if youre just now visiting this thread here is the tldr:
gaining enough experience to earn the skill points required to specialize in meaningful areas of the skill trees takes too long and costs too much (i.e. we need either faster xp and more skill points, or less cost to unlock skills)
block toughness per type needs to be streamlined across worlds and tool durability increased
farming blocks on more difficult planets needs incentives beyond just new colors
now for my personal thoughts. i wanted to be able to play as a solo player who isnt forced in some way to be reliant upon the skills of others, either by hiring them or buying from them or w/e. the devs seemed to want to really stick with forcing us to specialize because its a multiplayer game and they want some aspect of the game to facilitate the multiplayer interaction ( i guess so not everyone ends up playing solo )
well…
why not both? meaning: what if the skill tree worked a bit differently than it does now.
as for now, you can place skills wherever you want with no regard to any form of specialization. this i think, is a detriment to the game since not specializing can cause you to hit a dead end of sorts where the cost to earn skill points is greater than the investment and time youre willing to allocate to achieving these goals. meaning, you spread your points out across too many avenues and now youre in a position where you need one or two more skills to really get stuff moving but the cost of earning the next couple of skill points is too much (80k+ xp) for your level of dedication and the skills themselves cost so much (10 points+) that the effort required is simply beyond what you are motivated to pursue. this can create an issue with the players motivation to keep trudging through the game breaking blocks after blocks for hours on end. tbf it seems that players would be more motivated to set up some macro to farm blocks while they afk than to actually sit around and do it themselves with how grind heavy the skills acquisition becomes at the rate it escalates.
anyhow, what if instead of allowing us free reign on what skills we choose to equip with our skill points, the game simply offers ‘avenues of specialty’ that constrict us into certain paths, while allowing us the freedom to specialize in subsequent specialties once the first path is finished. here is how it could work. for the sake of explanation lets say there are only three sets of specialty. building mining and crafting. you pick one and the other two become locked. so you pick building and mining and crafting become locked to you. you earn all the skills in building then mining and crafting open up. you pick mining and crafting becomes locked till you finish with mining. the way i would make this work so that there is some form of progression gating without burning out the players too quickly is this:
i would have skill points be awarded at a set interval. no more skill points being tied to leveling up at ever increasing rates. basically every xyz amount of XP you would earn a skill point. once you finish a specialization, your next specialization skills cost MORE than the first. and eventually, your last costs MORE than the second.
example: (this is just an example, dont focus on the numbers, im not a dev and have no idea what numeric values would be most appropriate) every 5k xp the player earns a skill point.
mining is your first skill. there are five skills in mining. each skill costs 5pts more than the last.
skill 1 is 5 skill points, skill 2 is 10 skill points, skill 3 is 15 skill points, skill 4 is 20 skill points, skill 5 is 25 skill points.
building is your second skill. there are five skills in building. each skill costs 10 pts more than the last but being your second skill the initial skill cost 2x what the first skill set did.
so skill 1 costs 10 points, skill 2 costs 20, skill 3 costs 30, skill 4 costs 40, skill 5 costs 50.
crafting is your third skill. there are five skills in crafting. each skill costs 15 pts more than the last but being your initial third skill costs 3x what the first skill set did.
so skill 1 costs 15, skill 2 costs 30, skill 3 costs 45, skill 4 costs 60, skill 5 costs 75.
in this way we could obtain skill points in a steady manner while still having some progression gating as we become more experienced. this would allow the players to also rank up the skills that arent locked into their specialties along the way without having to suffer too greatly at the hand of ever increasing xp requirements to level up and earn skill points. so eventually, you can specialize in a wide array of skill sets but to start youre going to be more focused on sets of skills without the freedom to make the mistake of spreading your skill points too thinly to really make a difference in any one area. this would also allow you to earn the skills that really improve the characters you have that are outside of the ‘specializations’ such as the radiant light from your character, double jumping, health and damage, etc etc etc.
sorry for such a long read. maybe what ill do eventually is actually base a real well thought out example of this concept using the actual skill tree we have in game with the values that are set already.