I personally really liked the gradual gaining of skills versus the clumping of skills introduced in NF....
after Kamadan and Diggins all the skills traingers on the island had all the same stuff... and with my first character i did ALL the little side quests... well it got really boring not being able to choose more different skills and for sure that was one of the huge benefits of having skill rewards to side quests...
getting a skill as a reward for doing this quest or that quest actually felt like the quest was worth it... it made sence and i cant stress enough that for me it game meaning to all the side quests in Tyria...
the same really does go for how the side quests even handed out items as rewards... and it really would have been a nice little addition if the side quest in NF sincronized wtih your heros and gave out items that where usefull in the developement of your heros...
*NOTE*... alot of people did not realize that in the NF training area you could obtain more FREE skills by talking to all the Skill Experts of your profession...
with the tokens that they give me w/ the quest rewards I buy booze, booze helps you forget about what an idiot you were to do those pointless side-quests.
with the tokens that they give me w/ the quest rewards I buy booze, booze helps you forget about what an idiot you were to do those pointless side-quests.
HA exactly...
but seriousely... why tokens... why not direct rewards for doing the quests...
instead of giving us more trader items to have to stockpile to exchange for items we can already jsut buy strait out... making us have to waste the time of gathering traveling and tradeing them... just give us the items as rewards...
personally, I liked having skill rewards for quests as in Prophecies, and I think a good idea is to have it both ways... so that we can buy the skills we need at the trainer, or we can do quests where we may choose either the usual rewards, or certain skills. That way we feel like we're getting skills for free so we enjoy doing the quests more. Furthermore, on later characters, if we can't be bothered, we can just buy the skills instead of quest for them.
of course, in the end there's really no difference... if you do quests the exp/rewards help you to to get skill points/money for new skills -- in Prophecies, you get skills directly (but you didn't get to choose the skills) as rewards. I don't know why people can't see that it's essentially the same system.
Anyway, I liked the skills as rewards as it has more "flavor" RPG-wise.
i completely agree with the OP. i rarely find myself doing side quests unless absolutely necessary, and for the average guild wars player, 1k per skill adds up way too quickly. It prevents players from experimenting with new skills, and has forced me to revert to doing what a i hate most...farming.
Location: In the Elfen Forests of Washington State
Guild: Damage Radius
Profession: N/
If you are on a Survivor Title track quests are a way to get quick and easy (usually) XP. There is no reason to gather up XP unless you want a ton of skill points in the bank.
Having pre-set skill rewards will make most starting builds too similar and favors some profession attributes over others, like the sword/axe/fire favoritism in Prophecies. And I still see people around who don't know that NF also introduced the Hero skill point system that allows for more free skills to be learned by both you and your heroes.
I've never really understood this. If I was a poor player (especially new players) getting the gold is harder than ever. Why would you want those players to grind for hours on end just to get some skills to be competative.
I never understood why we couldn't have it both ways. If we want to do the quest for the skill let us do the quest. If we want to unlock it with balth faction then pay 1k for it then so be it.
personally, I liked having skill rewards for quests as in Prophecies, and I think a good idea is to have it both ways... so that we can buy the skills we need at the trainer, or we can do quests where we may choose either the usual rewards, or certain skills. That way we feel like we're getting skills for free so we enjoy doing the quests more. Furthermore, on later characters, if we can't be bothered, we can just buy the skills instead of quest for them.
of course, in the end there's really no difference... if you do quests the exp/rewards help you to to get skill points/money for new skills -- in Prophecies, you get skills directly (but you didn't get to choose the skills) as rewards. I don't know why people can't see that it's essentially the same system.
Anyway, I liked the skills as rewards as it has more "flavor" RPG-wise.
there is actually quite a big difference... as stated what really is the benefit of doing side quests after reaching max level... those stupid tokens that are haned out 1 at a time arent worth it and the xp on top of it doesnt mater anymroe at that point...
for me it really isnt about getting FREE skills, its about being rewarded in a fashion that for the most part is always beneficial no mater what level you are or what profession you play...
and yes i always agreed on both ways... just like prophacies was... the skill rewards were a perk and DID give incentive for doing the side quests... then again you didn't reach max level in prophacies till darn near end game anyways... now with the super fast level progression in both factions and nightfall compared to the amount of quests their are... i just feel like they are a waste of time... but i for sure would be interested in doing them to unlock skillls that i wouldnt have considered buying... it really does open skills up for people to actually experiment with...
NF came off to me as really bland when u get right down to it... so many quests on the begining island no skill rewards and the trainers pretty much had all the same limited skills.. even the hero trainers.. for the amount of time the begining island does take to gather sunspear comlpete the quests and reach level 20 i was running the same build with the same bland beginning skills for a long time... there wasn't enough diversity in skills... i had hoped they would reintroduce the skill rewards with chapter 3... but they didnt...
Having pre-set skill rewards will make most starting builds too similar and favors some profession attributes over others, like the sword/axe/fire favoritism in Prophecies.
When I started (in Prophecies), my first character was a Hydromancer. My second was a hammer warrior.
...is it any wonder I preach the Factions system wherever I go?
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And I still see people around who don't know that NF also introduced the Hero skill point system that allows for more free skills to be learned by both you and your heroes
The hero-point system has some serious flaws, though. The selection for each class is (as I mentioned) abominable, the game is poor at keeping track both of how many points you have left and which skills you've already unlocked, and it's a catch-22 for new players who need unlocks for their heroes as well as for themselves. But yeah, it's also badly advertised.
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If I was a poor player (especially new players) getting the gold is harder than ever. Why would you want those players to grind for hours on end just to get some skills to be competative.
If every skill is available from the very first trainer, new players only need to "grind" seven skills (free capsig, nyah!).
...Of course, in practice you'll want some extras for experimentation and specific missions. But then in practice you also get at least five free skills from the game itself, at least three of which are keepers for every class. So we'll say ten skills to "grind", tops, as long as you know to ask for advice when starting out. These skills will generally be at less than full price, of course, since they're your first ten.
The Factions system was only bad for completists who wanted dozens of skills unlocked on the one character. It was great for both new characters who just wanted to get into the game, and for experienced players who only really wanted to cherry-pick a couple of skills from the list.
The Factions system was only bad for completists who wanted dozens of skills unlocked on the one character. It was great for both new characters who just wanted to get into the game, and for experienced players who only really wanted to cherry-pick a couple of skills from the list.
agree
I liked the Factions skill system best for starting chars or lvl 20s
I dont want to do the same quest 4+ times to get a skill for 4+ characters
I've been complaining about this since they decided to change it in Factions. I don't see how making us buy skills makes us more diverse than having skills rewarded - I will make all of may chars I can in Prophecies because of this. Of course you can't do that with Derv's and Paragons, so... I guess I'll have to research these skills and see what I want to buy. So much less fun than trying out a new rewarded skill. Oh well - I think it will never change now.