skill-points

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  • Massively's ArcheAge launch diary: Day five - Random knowledge

    by 
    Jef Reahard
    Jef Reahard
    09.17.2014

    Today's diary entry is going to skip around a bit, as I'm still dabbling all over ArcheAge and finding it nearly impossible to convey everything important inside of a few thousand words. If you're just joining us, this is day five of Massively's launch chronicle because even though the game "launched" yesterday, it really launched last Friday via the founder head start. I'm aware that some people had disconnect issues and nightmare two-hour login queues on the 16th. I did not have much trouble with either, presumably because of my Patron account status regarding the latter. Trion does have some work to do, though, as I noticed a lot of slow-down in high-traffic areas throughout much of my play session last night, and I also logged into a black screen more than once and had to re-queue as a result. In other words, it was a typical MMO launch day. I've seen better, but I've also seen far, far worse.

  • Tamriel Infinium: The true meaning of The Elder Scrolls Online skill lines

    by 
    Larry Everett
    Larry Everett
    12.06.2013

    I have always thought it presumptuous to declare that anyone can know the true meaning of anything. However, I believe that players might be led slightly astray by the latest Elder Scrolls Online video. I don't think that the ESO creators were lying because I do believe that it is distinctly possible to take on nearly any role no matter the class or race choice. However, as in every other MMO in existence, only certain combinations will reign supreme, and unfortunately, I also suspect that if you wish to fill a specific role, you will have to pick specific classes. Thanks to some of the data fan sites have gathered from convention playthroughs, we can guestimate which combinations will fill which roles the best. In order to understand where I'm coming from, let's explore how the progression system works. The minimalistic user interface for ESO displays four components related to your skills. Your health bar depletes every time an enemy lands a hit. The magicka bar indicates the amount of spell-slinging power you have. The stamina bar depletes when you perform a physical action like dodging or swinging your axe. Then you also have the toolbar, which gives you five active ability slots and an ultimate slot. When you reach a certain level, you will be able to actively switch between two toolbars based on your weapon. Your weapon, armor, and skills determine which role you play in a group.

  • Newbie tips to surviving the DUST 514 experience

    by 
    Justin Olivetti
    Justin Olivetti
    05.14.2013

    It's DUST 514's launch day, and if you've hit dirt with your face more than your combat boots, then you might need a helping hand with CCP's MMO shooter. PlayStation Universe has posted a pair of guides to help new players get off to a strong start, and since Massively cares about each and every one of you, we wanted to pass them along so that you don't end up a shallow grave on an alien world. The first guide is a hodge-podge of beginner's tips, and the second has to do with earning much-needed skill points. "In the early days, we think it's wise to hoard ISK and SP until a time when you're ready to decide on your specialization," the author writes. "Until then, the Militia Gear is good enough." Good luck, soldiers! If you have any DUST 514 tips or tricks that you'd like to pass along to other Massively readers, please do so in the comments.

  • Learn about rewards in DUST 514

    by 
    Elisabeth
    Elisabeth
    12.11.2012

    Pretty much everybody likes being rewarded, and it's safe to say that gamers are more or less at the heart of the group of people who like rewards. So let's talk about rewards in DUST 514. Players can earn three things from battle: money, skill points, and salvage. You'll earn ISK, the storied EVE currency, in every battle you fight. Every mercenary will receive basic compensation for fighting; the more you fight, the more of this basic reward money you'll get. Teams will earn rewards based on the value of items destroyed, and that money pool will be divided among team members based on time spent in the battle. Everyone will also receive a monetary reward based on war points earned in a battle. War points will be converted to skill points, which are used to improve your your abilities. Finally, players have the chance to receive salvage items off a loot table. In time, players will be able to equip modules to influence their chances of higher-quality loot.

  • Choose My Adventure: Go break a (zombie) leg in TSW

    by 
    MJ Guthrie
    MJ Guthrie
    09.26.2012

    Or to take arms against a sea of undead, and by opposing, end them... You're darn tootin' I'm going to end them! That's me, taking up arms against the hordes of zombies. Or more accurately, chopping them off, along with legs, heads, and anything else that gets in the way of my blade! If you have zero interest in fighting reanimated townsfolk with flesh dripping off of them, then The Secret World is probably not the MMO for you. However, if you don't mind dicing, slicing, slashing, shooting, chopping, blasting, or otherwise obliterating said undead, then Kingsmouth really is the place to be! If zombies were a cash crop, that little town would be swimming in the moolah Scrooge McDuck-style. For the second act of our co-production, Choose My Adventure undertook a massive scenery change. Instead of the concrete jungle of NYC where we began, the story played out in the sleepy streets of a quiet new England town. Well, quiet if you don't count the lip-smacking of the zombies gnawing on everyone. Armed with my rifle, my sword, and of course, your directions, I set off to explore, ameliorate suffering, and eviscerate the hordes of evil in The Secret World.

