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Some ideas that make Wendy's skill tree's abilities more closely linked and less fragmented than they are now


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I watched the conclusion of a post and came up with the idea of a title, which is a great direction. Here, I will list in detail some content that I think is desirable.

For example:


Mourning Glory II combines with team spirit:
The Mourning Glory wreath has disappeared, replaced by the new Team Spirit I command skill point - "Spread": Abigail can dance her body and spread the remaining effects of the elixir to surrounding players.


Brews combined with Blessed Sisturn:Brews combined with Blessed Sisturn:
Extra Yield has disappeared, replaced by the new Blessed Sisturn I (previously changed to II, III, IV) - "Aromatics": any Ghostly Elixir can be loaded onto Sisturn, allowing Abigail to be automatically used with the medication in Sisturn and compatible with another medication actively applied by Wendy herself.


Combining Blessed Sisturn, Pippok Quest, and Gravestones:
Pipspook Quest I disappears and is replaced by the newly added Gravestones II (previously Gravestones skills become I and III) - "Little Cemetery". Pipspook in the tombstone built near the urn will be soothed by the activated urn, producing mourning glory once a day. If there is "
Aromatics" (can be added with potion), more mourning glory will be produced.


Mourning Glory III (Mourning Glory Altar), Pipspook Quest, and Gravestones combined:
Gravestones III update: Pipppook can be named, and after being appeased multiple times within the same tombstone, Wendy can have Pipppook follow others, reducing their sanity halo by 10%.


Mourning Honor Altar becomes a forked node update for Gravestones III:

Players who are followed by Pipspook can be brought back items by Pipspook after resurrecting using Mourning Glory Altar.


Combining Vengeful Ghost and Pipspook Quest:
The Vengeful Ghost disappears and is replaced by a combination continuation node of Pipspook III and Tombstone Beautification III - "Inspiring Ghosts": Wendy herself can have up to 3 Pipspook followers. When the player battles Shadow/Moon faction creatures, each Pipspook will dance behind the player and increase the player's faction creature damage by 10%.

 

Making the skill tree closely connected and combining more interesting is clearly the right direction, and this is also the significance of my writing. I hope everyone will actively comment!

现在可以看到有一定数量的人希望从更高维度对技能树进行调整 这是一个民意基础 但是如果大家分散思考的话或许很难得出一个完整的有竞争力的方案 所以我想我们也许可以先凝聚一些共识 确定一些基本方向 然后在这个基础上开始讨论 拓展 完善出一个有趣、丰富、自洽、可以解决大多数问题的技能树。

具体内容分为几个部分:

①根据已有技能树的结构和内容问题确定新技能树应该具有的素质

比如每个技能点足够丰富 可以撑起不同的策略选择

如何设计几个有对称性 有特点 有一定强度的策略

技能之间应该有足够的连携关系

提供新的游戏内容

②讨论温蒂这个人物的定位 优势和劣势 她的性格特点 她会如何解决问题 以此为基础确定技能的领域和发展方向 以及极限

③每个技能树分支代表的领域和可以解决的具体问题

④数值设计

⑤如何把每项技能与尽可能多的游戏元素有机结合

我们把这些可以确定的内容形成条款 也许过程中需要一些投票 产生一些定义 它们会成为新的 进一步讨论的基础 像思维导图一样围绕一点展开变的丰富和完整

 

抱歉 这只是个设想 我就不翻译了..

Sorry, this is just an idea, so I won't translate it

4 minutes ago, congrongfuguo said:

现在可以看到有一定数量的人希望从更高维度对技能树进行调整 这是一个民意基础 但是如果大家分散思考的话或许很难得出一个完整的有竞争力的方案 所以我想我们也许可以先凝聚一些共识 确定一些基本方向 然后在这个基础上开始讨论 拓展 完善出一个有趣、丰富、自洽、可以解决大多数问题的技能树。

具体内容分为几个部分:

①根据已有技能树的结构和内容问题确定新技能树应该具有的素质

比如每个技能点足够丰富 可以撑起不同的策略选择

如何设计几个有对称性 有特点 有一定强度的策略

技能之间应该有足够的连携关系

提供新的游戏内容

②讨论温蒂这个人物的定位 优势和劣势 她的性格特点 她会如何解决问题 以此为基础确定技能的领域和发展方向 以及极限

③每个技能树分支代表的领域和可以解决的具体问题

④数值设计

⑤如何把每项技能与尽可能多的游戏元素有机结合

我们把这些可以确定的内容形成条款 也许过程中需要一些投票 产生一些定义 它们会成为新的 进一步讨论的基础 像思维导图一样围绕一点展开变的丰富和完整

Translation (might have some faults):

Now we can see that a certain number of people want to adjust the skill tree from a higher dimension. This is a basis of public opinion. But if everyone thinks separately, it may be difficult to come up with a complete and competitive solution, so I think we may be able to gather together first. Some consensus determines some basic directions, and then based on this basis, we start to discuss and expand to create an interesting, rich, self-consistent skill tree that can solve most problems. The specific content is divided into several parts: ① Determine the qualities that the new skill tree should have based on the structure and content of the existing skill tree. For example, each skill point is rich enough to support different strategic choices. How to design several strategies that are symmetrical, characteristic, and have a certain strength There should be sufficient connection between skills Provide new game content ② Discuss Wendy’s positioning, strengths and weaknesses, her character traits, how she solves problems, and use this as a basis to determine the areas, development direction, and limits of skills. ③The fields represented by each skill tree branch and the specific problems that can be solved ④Numerical design ⑤How to organically combine each skill with as many game elements as possible We form these determinable contents into terms. Maybe some voting is needed in the process to generate some definitions. They will become the basis for new and further discussions. Like a mind map, it will become richer and more complete by surrounding one point.

It seems quite sad that on the KLei forum, arguments seem to be a major reason why posts are not buried. People seem unwilling to engage in creative discussions and are more inclined towards arguments(

On 1/19/2025 at 10:52 PM, Dingle said:

Try just posting weird, out of nowhere Wolfgang rants.

Your words are very confusing to me, like a kind of sick groan

Don't be discouraged, your topic is very meaningful, but it's too late to discuss this direction at this point in time. Moreover, most people lack relevant experience/knowledge in the overall design of the skill tree, making it difficult to engage in discussions.

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