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Today we're proud to exclusively present to you the unveiling of Crowfall's skill system. Beyond the break you'll find Thomas Blair's extensive video preview of the system, and we caught up with ArtCraft's J. Todd Coleman to discuss a few finer points beyond the reveal video. We hope you enjoy this first look at the skills, skill trees, and how it all comes together in Crowfall.
Comments
I don't like TREE systems,nor do i like offline leveling,nor do i like timed progression.
Only thing they are doing well is the 1-100 leveling fo the skill,they are just doing it all wrong and makes zero sense.
So in essence a player does't even have to play the game and will level up skills offline,pretty lame idea if you ask me.I am quite sure there are shallow gamer's who don't see a problem with that and will support,i just know that there is no way i will ever support timed or offline progression.
The ONLY idea that should ever be used for timed is aging but that does not equate to smarter or more skilled,it just means you are aging and changes will happen with age but negative ones could and should occur as well.
Never forget 3 mile Island and never trust a government official or company spokesman.
So you don't agree with it, therefore, it's wrong, and anyone who agrees with it is a shallow gamer...
I bet you're fun at parties.
The VIP bonus training, before design change (Vessels), was fair since even if VIP user could level up 3x the amount of skills of a non-VIP user, he was unable to use those 3 trained characters in the same campaign.
Now VIP users can switch from one trained character to the other during the same play session and in the same campaign.
If we transpose this to League of Legends (more or less accurate), it would be like if a VIP player could switch during a match between level 18 Soraka, lvl 18 Ashe and lvl 18 Annie, depending on the situation, while a non-VIP player would have to stick only to a level 18 Soraka (or be disadvantaged by switching to lvl 1 Ashe and lvl 1 Annie).
This is not even an opinionated idea being rewarded for doing nothing is absolutely 100% wrong,i don't care how anyone tries to twist it.
Why would you even bother to play if it plays itself while your offline?
next time you go to work,ask your boss if you can get paid for doing nothing,i am pretty sure i know the answer already. Go ahead and support,idc no sweat off my back,i just know i don't support really bad ideas.
Never forget 3 mile Island and never trust a government official or company spokesman.
I see lots of good stuff in games,those ideas do not need to be discussed because i already consider them DONE,good ideas,move on.It is the bad ideas i feel need to be better,or fixed/changed because it is not the good ideas that ruin our gaming experiences,it is the bad ideas that do it.
Never forget 3 mile Island and never trust a government official or company spokesman.
Final Fantasy XIV is like WoW and its console/gamepad friendly.
Because leveling the skills isn't the game and most people will probably not even care about getting +5% armor bonus. Players will most likely log into the game for the PvP, to conquer new territories, destroy castles, trade with other players, craft, kills monsters, create new strategies, try to win the campaign... Skill progression may be like an extremely minor incentive to log or not to this kind of game compared to the overall gameplay experience, if it's end up being good ofc.
Player most likely will be playing crowfall for 2 months.. and then get bored of doing the same shit over over again..
wildstar flop incoming
I've read every you've made lately and you really don't like jack shit to be honest. All you do is bitch bitch bitch.
What? So you're all about the exp gain? Is that how this reads out. You need to kill NPCs to see your exp bar growing to know you're playing the game? LOL How sad. Welp. I'm sure WoW or it's assorted clones should tide you over just fine.
My message was an answer to Wizard's post that seemed to imply that there was no reason to play ("Why would you even bother to play if it plays itself while your offline?) if the progression system doesn't require you to actively play the game to progress.
Thats golden, campaigns reset, some monthly, some less, some more, and change up from rule set to rule set in order to avoid the same shit over again.
There is predominantly little PvE if I go based on the responses from some on mmorpg.
So how is timed skill progression going to work balance wise when your options are limited to mostly pvping?
All items are equally available to each player based on archetype. How is the player that plays from day 1 not going to always have an advantage over the later starting player? Worse the 6 month to 1 year new player how will he compete? And how long will it take for him to complete if it's theoretically possible to compete?
For a time gated skill progression the day 1 player will always have an advantage over any player that starts after them. Always and forever.
If specific skills are required for later content then that content is further gated through time.
This kind of skill system only works when it is designed around from the start of the games creation. The only reason it kinda works in EVE is because the bigger ship isn't always better and mining is what yields alot of income and can be started relatively early on. The game has options in what the player can participate in.
In other MMOs there is a cap to a players power that can be reached in a relatively reasonable amount of time which creates a light at the end of a tunnel to keep playing. But with a time gated skill progression system with skills going up to 100 there is no catching up there is no light at the end of the tunnel.
I just don't see how a time progression skill based system in a pvp focused game won't have a serious impact on a power creep of long term early starting players thst detract from newer players joining the game because they feel like they can't catch up. Because they can't.
You are missing the whole point of Crowfall, to spend your Campaign World time fighting over and gathering materials for crafting, transporting it through PvP danger zones and getting it our to your crafting halls... the PvP and the crafting economy are Crowfalls focus... and no wortry about 1v1 balance... you WILL be better than others at certain types of fights or skills, no vanilla, no tab target, no easy mode... choosing the skills paths is important, grinding them up is a game killer.
Let me give you an example of another dual, character specific / universal advancement system.
In the Elder Scrolls online a while back, they introduced "Champion Points." This is a secondary advancement system of account-wide passives that you start accumulating once you reach the level cap (50.) Any champion points you earn are usable by any and all characters in your account - even a brand new alt.
So what happened? It created a CP grind where some amassed large quantities and could create lower level OP'd characters that began to rule the roost in lowbee PVP campaigns. There was quite an uproar by PVPers and eventually the developers capped the CP ceiling and now they raise that ceiling a little bit 4 times a year with the release of DLCs.
In other words they added real world time as a factor in how many CPs any account could have because they realized they were unbalancing the game. They might as well have gone full-on, offline timed CP cap advancement. The only difference is that 4 times a year for a week or so, you have to grind the new cap manually but it IS a timed system.
I don't see what CF is doing as all that different really from what Zenimax eventually came around to doing in order to preserve some balance. Except in this case they're doing it right from the get go.
Sometimes you have to think these things through.
Now if you want to talk about paying your way for better timed advancement, that's a different story of the P2W type. But trying to control balance gaps in a PVP game is not a bad thing - it's routine. They're going about it a bit differently but the goal is the same: trying to preserve some parity between players by curbing the ability to grind yourself into obvious dominance.
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