Temple Termagant
Posts: 14
Joined: Sunday, 29th March 2015, 16:00
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Temple Termagant
Posts: 14
Joined: Sunday, 29th March 2015, 16:00
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
reaver wrote:I've thought about this issue before and here is my prefered solution:
The player cannot normally access the skill screen. Instead, every time the player gains a certain number of skill points, they are given the option to "purchase" skills with skill points. (Similar to how the player is prompted to select a stat to increase on level-up now). You can only purchase skills at these select intervals, and can only purchase full levels of skills. "Left over" skill points are retained in the pool and can be used the next time the skill screen becomes available.
This would allow an easier merger of automatic and manual skill training modes (Just have "suggested" skill purchases) and would completely avoid any problem with breakpoints (since skill gain is much more discrete).
Obviously this would be a lot of work to implement, and there are some remaining problems to solve with it (such as how often to prompt the player to update their skills, and whether delaying skill gain slightly would significantly affect the early game).
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Hirsch I wrote:@Reaver: I dont see why the game should prompt the player to distribute its skills. can't the skill page be repurposed, and the player could access it at any time to spend his pooled skill points? or a DnD approach, where you distribute your points when you level up, would be preferable? I do think this would be a great improvement. only problem is that it will be a little bit intrusive, but I guess that is OK.
@Siegurt: you already have to go to the skill page to change the ones that will be trained each time they reach a breakpoint, I dont see how this would change that much.
Hirsch I wrote:@Reaver: I dont see why the game should prompt the player to distribute its skills. can't the skill page be repurposed, and the player could access it at any time to spend his pooled skill points?
Tartarus Sorceror
Posts: 1881
Joined: Saturday, 7th September 2013, 21:16
Location: Itajubá, MG, Brazil.
Temple Termagant
Posts: 14
Joined: Sunday, 29th March 2015, 16:00
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