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Skill-Tree

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    Liniker wrote: »
    don't dumb down the game because players are confused or lazy at first glance, that's wow we got to WoW retail

    look at a PoE skill tree, players will figure it out, keep the complexity in, and the meaningful choices

    AoC skill tree isn't even that complex lol. Im sure it will end up being more so since this is just A WIP for showcase.
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    If what I understand is concept shown in the Ranger Showcase, there is one ability skill tree for the archetype. The variations on the skills in the ability tree will partly be from that tree and partly from points invests in various weapon trees.

    If that is the case, that is a simplistic, but brilliant design and concept.
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    DiamahtDiamaht Member, Braver of Worlds, Alpha One
    edited December 2023
    I like the complexity and the multiple pathways. WoW and SWTOR are examples of oversimplified skill trees, and hopefully not the direction Intrepid will go.

    While I don't want PoE level of complexity, I like the multiple pathways suggested by the new skill tree.

    Edit: As for UI, I'm sure it will be cleaned up as we go. As for visual reference, I definitely want to know what type of node I'm looking at, at a glance. Hopefully we'll have clear icons for actives vs passives. A large variety of icons to identify even different types of passives would be great.

    I want basic info at a glance, don't want to have to read all of the descriptions just to know anything at all about a node.

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    Bapfi_BoandlBapfi_Boandl Member
    edited December 2023
    sounds great. basic information for first glance. and a option to read the full skill with all the related percentages and numbers as a second option
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    It's pretty much impossible to judge it by what they got now because it will still likely change a few more times before release anyway. That said I really like how Diablo 2 separated their skill trees into different groups. So I knew exactly where to go when I wanted something. Diablo 2 only had active abilities, but putting points into certain ones synergized into passive benefits for other skills.

    So the idea to separate them is just reusing the best version of the system ever done. They don't have to be separated quite like they are in the wiki. It's probably better that the passive benefits are next to the skills they benefit for instance.

    I certainly don't want a mess like Path of Exile did either. Diablo 4 has a completely better visual concept for that exact system that is just better in every conceivable way. Neither of them are necessarily good. I'd rather the art be an afterthought than the entire thing to be built around the art. It's for seeing and planning your character. Not for going to the museum menu.
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    U.S. East
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    nanfoodle wrote: »
    How a skill tree looks is no where what's important. What matters is how it interests with the skills in a way that gives me meaningful builds. I really don't care what they look like. I don't like how you can tell what's a passive vs an active skill before you even read the description. Even Steven said they are working on this now. So...

    What are you even saying that makes no sense... Why do you want to cripple the UI with clutterings of bad design when you can have a clean easy-to-read, step-by-step, only the relevant stuff is shown UI?!

    I don't want to study my builds before I can play the game, I want to go in and play and learn by doing.
    OFC later when I'm somewhat into the systems and want to really figure things out there needs to be enough options and meaningful choices, but not from the get-go.

    Intrepid needs to make reasonable compromises here.

    However, my conclusion to this is that as long as everything is intuitive, meaningful, and easy on the eyes I'm in for it!
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    DiamahtDiamaht Member, Braver of Worlds, Alpha One
    Scarctic wrote: »
    nanfoodle wrote: »
    How a skill tree looks is no where what's important. What matters is how it interests with the skills in a way that gives me meaningful builds. I really don't care what they look like. I don't like how you can tell what's a passive vs an active skill before you even read the description. Even Steven said they are working on this now. So...

    What are you even saying that makes no sense... Why do you want to cripple the UI with clutterings of bad design when you can have a clean easy-to-read, step-by-step, only the relevant stuff is shown UI?!

    I don't want to study my builds before I can play the game, I want to go in and play and learn by doing.
    OFC later when I'm somewhat into the systems and want to really figure things out there needs to be enough options and meaningful choices, but not from the get-go.

    Intrepid needs to make reasonable compromises here.

    However, my conclusion to this is that as long as everything is intuitive, meaningful, and easy on the eyes I'm in for it!

    Even the PoE tree is marked so you see what type of nodes are around at a glance and it has a realy nice active search function. If I type in "health" every health node on the tree glows so I can easily find them.

    People want information hidden so they can get an advantage over others. They know if important info is buried in long descriptions people won't search for it or will miss it.

    That mentality only hurts games in the end.
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    edited December 2023
    Skill tree's are simple, especially if there is a capstone or multiple capstone options to get to. Once a player understands their class design and build goals it is even simpler.
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    I hope they make skill-trees as complexe as they can get with a huge variety of choice without being able to master everything and allow respecs.
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    edited January 1
    Smaashley wrote: »
    I hope they make skill-trees as complexe as they can get with a huge variety of choice without being able to master everything and allow respecs.

    I believe they said in one of the most recent streams that artisan re-specialisations could be much more difficult and time gated than class re-specialisations in comparisons. The frequency of class
    re-specialisations or any cost associated with it has not been officially addressed or covered except vague implications in Q & A.

    As for skill tree complexity, will have to see. Probably wont be too complex. Even so, I imagine most will just look up guides for meta's anyways.
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    SmaashleySmaashley Member
    edited January 1
    Smaashley wrote: »
    I hope they make skill-trees as complexe as they can get with a huge variety of choice without being able to master everything and allow respecs.

    I believe they said in one of the most recent streams that artisan re-specialisations could be much more difficult and time gated than class re-specialisations in comparisons. The frequency of class
    re-specialisations or any cost associated with it has not been officially addressed or covered except vague implications in Q & A.

    As for skill tree complexity, will have to see. Probably wont be too complex. Even so, I imagine most will just look up guides for meta's anyways.

    I don't mind either complexity or not (prefer complexe things tho), but I'd really like that my choices are impactful and rewarding enough. We'll have to see what they have in development' mind.
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