PlaneShift
Gameplay => Newbie Help (Start Here) => Topic started by: Thrud Grudthruster on August 10, 2006, 08:19:04 am
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Stop reading this and go here: http://hydlaa.com/smf/index.php?topic=31734.0 !
In this (http://hydlaa.com/smf/index.php?topic=24949.0) post it was revealed that some skills are not yet able to be trained, due to those skill not yet being implemented in-game, and that the Players Guide (http://www.planeshift.it/guide/en/guide.html) listing of Inactive Skills (http://www.planeshift.it/guide/en/guide-skills.html) was even out-of-date. Given that this could lead to problems and frustration in game, with new players losing faith in the game when they put effort into training a skill and not seeing any improvement of their character in-game, I thought I'd start this post to keep a tab on which skills were able to be trained, and which were not.
The following lists skills by 'trainability'. If you know from in-game experience that a given skill either can be trained (i.e. have levelled-up a skill, and have seen actual effects from doing so in-game), or if you know for a certainty that a given skill is still inactive, post here and I'll edit this first post accordingly, to keep the list up to date.
:)
[Last update: August 11th 2007]
Active Skills
(i.e. skills that can be trained, and have an effect in-game)
Combat Skills
Knives & Daggers
Maces & Hammers
Swords
Axes
Melee
Light Armor
Medium Armor
Heavy Armor
Magic Skills
Azure Way
Blue Way
Brown Way
Crystal Way
Dark Way
Red Way
Job Skills
Axe Making
Blacksmithing
Knife Making
Metallurgy
Mining
Repair Armors
Repair Weapons
Shield Making
Sword Making
Various Skills
Inactive Skills
(i.e. skills that either cannot be trained, or that can be* but do not yet have any effect in-game)
Combat Skills
Polearms & Spears
Ranged
Shield Handling
Magic Skills
Anti-Magic
Job Skills
Alchemy
Herbal
Baking
Cooking
Mace Making
Brewing
Masonry
Painting
Tailoring
Glassblowing
Fishing
Bow Making
Leatherworking
Gem Cutting
Pottery
Various Skills
Assassin Weapon
Backstab
Body Development
Climb
Find Traps
Hide in Shadows
Lockpicking
Pickpockets
Set Traps
Riding
Swimming
Empathy
Argan
Esteria
Lah'ar
Musical Instrument
[ Edit on 8-11-07: Added Repair Armors to working skills list. Thanks Natrina! ]
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Knives & Daggers, Axes, Melee, Light Armor, Medium Armor, all magic ways, Metallurgy, and Lockpicking work.
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. . . thanks Karyuu!!
:thumbup:
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.... and Lockpicking work.
/me blinks then grins in the shadows...
Now to find me some locks! :detective:
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It's Body Development, not Enhancement ;)
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The "Undetermined" section can just be merged with the inactive :}
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\\o//Great topic. I have been asking about this because I want to make plans on what skill I would like to work on and even get a job. Thanks for setting this up. I will be checking it all the time.
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Well THIS was useful. now i know what not to bother looking for to train :)
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It's Body Development, not Enhancement ;)
. . . ummmn . . . :oops:
Damn chosing all them 'leaves you feeling physical stronger at the expense of your intelligence' choices during character creation . . !!
The "Undetermined" section can just be merged with the inactive :}
. . . indeed, will plonk them all together once the initial sorting out is done.
:)
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Blacksmithing, Sword Making, Shield Making, Knife Making -- Those can be trained and used since some days too.
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How does Blacksmithing work? This is news for me :}
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Well, many of the inactive/undetermined skills can be trained (at least the theoretical part) they are just not yet implemented. These are:
Argan
Heavy Armour (which I think works, just there is no heavy armour to buy yet)
Cooking
Alchemy
Herbal
Hide in Shadows
Body Development
Backstab
Anti-magic
Climb
Find Traps
Maybe some of these will be implemented before others because they already have trainers... maybe...
Xirius
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How does Blacksmithing work? This is news for me :}
Blacksmithing is working very easy.
you get blacksmith points by melting ores, till you reach a certain level (level 5 if i recall correct).
and you get points for crafting blades and shields.
