BS in Computer Science in Machine Learning.Information for Teachers and Counselors.Next: bringing guides in-game, building archetype default PvP builds, and creating a skill system that is balanced for both PvE and PvP. So we've tried to make a system that's easy to get into but expert players can take and they can turn into this other beast. But at its base we don't want to overwhelm the new players. Maybe you've decided that that's how you're going to jump the curve. Or if you're an expert player that just jumped into PvP maybe you know exactly how to build your character because you've just found a template online. You also know exactly what traits you're going to be building towards. There's a lot of stuff that you can do to quickly start building your character if you know exactly what skills you want to get. What we've done is we've made systems that let you - maybe it's your second character and you're an expert - you can just. So do you want to give people the freedom to speed up and slow down based on how comfortable they are? Skill challenges seem like a way for people to speed up if they want to speed up. ” We don't want to give you option shock. Then, because you're learning each of those individually and you're learning the skills one by one, we're saying “okay, learn this. so dagger is your melee, scepter is your mid range and then your big AoE is the staff. That's consistent across all of the weapons, but when what you have with the Elementalist is the range component. If you have daggers for the Elementalist, you have the different attunements: fire is offence, air is control, water is healing and regeneration, removing conditions, earth is a lot of times defensive. That's exactly why we decided to do that system. That's part of why you asked your question earlier, right? About skill progression and unlocking the skills. Like, “water heals people, okay, cool.” Is it something you're happy for people to discover themselves? Or are you working on ways to teach those mechanics more clearly? Playing an Elementalist recently I did pick up the differences between my staff and my scepter, but at the same time there was a lot of trial and error. You're making a videogame about what this magical guy can do. Which is not really logical but at that point it becomes a videogame. That same hammer on the Guardian, because he's more magical, he's putting down wards and symbols. ![]() Hammer's a great example for a Warrior, he just jumps around and beats everybody up. It's when you start doing the magical stuff with weapons that you can just say “this will do whatever I want it to do”. Whereas a greatsword on a Warrior is much easier because he doesn't do anything that's really magical. It fits logically, but it's not like I would look at that and go “oh I should obviously do that”. If I have a staff and I'm a Guardian, what do I expect to do? I've got this huge wave attack. Are you concerned with making that stuff logical, or is it more about variety? There's not necessarily a logical connection between what a weapon is and what it does in the game. We want you to always have something that you're looking forward to. Maybe it's a new trait you've just got, maybe it's a different item. We want you to be looking forward to new skill acquisition. Every time you jump into the game we want you to be doing something fun. Yep, we have a lot of different skill charts and Excel sheets about the different reward tables that we have. ![]() Do you have a deliberate pace in mind for the rate at which things become more complicated? There's a substantial difference in the way that people gain skills, from weapon skills to utilities and everything else. So we try to give the best of both worlds there. Once they get that sword down, they figure out how they want to use it, they can take the rest of their bar and customise their build along with their traits to figure out how they want to play a certain class. But for your main skills, your first five, what if it's just tied to your weapon?" Which makes it much much easier for a new player - they have a sword thats the same as somebody else's sword. Some people absolutely loved it, though, so what we tried to do for Guild Wars 2 is we said "okay, with your utilities, with your heal, with your elite you can decide those things. What we found was that for a lot of people that was just too much. ![]() You had two different classes, you had a primary profession and a secondary. We saw that in Guild Wars 1 people could basically go anywhere they wanted to with all the different skills. Check out more of the best Fall Prime Day PC gaming deals.
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