Updates

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Updates 4/7/12

Finishing the terrain currently. ______________

Massive re-work of the UI is underway. Talent tree's are being removed and a new skill system is in the process of being created.

Skill System Deatails

In doing away with the talent tree system we are favoring more of a God of War skill progression theme. There are three different types of "Orbs" a player will collect from fallen mobs. These orbs will add to a currency that is used to level up abilities. Abilities might be slated to have no cap, meaning that you could very well have a level 100+ ability. The amount of orbs needed to increase a spell a whole level will increase with the level of the spell.

Some spells/abilities have level requirements as well as item requirements. This means that if you want a tier 3 spell you would need to collect a certain number of item parts to unlock it and only after you have reached the reequired level and collected all the parts would you be able to start using the ability. It's undetermined as of yet if spending orbs to increase a spells level will increase its effectiveness. For example, if you need 300 orbs to level up a tier 1 ability, we are not sure if we want the abilities effectiveness to increase per orb spent or to just wait until it has been completely leveled up.

Single Player & Multiplayer changes

In solo play, the player will be able to collect the majority of the orbs needed to increase skill/ability levels. This is also where players will collect certain requirements for the multiplayer aspects (such as keys to enter dungeons and raids). For example, if a player hasn't completed Act 1 and collected the key to Sonya's Lair, they will be unable to partake in the multiplayer map/dungeon/raid. They would still be able to join the map, yet simply unable to use a teleport that takes them to the start of the dungeon/raid.

In multiplayer (dungeons/raids) the player will collect a larger amount of orbs, parts for unlocking new abilities and gain increased experience points. One idea being tossed around is to restrict players progression past each act without killing the main boss in dungeon/raid. An added bonus of multiplayer is that player will be able to collect augmentation runes. The runes will add all sorts of unique stuff like increased life, armor, mana, dodge, damage, + to skill levels and more.

The idea behind this is to create an itemless game. Meaning that players simply don't just kill stuff to get better gear, rinse and repeat. That gets old and its what we are trying to avoid. Also, the added complexity of adding models for 1000's of items is virtually gone with this scheme.


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