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Why do Skill Trees Carry Over from Server to Server?


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Why do skill trees carry over from server to server? From what I understand, skill trees carrying over from server to server is going to happen when the update releases (just like the Wilson update). People can just cheat it, making the whole skill tree thing pointless. What's the point of all this?

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Because it would be pretty bad to have to play a character for hundreds of days + killing the big bosses + with every single survivors specifically for a perk + on each world.

Can't even imagine the time it would take if you like changing character and playing on multiple worlds.

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They work in a similar way to EXP system in single-player version, encouraging new players who keep dying.

If you choose to cheat, that's just how you play. You already have the game, and you can customize your experience any way you like.

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Maybe tie the acquisition of points with actions? Some examples:

Wilson

  • Prototype something
  • Cook a meal
  • Survive Winter

Wormwood

  • Grow a giant crop
  • Grow mushrooms
  • Have a Lord of the Fruit Flies spawn on crops

Woodie

  • Chop a number of trees
  • Do something while in transformations

Wolfgang

  • Proc a one-shot action
  • Workout on the gym
  • Kill a number of bosses

Some of the points could also come from repeatable actions during a playthrough, which opens up the option of offering respecs on the fly, though it would complicate the system and might make it annoying for Wilson to enter without all of his points.

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14 hours ago, Cassielu said:

They work in a similar way to EXP system in single-player version, encouraging new players who keep dying.

If you choose to cheat, that's just how you play. You already have the game, and you can customize your experience any way you like.

I'm well aware of this.

Still, I believe they can go about the whole thing another way. Klei is trying way too hard to make the game "noob-friendly" and it only gets worse each update.

14 hours ago, Popian said:

Maybe tie the acquisition of points with actions? Some examples:

You have the right idea; I was thinking of something very similar.

Now, don't get me wrong, the buffs are really nice and all, but I don't think they are going upon the way you acquire these buffs the right way.

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22 hours ago, Popian said:

Some of the points could also come from repeatable actions during a playthrough, which opens up the option of offering respecs on the fly, though it would complicate the system and might make it annoying for Wilson to enter without all of his points.

Adding onto this, it looks like carrying over 8-12 points would be enough to be impactful, maybe 10 to give 5 opportunities to respec on earning a point. Having more tasks than would be required to max out on "progression" points would give players the choice of picking tasks that are easier for them to complete.

(Originally I had thought it would be okay for Wilson to prototype 15 unique items for the sense of progression, but having unique tasks that explore different mechanics seems like a better idea.)

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On 7/6/2023 at 8:29 PM, ADM said:

Because it would be pretty bad to have to play a character for hundreds of days + killing the big bosses + with every single survivors specifically for a perk + on each world.

Can't even imagine the time it would take if you like changing character and playing on multiple worlds.

This, and also because characters like Willow spawn into the world with all the items and perks from their kit already in hand anyway…

So having some perks already unlocked isn’t like it’s something NEW to the game..

It just pisses me off that Wickerbottom has to grind the hell out of crafting a library of books and gathering resources to eventually “unlock” the power to summon Grumble Bees, While wormwood gets hehe funny strange fire lizard friends perk.

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1 hour ago, Mike23Ua said:

It just pisses me off that Wickerbottom has to grind the hell out of crafting a library of books and gathering resources to eventually “unlock” the power to summon Grumble Bees, While wormwood gets hehe funny strange fire lizard friends perk.

I don't mind characters who need to grind like that, especially considering they tend to have a lot more to their kit than the one thing they need to grind for. I say characters, when I really mean grandma duo.

It could be argued that it's not fair that Wanda has to grind for so long just to get decent teleportation when Wortox has it available day 1. Wanda also has a LOT more to her kit than just teleportation so it balances out.

Same with the Wickerbottom Wormwood comparison. Her grumble bee book is one of many that she has access to. Wormwood's minions end up being less efficient because they cost 20 health per minion on a character who can't heal from foods,  while Wicker can summon 3 bees at just 15 or so sanity I think. (I think that's how Wormwood's minions work anyway, I haven't actually been able to try him out. Been having too much fun with Woodie)

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I will say one issue with the skill trees transferring between worlds that I don’t think I’ve seen yet is that it divides new and “skilled” and experienced players even further

now new players in public servers will be objectively inferior than experienced players since they won’t have their skill tree filled out. This probably won’t be too much of an issue but I can see it leading to some elitism among players in pub servers and also a sense of weakness among new players; their skill trees aren’t filled out so they aren’t as powerful and helpful as the other players and this might make them feel bad.

It also discourages experimentation since once a new player unlocks a couple skills in one character’s skill tree, they probably won’t see any point in swapping to any other characters since they already invested skill points into their current character.

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2 hours ago, Primalflower said:

i dont have comments to the rest of your post but apicultural notes costs -33 sanity to cast

and summons 2 bees per book. 

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Honestly I really hope they change how Skill Trees function. The only reason the "meta progression" worked before was because it was for Wilson. It made sense to slowly introduce more things, and power him up precisely because he's the learning character.

If we're really giving all characters Skill Trees I feel like it should be an in-game thing. Not 150 days, but like... milestones.

Bosses, Seasons, whatever. Just... incremental throughout a run rather than from the jump.

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Just remove the skill tree and make the skills unlockable in certain way. That would mean some people would rush certain skills on the servers, diversifying early and lategame strategies, new players can decide if they want a crutch or not and try to get the skill or just play normally. And those skills won't be just free forever, you'll have to earn them on every world.

Some of the skills should be locked behind later game content, to not give too much advantage in early game because ouch some of those really break the start.

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13 hours ago, Zeklo said:

Honestly I really hope they change how Skill Trees function. The only reason the "meta progression" worked before was because it was for Wilson. It made sense to slowly introduce more things, and power him up precisely because he's the learning character.

If we're really giving all characters Skill Trees I feel like it should be an in-game thing. Not 150 days, but like... milestones.

Bosses, Seasons, whatever. Just... incremental throughout a run rather than from the jump.

Exactly!

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18 hours ago, Primalflower said:

i dont have comments to the rest of your post but apicultural notes costs -33 sanity to cast

 

15 hours ago, skile said:

and summons 2 bees per book. 

True, but my point still stands though. Them costing health is bad enough, but on Wormwood it's even worse. You can get more for less with Wickerbottom

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