Need Ideas for a skill trees

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12 comments, last by Scouting Ninja 11 years, 1 month ago

How does this work exactly?

fight on a real time turn based battle system

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How does this work exactly?

fight on a real time turn based battle system

Your party members each take a turn to attack when thy can, but if you take to long to make your choice the opponent will strike first.

Final Fantasy and Dragon Age use this kind of system and in the case of Dragon Age you can pause at any time to make choices.

Nor do you want to simplify things in a way its only a game of rock-paper-scissors, i.e. if i'm water mage and you're fire mage, and the system is water > fire > earth > water, then oh! I win this match by default.

It's not as bad as it sounds,true that if a game focuses only on this kind of system a player quickly loses interest, but it allows for players to pick up an play with out needing to do a tutorial.

The trick is to expand on the idea and to add depth, like pokémon, any player can play it and understand it,but would have hard time winning the game from the start if you gave them the correct level pokémon(Then again some are just lucky).

Strategy games also often uses a rock paper system and then adds units that don't follow these rules, this gives new players some ground to stand on while working on there strategy.

I feel it is important to have this feature, because research shows that player will only play a new game for about two weeks before moving to a new game(Even if thy didn't complete the previous game),thy would then often go back to the previous game and play it again when thy have no other games or have grown bored with there new games.(There are exceptions, games that emerge players often lasts longer,but can any one truly say thy have been playing the same game for years with out uninstalling it once?)

So because players go back to there old games you shouldn't punish them by forcing to start from the beginning just to relearn how to play,that is how I personally feel.

I see what you mean. Indeed its not completely worthless, but i think its just some games went overboard with that to a point that player has zero hope when their spec is by default in disadvantage. If i came in with "scissors" and my opponent with "rock", perhaps that makes our power difference 1:9, but still if the system allows me 5% chance to win based on my skill, 5% luck factor, i'd still say its a fair game.

The problem with skill is that not every one has it, and players although thy might claim thy like a challenge do want to win.

So to fix the rock paper system you add meteor that instantly wins but can only be used if you cross your arms and say: this isn't fair! or you can keep challenging the player till you win.

So to change all that in my game player's characters will actually die(Yes thy can still be revived, but it is hard and you will have to really want it, and scream: this isn't fair!), battles can be avoided with out feeling a sense of lost(Like I said there will be no EXP, skills are bought) and exploring will instead be the main focus of the game.

Can it be Done?

I don't know but I have done two years of research to find a way and now I will test my theory.

Back on the main topic, the skill trees layers makes it to hard to navigate and confusing(Purple puzzle) so what would be a better way to add the part with the skills gained by combining the grids?

I suggest simple prerequisites, combining nodes from any number of skill trees as prerequisites of "advanced" skills.

For example, some advanced combat maneuver could be available if you have any tier 3 or above skill in any two weapon types (i.e.two different skill trees), while a fancy magical attack might require "all-in attack" skill with any weapon type, any other skill with the same weapon type, and a rather common spell. Egregious examples of this style include third edition D&D feats and other features, and GURPS spells (which commonly have prerequisites like "N spells of the same school as the desired spell", "any spell from any N different schools", "any N of this list of N+M similar or relevant spells").

From the point of view of the player, the skills form a direct acyclic graph (I can learn a certain set of skills because I already know another disjoint set of skills), even if the potential skill dependencies could have cycles (e.g. if knowing A or C allows learning B and knowing B or D allows learning A, players can learn C then B then A and D at any time, or D then A then B and C at any time).

Omae Wa Mou Shindeiru

Thanks LorenzoGatti.

dependencies could have cycles

This has solved some major problems I have with the grids.

My new system uses a square grids that have pillars resembling each skill,each grid can link to 4 new ones,empty place holders resembled by broken pillars will "repair" once you have learned the necessary skills.

There are a few minor bugs to fix, once I have a good prototype I will share it so you can see how it works.

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