  • Choose My Adventure: Illuminati takes the lead

    by 
    MJ Guthrie
    MJ Guthrie
    09.19.2012

    It is a tale told by an Illuminati member, full of sound and fury, signifying... something? The stage was set. An air of conspiracy permeated the theater as trappings of The Secret World hung from the balustrade and peeked from the corners to taunt the audience. Discerning eyes could spot a triangle here, a cross there. A soft buzzing could be heard, an undercurrent of sound. But something was missing. The show couldn't go on without... aha! The star! The final task before starting this Choose My Adventure production was the selection of just who will bask in the spotlight. As director, you took on this task. Would it be a martial artist from the Orient or a proper English knight? Would the stage ring out with the sound of shots or metal upon metal? After much deliberation, you finally found the one. With her hair aflame, a sword in her hand, and a rifle within reach, the young Illuminata was perfect for the lead role. Now, it's opening night. A hush falls. The curtain rises. All eyes turn to the stage as you start to wonder, "What on earth did I get myself into?!"

  • Flameseeker Chronicles: Guild Wars 2 skill points, traits, and you!

    by 
    Elisabeth
    Elisabeth
    07.31.2012

    There comes a time in every Guild Wars 2 adventurer's life when her progression begins to go through certain, well, changes. These changes begin when an adventurer reaches level 5, and they get even more pronounced when she hits level 11. It might feel confusing and embarrassing; suddenly, you've got red exclamation marks on your hero panel and a nearly uncontrollable urge to allocate your skill points. Your skill bar starts to fill out. It's OK. It's totally natural. You'll have questions. Where do utility skills come from? Which skills do you take, and in what order? What if you give your first point to the wrong trait line?

  • The Mog Log: Proof of concept

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2011

    Final Fantasy XIV's last major patch was back in March, when 1.16 brought out the first iteration of the game's quests. Sure, we've had updates since then, but even 1.17 didn't really have the appeal and the energy that you'd expect from a major patch. And 1.16 was something of a disappointment at the time -- not bad, but not nearly what the game needed. There was an awful lot missing there, stuff that seemed basic. I wasn't happy, in other words. Well, here we are now, at 1.18. Any better? In a word, yes. A lot of the stuff that needed to be fixed has been, and a lot of the improvements the game has needed have come through. I've unfortunately only had a little time to play around with the update, but what I've played has been pretty uniformly positive. Positive except for the notable issues that the game was having with the login server right after the patch, but who actually expects patch day to go smoothly? (Other than me, I mean.)

  • Prime: Battle for Dominus announces classes and abilities

    by 
    Matt Daniel
    Matt Daniel
    07.01.2011

    Pitchblack Games has released the first of what it promises to be a series of many "infodumps" regarding its upcoming PvP-focused MMORPG Prime: Battle for Dominus. Today the spotlight is on classes and character progression, which is as good a place to start as any. Each faction will have six classes available to it, making for a total of 18 classes overall. New characters in Prime will begin the game with five basic skills, though they'll gain access to newer and more class-specific abilities as they progress. Each class will ultimately end up with a total of 15 skills. Progression is skill-based, with players earning skillpoints as they level. These skillpoints can be allocated amongst the character's various skills as they so desire (though Pitchblack did point out that it will not be possible to max out every ability with the amount of skillpoints granted, which will force players to prioritize). Another point to note is that Prime will not be permanently tying players to a given build. Pitchblack President Warren Weems says, "We don't think players should be permanently tied to choices they made when they were still learning about the game. We also want people to feel free to experiment." As a result, skillpoints will be "relatively easy" to reallocate if players feel the need for a change of pace. For more information, and for the full class and ability listings, warp on over to the official site!

