my one skill point. Because I guarantee you I never want to learn Ressurrect when Restore Life is available, or Seeking Blade when Savage Slash is available.
Finally, it still doesn't address the issue of PvP characters.
I have no problem giving out skillpoints as quest rewards, but PvP characters are still losing out in this change. To learn a skill, one of my PVE characters must have unlocked it. Before I could give him a ring and a charm- what was the problem with that system? (Outside of not costing a skill point, which I already addressed) It just means I have to grind for every skill in the game- rings and charms gave you a way to buy out of that paradigm. Personally I preferred the charm system, just make them cost a skill point. If you wanted to, you could make quest rewards a ring and a charm of a skill, instead of making the skill itself the reward? Who does that hurt?
Secondly, as Ensign pointed out (and I did earlier) if you give everyone the same skill, you're promoting uniformity, not diversity.
At the very least, make the reward a skill point and a trainer that teaches only 1 skill. If I don't want the skill, then I'll walk away with my one skill point. Because I guarantee you I never want to learn Ressurrect when Restore Life is available, or Seeking Blade when Savage Slash is available.
Finally, it still doesn't address the issue of PvP characters.
I have no problem giving out skillpoints as quest rewards, but PvP characters are still losing out in this change. To learn a skill, one of my PVE characters must have unlocked it. Before I could give him a ring and a charm- what was the problem with that system? (Outside of not costing a skill point, which I already addressed) It just means I have to grind for every skill in the game- rings and charms gave you a way to buy out of that paradigm. Personally I preferred the charm system, just make them cost a skill point. If you wanted to, you could make quest rewards a ring and a charm of a skill, instead of making the skill itself the reward? Who does that hurt?
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Originally Posted by Ensign
Second, the only limiting factor on free skill acquisition is time.
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L
hi Ensign
regardless of how many and how easy the skills are to get to me that means a better choice of the 8 skills i bring to the table
rather than promoting conformity would not a larger choice bring less confprming as people experiment with the better selection of skills?
EDIT
it was stated that a great majority would be available at trainers as well which would cut quest time down
regardless of how many and how easy the skills are to get to me that means a better choice of the 8 skills i bring to the table
rather than promoting conformity would not a larger choice bring less confprming as people experiment with the better selection of skills?
EDIT
it was stated that a great majority would be available at trainers as well which would cut quest time down
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Originally Posted by neoflame
But isn't that in and of itself a problem? If acquiring skills becomes utterly time-based, then isn't that a detraction from GW's idea of skill being more significant than time, since it'll end up being whoever has more time to grab skills has the clear advantage?
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But they don't want the item and skill grind to be the biggest factor of success. A good player with mediocre equipment and skills should beat a mediocre player with good equipment and skills. Granted, all else being equal the better equipped team will win. But when things are unequal player skill should dominate.
Is there a problem with making access to the best skills a time sensitive endeavor? Sure. Is it going to be game breaking? Probably not. Putting skill trainers in far off areas that people have to quest to seems to be perfectly reasonable to me. It'll take some more time to build up your character to PvP efficiency, sure, but that's part of what makes the game work - for better or worse.
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Originally Posted by Loviatar
rather than promoting conformity would not a larger choice bring less confprming as people experiment with the better selection of skills?
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That's the whole point of giving players choices, so that they can make them and play the game in different ways. That's why I'm advocating skill choices from the very beginning, so that players can choose their path instead of being led down a single one. How many Elementalists use Fire not because they want to, but because by the time they are given any real choice they already have a skill bar full of fire skills that they're familiar with?
Peace,
-CxE
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Originally Posted by Ensign
First, you have your ordering wrong. For the *vast* majority of players, you'll end up doing the quest without knowing what skill the reward is going to be for. You won't 'just do the quests for the skills you want', you'll do whatever quests you happen to find. Only a small minority of the gaming public will read the guides on which skills are available where.
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People will eventually be able to get every skill anyway, regardless of how they're learned. Whether it's through skill points, gems, or any other method, every skill is available to anyone who wants it. Especially now that it's going to be possible to switch secondary classes. If only certain skills were available through questing, it would promote uniformity but with nearly every skill available through quests (which is, I believe, the way Gaile said it would be) it's simply a different option for gaining them.
