Okay I understand the reason for making it so you could only specialise in certain things to make your character to encourage people to work together and stuff, but overall this doesn’t work very well anyway and makes for boring end game character progression.
From my experience of what I’ve seen you will always have solo minded and players and players who like to work together regardless of that skill system. Dedicated players and even players who work with others continuously will have a mass of alt characters to do all the things that their main character can’t do so clearly people want to be able to do everything with their account.
I suggest you allow people to continue to properly level above 50 at a slower pace possibly of 1 skill point instead of 2 skill points per level and at certain levels unlock skills that you previously had to choose between. I think this is a lot more fun and rewarding for long term playing of your character and you can still makes alt characters if you want to get access to new skills fast.
This game is about expanding bigger and bigger with epic builds around the boundless world, I think the same thing should also apply to the skill/level system :P.
You actually earn 4 points each level past level 50 to fill your other two skill sets. I guess your suggestion would be to increase the maximum number of skillpoints allowed in a skillset by 1 per level past 50?
Yeah that’s exactly correct I think being able to continue to develop your character fully with a fully defined level is more fun that a load of skill sets. You can always make new characters for that.
I’m going to take a wild stab in the dark and assume the design choice is there to incentivise seeking out shops, crafters, builders, and so on - the large community aspect is a unique selling point for Boundless as far as sandbox building games go, so they want to encourage group play wherever possible.
That said, you can still go at things your own and be perfectly capable under the current system.
Okay well it would have to be refined for certain combat skills but Id rather still have one character that keeps getting skills at a really slow pace than a ton of characters and skillsets.
Unfortunately, this is a discussion with a long history. I’ve been (And always will be) a champion of doing more things on your ‘main’ character, but a large portion of the community doesn’t feel that way, sadly.
My personal suggestion has been to distinguish between skills that affect combat and those that don’t. Then you can limit the number of skills points you can invest in combat skills, giving the perfect platform to balance combat around X number of skills, and people who don’t care for making alts for everything can carry on improving their main character non-combat skills as they wish. Even that idea though, despite accounting for the biggest ‘actual’ problem with up-skilling one character continuously, never got much traction.
Worry not about criticism!
the devs read all messages and consider each one. One day we’ll see this suggestion bear fruit or not, whether the good people of the forums feel it justifiable or not.
I like the feeling of my characters having identities, it’s more interesting to me to have them skill up as individuals than aiming to be like a large amount of end game characters who will just have everything going for them at once, I make choices in my character builds and it feels nice to have choices to make.
My 2 cents is that the amount of skill points that is effective on each roll varies wildly.
Specialized crafter ~25%
Centraforger ~50%
Combined Crafter and Centraforger ~60%
Builder - around 100%
Miner/Gatherer - over 100%
Hunter - waay over 100%
I think it is fine with the number of skill points we get currently, but the number of skill points that is effective on each role could use some tweaking.
Extra rant: I can’t see myself wasting points on the jump-skills except on my crafters and defeat penalty epic feels a bit redundant since you’d rather put those points into survival.
I don’t really understand what the problem is with simply using additional Skill Sets?
By the time you hit Level 100, you’ll have 3 full skill sets. You can instantly switch between them in your home beacon (without a cool down after), and also instantly switch outside of your beacon (but with a cool down after).
Using Alts or Skill sets has nothing to do with solo or community play.
Some players expressed an interest in having a single in game identity, others prefer a collection of alts. Both have their +s and -s.
Or do you simply want max health, max energy, max attack, max defence, all on a single character? If so, I’ve not idea how we’d balance that.
Well you could certainly limit the choices when it comes to combat skills though, allowing a char to choose a skill set for combat or something along them lines while still allowing free character progression without having tons of alts and skillsets.
At the end of the day you make all these characters / skillsets just to gather or craft specific items you normally wouldn’t be able to. But personally I would find it far more rewarding to earn the ability to do these things over a long period of time, while making an alt would still be a quick fix for the many players who don’t enjoy this.
Finally I would just like to say the game as a whole is great and to keep up the good work :P.
I’ve been bummed ever since I saw that people had 3 or 4 characters to specialize in certain things cause that seems to be the better way to go and I felt like you. Just let me gain skill on my one character. However being lvl 36 I think it’s best that I make it a few levels past 50 before I knock this extra skill set system and see how it works out. If I can switch instantly outside my beacon once with no penalty… I’m okay with that