Q&A: Character Progression

Chaotic, yes, but he’s got you beat on cold calculation :stuck_out_tongue:

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Just noticed this. Thanks for your collaboration to the collection :smile_cat:

That much may be true, but where is the fun in that?

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Oh there’s plenty of fun :stuck_out_tongue:

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Not reading through the 60 posts since this but I’m sure it has been said.

You don’t need to have multiple characters to do this but instead it promotes teaming up with others so everyone can share the spoils. Plus you’ll need to team up anyway to defeat titans so it works out.

You don’t need to but it most likely will be the only way for many people to kill a titan. (or even survive it)

Could be just me but I like to experience every type of gameplay a game has to offer first hand at some point in time. I’m all for teaming up with people to get stuff done efficiently. Maybe something like a 2 week cooldown on respec so you can’t just do everything yourself. Or you could do something like clicker heroes ascension mechanic where you reset your character to level 1 but you gain increased experience the next time you level and the amount of increased experience could be based on how many times you do it.

Or you could make it increasingly hard to level additional branches after the 3 main branches. So you could theoretically experience all the content but you would have to work harder and harder so almost noone can do everything.

The game would have to be flawless or else someone could take advantage of a temporary exploit or bot the game and either developers would have to roll back those players or they would have an advantage that would take a very long time to catch up to.

Edit: I didn’t read all the post so sorry if i say anything that has already been said.

I still think that no caps are the best approach. Bots will always be a problem. Irrespective of which system a game uses.
Although I also think that the Terrain and the Player driven gameflow makes it harder to programm an effective bot.

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I agree that given enough time you should be able to learn other branches etc or even just let a single user be able to make a few different, separate characters. But even with multiple characters to find every secret within a titan you would need to team up.

I would like to have a “unlearn” function to get to other branches later. So you can keep two good leveled (and which support your main gameplay style) and can try another one WITHOUT making a new char (New chars are nice to make something totally new, but can be annoying if you have to do it only to “alter your concept”). I love to have options but think that a limited specialisation is crucial for good gameplay with other people. May be we can swith off the limits with mods on personal servers, so that people who want to have the fun solo or in a very small group of ppl,

Shroud of the Avatar has a nice concept. There you can chose to “not level” a skill or set of skills anymore so that the “used experience” on them will become free again. And if you have them on a low level you can just “forget” them. Don’t think that this is well fitting for B<, but we could do it with crafted potions or special machines which are fueled with mystical and rare ores and essences :wink:

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This was Ben’s reply when asked about, for lack of a better term, respecs. It looks like we’ll have ample ability to do the exploration you’re talking about, Birne. So you can just level the two you want for your scenario without putting actual skill point into the third tree while you get a feel for different parts of the game and explore released skill trees when they’re released.

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japp, keeping focused on two and have a changing third one sounds reasonable … On this way the char will not get boring so fast … and if the old two main trees grow od, just change on of them to :wink:

The problem is, people who want no limits (like me) mostly don’t want to play alone or in a small group either (like me).
It’s not the desire to play completely on their own. It’s the desire to not have limits in their way.

Just speculation, but as I’ve said elsewhere on these forums, I’m guessing the Founders skill tree will provide you with the basics so as to not entirely block off things.

yet you would have to progress each character individually and go through a lot of work to get what someone else has already done for you. it’s more eficcient with your time and resources, and theirs, if you engage in the economy.

for the sake of this example I’ll just say that player occupations are worth equal amounts of money for your time. I’ll also say that what this particular player wants to do is fight monsters.

option A: all characters of the same player do each other favors.
spend 1 hr mining ore as miner character
spend 1 hr crafting swords/pickaxes/armor as crafter character
spend 1 hr fighting monsters as fighter character
spend no money

end result: you spent 3 hrs for 1 hour’s worth of fighting monsters. oh, and you still have money that you’re probably never going to use.

option B: characters of different players use capitalism to solve their problems
spend 30-10 min and 100c shopping for a sword and armor
spend 1 hr being hired to fight monsters ('cause that’s how a two-way economy works)
get paid 100c for fighting

end result: you spent 1 hr 30 mins and 100c for 1 hour’s worth of fighting monsters. and you STILL have your money.

of course crafting probably won’t take an hour, and shopping probably won’t take that long either, but do you get my point? people who want to just fight will be compelled to interact in meaningful ways, if only to save time, and people who want to be self sufficient, will be able to do so.

I’m not against an economy at all. Was just explaining that I think the plan is for everyone to have access to the basic activities. Maybe they aren’t as effective or have as much access to different sub-types of activities, but I don’t think they’re going to make it so only builders can place any blocks or only hunters can kill any mobs.

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oh sorry about that. I guess I just got too exited about making a long, complicated explanation for a gaming thing to realise what you were actually saying.

Well said.

I am 75% Lone Wolf , so myself and players like me would prefer no artificial barriers to our solo play, only natural organic limitations.

I like being on my own for multiple reasons:
1- I have my own pace and process, I learn in my own way, if I need help or tips I’ll seek them.
2-When I’m with people I feel like I’m babysitting, like I’m responsible for their safety. This may sound conceited but I mean no disregard; I rarely mess up. On the Minecraft Towny I died once in the wild over four years. (It was max difficulty, day one.)
3-I tend to take matters more seriously. I start turning green when a hey whatever guy comes along and interferes with the process, not caring if it results in loss ‘because hey its just a game.’ That’s fine if you want to play that way but don’t drag me into it.
4-I like to form portraits of community members via words and action before I trust.

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