In the latest preview (see news) we learned just how far the skills system goes. Fighter needs a certain skill just to be able to use a shield, and rangers can learn how to harvest plants for potions. This will certainly bring more unique and specialized characters to the game, and I for one look very much forward to it.
Perhaps it will be much more likely than in Dungeon Siege, that we create parties with multiple characters of the same class. But here we can have them focused on different areas.
No more problems of having your potions run out while in the middle of the bush!
That's what "transmute to mana/health potion" was for
xia517 Dungeoneerer
posted 03-01-05 04:54 PM
EDT (US)
2 / 8
first time a RPG that requires a skill to equip shields, i wonder if we need a skill to equip swords,lol seriously,it is a brillint way to diverge fighter class sword+shield or dual-wield.
[This message has been edited by xia517 (edited 03-01-2005 @ 04:55 PM).]
David HG Alumnus
posted 03-02-05 03:49 AM
EDT (US)
3 / 8
Quote:
That's what "transmute to mana/health potion" was for
Yeah, well, that didn't appear until LoA. So it wasn't possible in the original campaign.
Much the same idea as seen in Dark Age of Camelot in that u need to build up exp to use items etc and of course to craft items
MentalMaze Dungeoneerer
posted 03-03-05 10:53 AM
EDT (US)
5 / 8
I guess it is time to start catching up on what is going on in the DS world again. I loaded the game and started over to refresh my skills for DS II to arrive. I bought an advance copy on 11/08/03 of DS II for the spring release of 2004. Gives an idea of how far back this game has been pushed back on release eh!
I like some of what I am hearing about the new additions and skills/equipment ideas. It was always tough to have a legit online game and I think a more solid experience and equipment structure will make it more apparent who is hacked. Although I must admit that I was playing and for the life of me I could not remember how to see where everyone was on the map. lol I felt like a newb.
Anyway here's hoping for maybe a little sooner release then August.
Good to see you are still here David!
When I whisper of deep dark space Or ponder upon that of the rhyme of time I find there is no change in the words of rhyme Whereas there is in both space and time
Ya... long time no siege, but life took away time to play and the game was taking to much of my time for life lol.
But I am hooked again. Amazing how many things I forgot.
When I whisper of deep dark space Or ponder upon that of the rhyme of time I find there is no change in the words of rhyme Whereas there is in both space and time
MentalMaze Dungeoneerer
posted 03-04-05 10:30 AM
EDT (US)
8 / 8
Whaoooo.. I was doing a bit of catching up on whats new and I must say I like the 4 spell slots idea. I mentioned that a long time ago as I play a mage mostly and hated having two slots I never used or that would get clicked mistakenly ( nothing worse then hitting higher lvl mage with a bow or the like clicked and getting a lvl before you can switch). I hated having to switch spells in the spellbook so often, it really slowed down the game. Many problems with what could happen while changing spells, like dropped spells etc. Four available seems much much much more playable.
I think this will really help gameplay. Now a mage will be able to do more healing and still raise his skill lvl at a reasonable rate. I am hoping they add a few more experience points to healing as well. It will help allow the mage to really support the group. With respawn coming this may end up being real important and make group multiplayer a much better experience for all.
I am starting to get really stoked on the release. I repeat...... hope it actually comes out sooner then they are saying.
When I whisper of deep dark space Or ponder upon that of the rhyme of time I find there is no change in the words of rhyme Whereas there is in both space and time