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Skill Trees

Aspect that I find personally controversial is the character skill trees. I don’t like how this RPG-style system doesn’t quite fit the survival nature of DST, which has always been about. I believe it would look much better and more organic to have individual perks that can be unlocked by performing certain actions or completing specific quests (for example, defeating certain bosses, craft items, cook dishes, etc.). The total number of perks should exceed the number of available slots for active perks by about 3 times, to make the choice feel more meaningful. The number of slots for such abilities should be limited to 3-4, so that each perk feels significant and the decision-making process becomes more responsible on the player’s part.

Some perks could be made dual-sided. For example, they could provide substantial advantages but also come with certain negative effects to make decisions more diverse and impactful on gameplay level.

Moreover, perk choice might not be permanent. I see it that way: every 10 days of survival characters receive an insight that brings a new perk slot (up to 4) and gives an opportunity to choose a new ability or replace an old one. Of course, you can choose only from unlocked perks. Also, I think it would be nice to lock insight progress in the current world. It means you have to unlock slots every time you hit the new server, but you don't have to unlock perks through tasks again.

I also think that adding descriptions for perks and tasks to unlock them would be a great way to guide new players. For instance, through alchemy or science machine, players could view the entire list of available character perks and specific tasks needed to unlock them. This way, newcomers would naturally progress through the story while pursuing perks they like.
 

For example take Wortox skill tree
There might be following perks:

Overflowing Greed
Allow you to store more Souls in Jars. (10 → 40) Also holding Soul Jars increases your maximum Souls allowed to be held at once by 5 each.
(Adds point to Naughty Side)
Unlock condition: kill that greedy Klaus for once. He comes at winter with a big stuffed sack of presents.

Soul Thief
Souls are created and attracted to you from further away. In addition they will last longer while being attracted.
(Adds point to Naughty Side)
Unlock condition: kill your old pal (Krampus) for once. He sure doesn't like naughty ones.

Lifebringer
Your ghostly friends will no longer suffer health penalties when you revive them with a Twintailed Heart. Also craft recipe is cheaper. (-2 souls, can stack)
(Adds point to Nice Side)
Unlock condition: craft The Lifegiving Amulet. Nice, shiny and healthy thing.

Spirited Friendship
Allow the Twintailed Heart to be used by another which will pull them to you from near or afar. Also craft recipe is cheaper. (-2 souls, can stack)
(Adds point to Nice Side)
Unlock condition: build The Lazy Deserter. Learn how to soulhop with your friends.

About sides:
If there are 4 perk slots you can use simple point-counting and separate perks on Naughty and Nice ones.
 

By example can be seen that you don't need too much effort to adapt current skills for that kind of system. Besides, I think it would be nice not to block any crafts behind certain perks, but allow perks make these special crafts more useful.

In conclusion, I want to note that I appreciate the work developers have done in implementing skill trees for different characters, and I’m interested in what these trees add to the game. However, I would be lying if I said that this system feels authentic or well-suited to the game itself. I hope you found it at least somewhat interesting to read my ideas.

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