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Roughing stuff out: Skill trees and Environments

🕑 Added 2021-09-14 22:31:19 +0000 UTC
Roughing stuff out: Skill trees and Environments
Roughing stuff out: Skill trees and Environments
Roughing stuff out: Skill trees and Environments
Roughing stuff out: Skill trees and Environments
Roughing stuff out: Skill trees and Environments

Comments

slaen

I agree with you and there will almost certainly be builds where the player can break the economy or game balance. But on the positive side of that is I'm the developer so if people start feeling that something is super broken I can always go in and fix stuff based on feedback. This is also the first draft of skills and if you have any ideas or ways to improve things let me know. Also examples from other games can be super helpful. What I was thinking with breaking apart business and persuasion was mostly for more pacifist playstyles. The rough idea is that the business player would start to have unlocks that would allow them to open a shop stall, a caravan route, or an actual business building. Where the persuasion/ charm branch would be focused on getting other people to do what the player wants. Probably mostly focused on companion characters and buffing them. Like I said they're still rough ideas but I'm hoping to give people alternate playstyles depending on which part of the skill tree they focus on. How does that sound? Too much? Too little?

Gystes

I'm a bit...leery at the social skill tree. Talking skill progression in video games tend to not necessarily work that great to begin with since games tend to either make it OP or Worthless. I think that separating persuasion from business is basically going to assure that this game's system ends up in one of those two extremes.

Pragmatico

Looks great so far :D


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