#Progression systems for the ranger and a skill tree for the weapons

1 messages · Page 1 of 1 (latest)

high ruin
#

Currently there's no progression system in the game, and players lack specialization in any shape or form, meaning they lack identity.

Here's my suggestion for how we can implement this once illuvial combat is introduced:

Defeating an illuvial should not only grant XP to the illuvial fighting alongside the ranger but also to the ranger, while providing expertise to the weapon used.

Rangers would be able to level up to 100, with each level increasing their stats by 1%. This is very important to differentiate new players from experienced players and help scale the region's stage difficulty. (New players should have a hard time going to a stage 3 region).

To ensure that gameplay feels meaningful, players should need to use a weapon consistently and gain expertise with it to unlock its full potential.

Each weapon type would have its own skill tree, which would unlock abilities and stat boosts. With this we would greatly increase the weapon's versatility, giving players the option to customize their weapons.

sleek swan
#

very good idea

#

altho idk about skill tree for each weapon because we have so many. maybe weapon type mastery is more approriate

high ruin
royal elm
#

I love this idea. It can open up a whole other playstyle for each weapon type besides just adding more stats to make them stronger.

I really like how Skyrim handled skill trees and how it can change based on the way you play. For example, maybe you like to sneak up on Illuvials to get a big first shot in before engaging, so your stealth and bow skills go up the more you use it. Or maybe you like to go balls deep in the thick of things and want to use a shield to block and take hits, leveling up your armor and shield skill.

This kind of system can get pretty deep!

high ruin
dry lynx
#

Yep, progression is a proven concept, I would say one of the basic universal game design concepts that increases retention. I would think there is some progression system in tha making already, but in case there wasn't one, this is a no brainer.

sleek swan
#

yea even crafting in mmorpgs got progression

#

gathering too
i enjoyed FFXIV

royal elm
# high ruin since we don't have class archetypes the playstyle would have to come from the w...

Yes, that would probably work better for the constraints we are currently in.

And I agree, the skill tree should give abilities that change your playstyle. An example could be with a dagger that charges up to 5× damage if you haven't used it in the last 3 seconds, giving a very roguelike playstyle. Or it can do more damage from behind, and even more damage if you strike first before causing aggro.

Maybe a Nature version of the dagger would be more focused on bleeding and poison damage, so you'd use it as a primer. And while we're on the topic of affinities, they could be modeled after the classic stereotypes like water slows/freezes, earth is defensive and slow, fire deals big nuke damage, air is fast, etc which could easily be defined with the skill tree

royal elm
high ruin
stable flint
sleek swan
#

ru summoner too ?

stable flint
#

nah DRG

#

BLM when I feel cheeky

stable flint
#

But to not derail too much, yes we want a progression system and we need it bad
Open question would be "Skyrim-like" where levelling is done on a skill level which influences character level or character level which influences skill level

stable flint
sleek swan
high ruin
devout yarrow
#

Great idea, but I think we should also include the armor suits in it, where the class is determined by weapon/armor. This is for when we have ranger pvp content, we need to be able to differentiate who is who.

Tank armors/bulwarks should be with a much bigger and sturdier models, to be clearly visible this is the tank. Vice versa for casters/psions, healers/empath, assassins/rogues, warriors/fighters and everything in between. This will be a must have for any raids or ranger pvp content, visibility and character differentiation is one of the top priorities.

high ruin
devout yarrow
#

But it's something we definitely need if we are going to build more ranger PvE/PvP content.

royal elm
devout yarrow
high ruin
# devout yarrow The only problem - this will require a ton of work to remodel all suits 😬

the suits are hard to distinguish and they don't have any class/affinity attached to them, what I think is appropriate to define the class should be the weapon.

we would indeed need to remodel all the suits for them to also match a class. I can however imagine the suits having their place giving certain stats a boost and then just having a generic small skill tree with some survival/movement skills.

devout yarrow
high ruin
#

we'll have to see what they implement. But for now it would be nice to know what's their vision.

#

IMO the illuvial combat will be crucial to get right as it will be the bedrock for many other games.

devout yarrow
#

Definitely

high ruin
#

<@&1107754780744487002> have a look at this one pls.

opaque rock
#

1 more vote to 25 😉

👍

desert wyvern
#

@finite kestrel could we ask you if something like this is planned already for the Overworld? Or is there someone else that's better to ping for Overworld related questions?

finite kestrel
sonic salmon
lofty marsh
#

Don't hesitate to tag me in any Overworld related discussion and feedback.

I usually see most things the community posts, but I might miss some here and there.

desert wyvern
strange knot
strange knot
opaque rock
# strange knot Oh, ok. I thought it is needed a minimun of 25 votes for the avengers to assembl...

Alright sorry for the confusion i caused... that's on me! 🫢

So in #1020759212172775464 , anything can be shared here! The upvoting and down voting are clear indicators on community sentiment (for the most part). Since 25 upvotes is used in governance for proposals, it is a good gauge here to see the merrit behind an idea and IF it needs to be turned into a Proposal with the help of Illuvium Community Council (ICC)

(Side note: this does not mean that ICC does not monitor all feedback ideas for merrit, but higher responded to and upvoted feedback moves up the priority list to keep monitoring more regularly = atleast this applies to myself personally)

Now if this was a well formatted Proposal posted in #1126838877429182506 and it obtains 25 upvotes, it would need go to voting by Councils - if approved, it would get passed on to labs to implement.

Now to expand a little further... since this is a Game Feature change, it would go into a special category called GFP (Game Feature Proposal) = this requires 40 upvotes and a higher upvote to downvote ratio)

However - since it is in the queue by the Team for "Ranger Progression" there is not much need to push a formal proposal 😀

opaque rock
strange knot