I'm guessing you're saying this because I quoted one guy on twitter proposing this type of skill system and I said that it was a popular guess.
Well, I think I can pretty safely say that we would never use that type of skill system.
It works for some games, it just wouldn't work for us. We're dropping too many items, we're moving too fast, and we're opening up too many avenues for customization and re-customization.
I doubt you'll be able to choose any skill on start. I know it's not the final stats but when I look wizard's skills each attack skill having a low damage even if they are high level requirment skill. So why waiting level requirment to do the same damage as a first level spell. You better to invest in the first spell like that when you'll reach the higher spell, your very first skill will be extremely more powered.
So it's why I think that maybe any skill will be available on start.
I loved diablo 1. where you could find books and learn skills. I think that system tied into a skill lvling where it also lvls as you lvl will be really cool. I myself wish they had books that talked a little bit about the skill and maybe have you solve a puzzle or something.
but seeing how blizzard wants to keep you in the action i doubt that will work. I still like the books idea.
I loved diablo 1. where you could find books and learn skills. I think that system tied into a skill lvling where it also lvls as you lvl will be really cool. I myself wish they had books that talked a little bit about the skill and maybe have you solve a puzzle or something.
but seeing how blizzard wants to keep you in the action i doubt that will work. I still like the books idea.
I myself wish they had books that talked a little bit about the skill and maybe have you solve a puzzle or something.
? talked a little bit about the skill ?? puzzle ?
I want a detailed definition of the behavior of the skill. How it works and with which skill you can mix it. (many skills in d2 lack of information (like recharging time(cold down), skill that you cannot mix with another (it frustrating when you plan something and after a while you see that doesn't work because lack of info))).
I don't want books for learn skill but I want books for learn "general" spell (like healing, resurection... utilities spells like teleport but wizard have it)... I want receive my skill point each level, I don't want waiting to find a book...
I know it's not the final stats but when I look wizard's skills each attack skill having a low damage even if they are high level requirment skill. So why waiting level requirment to do the same damage as a first level spell. You better to invest in the first spell like that when you'll reach the higher spell, your very first skill will be extremely more powered.
I think any skill available on start are plausible.
Almost possibilities are plausible, but each will need a different way to work and them own balancing...
I don't want to loose spell progression. Getting all spells at the beginning discourages level progression. I want to work to get better and cooler spells not just raise their damage or effect. It is always so much fun to get new spells. If all of the skills were avaiable from the beginning, most players would choose one or two skills and just keep raising them. Plus, what if you did want to start using a new spell. If you are too high level he new spell would be ineffective and useless until you raised it high enough. Higher spells need a increase in effect to have them be useable at higher levels.
Rollback Post to RevisionRollBack
Find any Diablo news? Contact me or anyone else on the News team
Way to hard/annoying to find the skill you want. You might only get skills you don't want. So from a fun and gameplay perspective this will never be it. It forces people to have a build.
Yeah it can't be, trading aren't a good issue to the main problem that system bring. Trading are long, hard and annoying, you don't find what you want.
Skill come from your character not from books ? I have difficulty to imagine wizard with leap skill. The skill's structure currently released and the skills themself really don't fit with the system book. Too many passive, the balancing are just impossible. I think this system destroying the fun factor of customize your build.
A free "place any skill anywhere" system:
My choice because off all systems you suggested this is the only one that does not force you to become a build. You are free to pick your build and don't have to invest in other skills.
The only thing I would like to add is level requirements and tiers.
Requirements so that you need a certain level to learn or improve the spell. It would be bad if you could just keep upgrading the same spell till it's maxed.
Right ! :thumbsup: I like that, I think it's the best way ! I expected that...
Quote from "Airandius" »
If it's anything like D1 it wont work. It might work if they are very common drops. But what's the point then?
People will do skill book runs (something they want to remove from the game - runs). And then sell them for insane prises.
So rather then having the free choice what you want to be you have to do an insane amount of searching to get what you want or pay a heavy amount of coins. Which results in farming creatures for money.
It's a pointless addition and does not contribute (positive) to gameplay at all. =)
I still do not want to change my character build based off of drops. Yes items are random and can change your character but skills are most essential to game play than gear. I plan on playing mostly SP and I cannot rely on drops to get to play my summoning class.
Rollback Post to RevisionRollBack
Find any Diablo news? Contact me or anyone else on the News team
I still do not want to change my character build based off of drops. Yes items are random and can change your character but skills are most essential to game play than gear. I plan on playing mostly SP and I cannot rely on drops to get to play my summoning class.
:thumbsup:
Quote from emilemil1 »
Trading is a great addition to gameplay :/ And I doubt that it would work like in D1. I'm sure Blizzard can pull off a great book system if they want too.
