The skills system is probably closer to UO than to any other game. Your skills go up through use, and you gain abilities similar to the magic line in UO. Your skill rises, qualifying you for new abilities.
World spawns are also dynamic in the same way that UO was. There are some static spawns, and then a lot of generated ones.
There is a heavy crafter focus, though crafting is more complex than it was in UO.
Gameplay wise the game is completely open ended, in the mold of both UO and SWG. There are opportunities any place you go, but pretty much after you finish the tutorial its up to you what you want to do. There are optional missions which can drive you from place to place, but you can also just never do missions, and just go out and craft, kill, entertain or otherwise play without ever feeling like you need to finish an area to move on.
The taming system is somewhat similar to UO, though is probably closer in relation to SWG.
It's also almost entirely open world, ala UO. There are a few mission related instances, and the tutorial areas. But other than that it's a seamless world including open world dungeons.
My experience with "raise skills with use" in games is a lot of players macro'ing skills, be it running or making potions or firing guns.
It's always so disheartening to get excited to see a town full of players, then realize they are all AFK skill bots. Or to come across a player in a remote location, and send out a group request, then again, only to realize they are a bot, that's just hiding.
A lot of features are similar to Ultima Online. I suggest reading up on the website. Probably the only game we will see similar to old school sandboxes for a long time. Best of luck.
Originally posted by Alalala My experience with "raise skills with use" in games is a lot of players macro'ing skills, be it running or making potions or firing guns. It's always so disheartening to get excited to see a town full of players, then realize they are all AFK skill bots. Or to come across a player in a remote location, and send out a group request, then again, only to realize they are a bot, that's just hiding.
Well if they do it like UO, you had a set amount. You would set certain skills to stay locked, those that interested you up and the rest down.
Then train away at whatever skill and end up with 7 GM level skills, which ofcourse you can change by changing how your skills go up/down.
That should help against AFK bots as they will have to lose points to gain them and none of this 'I was level 100 in x skill, I don't want to lose any progress' screw that, if you mark say Blacksmithing down, you lose those points and have to earn them back.
No magicically swapping skills and retaining levels, that at least should slow them down, though I can also see more players going AFK macro because they can't be bothered to sit there and level skills/abilities.
Comments
The skills system is probably closer to UO than to any other game. Your skills go up through use, and you gain abilities similar to the magic line in UO. Your skill rises, qualifying you for new abilities.
World spawns are also dynamic in the same way that UO was. There are some static spawns, and then a lot of generated ones.
There is a heavy crafter focus, though crafting is more complex than it was in UO.
Gameplay wise the game is completely open ended, in the mold of both UO and SWG. There are opportunities any place you go, but pretty much after you finish the tutorial its up to you what you want to do. There are optional missions which can drive you from place to place, but you can also just never do missions, and just go out and craft, kill, entertain or otherwise play without ever feeling like you need to finish an area to move on.
The taming system is somewhat similar to UO, though is probably closer in relation to SWG.
It's also almost entirely open world, ala UO. There are a few mission related instances, and the tutorial areas. But other than that it's a seamless world including open world dungeons.
It has quests and instances and you can get killed if ytou step outside your door and... and......
you make it sound like a nightmare....
My experience with "raise skills with use" in games is a lot of players macro'ing skills, be it running or making potions or firing guns.
It's always so disheartening to get excited to see a town full of players, then realize they are all AFK skill bots. Or to come across a player in a remote location, and send out a group request, then again, only to realize they are a bot, that's just hiding.
Well if they do it like UO, you had a set amount. You would set certain skills to stay locked, those that interested you up and the rest down.
Then train away at whatever skill and end up with 7 GM level skills, which ofcourse you can change by changing how your skills go up/down.
That should help against AFK bots as they will have to lose points to gain them and none of this 'I was level 100 in x skill, I don't want to lose any progress' screw that, if you mark say Blacksmithing down, you lose those points and have to earn them back.
No magicically swapping skills and retaining levels, that at least should slow them down, though I can also see more players going AFK macro because they can't be bothered to sit there and level skills/abilities.