Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Mon Oct 22 11:29:48 EDT 2012

I'm sure this has been brought up before, but we could definitely use skill trees.

PvP skills --> More exp stripped / gained; automatically first hit; etc.
PvE skills --> More exp gained / more cr gained; faster mob respawn times; etc.
Raid skills --> More exp gained from wins; no exp loss from losses; harder hits when low hp; etc.

You choose a tree a stick to it, unless you use points to reset skills. 

Gets players to play their own style.





Ashley

Member

Total Posts: 147
Online Status: Offline
Mon Oct 22 17:00:23 EDT 2012

Quote from Maddox
I'm sure this has been brought up before, but we could definitely use skill trees.

PvP skills --> More exp stripped / gained; automatically first hit; etc.
PvE skills --> More exp gained / more cr gained; faster mob respawn times; etc.
Raid skills --> More exp gained from wins; no exp loss from losses; harder hits when low hp; etc.

You choose a tree a stick to it, unless you use points to reset skills. 

Gets players to play their own style.



Seems like this can be attributed to the "Character Types" (eg Dredd, Kraal, etc).
Interesting.



Cyberkilla

Admin

Total Posts: 5,981
Online Status: Offline
Tue Oct 23 8:41:10 EDT 2012

Yep, this is almost what the plan is -- ~3 shared skill categories, plus 1 for every race.

That way, each race and differentiate themselves, and you can also differentiate in general, by picking from the three skill categories. We could do with dependencies ("can't train skill X without skill Y"), but I think we'll survive without it for the next update of the skill system.

Trees are the long term plan at the moment though. For near term, not so much (smiley)



Invisible War ][