Post all of your skill tree ideas, even if it's already been posted!!!!!! I need alllllll of your ideas!!!!!!!
Lol.
Anyway, I need to work out what's cool, and should be implemented, and what isn't.
Ok.
Bending levels-
You have a different level for each base element- I'm debating on whether or not to have a different level for each sub element. You guys decide.
You level up by
A) Unlock abilities.
B) Unlock passives
C) Craft scrolls??? (Maybe)
D) Increase maximum chi pool, maximum chi available, powerrating, e.t.c.
A skill tree would look like this:
Obviously, you wouldn't see the requirement unless you put your mouse over the ability or clicked on it; I just gave an example of what the requirements would be. By making it so that you have different requirements to unlock abilities, you can reward the player for diversifying their moveset, or just focusing on one branch. I think having the option to use unrelated abilities to unlock a new ability is really cool.
Also.
Hybrid abilities will appear in multiple trees- Ex:
Tornado would appear in the defense and Utility Tree.
The numbers in front of each tree shows the level requirement to unlock that tree- and each element unlocks different trees sooner. Ex:
Fire would unlock offense first.
Air Utility.
Earth Defense.
Water Buff.
This fits with the element's playstyle.
On top of this, at certain points in the skill tree, you'll have two options for an ability or passive. However, you can unlock both, if you so wish- but this means that the abilities that come after that are harder to get. You constantly have to consider where you put your skill points; you also can look at all abilities, so you can focus on ones you want to get.
The skill tree will use the radial menu icon for the skill tree icon; Kisutora is also working on a easily-replicated skill menu background.
The current skill menu will also be an option! (For those who don't want skill tree progression).
I'm also debating on whether the skill tree should be horizontal or vertical- what do you guys think?
Put your thoughts, recommendations, and suggestions below!
Lol.
Anyway, I need to work out what's cool, and should be implemented, and what isn't.
Ok.
Bending levels-
You have a different level for each base element- I'm debating on whether or not to have a different level for each sub element. You guys decide.
You level up by
- Using abilities- keep in mind they will also level up as you use them!
- Unlocking abilities
- Unlocking passives
- If servers wish, they can set up quests that grant exp.
- Finding structures
- Taming the mob of your element
A) Unlock abilities.
B) Unlock passives
C) Craft scrolls??? (Maybe)
D) Increase maximum chi pool, maximum chi available, powerrating, e.t.c.
A skill tree would look like this:
Obviously, you wouldn't see the requirement unless you put your mouse over the ability or clicked on it; I just gave an example of what the requirements would be. By making it so that you have different requirements to unlock abilities, you can reward the player for diversifying their moveset, or just focusing on one branch. I think having the option to use unrelated abilities to unlock a new ability is really cool.
Also.
Hybrid abilities will appear in multiple trees- Ex:
Tornado would appear in the defense and Utility Tree.
The numbers in front of each tree shows the level requirement to unlock that tree- and each element unlocks different trees sooner. Ex:
Fire would unlock offense first.
Air Utility.
Earth Defense.
Water Buff.
This fits with the element's playstyle.
On top of this, at certain points in the skill tree, you'll have two options for an ability or passive. However, you can unlock both, if you so wish- but this means that the abilities that come after that are harder to get. You constantly have to consider where you put your skill points; you also can look at all abilities, so you can focus on ones you want to get.
The skill tree will use the radial menu icon for the skill tree icon; Kisutora is also working on a easily-replicated skill menu background.
The current skill menu will also be an option! (For those who don't want skill tree progression).
I'm also debating on whether the skill tree should be horizontal or vertical- what do you guys think?
Put your thoughts, recommendations, and suggestions below!