Discussion about skill cap and systems (moved from farming update post)

[quote=“james, post:186, topic:31322, full:true”]
Updated OP with details of Testing 224.5

Would you PLEASE (emphasis) consider increasing the amount of skill points we can have on each page from 100 to 115, or even higher. It is so hard to decide which ones to put down.

My girl on one page is a gather, but she needs protection and the attributes, along with jump and light. With these new skills added it is going to be hard to decided what to delete and what to keep, and I need the light guys and the ability to jump, can’t give them up. Protection for planets and from critters. Just not enough skill points.

Just a few, not a lot, not asking for 25 or 50 more. Please, Please, Please @james @dave would you consider this seriously.

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I think that is a good thing that we don’t get to choose too much. This way we actually gotta plan our builds. Besides, I also think it’s good for the community and economy that everyone can’t do everything super efficiently. / need to do teamwork in certain aspects

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I think the 100 limit is fine (we should want to make choices, yes) but there is a bit of an issue in my opinion with how we still keep getting skill points beyond a certain point that can’t be spent. I have 5 skill pages but over 600 skill points that can’t be spent anywhere. :confused:

The 5 pages are almost still not good enough for how I play, but adding more pages is not a good solution either, in a way, because 5 pages already feels a bit cluttered, though I can’t really think of a suggestion that would improve the situation without messing with refund point balance and so on.

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Although I don’t think we should be asking for MORE skill points to spend in one skill page, I’d agree that it’s making things yet again even harder, to make us chose more between skills we want.

I’d say it’d be nice if there was an alternative progression system to levels and skill points.

Like, something where you can unlock skills, but skills you’d never have to or even want to un-learn. Planetary Protections, for instance. Every character should be able to go to higher difficulty worlds. You might want to go there to farm, mine, build, hunt…
Basically, just keep skills that are made for specialization in the current system.

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Agree with this too really, I’ve always felt a lot of the skill points are spent on stuff you can’t avoid having, so it’s like the point limit is actually lower than 100 in a sense.

I don’t think a forced choice is actually a choice at all…


Like the atmosphere protection stuff; I live on a T6, so I pretty much have to use them, that’s quite a few skill points that I might like to have somewhere else that I simply can’t.

Luck is another skill/attribute that I feel is pretty much mandatory… Honestly, the max luck should simply be the baseline chances/amounts for drops and remove the attribute altogether.

Those two are things that feel like forced choices to me.


That sounds good to me too.

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To be honest, I was also thinking about World of Warcraft.

That game has levels, yes. It has skills/spells you unlock by leveling. It has talents you unlock slowly while leveling too, which you’ll end-up swapping around on a regular basis. Then during the Legion Expansion, you had that progression system where you could chose perks for your artifact weapon, but at the end of the day, you’d unlock them all :

Their latest progression system (see below) would be a system where you unlock slots by grinding XP, and each slot can contain an ‘essence’ which has both a Major and Minor power. If you put the essence in a Major slot, you’ll get both powers of the essences. If you put the essence in a Minor slot, you’ll only get the Minor power.

Basically, with each expansion, they try new progression systems, and once the expansion is over, they disable those systems and unveil the new one.

I don’t think it’s a good thing for them to spend soooo much time on temporary systems like that, buuuuut those systems have some interesting notions, and they do work together.
Point is, Boundless could have more progression systems. Maybe not as many as WoW has, though.

I feel same way with luck, most of skill pages I set it max.

There has been some talk on past about atmosphere machines and buildings having own skill system, hopefully we get something like that one day.

Skill system has skills that are too expensive and some things are feeling useless, I think this could be good new topic to share thoughts :smiley:

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Moved these here to better facilitate discussion on this topic.

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I posted this back in November:

Probably needs a bit of refinement now, but the principle is still the same.

On topic off topic. It only takes a forged tool to gather the liquids right? Any skills needed for goo? If not then I’m lucky and will be okay. Tho I still wish I could have 10 more points on my miner. Even just 5 would be awesome

Or remove the core skills to a separate shared page, with specialisation sets that can be swapped.

This would be my preference!

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Yes forged tool, and patch notes did say that with luck you could get more than one block per source.

You need epic and 3 points to skills so 8 points to for planting goo. I don’t know does luck play role on farming, probably only on wild plant drops: seed and berry/vegetable/etc counts.

I tried to collect all the ideas around character progression since this is an ongoing issue. It’s a lot of info, but worth the read since topics related to character progression appear every few weeks and it would be nice to keep pushing it forward.

Character Progression Suggestions

I’m hoping character progression might get some traction as it’s likely to make the whole game an even more rewarding experience. :slight_smile:

Ah yea I’m not going to participate in farming. I just want to hang goo in a base for aesthetics. The only thing this update brings me is fluids and some changes to my normal method of gathering that I’m not a fan of. But I’m good with having the fluids.

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