DJOGamer PT
Arcane
Kinda related to this thread I made some months ago
So I was revising the Archery Skill Tree and started wondering about if it wouldn't be better change the intensity Skill progression affects the PC and NPC's
Quick explanation on the skill: since the project is an ARPG the archery skill pretty much functions like in Mount & Blade; the higher it is the better is the player's accuracy with bows/crossbows/firearms - which is represented in-game by how "closed" the crosshair is
I was using Model B like we see in the image below (the ring represent the crosshair)
So the player starts with a really bad accuracy (the "Untrained"/No Skill rank, which is the outermost ring) and slowly over the course of 5 Skill levels improves his accuracy to Level 1 (the innermost ring)
But as you can see despite increasing the values of the improvements each Skill Level brings (the x1.25 & etc below each Level), the rewards themselves get increasingly weaker as you need to reduce the crosshair more and more to get actually substancial changes to the player's accuracy (as we can see the in B model, there is little difference between Levels 1 and 2)
So I made 3 other models to see the differences in growth and post them here to gauge people's reaction to each one
Model C has only 3 levels and starts off with a ridiculously low accuracy - this way each one of these levels becomes highly important (this is the topic I talked about in the mentioned thread)
Model D is the one I am more partial to at the moment
The Untrained accuracy is high enough to make bows (useless used at close range) but isn't as high as any of the others, and it's improvements are pretty good
Also one thing to note about these 2 models is how the higher their levels are the more drastic the their improvements are (i.e. the earlier skills levels are the most "useless")
This is something I really appreciate and have tried to do for other skills
Finally Model A is unique
Like B it has 5 Levels to attain but unlike any other Model it doesn't have a Untrained level
That's because in Model A if the character doesn't have any point on this Skill than he simply can't use any long range weaponry
Also while it's rewards are more meaningful than B, like the latter it still suffers towards it's final level despite the increased values
So I was revising the Archery Skill Tree and started wondering about if it wouldn't be better change the intensity Skill progression affects the PC and NPC's
Quick explanation on the skill: since the project is an ARPG the archery skill pretty much functions like in Mount & Blade; the higher it is the better is the player's accuracy with bows/crossbows/firearms - which is represented in-game by how "closed" the crosshair is
I was using Model B like we see in the image below (the ring represent the crosshair)
So the player starts with a really bad accuracy (the "Untrained"/No Skill rank, which is the outermost ring) and slowly over the course of 5 Skill levels improves his accuracy to Level 1 (the innermost ring)
But as you can see despite increasing the values of the improvements each Skill Level brings (the x1.25 & etc below each Level), the rewards themselves get increasingly weaker as you need to reduce the crosshair more and more to get actually substancial changes to the player's accuracy (as we can see the in B model, there is little difference between Levels 1 and 2)
So I made 3 other models to see the differences in growth and post them here to gauge people's reaction to each one
Model C has only 3 levels and starts off with a ridiculously low accuracy - this way each one of these levels becomes highly important (this is the topic I talked about in the mentioned thread)
Model D is the one I am more partial to at the moment
The Untrained accuracy is high enough to make bows (useless used at close range) but isn't as high as any of the others, and it's improvements are pretty good
Also one thing to note about these 2 models is how the higher their levels are the more drastic the their improvements are (i.e. the earlier skills levels are the most "useless")
This is something I really appreciate and have tried to do for other skills
Finally Model A is unique
Like B it has 5 Levels to attain but unlike any other Model it doesn't have a Untrained level
That's because in Model A if the character doesn't have any point on this Skill than he simply can't use any long range weaponry
Also while it's rewards are more meaningful than B, like the latter it still suffers towards it's final level despite the increased values