nuffyman
Rock Crab
A great man once said, "obesity epidemic strikes nation; experts blame twerking"
Posts: 47
FO Level Status: Ascended
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Post by nuffyman on Jan 23, 2014 0:00:00 GMT
The Basics: You kill monsters, get exp, level up! Yada Yada Yada. Then put in those points into 1 STAT. Why not add smaller capabilities within each class? Like this: (Borderlands 2 Example) 3 Stat Trees Offence-Defense-Perk One tree includes Offense, where your class can have an effective offensive capability, such as slightly higher attack speed, damage inflicted etc. The next is Defence, some parts could include slightly reduced damage from others/monsters, healing a bit between attacks, or even a chance of having another monster missing the hit. Perk is a stat where you will put in the most points of your leveling up(if you want of course!). It will increase the effectiveness of your class. But from upsides, there's downsides. Such as, "Bezerk" it will increase attack speed, but reduce your defence points.
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Post by fossilCreature on Jan 23, 2014 0:10:16 GMT
This will also require that the game has more stats, attributes and whatever. It's a good idea. I have been playing Path of Exile and that game has a massive skill tree which lets you really customize your build.
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Post by mvp on Jan 23, 2014 1:07:13 GMT
I expected to see a really "in-depth" guide when clicking on this thread. Instead I read a suggestion about talent trees. Many games have these trees now including World of Warcraft, League of Legends, and Rift. Problems occur when we are unsure what the game is going to be like as FO allowed you to invest skill points into any stat without restriction. This might work if you select a class at character creation. I see no real problem to this solution and might be the path Llama and the team wish to take. However if Llama is planning to do the vanilla FO skill points, then only 3 trees might be available and I would assume diversity would be low. You can look at League of Legends where they attempt to make a skill tree for all champions and play styles. However, everybody chooses a 21-9-0 setup. I personally see that happening with this idea. World of Warcraft classes were generally set up with different play styles in mind versus more a offensive - defensive style talent tree. The tree above offers 3 variations of DPS (damage per second). However a Priest, thought of as usually the healer, has 2 healing trees along with a shadow / damage tree. I personally loved playing a shadow priest in WoW but that is beside the point. Talent trees are indeed a viable option. However if everybody is going to pick generally the same talents, then we should give them these buffs and not waste time coding a tree in the first place. Until it is announced how this game is going to work, I assume this is not going to be considered that far. I think it would be a great idea if embedded correctly
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discipleops
Soft-Shelled Crab
Looking for pixel artists for a fun contest! :D
Posts: 24
FO Level Status: Ascended
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Post by discipleops on Jan 23, 2014 12:37:35 GMT
This will also require that the game has more stats, attributes and whatever. It's a good idea. I have been playing Path of Exile and that game has a massive skill tree which lets you really customize your build. PoE's tree when I first saw it, I was like "Holy sh** ". It's nice to combine a bunch of different skills.
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Post by Deleted on Jan 23, 2014 16:06:08 GMT
PoE's whole skill gems/passive tree system is pure win.
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Post by iamallama on Jan 23, 2014 19:12:17 GMT
The plan right now (though it can change) is to use skill trees. Specific details are still being worked out and considered classified. As we get closer, I think we might do a small write up in the devblog. But that is still a like 2-3 weeks off.
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Post by Eugoth on Jan 23, 2014 20:53:57 GMT
Special perks for a certain class is a good thing in every mmorpg, i like.
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Post by mvp on Jan 23, 2014 21:37:10 GMT
The plan right now (though it can change) is to use skill trees. Specific details are still being worked out and considered classified. As we get closer, I think we might do a small write up in the devblog. But that is still a like 2-3 weeks off. I'd love to give feedback on your skill trees if you decide to release a quick preview in a devblog. I am interested to see how you incorporate this into the game without some of the issues I mentioned above in my previous post. I am intrigued to see how you deal with balancing issues and your segregation between passive and active skills. I also hope healers have a strong tree or two to support against bosses of different variations. There is nothing I love more than solving a problem with a team to maximize our efforts.
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Feb 1, 2014 8:05:17 GMT
The plan right now (though it can change) is to use skill trees. Specific details are still being worked out and considered classified. As we get closer, I think we might do a small write up in the devblog. But that is still a like 2-3 weeks off. I mentioned something about Classes in Guild thread which could be used to open up skills/bonuses. link here
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Nephalem
Soft-Shelled Crab
Thrilled about the idea of a commemorative remake.
Posts: 5
FO Level Status: Ascended
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Post by Nephalem on Feb 28, 2014 10:17:59 GMT
I don't like having specific classes and trees to choose from. I think it narrows the path you have to creating a unique character. Instead of having classes with their own skill tree there could be something like ES did with Morrowind. You get free reign of all skills, but choose only a few to start with. That way you can create any class you want down the road, and even mix/match to your liking. With that in mind, the level system would have to be revised. Gain XP in skills, for example, using a certain weapon type will gain XP for that weapon skill. Increasing hit rate and damage with that weapon type. Shields give an added defense rating, but get better block rate from the skill for a change to take no damage, etc. Then for character level ups, they will require a specific number of skills to be leveled up. Leveling up will contribute to your character base stats. This would make for an epic return.
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Feb 28, 2014 17:18:55 GMT
I don't like having specific classes and trees to choose from. I think it narrows the path you have to creating a unique character. Instead of having classes with their own skill tree there could be something like ES did with Morrowind. You get free reign of all skills, but choose only a few to start with. That way you can create any class you want down the road, and even mix/match to your liking. With that in mind, the level system would have to be revised. Gain XP in skills, for example, using a certain weapon type will gain XP for that weapon skill. Increasing hit rate and damage with that weapon type. Shields give an added defense rating, but get better block rate from the skill for a change to take no damage, etc. Then for character level ups, they will require a specific number of skills to be leveled up. Leveling up will contribute to your character base stats. This would make for an epic return. Morrowind, just about the finest rpg i've ever played, and that is an example of depth, that is an an example of what I'd like to see.
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Post by mdccxxvii on Mar 2, 2014 9:10:47 GMT
I haven't played Morrowind, but I really liked the Skyrim skill-tree system. Probably a bit more complicated than this game will need, but it's something worth taking a look at.
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