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Showing results for tags 'talent system'.
At its current state DU is nothing more than a game prototype. All this talk about civilization building where the game mechanics are nothing remotely about "civilization building"... and no, ability to build cities with voxels does not qualify. A city is not a bunch of buildings, it's the social aspect and the reasoning behind living in a city in the first place. DU does not have social drivers for civilization, DU does not have selective pressures for civilization organization (no danger, no scarcity, pvp is just flying space castle sieges, no technological progression system at all)... The common plight of big universe games (Elite Dangerous I'm looking at you) is they are going for scale, not depth. In Elite, I can basically play the whole game loop in less than 2 hours, you just have millions of planets and systems to play that game loop in. I feel like DU is going the same way. A new system will not fix the current problems as it will only make the universe larger but will not add depth. It's a common and frankly silly mistake, especially in DU context. What I am proposing here is focusing on depth, which requires a massive amount of content (what we've been asking for since... forever). You get the depth right with a fun game loop for the majority, you can then extrapolate that unto new systems. I know that this whole thing is wishful thinking at this point of the "beta" that should be an early alpha, but here goes: A way to simulate "civilization" in DU would be to scrap this Eve talent system (some things really shouldn't be copied) and do an org-based technological progression system. NOTE, not a skills tree, a TECH tree: You have to be in an org to even progress in advanced technologies... Or there should be more technology branches available for group context Solo players should have basic technology progression available to them to facilitate solo play, and maybe a separate tech tree. Solo player tech tree should not be an afterthought, maybe it should have some cooler stuff than org tech trees. But the higher tier advanced stuff should only be in group context. Tech can only be progressed through when you are actively doing actions that facilitate skills /numbers that unlock a tech path (you have to play to progress) Vast technological skills tree that unlocks stuff on an org basis. This automatically creates groups of people that progress through technology differently and this adds a ton of variety to orgs. an org can choose to progress through a more electronic line of skill, while another one might focus on plasma, another one might focus more on laser tech. an org may choose to develop agricultural skills for resource generation, or more mining, or more building.. debatable topic here but it's not hard to imagine that with this system orgs will specialize As you climb further and further up the tech tree the branches have wider distance from each other, meaning that it's a lot harder to cover the whole tree (you need to specialize AS AN ORG in a certain area of technology) This should be a background systems with interesting skills (so you don't have to feel like you need to hit a rock X number of times to gain a better skill in idk... pooping). Skills progress organically based on actions, the difficult part is making the grind not grind for its own sake. You can have org waypoints (for example, some skills have multiple options and the org has to choose what type of said technology they want to unlock, they can't have both). IMPORTANT - this system gives devs a ton of room and opportunity to add more stuff to the tree whenever they want to, basically an unlimited system. An example of a skill tree from Path of Exile: Granted this is a different mmo and all that (do not comment on path of exiles, irrelevant to the topic, I'm just showing a tree, could have used a different game), but the principle remains the same. As you go out to the outer layers of the tech tree you are forced to specialize because it becomes much harder, even impossible to cover everything on the outer branches of the tree in a group context. Skill training is done organically in group context, you simply focus on what you want to train and do those activities. In my opinion this system simulates "civilization building" much better than the Eve talent system which only focuses on the individual anyway, with few skills in group context. The main thing with this tech system is it gives devs plenty of room to add more features and technologies to the tree, and as an mmo, new content is always important. Anyway, what do you all think? And before someone says "I specifically joined DU to avoid doing x number of stupid quests to gain a skill point", this is not what I mean by this tree. Tech should be acquired organically, not through some lame quests. Valheim for example has a really nice organic skill generation system, you don't even spec skills. You CAN'T. You automatically gain skill based only on what you do. I think this is a good system. I think it will encourage people to group up, I think it will add a ton of variety into orgs, and I think it will greatly increase specialized fun.