Home › Forums › Support › New Players › a question about skill training
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| Author | Posts |
| January 20, 2012 at 8:08 pm #11716 | |
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ksungjune Player
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Will there be skill book training like Mortal Online or Eve Online? |
| January 20, 2012 at 9:18 pm #11721 | |
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LordWiese Player
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Like to level up? no, there is no need, if you learn from the right people you can max your skills in a week if done right. |
| January 20, 2012 at 9:38 pm #11722 | |
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ksungjune Player
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LordWiese// No, that’s not what I mean. Eve Online and Mortal Online have skill books that can be purchased from npc vendors, which you can read to raise up skills while you are online/offline. Also you can raise up your skill by actual training at the same time (in MO). I am asking this question because Dawntide has similar skill system like those games. |
| January 20, 2012 at 10:56 pm #11725 | |
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Petiu Player
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Skill experience is aquired by using the skills and that aquired experience converts into skill points over time (even if you are offline). Skill books are not a feature of dawntide.
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| January 21, 2012 at 2:25 pm #11733 | |
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GMPathy GameMaster
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Training skills is not such a huge deal like training in someother games. Even if the devs decided to make training much slower you will not be playing for a year to reach the skill cap. In the last 2 years I must have created in excess of 25 characters to the skill cap, with varying rates. After character creation you only actually have 600 skill points to learn, and this rateis restricted by store and sink methods to eliminate any benefit from afk training. If you have spent a few hours in game you can probably gain 20+ skill points a if not more accross a number of skills. So within 20-30 average gaming sessions you will be at skill cap. The rate of skill gain is not set in stone so these figures may not remain accurate. Personally I would like training to be MUCH slower, as players are pretty useful after reaching 30 points in any skill. In crafting terms you can make basic items and make money. In combat terms 30 points means you can easily keep yourself alive from “most” common PVE mobs while gathering. SO by the time a player has found their feet in the game and explored the safe areas and tested a few mobs for difficulty they are already on th elook out for friends to take the next step. Thats after just 1-2 short gaming sessions. Until you have experienced the game for a while its probably pretty hard to get your head round. The difference between noob and vet is not huge in terms of what they can do. In pvp the difference would be huge, if the gear is identicle, BUT a noob can wear identical gear to the vet IF they can lay their hands on it. Having good friends is very important, and if you want to play solo then you are going to be at a severe disadvantage in this game. |
| February 13, 2012 at 8:53 pm #12439 | |
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ScamperNZ Player
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PLEASE make it slower, if its how you describe. What made Runescape so amazing for me and my friends, was that FEELING of accomplishment when you FINALLY got good enough to use a new metal in your armor smithing… Or you FINALLY got enough attack to use that new weapon! The way you described it makes it sound like minecraft… Where wood and stone tools are throwaways… you literally make one of them, because its REQUIRED to mine the next level, but you discard it and use iron tools for the rest of the game. PLEASE, make it feel like an accomplishment, give value to lower level gears… Back in Runescape, I would wear 3 pieces of Rune armor, and the rest as Adamantite(when I was poorer/just got 40 defence), just in case I died and lost it!. This game is sounding like everyone will just wear and craft the best, because everyone can get the required skill to do so EASILY. There is no ‘working for it’. Also, being 80+ in a skill made you feel really good. You knew that you really earned it, and whatever new unlocks that came with it. This game sounds more like “the hard part is picking what skills you want, but once you decide, we’ll just give you whatever level you wanted in them without much work” /rant |
| February 13, 2012 at 9:49 pm #12442 | |
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catnips Player
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Be careful what you ask for. |
| February 13, 2012 at 11:04 pm #12443 | |
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GMPathy GameMaster
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The rate of skill gain can be adjusted at any time, and has fluctuated at different times throughout the beta. With the skill systems in game it is not too difficult to tailor the rate of progress to a given level, but that decision lies with the dev team at the end of the day. I started a discusion thread a while ago regarding peoples preferances over the journey or endgame, ie training or once trained. If the grind is too large it can isolate new players too much, but also I still think the training period should have some form of time investment. |
| February 14, 2012 at 12:38 am #12446 | |
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ScamperNZ Player
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Personally I think it should be all about the journey. Whats the point of having lower quality ores, if you just let people hit ‘end game’ easy, and then all they ever mine is the best ore? You have technically wasted 90% of your mining content. Same applies in all fields… If people get the best armor easily, there’s no need for anything less… so it becomes pointless. Also, these types of games are all about progression… Sure, at ‘end game’ you’re still progressing with your city, expanding it, but there is no more character progression, which is PERSONAL progression… Because lets face it, if you have a fallout with your ‘guild’, and want to join another or start your own, all that guild progress is useless to you now, whereas character improvement is always rewarding for how much you put in. If you ask people to gather 2,000 wood.. Someone will jump to that job if they want to improve their lumber-jacking skill… But if everyone is skill capped, it becomes a chore collecting them, with no self-progress. (this brings the attitude of “tell someone else to gather them” or “Man I hate him, always makes me do the gathering”)
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