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The skilltrees are the logical conclusion for Dst character´s progression


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34 minutes ago, Mike23Ua said:

Lets use Woodie as an Example, he has new skills to craft a Wooden Helmet & a Wooden Walking Stick, that’s OKAY I guess… but- They should’ve allowed him to craft these items while only in beaver form and from gnawing on Trees to “Carve” them.

That would’ve been totally unnecessary and would add nothing really

Just now, Dextops said:

That would’ve been totally unnecessary and would add nothing really

You see, I disagree.. it would’ve given his wereforms even further unique uses that they currently don’t have now.

Common sense says that a Beaver is going to be able to Carve Wood..

So if I was designing DST I’d start off with Woodie becoming Werebeaver, and then while in this form.. being able to “gnaw” trees to Wood Carve some wooden tools/totems.

Such as: Instead of the dumb skill trees we have now..

He can start with Shoody Moose Idol, which is the weak version of Weremoose, but he can turn into Beaver and then carve a Wooden Moose Idol (with better stats and perks available to Moose Form)

It gives me a sense of actually learning to craft better idols to take better control over my Werecurse.

They could then lock the better version of Beaver Idol behind needing to use the better version of Moose Idol to charge into a structure only Tier 2 moose can mine.

In short: it makes me play as the character using their unique powers and abilities- Rather then sitting in base at a campfire for 150 days and then unlocking new perks from doing absolutely nothing.

42 minutes ago, Mike23Ua said:

“Skill Trees” Suck

It reminded me of most mobile games nowadays with small incremental upgrades like +5+5+5…

i like playing those games because it helps me forget things and kill time, not because it keeps me engaged. I immerse myself in them for quick pleasure, play for some days, the delete them, and look for new games which are essentially the same system with new skins.

I didn’t think DST would have this system and have +5 up to +25 in Wolfgang’s mighty tree. 

This kind of artificial increments were so distant from DST. Those games’ goal is to keep players for as long as possible, by using the same content but with higher numbers, so that players can watch ads and possibly spend money, or fill up pvp needs.

I think that’s what those systems are for and I think DST is very different from that. 5 skill tree points just feel awkward, personally.

In general, I think incremental skill tree is just not for DST. DST skill trees should only have categorical skills. The only exception can be made for Wilson, cuz that’s a character for learning.

17 minutes ago, Mike23Ua said:

Common sense says that a Beaver is going to be able to Carve Wood..

Is it not common sense for a lumberjack to do the same? If skill trees are so hated doing the same thing but having very needless roundabout ways of accomplishing the same thing is far from a solution, just add all the skill tree perks as base kit and re-brand as reworks 2.0 at that point.

29 minutes ago, Dextops said:

That would’ve been totally unnecessary and would add nothing really

I mean to be fair the same could be said about Webber needing to personally befriend every spider before he can use them and some would say well just make it so he has to learn it from the alchemy engine instead but it's more flavorful for him to go on his journey and personally meet and connect with these special spiders no? Where I can understand where people are coming from with the outrage over the skill tree is that it's basically a way to skip any journey for the immediate reward which is the direction dst is largely running downhill towards. Everyone from all sides is showing dissatisfaction with this approach in different areas of newer content adding throughout various updates but never in the same area and it makes me think at some point it's all gonna wind up disappointing people by the end even if we(me included) enjoy some parts of these changes. The design philosophy is very much starting to remind me of warframe and this isn't to try to insult either game just the direction their headed and how they're handling content seems very similar.

13 hours ago, Mike23Ua said:

Wendy has a ton of Ectoherbology potions- But she has to interact with a “Find lost stuffs for Pipspook”

And that's the main reason why she sucks. In hopining we'll get perks that help you get more or different ways to get them. Walking on graveyards with spooky metal detector for 10 thousand hours Just to be able to use your crafts is the most boring  thing in dst. Im not playing wendi witgout skill trees 

2 hours ago, landromat said:

And that's the main reason why she sucks. In hopining we'll get perks that help you get more or different ways to get them. Walking on graveyards with spooky metal detector for 10 thousand hours Just to be able to use your crafts is the most boring  thing in dst. Im not playing wendi witgout skill trees 

Lol, I remember when I suggested many years ago ideas to make the farming of mourning glory less painful and got attacked a lot by the community because "Wendy it's already too strong, she doesn't need it".

Wonder how much time will be for the skill trees.....

9 hours ago, Mysterious box said:

I mean to be fair the same could be said about Webber needing to personally befriend every spider before he can use them and some would say well just make it so he has to learn it from the alchemy engine instead but it's more flavorful for him to go on his journey and personally meet and connect with these special spiders no?

Webber needs to befriend spiders once then can craft the switcherdoddles anywhere but if it made that woodie needs to carve his equipment from a tree every single time or with the suggestion of Mike you would need to go find a forest and not deforest it so you have wood in general but to carve them to make your kitschy idols would be very annoying 

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