Yes trading is great but only for items !! not skills
We all know that you'll hold your position because it's your idea... oups your opinion !! ahah
Dang! I voted before I read Airandius' post. I agree with that. Though a skill leveling system would be pretty cool, after more thought I have come to realize that it just wouldn't fit in Diablo. A free leveling system would be cool.
Rollback Post to RevisionRollBack
And we can tie these caterpillars together to make bow strings for bows and arrows.
--Philip Fry
There was even talk of french toast, but there was none to be had
You have three very simple trees with core skills that you can place a bias towards at a very slow rate throughout the game... eg blunts, ranged, curses, power, speed, runes etc
I extremely dislike that !!! especially : "at a very slow rate throughout the game"
I prefer to have a meaningless fast customization better than a meaningful slow customization...
And then, importantly, the style you play unlocks skills within those spheres... some skills could remain hidden for years as (for example) No barbarian combines certain skills and weapons to unlock the hidden skill.
It may be crap, but i think its original (ish).
I don't really understand your concept !!
Too many flaw !! find and separate all style possibilities in programmation will bring many major bugs...
Although I don't understand, I dislike only because of a sentance part : "some skills could remain hidden for years"
Trading is a great addition to gameplay :/ And I doubt that it would work like in D1. I'm sure Blizzard can pull off a great book system if they want too.
SINGLE PLAYER!!!!! I hate when people forget about it.
another thing is the place anywhere system would be cool. but what i would like to see. is that if you decided to place a skill in *dont know skills for diablo 3 to well so using diablo 2 spells* lets say you like the sound of meteor. well you start putting points in there but they dont work to well or will hurt youself if you close. but if you started putting points in fireball it would decrease this effect.
im think about building up to the higher level skills. thinking logical. nobody will start learning spells like meteor or anything of a high lvl spell. they would most likely work there way up.
so it would be cool to implement a way to do that.
another thing is the place anywhere system would be cool. but what i would like to see. is that if you decided to place a skill in *dont know skills for diablo 3 to well so using diablo 2 spells* lets say you like the sound of meteor. well you start putting points in there but they dont work to well or will hurt youself if you close. but if you started putting points in fireball it would decrease this effect.
im think about building up to the higher level skills. thinking logical. nobody will start learning spells like meteor or anything of a high lvl spell. they would most likely work there way up.
so it would be cool to implement a way to do that.
I think spell are here to help us, so I expect no kind of penality in a skill system...
And forget about friendly fire... (or suicide by your spell)
For instance, at level 1, you start with 1 point to buy a skill. All abilities are technically available, but you can't afford any more than the skills that cost 1 point.
Each skill would have a "price" and at each level you earn more skill "points"
Highly effective, popular skills would cost more points, and less effective, less popular skills, would cost less. I think skill synergy would be key to making this system work.
Each level you would gain an increasingly higher number of points (1 at level 1, 3 at level 2, 9 at level 3, for example).
I think to encourage the use and purchase of low level abilities, you could have have tiers, and points spent in lower tiers would contribute to the points needed to level up higher tiers.
For example: If you were in the classic scorceress fire tree, and level one warmth cost 1 point, and level 1 fireball cost 20 points, spending that one point in firebolt made it so you only needed 19 more points (in either warmth or fireball) to learn level 1 fireball.
This would do 2 things: 1) It would allow you to freely spend points on lower tree skills (up to the point where the cost of increasing warmth would cost the same as simply learning level 1 fireball, at which point you would have to make a choice) and 2) Allow for very interesting and different builds, with less wasteful spending on skills you dont want - simply because there would be no point in doing so.
I hope this makes sense, but i can't explain any more because i have to go
For instance, at level 1, you start with 1 point to buy a skill. All abilities are technically available, but you can't afford any more than the skills that cost 1 point.
Each skill would have a "price" and at each level you earn more skill "points"
Highly effective, popular skills would cost more points, and less effective, less popular skills, would cost less. I think skill synergy would be key to making this system work.
Each level you would gain an increasingly higher number of points (1 at level 1, 3 at level 2, 9 at level 3, for example).
I think to encourage the use and purchase of low level abilities, you could have have tiers, and points spent in lower tiers would contribute to the points needed to level up higher tiers.
For example: If you were in the classic scorceress fire tree, and level one warmth cost 1 point, and level 1 fireball cost 20 points, spending that one point in firebolt made it so you only needed 19 more points (in either warmth or fireball) to learn level 1 fireball.
