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I would rather have 50 unique, creative and fun skills that create diversive gameplay then hundreds that are probably something generic and not so fun. Yes it is fps style combat and all but hundreds of skills? I am really curious is it going to be
- mana missle
- fire missle
- wind missle
- earth missle
everything same except minor things
This just doesnt smell right to me. Sounds like to much to have required quality.
Before beig attacked by fanboys, remember its just a game so dont take it as insult..
Comments
50 skills? hmm we saw it in wow ..it fails cause alll warriors for example read forums and all in all ,all warriors that going pvp choose same specc ,doing exactly same thing ,same for pve rading..after a small period it is easy to define which specc /build is the most apropriate and that does not reward the good/smart players.. In DF its impossible to define whats best since there are huge ammounts of skillswith thousands diferent setups/builds for your avatar... And no one says that 800 skills are less fun or not rightly made .
As for me i want to have a chance to be able to make a specc that many others wont think what i discovered ,talent / skills combos and thats the essence... be diferent ,be unique as a character... and the huge skill pool u choose from in DF assures that... It also negates any balancing issues cause everyone is free to chooose anything so if for exmple your build fails ,you ad only you are responsible for that so it wont be any cry/argues... nerf this nerf that,since all are free to choos eeverything..
Its suppose to be over 1000 skills, not 100s. If you believe Tasos that is.
Try coming up with skills. You'd be suprised what ideas you come up with.
Initially it sounded like a lot to me too, but consider the scope of the game.
-melee skills
-ranged skills
-armor skills
-magic skills
-mounted skills
-stealth skills
-movement skill(running, jumping, climbing, swimming etc)
-siege skills
-crafting skills
-naval skills
-trading skills
-guild management skills
These are just a few major branches off the top of my head. I've no idea whats really in the game, but its not hard to imagine how a skill list could inflate pretty quickly if you really put your mind to work at it.
If its done well, it will definitely promote a great deal of variety w/ character development. When you limit yourself to a small number of "quality" skills, cookie cutters run ramped... not that I'm saying there won't be cookie cutter builds in DF, but there will definitely be a much larger variety w/ the broad skill trees.
not over a 1k lets just say in between 500-1000 mix of skils and spells
It will be more along the lines of UO where a lot of the skills are just modifiers of other skills. Or of more 'stat like things from wow"
For instance, in UO
Tactics was a skill that increased your melee damage
Anatomy was a skill that increased your melee damage
In WOW
Mp5 is a 'skill' that increases how fast you regenerate mana
parry is a 'skill' that increases how often you parry.
block is a skill that increases how often you block
It's pretty easy to come up with 500 of these type of 'skills'... then you throw in junk like climbing and jumping, which will more than likely just be 'given' like in Oblivion. ( you run around and macro it for 30 mins, then never have to worry about it again).
The talent tree system from WOW gave MUCH more variation in players than the skill system in UO. In UO, if I saw a player holding an Axe, I knew exactly what his skills were. Same with mages.. it took one spell to know exactly what his skills were.
I would imagine a lot of the skills are varients of other skills, share animations with other skills, or do not require animating.
So you have played the game?
Your sure you understand what Darkfall is all about?, and how all these skills work?
You want 50 skills hey i think you want a less complex game and easy to find out what build is best.
Your words "this doesn't seems right is just a attemp to put it in a negative perspective while even dont know slightest bit about how it all will work out.
Its a complex deep sandbox game not some simple themepark.
Skills in Darkfall are all kinds of different ones you have skills you can get from a trainers for example magic but there are also skills you have to train like running climbing sneaking use of weapons and so many more.
So what you want is not for this game maybe you think guildwars but thats a totally different game and how they implement the skill system.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
It will be more along the lines of UO where a lot of the skills are just modifiers of other skills. Or of more 'stat like things from wow"
For instance, in UO
Tactics was a skill that increased your melee damage
Anatomy was a skill that increased your melee damage
In WOW
Mp5 is a 'skill' that increases how fast you regenerate mana
parry is a 'skill' that increases how often you parry.
block is a skill that increases how often you block
It's pretty easy to come up with 500 of these type of 'skills'... then you throw in junk like climbing and jumping, which will more than likely just be 'given' like in Oblivion. ( you run around and macro it for 30 mins, then never have to worry about it again).
The talent tree system from WOW gave MUCH more variation in players than the skill system in UO. In UO, if I saw a player holding an Axe, I knew exactly what his skills were. Same with mages.. it took one spell to know exactly what his skills were.
You have skill decay so you have always to worry about them.
Its plain and simple you dont like oblivion style skill system and you think devs aventurine are bunch of noobs and let you macro it and you have in half a hours skill up to 100
THINK AGAIN
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
It will be more along the lines of UO where a lot of the skills are just modifiers of other skills. Or of more 'stat like things from wow"
For instance, in UO
Tactics was a skill that increased your melee damage
Anatomy was a skill that increased your melee damage
In WOW
Mp5 is a 'skill' that increases how fast you regenerate mana
parry is a 'skill' that increases how often you parry.
block is a skill that increases how often you block
It's pretty easy to come up with 500 of these type of 'skills'... then you throw in junk like climbing and jumping, which will more than likely just be 'given' like in Oblivion. ( you run around and macro it for 30 mins, then never have to worry about it again).
The talent tree system from WOW gave MUCH more variation in players than the skill system in UO. In UO, if I saw a player holding an Axe, I knew exactly what his skills were. Same with mages.. it took one spell to know exactly what his skills were.
You have skill decay so you have always to worry about them.
