Glorious Alpha Two Testers!
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.
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.
Random skills from other classes or Mob skills
I would like random skills to be given to players who later disappear when you die in the game, so you never know in pvp which skill set an opponent has, so each player can be unique. These skills can be dropped by mobs. in the form of recipes so that you also have to make an effort to obtain them, the recipe will disappear once you have made the skill and can only be used once until the player finds the recipe again. This gives an extra boost to go on an adventure to get resources to obtain this and gives an extra boost in pvp fights.
Remember that these skills are temporarily made and when you die they are gone!!
And as an extra addition as I have seen before in the forum is that if a random high lvl mobs spawn in the world so that surviving with these skills gives an extra incentive to work together, of course you lose them also in a pvp fight.
I also want to mention that these can not be sold in any way, this is an extra reward you have earned for the game to play, and surviving again is also an important factor!!
Remember that these skills are temporarily made and when you die they are gone!!
And as an extra addition as I have seen before in the forum is that if a random high lvl mobs spawn in the world so that surviving with these skills gives an extra incentive to work together, of course you lose them also in a pvp fight.
I also want to mention that these can not be sold in any way, this is an extra reward you have earned for the game to play, and surviving again is also an important factor!!
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Comments
- can a player learn more than 1 temporary skill
- if yes, what happens if mobs drops another one, is the player prevented from learning the new one up or can he chose between the two and keep the one he wants
- can he keep the old temporary skill that he already has, and keep the freshly dropped recipe in bag, then when he dies and looses the old one he can learn the new one, or do unlearned recipes also dissappear from players bag when he dies
- would these skills use up focus
- would it be affected by subclass or race selection
- would there be a minimum level when player can learn them
- what should IS do if players start crying because these skills benefit certain classes (because of their construction) over other classes, should IS balance the spells in this case, or balance the classes to fit the spells better
Many other questions and issues pop to mind, but these few will do for now.
In my opinion non-class assigned skills mean developer nightmare and could cause more trouble then they'd be worth.
But I dont think Intrepid have stand alone skills systems in mind or they wouldnt have had 8(x8) classes to begin with.
The limitation would be however that you can not trade this spell cards for gold or resources or anything else beside other spell cards, and only 1 for 1.
Collection certain "spell collection" could give you some bonus when casting these spells that belong to collection.
realy good idea Gothix ;-)
For example if you collect temporary spells A,B,C,D,E, and those exact spells form a "collection", you can get a bonus on casting those spells.
After player collects a spell recipe (recipe would be bound), and other mats, and crafting this, the result of the crafting would be a "spell trading card".
This card would also be bound but would be tradeable for other cards via special card trading interface, and only 1 card for 1 card (to prevent gold trading "i trade you 5 cards for 1 and you give me X gold in addition after).
Using a card would consume it and add a spell to your temporary spell book. If you have particular spell collection in your spell book, you would also have a bonus.
And should there be a limit on how many temp skills you can hold at one time. Would limited capacity add or detract.