Jump to content

Can we have skill trees tied to world rather than character?


Recommended Posts

I would really love it if each time you started a new world you started with a fresh skill tree and that skill tree would be saved to the world. For example, if I load world A as wolfgang and fill out the lunar side, I could then start a new world B and that world would have a new fresh skill tree linked to it so I could try a different route if I wanted to. I feel that it makes each new world feel more like a fresh playthrough than ever before, and also goes some way (although not all the way) to alleviate complaints about skill trees deviating from the core of Don't Starve. This way at least some of the rogue-like feeling of classic don't starve is preserved because you start out with a clean slate each world.

I like this idea much better, with changes in how to earn points of course, but it would be bad for characters like Woodie who basically got their deserved rework through this update, which is also almost entirely focused on earlygame, most of his cool abilities would be wasted...

The only way I could use that working is for each individual skill to be unlock by doing a related activity that match the point of usefulness.

Woodie has some skills that are just straight up pointless if you can't get them very early while other characters can afford to get some later.

 

For example imagine every character has 15 points from the start but can't use any point on day one because their skills are lock.

The second woodie even summon a tree guard his tree guard feller skills group unlocks become useful to him.

On first full moon his ability to ignore the transformation (his first full moon is always forced)

Crafting a board unlocks crafting a board with Lucy (now the player can see that it cost less logs per board) as well as unlocking cane and wood helmet.

It let's progression happen in game. Makes new players relate each skill to what it is mean to do and when in game and doesn't take 150 days to unlock

I would prefer this as it would be at least some extra progression to work towards when I start a new world, perhaps with different ways to earn insight such as inspecting things, killing mobs or crafting items. Then it would feel like I am getting stronger the longer I survive, instead of unlocking all the points needed and then just resetting the skills. Because atm I just bring a bunch of materials with me then swap to Wilson for a minute, convert all the materials using his skills then swap back to another survivor. If I actually had to complete certain objectives to re-enlighten Wilson to earn his skills in the world I am playing on then at least it is something extra to do and would mean anyone who chose the survivor early on will be a more developed version of them.

Y'know I always thought of this idea, where when you reach a point in the late game, you are able to activate some sort of event that opens the survivors' minds to new possibilities (basically giving them new powers) at the cost of changing the world forever for the worse (or better), kinda like how you activate hard-mode in Terraria.

Well i would agree however this is not without downside ^^ cause people who play online and on servers that reset periodically like pubs. Might not even be able to get more than handful skills every time unless they play non stop.

While playable solo it is also an online game in it's core. So it's always good to think about both sides.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...