Perk Tree instead of RNG - Suggestion
Ed
Game Moderator
So many games have the perk tree system. What does it mean? It means that you progressively unlock perks and need certain perks in order to get others.
Now CC has many perks and I think it would be more fitting to have a perk tree, this way it would be more fair for everyone, will reduce confusion and we would be able to see what perks we can get and what to go for first.
In addition I also had an idea of removing pointless perks such as the level 1 hat perk and the level 50 cubit level. None of them help over time, nor they are rewarding enough. There could be a lot more new perks for everyone's different passions such as building related perks, economy, parkour, etc. This way we get to choose how we want to have our qbee the way we chose how to level out on farming, many have used different methods to reach maximum level. And yes I know that we get all the farming perks at maximum level but not everyone uses large sprinklers or sprinklers at all, tractor or great soil. Everyone chose what they thought its better for them to use in order to level up quicker or get more recubes. My point is that we could have the level perks this way too, choose what we think its better over the rest of the perks.
Im curious what do you guys think of both of these ideas?
Now CC has many perks and I think it would be more fitting to have a perk tree, this way it would be more fair for everyone, will reduce confusion and we would be able to see what perks we can get and what to go for first.
In addition I also had an idea of removing pointless perks such as the level 1 hat perk and the level 50 cubit level. None of them help over time, nor they are rewarding enough. There could be a lot more new perks for everyone's different passions such as building related perks, economy, parkour, etc. This way we get to choose how we want to have our qbee the way we chose how to level out on farming, many have used different methods to reach maximum level. And yes I know that we get all the farming perks at maximum level but not everyone uses large sprinklers or sprinklers at all, tractor or great soil. Everyone chose what they thought its better for them to use in order to level up quicker or get more recubes. My point is that we could have the level perks this way too, choose what we think its better over the rest of the perks.
Im curious what do you guys think of both of these ideas?
Comments
And yeah having them separate and being able to swap between them is great too.
+1 for the tree system!
I liked the complexity of having both, as it added depth to the game. You can see the examples of both skills and upgrades from that game here at their encyclopedia. The two weren't mutually exclusive. Also achievements played into the skills tree (sometimes you had to do x number of things before you could learn the next higher skill). I have a graphic mapping of the skills tree from that game, if anyone wants an example (sadly my original dropbox is closed, else I'd just link to it here).
I personally like skills trees if they are complex enough for all the skill levels. Most games that I've seen, their skills trees are sufficiently complex for about the first twenty to thirty levels but fall apart (or dead end) at higher levels. I does require some detailed mapping to build interesting skills trees with reasonable dependencies.
e.g. You pick 1 main profession:
-Botanists can gather special flowers and berries.
-Geologists can gather special kinds of ores.
-Foresters can gather special kinds of trees.
-etc.
and as you level up you can gather higher level items in your field of expertise.
And you can have 1 secondary profession:
-Smiths make tools, wands, and tacks and such.
-Carpenters make blocks and signs and stuff.
-Chemists makes potions and stuff.
-etc.
and as you level up your secondary profession you unlock the ability to craft different things.
By making it more personalized like this it would make people more passionate about being skillers (people who play to level up skills) - so they would want to keep playing to level up - while at the same time it would make players more dependent on others (thus adding interpersonal bonds which add even more longevity to the game.)
Congratulations, you can now craft fancy floor! (But you'll need to find a chemist to buy varnish from and a smith to get tacks from.)
Yay!
Anyways... it's something to think about if they ever decide to do a revamp... Cubic Castles 2.0 on a new game engine or something.
A rpg without a role to play is just a virtual shopping game? hmm? lol jk
Have you never played a game that makes you choose a class or profession?
How about this then: if you max a skill set, then, and only then, you can choose another. Better?
Or do you just want a mmo without cooperative play? Everyone's a reclusive renaissance man where trading of crafts is basically nonexistent (like the game is now)?
Do you remember when you first started playing and you thought your newly crafted items were going to be a way for you to earn some cubits? And do you remember being let down when you realized they were basically garbage because everyone can easily make any craftable in this game?
It sounds like you want it to be exactly as it already is except you want a detailed map of it drawn out for you so that the next time you level up you can go back and choose any perk you passed on? Oh and if you chose a bad perk you can go back and undo that too?
I see what you're saying now: you want a list of all perks and when they're available because you picked top hat. lol You picked the top hat didn't you?
Edit: btw the way that the other game handled it was by the common level up point system where in everyone was given back all their points and they could choose which perks to invest their points in. A 60 point system (one for each level) kind of thing would allow players to keep their experience while letting them reinvest it in whatever perk they wanted to choose kind of thing.
It's a good idea all except no Tech Tree. But Perk Tree.