Cruvimaster Posted July 7 Share Posted July 7 Skill tree should be earned in each new world and by defeating giants. Tough giants would give more skill points. This would give a sense of real progression and value giant combat. Ideally, in the first year of play (70 days) you would already be able to complete your progress if you faced most of the giants. The system of giving a simple c_skip(150) command and having everything in any world is too simple. Link to comment Share on other sites More sharing options...
Antynomity Posted July 7 Share Posted July 7 I suggested something like this all the way back in wilson rework beta, my original idea is 5 get earned for learning an X amount of prototyping, 5 for killing normal mobs and 5 for killing giants, imo every character should have slightly different ways of getting insight depending on what they specialise in. Will this happen? I don't think so, but I'd be happy to be proven wrong. Link to comment Share on other sites More sharing options...
Dextops Posted July 7 Share Posted July 7 I suggested something in another thread where they’d add more locks to paths such as the locks placed on affinity (kill celestial champion/ kill ancient fuelweaver type things) so that the skill tree would be more gameplay interactive. As for insight I think making it so you gain it faster would be a nice change Link to comment Share on other sites More sharing options...
Habakkuk Posted July 7 Share Posted July 7 Very good idea! Link to comment Share on other sites More sharing options...
Cheggf Posted July 7 Share Posted July 7 I think you should get 1 point each time you kill a boss (e.g. deerclops, bee queen, toadstool, treeguard) for the first time & 1 point each time you make an item from each tier (e.g. science, alchemy, presti, shadow, broken apss, repaired apss) for the first time. Link to comment Share on other sites More sharing options...
Golden Daemon Posted July 7 Share Posted July 7 20 minutes ago, Cruvimaster said: Skill tree should be earned in each new world and by defeating giants. Tough giants would give more skill points. This would give a sense of real progression and value giant combat. Ideally, in the first year of play (70 days) you would already be able to complete your progress if you faced most of the giants. The system of giving a simple c_skip(150) command and having everything in any world is too simple. I have already suggested this somewhere else, i completely agree with that there should be better milestones for unlocking skills in the skill tree. 15 minutes ago, Dextops said: I suggested something in another thread where they’d add more locks to paths such as the locks placed on affinity (kill celestial champion/ kill ancient fuelweaver type things) so that the skill tree would be more gameplay interactive. As for insight I think making it so you gain it faster would be a nice change There should definitely be more locks that are server based, this way the added power from perks is more aligned with the increased difficulty of the server, and alongside that give better motivation/anticipation of reward for helping people in the server to tackle certain things in the world. And alongside that this would somewhat remove the need for increasing the difficulty for early game to counterbalance the buffed survivors having a way easier time doing what they do since the added power from the skill tree comes when its most needed (after introducing more challenging mechanics to the server and the world) Link to comment Share on other sites More sharing options...
Mike23Ua Posted July 7 Share Posted July 7 A long time ago I asked the developers a question about the celestial portal and where the character I’m currently playing as goes when I swap to someone else. Do they “Die?” as some quotes might suggest.. do they escape the constant and go home?? What’s the deal here? The response I got from that was that the constant (and all of its biomes, resources & mobs) are sort of like this Multiverse type thing.. so like when Wendy gives a Celestial Idol to the Celestial Portal she leaves Universe A. and ends up in Universe B. Since this the canonical answer I got I am going to assume that the reason character skills aren’t “World locked” is because that character is learning those skills across many many deaths, failures, learnings, and of course- Realms within the Constant. It would only make sense from a Gameplay perspective to lock character skills every single time you played a new world, but from a LORE perspective we already have an answer. Link to comment Share on other sites More sharing options...
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