QUOTE (mister__joshua @ Apr 1 2014, 03:41 AM)
1) You mentioned that there's always another player charging around messing things up. This was one of the things I picked up on from reviews that I thought might be the most annoying. How does this work with regard dungeons and such? I read (I think) that caves and dungeons aren't instanced and are instead there for everyone to run in to together. If that's the case, when do they reset? Is there just a constant stream of players running through a zone with dead enemies? One of the theories was that population will spread out once the game is live, but won't there also be many more players?
There are a few instanced dungeons. I think 3 at the mid-levels and 6 at the high levels (or a total of 3 per faction, but that's bendable). Most of the rest of the gameworld is open, though I've run into a few tiny pockets where you end up by yourself. For the most part, if there's a target like a book or a staff or a pot of rice or something, you get your own version. Plot NPCs move relative to your own progress, so everyone sees their own version of things. Occasionally if you change an area in a permanent way (purging the evil undead from a temple, etc) it becomes an NPC inhabited safe zone.. for you. Other people who wander in may still have to fight stuff, but you won't see it exactly.
The problem is that all the enemies leading up to your target in most areas just get swarmed. Sometimes. It goes in waves. Enemies are on a respawn timer, so a short time after they're killed they just show back up.
QUOTE
2) Minor point this one but I quite like the faction idea and was a little disappointed when they announced that pre-orders could play any race in any faction. What's the point? That kinda makes the whole thing irrelevant. Have many people switched factions or are they predominantly still all where they should be? Do people only get to do this with one character or all of them for evermore?
It's everyone. I haven't noticed too many people playing outside their faction though.
QUOTE
3) These next 2 will be a bit longer as they're the main things I've struggled to find information on. Skills. You mention that there are 5 skill slots. Are these 5 for active abilities and then your passives are separate, or are 5 slots all you can ever have active and additional skills are wasted when not slotted, passive or otherwise? Also I'm coming from a Skyrim background - do skill still have a value up to 100 that does something or are the skills just for unlocking abilities? If I train one-handed to 100 am I great with swords even if I have no sword abilities active or even chosen? I also noticed that there's a sword and board and a dual wield skill tree but not just a one-handed one. Is sword and staff still possible or are staves 2 handed? Another thing that's not mentioned much - it says you can train to max in every skill eventually (I believe) but you do presumably have a limited number of skill points to assign to abilities?
Five for active abilities, passives are separate -- passives are usually keyed to whatever tree they're on, though. For example, on the Dual Wield tree you might have a passive ability that enhances damage against low-health targets by 1% for every Dual Wield active ability on your skill bar.
Skills still have a value up to 100. I think it modifies weapon performance (damage/crit/etc) and maybe blocking but I don't know the details on how much. The level is also a gate for buying abilities.
Staves are two-handed.
You can go just one-handed from the one-handed-with-shield category, though you'd lose out on some of the abilities that utilize the shield.
You get a skill point every level, a la Skyrim. You can also get skill points from exploring and finding "Skyshards" that are usually a few to an area, and every 3 found gets you one skill point. Also sometimes some other stuff will get you a skill point. Achievements I think. I'm not sure what the theoretical max is. Also once you get an ability to a certain level you can "morph" it with another skill point and tack on a secondary effect. An assassin's stab ability starts off doing extra magic damage and then can be morphed to either debuff the enemy or heal you.
QUOTE
4) Spells. Is there a Skyrim-like spell system at all? There doesn't seem to be any mention of one. Are all the spells therefore on Staves? Are there different staves? The only ones I've seen mentioned again are Destruction and Restoration. Are there different ones of these then? I loved the Skyrim spells and magic system so it'd be a shame to see it go, though I understand that from an MMO point of view it was probably a bit involved.
Not exactly.
Staves are Destruction or Restoration. Within Destruction there are Fire, Ice, and Lightning. These provide basic elemental attacks (firebolt, lighting blast, icebolt) from your normal attack button. Then in the Destruction Staff abilities there are things like "Elemental Wall" and "Magicky Staff-Whack" (I forgot the name, but you whomp the enemy with your stick and it does magic stuff).
Restoration staves heal things and I think can provide shields and such in the abilities.
Now, Spells are typically in the ability trees and they're all over the map.
Sorcerers get summons and daedric magic, storm magic (long-distance zaps, Lightning Form), and some sort of weird crystal-based thing.
Nightblades can get some summons and, notably, Invisibility
Templars can get some cool anti-undead zaps and other Restoration/Abjuration type stuff.
Dragonknights tend to get some self-buffs but also some magical earthy stuff.
I'm leaving a lot out.
There's also the Mage's Guild tree that provides some more utility-looking spells like Magesight.
Spells are all really just "mana-based abilities". You'd recognize a lot of spells from older games, but you can't really get them all on one character. You can, at least, tack primary Destruction or Restoration skillsets onto any character.
Oh, there's also Soul Magic, which everyone has access to, to do some drains and Soul Trap to fill your soul stones. And some other stuff.