  • Incursion 1.5 patch bringing agent changes to EVE

    by 
    Jef Reahard
    Jef Reahard
    05.16.2011

    Significant changes are in the offing for NPC mission agents in EVE Online. A new CCP dev blog details the tweaks, which are currently on the Singularity test server and scheduled to go live on Tranquility with tomorrow's Incursion 1.5 patch. Prior to the patch, each NPC corporation had up to 21 divisions (security, distribution, etc.), each with agents that gave out different types of missions. CCP Molock notes that "these divisions and values did little other than adding complexity to an already complex game," and the devs have condensed said divisions into a more manageable set of four: distribution, mining, security, and research. The tweaks necessitated the removal of the game's seven connections skills, which were then replaced with three new skills (distribution connections, mining connections, and security connections). Players who had previously trained connections skills will find their skill points refunded. EVE's agent quality system was also a bit of a puzzler for both players and devs, and Molock says its "effects were not particularly meaningful." CCP is reassigning both a -20 and a +20 value to all the game's agents, which will effectively make it easier to access many of them as well as raise their payouts. Further details are available via the full dev blog at the official EVE website.

  • Star Vault kicks off Mortal Online free trial

    by 
    Jef Reahard
    Jef Reahard
    02.24.2011

    FFA PvP sandboxes are increasing in number, and with Darkfall hogging the spotlight, Earthrise recently releasing, and Xsyon gearing up for launch, it's easy to forget about Mortal Online. The indie title from Star Vault has recently announced a free trial designed to draw more players to the world of Nave, and you can try out the game for 14 days sans payment (or even credit card information). Signing up is as easy as visiting the official website, and you'll want to note that trial players are limited to 600 skill points and a skill cap of 60. You can also get a leg up on creating your avatar by taking a look at the community-produced character creation tutorial after the cut.

  • Final Fantasy XIV sends the November update live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.26.2010

    Everyone in the US got to spend the day gorging on turkey and pie, but Final Fantasy XIV players got to gorge themselves on something else -- a large patch. The far-reaching November version update has gone live as of yesterday evening, bringing with it a host of updates and improvements to help bring the game up to speed in both content and accessibility. While the patch notes focus on enhancing the play experience, the improvements should be well-received by many players. Among the more significant gameplay changes are the movement of skill points to an end-of-combat reward in the same manner as experience points and the reduction of points needed for ranks 11 through 31. The UI response time has been improved, and the widgets of the interface have been changed around to make the game more accessible and responsive. Synthesis materials have been altered, inventory space has increased, and the high-quality drops that once clogged inventories are being streamlined. All of the details can be found in the patch notes, a veritable feast of good news for Final Fantasy XIV players from a very appropriate day.

  • Final Fantasy XIV improving skill gains

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.19.2010

    Leveling up is an important part of any MMO, but the task is a bit more difficult in Final Fantasy XIV than it needs to be due to the system of skill point gains. As it currently stands, the random nature of point gains can make leveling very productive or completely pointless, since killing an enemy is no guarantee of skill points. It's a problem, one that Square-Enix is addressing along with a host of others in the November version update. Skill points needed for leveling from 11 to 31 will be reduced, and skill point gains will now come after the battle alongside experience points, making gains a reliable and steady reward instead of the current random system. The newest update preview also outlines some of the ability adjustments due for the large update, all of which are universal buffs for class abilities such as Life Surge for Lancers and Sacrifice for Thaumaturges. A mini-FAQ has also been added to clarify some of the finer points of the previous update previews -- the added storage space in the update will be an automatic addition, enemy spawns will be increased by roughly 50%, and the habit of aldgoats and dodos to stare into your soul may be addressed in the future. Whether or not you're satisfied with Final Fantasy XIV in its current state, both of the previews paint a brighter picture for the future.

  • The Mog Log: The road ahead

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.13.2010

    I was originally going to take this week to start looking at building a character in Final Fantasy XIV, but then I got smacked in the face by something else. Namely, there was a gigantic explosion of news about the coming version updates for the game, the sort of thing that really takes precedent over my natterings about freeform character development. (If you were really looking forward to that, don't worry, it'll still find its way into the column at some point.) A lot went through my head as I was reading the updates listed. There were a couple of things that struck me as a bit worrisome, several things that I am psyched about beyond all reasonable points, and one strange little theory that occurred to me as being just paranoid enough to have some truth to it. And yes, were we promised customizable ships in there at some point? I can get behind that.