L
I am strictly a PvE player so I won't trash you for wanting your PvP options...
I just don't see why they have to always please one side of an arguement. By nature of the diversity of players they want, they are going to compromise.
From what I have always known, they want this to be enticeing to all kinds of players. Compromise means nobody gets everything and everybody gets something. Most skills are available from trainers now. That means you get your points... you go see trainer...get what you want from them and move on. If somebody like me wants to go quest and get offered a skill as a reward, why not. I went for the quest. They won't offer me a quest if it isn't something my character can learn anyways. (that from pre-searing... two different characters talking to same person got different responses... ok if you do this I'll give you this...or I'll just be on my way ...aka.. no bother me)
There are a lot of things I don't like concerning some aspects of the game...still willing to accept them though. I can't have it all and why would I want to. Ideal = Utopian...never gonna get it....
They took skill charms away and made trainers....what's so bad about that.
You don't have to go bribing somebody to get...just go buy it yourself...and if you don't want to buy it....go learn it in a quest....hmm look options..... power through and do nothing you don't want except grab skills and level to go PvP or go questing and take your time and learn things from quests. Not like you'd be using most of the quest skills anyways.....you'd be too busy filling a niche for the guild or harassing somebody for not following the same team only play logic.
Either way...nobody wins..and everybody gets something. I'll be content wherever it goes..just as long as I get my one consideration out of it for my play style.
I just don't see why they have to always please one side of an arguement. By nature of the diversity of players they want, they are going to compromise.
From what I have always known, they want this to be enticeing to all kinds of players. Compromise means nobody gets everything and everybody gets something. Most skills are available from trainers now. That means you get your points... you go see trainer...get what you want from them and move on. If somebody like me wants to go quest and get offered a skill as a reward, why not. I went for the quest. They won't offer me a quest if it isn't something my character can learn anyways. (that from pre-searing... two different characters talking to same person got different responses... ok if you do this I'll give you this...or I'll just be on my way ...aka.. no bother me)
There are a lot of things I don't like concerning some aspects of the game...still willing to accept them though. I can't have it all and why would I want to. Ideal = Utopian...never gonna get it....
They took skill charms away and made trainers....what's so bad about that.
You don't have to go bribing somebody to get...just go buy it yourself...and if you don't want to buy it....go learn it in a quest....hmm look options..... power through and do nothing you don't want except grab skills and level to go PvP or go questing and take your time and learn things from quests. Not like you'd be using most of the quest skills anyways.....you'd be too busy filling a niche for the guild or harassing somebody for not following the same team only play logic.
Either way...nobody wins..and everybody gets something. I'll be content wherever it goes..just as long as I get my one consideration out of it for my play style.

S
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Originally Posted by neoflame
But isn't that in and of itself a problem? If acquiring skills becomes utterly time-based, then isn't that a detraction from GW's idea of skill being more significant than time, since it'll end up being whoever has more time to grab skills has the clear advantage?
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The player who has spent lots of time questing for all the skills will have more flexability, but if the person who only has 8 skills has exactly the right set of 8 synergistic skills, then their build could still be better.
And when putting a PvP team together, one doesnt necessarily need all your players to be able to play any character type. A team is always going to be able to use a healer, a protection monk or a warrior tank. The players with fixed skills play their one character, the players with flexibility fill out the team with the other stuff it needs.
n
May be in order to promote diversity when the quest is finished and a skill is granted to the player then instead of getting a fixed skill then the player will have a choice between different skills from different attributes of both his primary and his secondary proffessions. For example if a Wa/Mo completes the quest then it would propose a skill from Strength a skill from Swordmanship a skill from Axe Mastery, a skill from Hammer mastery, a skill from Tactics, a skill from Divine Favor, a skill from Healing Prayers, a skill from Protection Prayers, and a skill from Smiting Prayers.

Sometimes the 20-30 minute wait time for getting an 8 person team together.. as well as what Scapes call the drama of it all makes me want to scream. This will definitely help with the "pick-up and play" aspect of the game..