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New skill system
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Moka



Joined: 09 Jul 2005
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 Post Posted: Wed Oct 11, 2006 7:51 am    Post subject: New skill system
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Sorry I spent alot of time reading all the posts and I am really looking forward to the new skill system.......Is there a estimate on or when this will enter into the game?
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Wei Wao
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 Post Posted: Wed Oct 11, 2006 11:07 am    Post subject:
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I could be wrong, but I believe it's for Live.
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Brokyn
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 Post Posted: Wed Oct 11, 2006 4:28 pm    Post subject:
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No, Trevor recently mentioned Live was going to have a similar skill system to what we have now. Or maybe I misread something somewhere. I do know the original intent of the NSkills System was as a testing ground for what was proposed for Live, though.

--William
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Tao



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 Post Posted: Mon Nov 06, 2006 11:25 am    Post subject:
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Brokyn wrote:
No, Trevor recently mentioned Live was going to have a similar skill system to what we have now. Or maybe I misread something somewhere. I do know the original intent of the NSkills System was as a testing ground for what was proposed for Live, though.

--William



From what I remember, the NSKills System was a test for the new experience system and once its all been tested out and ready to go, we'd be using that new experience system in BETA. Or did i read it wrong from the: Advancement / Training Change Proposal in the Staff Announcements? Cause if it was intended for LIVE, what was the point of the complevel command?
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 Post Posted: Mon Nov 06, 2006 1:42 pm    Post subject:
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i don't think it was set in stone one way or the other if we'd ever convert to the complevel/nskill systems.
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HR-Trevor
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 Post Posted: Tue Nov 07, 2006 7:05 am    Post subject:
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Let me go ahead and clarify here.

It comes down to a choice that can go either way and has an associated cost if it's implemented. Yes, we can turn on NSKILLS as a full blown, full time system in the current game's incarnation (i.e. beta as it's often called) but we can't just flip a switch and make it work. Everything that uses skills - from tailoring to hiding to doing a flip to casting a spell needs updates to use the system.

In addition, formulas that use skill need modification for the 0-500 range versus 0-200. Also, whatever psionics (most) and magic (none, really) that aren't nskills re-written must be, so they use the slot system etc.

So then the basic question is do we focus on the "Live" version of the game and forego releasing nskills in the current game, or do we extend the release of Live even more to get nskills into the current game? Opinions welcome.
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indigone
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 Post Posted: Tue Nov 07, 2006 7:19 am    Post subject:
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HR-Trevor wrote:
So then the basic question is do we focus on the "Live" version of the game and forego releasing nskills in the current game, or do we extend the release of Live even more to get nskills into the current game? Opinions welcome.


Personally, I'm not really a fan of the nskills idea at all. I'm not sure where the live instance is going with it, whether we'll be doomed to repeat tasks to get more skill or not. I'd vote for leaving it out of beta all together.
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Tao



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 Post Posted: Tue Nov 07, 2006 7:23 am    Post subject:
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I'd say Focus on the LIVE. I wasnt really all for this new skills training system at first and was kind of dreading the day that it would be implemented. I only posted earlier because I didnt recall it being said that this wouldn't be implemented into BETA and was only for LIVE. So by all means, leave it for LIVE.
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HR-Trevor
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 Post Posted: Tue Nov 07, 2006 7:34 am    Post subject:
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indigone wrote:
HR-Trevor wrote:
So then the basic question is do we focus on the "Live" version of the game and forego releasing nskills in the current game, or do we extend the release of Live even more to get nskills into the current game? Opinions welcome.


Personally, I'm not really a fan of the nskills idea at all. I'm not sure where the live instance is going with it, whether we'll be doomed to repeat tasks to get more skill or not. I'd vote for leaving it out of beta all together.


Live will use a bit of a different arrangement. You'll have skill "pools" that are filled by using skills of a certain type. For instance, all offensive weapon skills are in a shared pool, so if you go shooting stuff for a while you can dump earned offense points into any weapon (or other offense skill). You'll also earn points in either physical or mental pools which can be used on the physical and mental stats accordingly.

While this does have the learn by use aspect, you should be able to raise skills doing mostly what you would do anyway if you were using a total point-buy system like we use now. I know it's not always true, but I'd like to think that anyone who is going to want some lockpicking skill, for instance, won't mind picking some locks from time to time to get it, or at least working on other skills in that pool. I've made a point to ensure the pools have a lot of skills in them so as to be close to evenly distributed, giving you more options to train a given pool.

So yes, you'll be training by use, but you'll have a lot of options. You won't be forced to literally climb a rope for an hour to improve climbing. You could instead do some acrobatics, play some sports or make jumps in certain areas, go swimming, ride a mount, and many other profession-specific options - all of which fill the "physical" skill pool (not to be confused with the "physical" stat pool.)
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indigone
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 Post Posted: Tue Nov 07, 2006 12:32 pm    Post subject:
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HR-Trevor wrote:
So yes, you'll be training by use, but you'll have a lot of options. You won't be forced to literally climb a rope for an hour to improve climbing. You could instead do some acrobatics, play some sports or make jumps in certain areas, go swimming, ride a mount, and many other profession-specific options - all of which fill the "physical" skill pool (not to be confused with the "physical" stat pool.)


Thanks for the clear response, always appreciated, and always amazing how the staff stays in touch in HR. (The insty-assist responses are a little freaky... in a good way Cool )
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Wei Wao
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 Post Posted: Tue Nov 07, 2006 2:02 pm    Post subject:
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Thanks for the clarification, Trevor. I'd been quietly worrying about what Live was going to be like and I was afraid that with the nskill implementation, it would become something I wouldn't like. However, I think what you all have come up with sounds extremely fair and fun, too! Not to mention it makes sense.

As far as implementation, I'd rather see the work go into Live instead of putting nskills into beta.
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Last edited by Wei Wao on Wed Nov 08, 2006 4:48 pm; edited 1 time in total
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HR-Mickey
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 Post Posted: Tue Nov 07, 2006 3:55 pm    Post subject:
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indigone wrote:
Thanks for the clear response, always appreciated, and always amazing how the staff stays in touch in HR. (The insty-assist responses are a little freaky... in a good way)



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Brokyn
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 Post Posted: Tue Nov 07, 2006 5:13 pm    Post subject:
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More like,

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