Secret Nodes

This game offers a huge passive tree with a lot of possible ways to build a character, which makes it closer than other games to what i am looking for. But, a new idea to improve it has come to my mind:


Secret Nodes


- The passive tree has additional hidden nodes all around the place, which get unlocked, according to the main base stats of the player. e.g: A secret life node shall be unlocked when the player archives 150% life from passives.

- Players cannot see the secret nodes untill they get unlocked (the idea is that players do not know about them at all, untill that the 1st player unlocks it and probably will share it with other players, althought will never be certain of what exactly is needed to unlock it).

- New routes/shortcuts may be unlocked.

- New notable nodes may be unlocked.

- New keystones may be unlocked.


This might be a nice feature to implement in the future, it may diversify more the current builds. Also, it may help players to enjoy even more to build at higher levels.

I hope that someday there will be a game where all the characters are different from each other in terms of abilities, in the meanwhile, i will stick to those where they are as different as possible.
"The harder the game, the better."
Last edited by Vold316#0180 on Sep 20, 2012, 11:45:05 AM
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Hiding nodes from players would reduce the number of options available to them... how would that increase build diversity exactly?
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Additional hidden nodes.
"The harder the game, the better."
I'm not sure about having them completely hidden, until unlocked. But I do think some free floating nodes -- that can only be clicked when certain requirements are met, could be an interesting addition to the skill tree.

I'm not sure how necessary it is though, and does take away from the simplicity that they've already created.
All this would do is make someone come out with a fully revealed talent tree and it wouldnt be hidden anymore...

Then it would be no different then what it is now...


What WOULD be a cool idea is to have "un-attached" nodes that can be accessed without specing a certain tree but as mentioned would open up after "x" conditions were meant.

So a player gets 200 str, a node is the evailable to spec into at that point that would maybe help "balance" by giving 30 Dex or w.e...

Or maybe once achieving over 3% health regen per second, a node is available that gives .4% mana regen per second that requires no specific tree its just an un-attached node avaialble to anyone anytime they mean certain conditions...

This could REALLY help build diversity... I dont know about stacking but it could be a great way to help "balance" players by offering something similar to what they focused in, but in a different area. Like with enough +armor you can get more ES or Dodge... With enough +physical damage you unlock some elemental damage as well and vice versa...
"
clinx1337 wrote:
All this would do is make someone come out with a fully revealed talent tree and it wouldnt be hidden anymore...

Then it would be no different then what it is now...


What WOULD be a cool idea is to have "un-attached" nodes that can be accessed without specing a certain tree but as mentioned would open up after "x" conditions were meant.

So a player gets 200 str, a node is the evailable to spec into at that point that would maybe help "balance" by giving 30 Dex or w.e...

Or maybe once achieving over 3% health regen per second, a node is available that gives .4% mana regen per second that requires no specific tree its just an un-attached node avaialble to anyone anytime they mean certain conditions...

This could REALLY help build diversity... I dont know about stacking but it could be a great way to help "balance" players by offering something similar to what they focused in, but in a different area. Like with enough +armor you can get more ES or Dodge... With enough +physical damage you unlock some elemental damage as well and vice versa...


Maybe i didn't explain myself very well, because the second part of your post is exactly how it would work, with the exception that instead of being unattached, are attached but hidden.

I will use the same example that you put there:
Player get's 3% life regen per second, a hidden node gets unlocked and appears next to the already taken regen nodes (was always there but hidden). It's the same as it would be unattached, with the difference of that it has a line between the nodes. Even if unattached, players could share their tree and how they got the unattached nodes.

Anyways, you understood the idea and i agree that it'd be a nice way to diversify the tree. About the balance, i'm not gonna think about it, the only one who understand how to balance that tree is GGG. :P

I will put a visual example to make it understandable, in the OP.
"The harder the game, the better."
Last edited by Vold316#0180 on Sep 20, 2012, 4:07:04 PM
I guess I just dont like the "hidden" nature of the method you suggested OR that it is located in a specific location on the talent tree.

I think I would prefer it if it was known by all exactly what needs to happen to get that node and it could be accessed by a variety of methods using nodes across the entire tree.

I think were on the same page but the build is already so complex and gives so many options, I really would hate getting a character so far only to find out I lost out on an awesome node because I didnt know.

Just let players see the build and it gives "incentive" to spec to get those "unattached" nodes that just have a requirement.

No need to make it hidden.
Ah, i understand now. Yeah, it should be implemented so that you do not actually miss it because, they should be everywhere. For example: If you take 10 ES nodes in X position then the hidden node appears next to the ones you have taken, so that you do not really miss it, because you just need 1 point to get it.

About being hidden, i've been thinking about it, and maybe it just can't work. Because, the only solution would be to make them unpredictable, but i wouldn't like to depend on randomness to get a nice build.

Maybe it would be the same as adding an additional node next to the ones you pick, so maybe as the other guy said, it's probably not so needed, actually, not at all.

I will think on another idea... all want is that there are unique characters, because i think that sharing builds is boring as hell, i hope that it'd be impossible to do.
"The harder the game, the better."
Making those "universal" nodes as we discussed would definitely be something that would help diversity.

Then regardless of the spec, players could choose to get those nodes.

Heck,

You could even make set nodes for each class which would build a little class viability to the builds.

So for the Templar put say 6 nodes in the middle of the tree.. (each class is different)

Node 1 (unlocks by getting over +80% armor bonus)
Benefit: +30% additional ES.

Node 2: (unlocks by getting over +80% physical damage)
Benefit: +25% elemental damage with weapons

Node 3: (Unlocks by getting over +65% accuracy rating)
Benefit: 30% increased Evasion rating

Node 4: (Unlocks by getting over +100% critical strike chance)
Benefit: +20% increased attack speed

Node 5: (Unlocks by getting over +100% increased maximum health)
Benefit: 25% increased mana regeneration rate

Node 6: (Unlocks by getting +60% Cold/fire/lightning damage)
Benefit: +20% increased cast speed


Something LIKE those would be ideal. Make them in the center of the tree accessible to anyone who meets those requirements.

This would help build diversity/specialization and people would then try to also find ways to maximize their benefits by trying to achieve two or three of these special nodes...




i like this idea but i can tell you right now that most of those numbers wouldn't work (with exeptions in node 3 and 5) because they are too high. for example node 6 would be picked up by witches all the time and it's just too huge. (my meager Dps witch shoots up by 40 DPS with ~3-4% increase in cast speed, and that's with a GMP on too, so 20% would be death to all)
So many build ideas... no time....
Last edited by Simony#4753 on Sep 20, 2012, 6:34:39 PM

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