Its plain and simple you dont like oblivion style skill system and you think devs aventurine are bunch of noobs and let you macro it and you have in half a hours skill up to 100
THINK AGAIN
Have you played Darkfall? How do you know, and can you be so sure Aventurine Devs are not "noobs" and not let macro ... pffft .. it is just funny and pointless what you are saying.
Even if this game launches, it will fail because of the community "Fanbois" will ruin the game.
o----------------------------o
- LT -
Aion
The Chronicles of Spellborn
It will be more along the lines of UO where a lot of the skills are just modifiers of other skills. Or of more 'stat like things from wow"
For instance, in UO
Tactics was a skill that increased your melee damage
Anatomy was a skill that increased your melee damage
In WOW
Mp5 is a 'skill' that increases how fast you regenerate mana
parry is a 'skill' that increases how often you parry.
block is a skill that increases how often you block
It's pretty easy to come up with 500 of these type of 'skills'... then you throw in junk like climbing and jumping, which will more than likely just be 'given' like in Oblivion. ( you run around and macro it for 30 mins, then never have to worry about it again).
The talent tree system from WOW gave MUCH more variation in players than the skill system in UO. In UO, if I saw a player holding an Axe, I knew exactly what his skills were. Same with mages.. it took one spell to know exactly what his skills were.
You have skill decay so you have always to worry about them.
Its plain and simple you dont like oblivion style skill system and you think devs aventurine are bunch of noobs and let you macro it and you have in half a hours skill up to 100
THINK AGAIN
Have you played Darkfall? How do you know, and can you be so sure Aventurine Devs are not "noobs" and not let macro ... pffft .. it is just funny and pointless what you are saying.
Even if this game launches, it will fail because of the community "Fanbois" will ruin the game.
In effect since Aventurine has never released a game before, that qualifies them as "noobs".
Heck, this is Tasos's first time in his current position, so technically, hes a noob too.
As for the fanbois ruining it, they probably will, but not because of their love of the game, but because of how fast theyll hit "cancel subscription" after theyve been ganked and spanked a good number of times.
Tasos is still a noob and he's been at this since 2003... Uh oh lol.
-Almerel
Hello my old friend.
After his interview here on MMORPG.COM and all his crying about trolls, his 5 years of "experience" really shined through.
Macros=ban :P
Can't have enough skills, though I suspect some builds will defintiely be the flavor of the month until they are "balanced" Its the nature of skill based games.
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I like a lot of skills, and I like schools. For instance, one school might be fire, just my example, if it is then a counter healing skill or defensive skill might be in the game. Knowing that fire is cast and casting the counter will take skill.
The more variations on damage types, and healing types the more a healers skill comes into play.
I'm not sure what they have in, but to me the broader the choices and defenses the more skill it takes to play.
I like the guild wars/magic style of strategy and picking a deck, but I also like having a wide open fight where all skills are available and choosing the correct skill among many is important.
If it's done wrong all that will happen is people won't use certain skills which in effect gets you right back to your limited number of skills.
They could make some over powered combos such that two or three skills wins every 1v1 fight, that would be bad, but I trust that even if that happened they'd balance it out. (nerf)
Asdar
well hope they have skills like this
Toughness(increased % of health)
Intellect(increased % of mana/magic)
fast spellcasting (decrease time which it takes to cast spell)
and such. but i see most of them being sumthing like that.
I like skills that have drawbacks, like increase to str, decrease to armor. I like poisons and debuffs and hexes that can be removed if you're quick. Any skill that has a counter is good to my way of thinking or does direct damage.
I don't care for stuns, because it's no fun to be perma stunned and never get a chance to fight back, I don't care for invisibility because it takes away the importance of paying attention to your surroundings and I don't like root because it gives too much power to ranged. If you can remove root/slows then I'm ok with it.
Even if you can't, I'm ok with them all because both sides can get the skills so it's fair. I'd hate to see two guys come out of the woods and alternate stuns and be able to take a whole group down without them ever moving, but I doubt the devs would allow anything that blatant.
Asdar
its thousands not hundreds
2 to be exact
at most its 1000 skills and spells not sure on ratio this is at most
The more the better. I like games with as many choices to make as possible.
If you read up on the 'class' system there are some package deals though;
"Prestige classes are special classes, like Paladin, Assassin, Gladiator, Enchanter etc. and it's an optional path that you may choose for your character to follow. Picking a prestige class will in most cases give you a few special skills, a few special spells, and you will have a certain status. There are limitations, tradeoffs and restrictions playing a prestige class character. Druids for example may never use metal armor after they are initiated, and Paladins have to give half of their earnings to their church."
I am curious how many people will go for those. If there are certain 'uberw1n' builds with skill combo's which fall outside of the package deals we might see alot of people disregarding those prestige classes.
The worst scenario would be one of the prestige classes outshining everything else. I guess sneaking/dps and magic / ranged dps builds will be quite popular in a FFA PVP game like DF.
My brand new bloggity blog.
I'm pretty sure I read just recently that 'Prestige' classes are out for launch. Although I'm not going to be able to link that for you. What you might see are some pre-built starting character templates for the lazy, but my impression with these in past games (like AC1) has always been negative.
There is no such thing as balance. An alpha class will eventually emerge until they nerf it and then another will emerge to replace that one. It is as it always has been.
The only way to truly balance the game is to allow everyone to eventually gain all the skills. This way, combat boils down to preparation, strategy, and execution (ie. playerskill, not developer skill).
I would play such a game because being unique is not gained from a skill spec, that only breeds imbalances. But being truly unique is being successful on a level playing field by beating an oppenent in a metaphorical game of chess.