  • The road ahead for updates to Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.11.2010

    Final Fantasy XIV is a game that inspires rather energetic opinions, but even the game's most ardent defenders will say that the game has issues that need to be addressed. Square-Enix has acknowledged this and promised to start rolling out updates starting this month to address many of the most pressing issues. Not only has the most recent update the player site enumerated several changes coming to the game in November and December, it also outlines the changes due for implementation early next year, and it's quite the list. Among the more hotly anticipated changes are a set of UI overhauls aimed at mouse and keyboard usage and improvements to the market ward interface. The updates will also see adjustments to skill point awards to help ease out the somewhat spiky nature of current rewards and a reduction of the points needed to attain rank 20, both allowing players quicker access to longer-term content. If you're playing Final Fantasy XIV or simply wanting to see what was on the horizon for the large patches before making a decision, take a look -- there's a great deal of information to digest.

  • Walk the Silkroad and take a crack at making your own weapon

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.01.2010

    Good news, massively loyal Massively readers! Well, good news for those among you with a creative streak in you. We've teamed up with the guys behind Silkroad Online, Joymax, for a pretty cool contest that we're quite excited about. How would you guys like to make a weapon for Silkroad Online? All you have to do is pull out your artistic skills and craft the best weapon you can make. Keep in mind that Silkroad's theme is Eastern fantasy, so try to use the theme to your advantage. You can draw, paint, or even sculpt your fantasy weapon for this contest! Best of all, it's not the developers who will be judging this contest. Nope! It's your good friends here at Massively picking the winners! Prizes include a special Silkroad Online in-game weapon enchanted with Seal of Sun, earrings enchanted with Seal of Sun, and 5,000 skill points for your Silkroad characters! But be quick, this contest ends on March 31st! For the full rules of the contest, skip along after the break!

  • Have Clone, Will Travel: 3 Essential Tools for Capsuleers

    by 
    David Perry
    David Perry
    06.19.2008

    With Empyrean Age finally released, I wanted to give it a try to get this old Carebear in some pew pew action. Since my main character, Treenara Mazouk, was part of an industrial corporation that wanted to remain neutral throughout this war time, I decided to create an alternate character (Alt) to test out Factional Warfare.What I didn't know, and didn't expect, was being humbled by the whole experience. You see, I've been immersed in EVE Online for almost four years now, and playing a new character reminded me how much work new players have to go through to get ahead. Talk about a major flashback!Despite my experience and knowledge of the game, I still felt very limited by my new characters (lack of) abilities, assets and skills. It reminded me of my early days in New Eden, and how little I knew of what to do, where to go or who to ask. Through it all, I've gained a respect for the brave new players who start off in New Eden.I felt I needed to do something about this. Something more then the initial list I had made a few months back. The following is a list of 3 basic tools that I feel every new capsuleer should have in order to survive the harsh landscape of the EVE universe. So strap yourselves in, buckle-up and start taking notes.

  • Insider Trader: Alchemy, the final stretch

    by 
    Amanda Miller
    Amanda Miller
    03.21.2008

    Insider Trader is your inside line on making, selling, buying and using player-made products. While alchemy is certainly not the most flashy or popular profession out there, alchemists are an integral part of the game, and any guild worth its salt has at least one, preferably several, working to supply guildmates and fill the guild bank with stacks of consumables and transmuted items. This week's leveling guide will feature the usual cheapest route, and the most useful, to 375 for solos and casuals. For those of you who will be working for your guild (and hopefully are also being financed, or supported by herbalists), we'll show you how to reach 375 by making the most useful items. They might cost more, but your guild will be requiring them anyway, so you might as well get your skill points that way, rather than making stacks of items you won't be using.

  • EVE Online Skill Monitor widget monitors your skills

    by 
    Mike Schramm
    Mike Schramm
    01.08.2008

    We've posted before about EVEMon, a program that you absolutely must use if you're playing EVE Online, but here's another cool dohickey for tracking your EVE character out-of-game. Corp Teacher on the forums posts about the EVE Yahoo! Widget, a slick little widget that shows all the important stats for your character, including where your skill training is at, and how long you've got left. It doesn't have nearly as much functionality as EVEMon, obviously, but if you want to watch your SP rise at work where applications aren't allowed, but widgets are, it's perfect.And though it used to ask for your name and password (a security risk if there ever was one), it now works through EVE's API key program, so you don't have to worry about giving an untrusted program all your personal info. According to the changelog, it hasn't been updated too recently, but if you're looking for a low-footprint way to track your SP, and figure out whether Tranquility is up or down (so you can pine for the vastness of space while trapped in your tiny cubicle at work), here it is.