This would do 2 things: 1) It would allow you to freely spend points on lower tree skills (up to the point where the cost of increasing warmth would cost the same as simply learning level 1 fireball, at which point you would have to make a choice) and 2) Allow for very interesting and different builds, with less wasteful spending on skills you dont want - simply because there would be no point in doing so.
I hope this makes sense, but i can't explain any more because i have to go
I like a part of your concept...
1 at level 1, 3 at level 2, 9 at level 3, for example
level 30 you will gain 200 points ?????
like your example you will have too many point to distribute, it's mean 1 point are not valuable.. bad design.
I think your concept is perfect to having a price for skill but you always gain 1 point each level, so if you want a better skill, wait !!
If you have price you don't need tiers.... just too logical
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Relief... =) ty sir.
So it's why I think that maybe any skill will be available on start.
but seeing how blizzard wants to keep you in the action i doubt that will work. I still like the books idea.
? talked a little bit about the skill ?? puzzle ?
I want a detailed definition of the behavior of the skill. How it works and with which skill you can mix it. (many skills in d2 lack of information (like recharging time(cold down), skill that you cannot mix with another (it frustrating when you plan something and after a while you see that doesn't work because lack of info))).
I don't want books for learn skill but I want books for learn "general" spell (like healing, resurection... utilities spells like teleport but wizard have it)... I want receive my skill point each level, I don't want waiting to find a book...
"general"= any characters able to learn.
lol Did you change your mind?
AHAHA oups, my mistake...
I think any skill available on start are plausible.
Almost possibilities are plausible, but each will need a different way to work and them own balancing...
Find any Diablo news? Contact me or anyone else on the News team
Yeah it can't be, trading aren't a good issue to the main problem that system bring. Trading are long, hard and annoying, you don't find what you want.
Skill come from your character not from books ? I have difficulty to imagine wizard with leap skill. The skill's structure currently released and the skills themself really don't fit with the system book. Too many passive, the balancing are just impossible. I think this system destroying the fun factor of customize your build.
Right ! :thumbsup: I like that, I think it's the best way ! I expected that...
True !!
I still do not want to change my character build based off of drops. Yes items are random and can change your character but skills are most essential to game play than gear. I plan on playing mostly SP and I cannot rely on drops to get to play my summoning class.
Find any Diablo news? Contact me or anyone else on the News team
:thumbsup:
Yes trading is great but only for items !! not skills
We all know that you'll hold your position because it's your idea... oups your opinion !! ahah
-- Hank Venture
I extremely dislike that !!! especially : "at a very slow rate throughout the game"
I prefer to have a meaningless fast customization better than a meaningful slow customization...
I don't really understand your concept !!
Too many flaw !! find and separate all style possibilities in programmation will bring many major bugs...
Although I don't understand, I dislike only because of a sentance part : "some skills could remain hidden for years"
SINGLE PLAYER!!!!! I hate when people forget about it.
Find any Diablo news? Contact me or anyone else on the News team
ie IRO
Ragnarock online
im think about building up to the higher level skills. thinking logical. nobody will start learning spells like meteor or anything of a high lvl spell. they would most likely work there way up.
so it would be cool to implement a way to do that.
I think spell are here to help us, so I expect no kind of penality in a skill system...
And forget about friendly fire... (or suicide by your spell)
Perhaps it will be like a point-buy system.
For instance, at level 1, you start with 1 point to buy a skill. All abilities are technically available, but you can't afford any more than the skills that cost 1 point.
Each skill would have a "price" and at each level you earn more skill "points"
Highly effective, popular skills would cost more points, and less effective, less popular skills, would cost less. I think skill synergy would be key to making this system work.
Each level you would gain an increasingly higher number of points (1 at level 1, 3 at level 2, 9 at level 3, for example).
I think to encourage the use and purchase of low level abilities, you could have have tiers, and points spent in lower tiers would contribute to the points needed to level up higher tiers.
For example: If you were in the classic scorceress fire tree, and level one warmth cost 1 point, and level 1 fireball cost 20 points, spending that one point in firebolt made it so you only needed 19 more points (in either warmth or fireball) to learn level 1 fireball.
This would do 2 things: 1) It would allow you to freely spend points on lower tree skills (up to the point where the cost of increasing warmth would cost the same as simply learning level 1 fireball, at which point you would have to make a choice) and 2) Allow for very interesting and different builds, with less wasteful spending on skills you dont want - simply because there would be no point in doing so.
I hope this makes sense, but i can't explain any more because i have to go
I like a part of your concept...
level 30 you will gain 200 points ?????
like your example you will have too many point to distribute, it's mean 1 point are not valuable.. bad design.
I think your concept is perfect to having a price for skill but you always gain 1 point each level, so if you want a better skill, wait !!
If you have price you don't need tiers.... just too logical