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Well, many of the inactive/undetermined skills can be trained (at least the theoretical part) they are just not yet implemented.
Hmmmn, that raises a good point - skills that can be trained, but that don't have an in-game effect as yet. Still, given that this whole exercise is one of applicability, I think I'll keep the lists primarily by skills that work (i.e. that are worth progressing in-game) and those that don't.
When I do merge the lists into two, I'll make it a point to note down what skills can be trained, even though they are not yet implemented.
Thanks for your input, Xirius . . !!
:)
*edit*
Blacksmithing, Sword Making, Shield Making, Knife Making -- Those can be trained and used since some days too.
. . . viele danke mein Freund . . !!
:)
Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. Thanks! --Karyuu
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Blacksmithing is working very easy.
you get blacksmith points by melting ores, till you reach a certain level (level 5 if i recall correct).
and you get points for crafting blades and shields.
That would actually be Metallurgy. ;)
You get Blacksmith practice by making weapon parts (and I think shield parts...haven't tried shield parts myself yet).
Putting the parts together is the appropriate 'Making' skill.
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I've found; Blacksmithing points rise after heating or superheating metals - metalurgy points rise, of course, with smelting ores into molten ore and casting into stock or ingots.
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Light Armour can be trained but cannot be used for repairing armour yet. Think maybe there should be a seperate list for stuff that can be trained and used. Just an idea.
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Light Armor has nothing to do with repairing armor. That's what the "Repair Armor" skill is for :) Besides, this list already includes skills that can be trained and used.
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shield handling can be trained (I have a green bar now),
but not be practiced - no experience points for that.
I think you should put an * there.
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Can an Armor Repair Kit purchased from either Harnquist or Trasok be used to repair a Shield whose Quality is below 50.0/50 ...?
Try equipping the Shield in Right hand and then in Left hand to see if Armor Repair Kits work on Shields.... I've seen Shields equipped in both hands at once [Unar, for example]
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how do you train lockpicking, i didnt even know there were any locks TO pick ???
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The only spot I know of in game where a lock can be picked, is a chest in the npc room.
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i didnt even know there were any locks TO pick
As far as us humble players are concerned, there arn't any :'(
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Is there an ETA for work skills such as leatherworking or gemcutting? Or combat skills such as healing?
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Soon(tm)
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I think this is a really useful thread, is there any chance it can be put with the important topics and kept at the top of the page?
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Could you stop allowing us to create characters with skills that don't work?
When I downloaded the game a bit ago, I made a character completely based around stealth and cartography. Looking at this list, I now understand why I couldn't do anything.
I'm fine with playing an alpha release and recognizing that it's an alpha release, but you're wasting your testers if you don't make it clear what's broken and what isn't. Somebody just downloading the game and firing it up won't give you any useful testing data or feedback that way.
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This thread is linked in the Gameplay FAQ, that you are supposed to read. :whistling:
http://hydlaa.com/smf/index.php?topic=21677.0
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A gameplay FAQ posted on a forum is an incredibly poor substitute for ingame reporting tools and status updates, notes ingame on what's broken and what isn't, etc. I've participated in plenty of betas and a handful of alphas, this is not hard.
Heck, look at the collaborative nature of this thread - the fact that this isn't all put together in an official changelog is telling.
The issue isn't that the game is in alpha, the issue is that the information collection and aggregation processes appear poorly run, assuming the devs truly hope to make good use of their testers.
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You do realize this entire project is being done by unpaid volunteers right?
While I appreciate your frustration, to come in here 1 day after joining and slanging the dev team is in pretty bad taste IMO.
Got an issue and think you can help? Step up and volunteer your time, otherwise, be a little bit more civil and constructive in your criticisms.
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You're not getting my point.
My point has NOTHING to do with the limited manpower available for the game's development, nothing to do with the fact that this is an alpha.
It has everything to do with proper processes for software development. The processes you follow whether you have 1 guy on your project, 2, 10, or 100.
As for volunteering my time, if you'd like to let me take a peek at your QA/best practices manual, I'd be happy to poke around with it and see what can be improved.
