[Suggestion] Rightclicking a skill node calculates a path

Rightclicking a skill node in the skilljungle would cause the game to calculate the shortest path to that node and whenever you level up, it would spec automatically the next node that's on the path.
Make an account
Forget about the whole game
Get a beta key
????
Profit!!!!
Last edited by Joel_GGG#0000 on Nov 21, 2011, 10:16:18 PM
This thread has been automatically archived. Replies are disabled.
I support this but should be optional/toggleable (automatic advance).
"
Kabraxis wrote:
I support this but should be optional/toggleable (automatic advance).


This would lead to cookie-cutter builds which isn't what's the >1k passive skill tree made for.

Especially when there are numerous routes possible. Player shouldn't be hinted which way to go.
ingame: FeelLuckyPunk standard
"
This would lead to cookie-cutter builds which isn't what's the >1k passive skill tree made for.

Especially when there are numerous routes possible. Player shouldn't be hinted which way to go.


The player isn't hinted in any way.. Read the post again
Make an account
Forget about the whole game
Get a beta key
????
Profit!!!!
Last edited by Filthy#5718 on Nov 21, 2011, 12:06:15 PM
"
Filthy wrote:
"
This would lead to cookie-cutter builds which isn't what's the >1k passive skill tree made for.

Especially when there are numerous routes possible. Player shouldn't be hinted which way to go.


The player isn't hinted in any way.. Read the post again


No, you read my post again, because you clearly miss the point. Automatic pathfinding is hinting. Is telling player which way to go. Players who chose the same target passives would have the same set of passives along the path. This would lead to predictable results in cookie-cutter builds in passive skill tree.
You'd have the same result by cutting out 90% of skill tree and leaving only branches of the most important passives which would grant you omitted passive skills along the way as you level up. This is silly.

Besides, this was proposed earlier and one of devs said that this kind of feature is not what they'd like PoE to be.
ingame: FeelLuckyPunk standard
I disagree with the OP because there shouldnt be an easy route to a specific path. I know many get overwhelmed the first time they see the passive tree (i did) but once you get the hang of it, there are so many routes to take wich are all unique in there own way.
This isnt the problem with overhelming but with the navigating through the skill tree. TBH it has nothing common with ergonomy and user frindly UI design.
In simple words - navigating through skill tree is pain in the ass. And devs must find ways to make it easier and less painfull.

Path highlightning, search function with specific nodes highlight, etc... all fits really well.


"
Ugm wrote:

Besides, this was proposed earlier and one of devs said that this kind of feature is not what they'd like PoE to be.


So they must do something to achieve what ive describe above.


BTW. Its really not hinting. If I WANT to go through the simpliest and fastest way to achieve some node why not make my life easier? Even in EVE ONLINE you have on this vaaaasssttt galaxy map autopilot route highlighting, automatic route calculations, avoiding potentially dangerous star systems, etc..

PoE Skill tree reminds me od the EVE Map in terms of clutter and overloading with stuff.

They can do player life easier, why in PoE devs cant?

I really endorse feature to highlight route in passive skill tree with automatic nodes skipping.
For example: find way to Dual Wield 2H waepons keystone, skip all nodes with +accuracy and +mana on the way -> GO.
And skill tree hows the possible way... etc...

why not?

Now navigating and theroybuilding is confusing, hard, not user friendly and is very easy to mistake nodes even when you calculate whole route before (with no respec this is GG for me if i make this mistake on high lvl).

This leads us to another needed feature.... BUILD TEMPLATES SAVING. You make a template "fake build" whenever you want and then you have option to display it to know what route andwhat node you must hit on particular lvl (no mistakes yay!).


i have discussd something similar with my guildies except we came up with a different idea...


you have a drop down.

in that dropdown are all the passive "types" such as + evade %

if you select that from drop down it will highlight all the nodes with that passive skill type...then its up to you to plot your own course.
~SotW HC Guild~

I'd like to see a planning feature in the skilltree, and an optional automatic point assignment could be handy too.

Think of using the directions feature in google maps. Choose a starting location (already given), and an ending location, and it chooses the shortest path there (careful to not automatically choose the 'best' path). You can then add more markers on skillpoint nodes to modify the path.
Level Designer/Dungeoneer

Always post a screenshot with /debug command entered into the chat window.

First stop for Common Technical Problems
Last edited by Joel_GGG#0000 on Nov 21, 2011, 3:43:07 PM
"
Joel_GGG wrote:
I'd like to see a planning feature in the skilltree, and an optional automatic point assignment could be handy too.


Rejoice! Implement this and i will love you. :)

"
Joel_GGG wrote:

Think of using the directions feature in google maps. Choose a starting location (already given), and an ending location, and it chooses the shortest path there (careful to not automatically choose the 'best' path). You can then add more markers on skillpoint nodes to modify the path.


This is very similar to what im thinking and very similar to EVE ONLINE map features. It will fit perfectly imho to the pasive skill tree.

Scorpitron ---> You idea is neat too.

Report Forum Post

Report Account:

Report Type

Additional Info