[Suggestion] Rightclicking a skill node calculates a path

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Joel_GGG wrote:
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.


i like the idea of a planning feature, but do not like the idea of it automatically choosing any sort of path whatsoever.

part of why i love the current passive tree is how it is forcing me to really study pathing and distribution, if you just said "here is the shortest path" many may take it as "the best" and not take the time to see the alternatives?
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scorpitron wrote:
i like the idea of a planning feature, but do not like the idea of it automatically choosing any sort of path whatsoever.

part of why i love the current passive tree is how it is forcing me to really study pathing and distribution, if you just said "here is the shortest path" many may take it as "the best" and not take the time to see the alternatives?


Yeah, planning support would be nice, but not auto-pathing. Passive skillpoints are to precious to be automatically chosen. Clicking things really makes you feel you are making progress and getting stronger.
So many players complain about autostats and lack of skillpoints in D3. I hope PoE don't follow that way.
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Last edited by Ugm#2754 on Nov 22, 2011, 5:44:55 AM
Yeah I suppose marking sequential nodes lets you see what becomes available at each step, you'll have more time to study it as you go. I wouldn't oppose a decision to leave out the shortest-route path thing.
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Ugm wrote:
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Filthy wrote:
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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.


I still don't get how the game "hints" the player. When you draw the skilltree in a paper and highlight the nodes you want you make a "hint" to yourself? What I meant was that instead of going through the agony of printing/drawing and highlighting the nodes you want to get, you could just press mouse button and the path would be highlighted. This would ensure that you dont take nodes you dont need in accident, or go to a "dead end" in the tree.


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Joel_GGG wrote:
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.



Couldn't have said it better.
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Last edited by Filthy#5718 on Nov 22, 2011, 10:21:12 AM
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Filthy wrote:
I still don't get how the game "hints" the player. When you draw the skilltree in a paper and highlight the nodes you want you make a "hint" to yourself? What I meant was that instead of going through the agony of printing/drawing and highlighting the nodes you want to get, you could just press mouse button and the path would be highlighted. This would ensure that you dont take nodes you dont need in accident, or go to a "dead end" in the tree.


It's all about very non-linear fashion of skilljungle so highlighting one way would lead to linearizing it. Shortest path is not always optimal so why confuse players with showing only 1 way, when there are plenty of them?

If the length of path is the only criterion for you then it's ok, but let it be up to player to choose the right path.
ingame: FeelLuckyPunk standard
I think having a dropdown option to select/highlight certain skills would make a significant improvement in finding places on the skill tree, or perhaps even a web-based passive tree planner to play around with. Right now, the hardest part is finding the desired nodes to attempt to path to multiple and seeing if its feasible to reach multiple groupings of similar.

In my opinion, any kind of line/pathing will be misleading, defaulting newer players to poorer line of thinking towards the passive tree. Also, many of the fastest paths are +10 stat bonuses that, while important, don't have near the impact as some of the other passives There are too many slight (1 or 2 node differences) that can have a significant impact on the character. Right now, the passive tree is completely open to interpretation with no guidance. While my 1st witch was pretty much a wreck, my 2nd one is much better for it because I would have never gone with my current choices for passive skills. I attribute a lot of that with familiarity and less so to trial and error the first time through.

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