I mean, you guys are following a standardized guide as to how changes are implemented, tracked, and chosen, right?
That document, your bible, doesn't have any line in it that says "Don't let the player pick a skill that hasn't been put ingame yet"?
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On a side note, a point as to my tone/attitude.
In case you haven't noticed, this forum, and many of your "New Player FAQ" documents, etc., all take a very imperious tone with newbies. Things like "If you've asked a question that's already been answered 100 times, prepare to be ignored".
"That's more than a little condescending," I thought to myself, "But hey, they've got a serious development process going on here, I suppose it's fair of them to be harsh with the newbies about etiquette and the like."
And then I pop into the game, ready to alpha test, put my QA skills to work, contribute my part to continued development - and after playing the game for only 10 minutes, it hits me that the devs are completely out to lunch when it comes to utilizing their alpha testers for valuable feedback.
This is so much more important because of the limited dev resources, not less! Why squander the few resources you have by implementing changes in a way that make them difficult to test?
I feel like if I'm willing to take the role of tester seriously by putting up with the condescending tone spelled out toward newbies here, the devs should take their role seriously by implementing changes in a way that's convenient to test.
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You have some valid points but you'd make more progress getting them addressed by seeking out members of the dev team on irc or even maybe posting your thoughts in the "Development" sub-forum than in the Newbie Help area.
As far as tone / attitude is concerned, I've always believed its easier to attract flies with honey than vinegar.
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On a side note, a point as to my tone/attitude.
In case you haven't noticed, this forum, and many of your "New Player FAQ" documents, etc., all take a very imperious tone with newbies. Things like "If you've asked a question that's already been answered 100 times, prepare to be ignored".
"That's more than a little condescending," I thought to myself, "But hey, they've got a serious development process going on here, I suppose it's fair of them to be harsh with the newbies about etiquette and the like."
You'd be surprised just how stupid some newbies are. In fact, there's a number of questions that have, actually, been answered over 100 times, with the answer actually in the title of the post directly above the question-post :P
Also, this isn't a regular game forum - not only are we 'gamers', but we're also writers - the most notoriously egotistical type of people known to man :P You shouldn't be surprised at a bit of condescension. Even the oldbies are condescending to each other...
As for the whole 'Quality Assurance' thing - these volunteers are here because they want to be, and they enjoy it. You can't boss around people who aren't getting paid, especially when most of them don't even retain full copyright to their work...
Developers are also notorious for being disorganized bums ;D
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As you can see, most of them don't even know where they are... :whistling:
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Axe Making seems to work now :)
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It's Knives & Daggers. Not Knives & Axes.
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what about skills you get from your race are any of those available and sorry if you already said they are or aren't i didn't read all the comments but i want to know if any skills like flying for a short time are available cause that one of the reasons i want to play this game :P and i don't want to have to wait to finish downloading it to see
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You should read the thread :)
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"Mace and Hammer" now works in game.
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Repair armors seems to work fine now.
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Repair armors seems to work fine now.
Not sure what constitutes "fine"... I seem to be able to repair exactly 1 item, my leather boots. Anything else, even my bare bones leather gloves gives me a "Item is too complex" message.
I could understand not being able to repair my chain mail, but why would gloves be more complex than boots?
And how long will it take to practice up to the next level if I can only do boots, which only require repairing about every two weeks?
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And how long will it take to practice up to the next level if I can only do boots, which only require repairing about every two weeks?
Good point. Anyhow, try offering your limited armor-repair skills to friends and other players in general... for free or the cost of the repair kit.
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:offtopic:
I appologize for being off topic and I am not trying to antogonize a flame war here but I am seeing A LOT of questions in this thread on *HOW* to use a skill, how to write code/manage resources, and even worse many answers describing how to do either. My thought is that if we can't stay on topic (in this case the topic is creation of a list of skills that can and cannot be used), then we will end up with exactly 1 GIGANTIC post with random posts about everything in no order.I
My 2 cents:
If no topic matches your question/complaint/thought/answer please CREATE one in the appropriate forum, hence the name of this utility we are using (forums). If you are in a topic and have an answer or a question that matches the heading at the top... then you can post freely. :thumbup: