Character Classes or non-linnear Talent Tree
Allow different play styles and "class-specific" abilities or a talent tree which is non-linnear so you can have characters that arent exactly the same. Great for multiplayer and replayability.
Comments: 7
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17 Aug, '24
Tony Mann AdminHighlighted comment
We set this specific feature to not planned to make sure we are setting expectations on what we are not able to accomplish in EA. We don't want others to think we will have character classes or a true 'skill tree' in our game, like a traditional RPG. That is out of scope for our team size during EA, because of the amount of balance it would require. We have talked internally about how to allow player choice but not on the scale that this feature is requesting. I hope that makes sense. -
16 Aug, '24
NickEspecially magic.
Doesn't have to be classes or a talent tree. Could be weapons. But with more sparkle and pizazz. -
17 Aug, '24
DrizztThis feature got a lot of upvotes in a day but was tagged “not planned”
Why not have classes or talent trees of some kind? -
18 Aug, '24
Jeckle**I dont know if this is where we should post this kinds of things, so please delete if it doesnt belong.**
@Tony - I understand that in EA theres no plan to do such things, but is there any plan in the future to make something that would give us the ability to make our characters more specialized and unique, especially when playing with others? -
18 Aug, '24
Tony MannHi Jeckle,
Yes, we are speaking internally about how to offer this to players, whether that's through the skills page or gear, to offer a few different paths in some way. The main reason we set this feature to 'not planned' was because it gives the wrong impression of the game we are planning overall. We are not scoped for character classes or a massive skill tree, that's all. -
21 Aug, '24
Argentine@Tony
I have an idea within what I believe is your scope, to allow player choices for a non-linear system which is, in my opinion, incredibly simple.
You know how in rogue-likes, when a character meets a certain trigger condition, they have “cards” appear on screen and get a choice of 2 or more abilities to gain permanently?
Suppose a player collects a certain item (say, from slaying a boss) using that item will present the player with a choice of some number of (between 3-5?) cards to choose from. Whichever of the cards they choose gives them a permanent ability, passive buff, or some stat boost which will benefit a specific play style. (Magic user; melee dps; melee tank; bow dps or stealth etc) These “ability choices” could even be 2-pronged to save time rather than designing a ton of extra abilities, where each ability has one combat-related bonus and one crafting/gathering related bonus which is in the same wheelhouse, I.e. bonus to damage & craft speed of bows. -
21 Aug, '24
ArgentineContinued - basically, however many primary “play styles” you perceive there are, each boss would grant a choice where the player chooses one of those play styles to boost. The abilities should be powerful enough they are impactful, but not so strong they make the game too easy. They can be things like bonus crit chance, chance to auto block an attack, regain stamina when blocking or when getting a crit/head shot, or rolling, chance to strike multiple enemies with lightning on hit, etc. The possibilities are endless so I understand balancing is hard, but if you ask players to help and report balance issues, that’s well within the realm of expectations for an EA game. Just make the ability script add a slider to the game object which makes it easy to adjust variables so rebalancing for new builds is faster. (the item that grants the bonus could also become a trophy for placing in your temple, each one based on a different God depending on which ability you chose, I.e. statue of Athena)