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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Skills in game
Hey,
I tried searching forums but the search just comes back with nothing when I do it... which i am assuming is broken..
Question: Does anyone know if there will be passive skills learned in game? Skills such as swimming, languages etc?
Pretty sure it was EQ or DAoC that used to have the ability to learn other races languages by being around them and listening and talking to them and then you could change your chat box language to those races. I loved this sort of passive skill thing.
I tried searching forums but the search just comes back with nothing when I do it... which i am assuming is broken..
Question: Does anyone know if there will be passive skills learned in game? Skills such as swimming, languages etc?
Pretty sure it was EQ or DAoC that used to have the ability to learn other races languages by being around them and listening and talking to them and then you could change your chat box language to those races. I loved this sort of passive skill thing.
0
Comments
There will be a variety of skills called "utility" skills which are essentially noncombat skills. These will allow players a way to interact with the environment
https://forums.ashesofcreation.com/discussion/35577/class-skills-and-posters
The last skills on each of these posters are examples of the utility skills at PAX
We don't have any details for passive skills at the moment
There could also be passives that are related to your crafting skills that allow you to identify rarer materials used in your particular skill.
We could all have the ability to identify what's that smell as it will almost always be @Kratz dropping another bomb in the vicinity.
And now imagine if they add two sticks, and you need to press 1 and 2 at right time and within a second of each other.
This is already a sore subject of discussion within the community as it currently looks like taking one of every base class in a party will be mandatory due to the adventure skills. It doesn't look like we'll be able to afford not having every skill in a dungeon / raid. This may change (hopefully) with testing, but in my personal opinion anything that could potentially limit player choice should be avoided like the plague.
That said, if you could come up with passive skills that wouldn't be of any party benefit, i would have no issue with them as long as it wouldn't extend development time.