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Talent Sistemi GG?


Gangren

Öne çıkan mesajlar

said:
When we first announced our design goals for class talent trees back at BlizzCon 2009, one of our major stated focuses was to remove some of the boring and "mandatory" passive talents. We mentioned that we wanted talent choices to feel more flavorful and fun, yet more meaningful at the same time. Recently, we had our fansites release information on work-in-progress talent tree previews for druids, priests, shaman, and rogues. From those previews and via alpha test feedback, a primary response we heard was that these trees didn’t incorporate the original design goals discussed at BlizzCon. This response echoes something we have been feeling internally for some time, namely that the talent tree system has not aged well since we first increased the level cap beyond level 60. In an upcoming beta build, we will unveil bold overhauls of all 30 talent trees.

Talent Tree Vision

One of the basic tenets of Blizzard game design is that of “concentrated coolness.” We’d rather have a simpler design with a lot of depth, than a complicated but shallow design. The goal for Cataclysm remains to remove a lot of the passive (or lame) talents, but we don’t think that’s possible with the current tree size. To resolve this, we're reducing each tree to 31-point talents. With this reduction in tree size we need to make sure they're being purchased along a similar leveling curve, and therefore will also be reducing the number of total talent points and the speed at which they're awarded during the leveling process.

As a result, we can keep the unique talents in each tree, particularly those which provide new spells, abilities or mechanics. We’ll still have room for extra flavorful talents and room for player customization, but we can trim a great deal of fat from each tree. The idea isn’t to give players fewer choices, but to make those choices feel more meaningful. Your rotations won’t change and you won’t lose any cool talents. What will change are all of the filler talents you had to pick up to get to the next fun talent, as well as most talents that required 5 of your hard-earned points.

We are also taking a hard look at many of the mandatory PvP talents, such as spell pushback or mechanic duration reductions. While there will always be PvP vs. PvE builds, we’d like for the difference to be less extreme, so that players don’t feel like they necessarily need to spend their second talent specialization on a PvP build.

The Rise of Specialization

We want to focus the talent trees towards your chosen style of gameplay right away. That first point you spend in a tree should be very meaningful. If you choose Enhancement, we want you to feel like an Enhancement shaman right away, not thirty talent points later. When talent trees are unlocked at level 10, you will be asked to choose your specialization (e.g. whether you want to be an Arms, Fury or Protection warrior) before spending that first point. Making this choice comes with certain benefits, including whatever passive bonuses you need to be effective in that role, and a signature ability that used to be buried deeper in the talent trees. These abilities and bonuses are only available by specializing in a specific tree. Each tree awards its own unique active ability and passives when chosen. The passive bonuses range from flat percentage increases, like a 20% increase to Fire damage for Fire mages or spell range increases for casters, to more interesting passives such as the passive rage regeneration of the former Anger Management talent for Arms warriors, Dual-Wield Specialization for Fury warriors and Combat rogues, or the ability to dual-wield itself for Enhancement shaman.

The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.

Getting Down to the Grit

Talent trees will have around 20 unique talents instead of today's (roughly) 30 talents, and aesthetically will look a bit more like the original World of Warcraft talent trees. The 31-point talents will generally be the same as the 51-point talents we already had planned for Cataclysm. A lot of the boring or extremely specialized talents have been removed, but we don't want to remove anything that’s going to affect spell/ability rotations. We want to keep overall damage, healing, and survivability roughly the same while providing a lot of the passive bonuses for free based on your specialization choice.

While leveling, you will get 1 talent point about every 2 levels (41 points total at level 85). Our goal is to alternate between gaining a new class spell or ability and gaining a talent point with each level. As another significant change, you will not be able to put points into a different talent tree until you have dedicated 31 talent points to your primary specialization. While leveling, this will be possible at 70. Picking a talent specialization should feel important. To that end, we want to make sure new players understand the significance of reaching the bottom of their specialization tree before gaining the option of spending points in the other trees. We intend to make sure dual-specialization and re-talenting function exactly as they do today so players do not feel locked into their specialization choice.

A True Mastery

The original passive Mastery bonuses players were to receive according to how they spent points in each tree are being replaced by the automatic passive bonuses earned when a tree specialization is chosen. These passives are flat percentages and we no longer intend for them to scale with the number of talent points spent. The Mastery bonus that was unique to each tree will now be derived from the Mastery stat, found on high-level items, and Mastery will be a passive skill learned from class trainers around level 75. In most cases, the Mastery stats will be the same as the tree-unique bonuses we announced earlier this year. These stats can be improved by stacking Mastery Rating found on high-level items.

To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.


Napıyor bunlar?
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bol keseden attik, hesaplar tutmadi bir kere degsitirdik sistemi

buda tutmadi, ayni bokun laciverti cikti ortaya, bu defa kolay yol usecip vanillaya donelim dedik, beyni olmiyan insanlarda bu oyunu simdikinden daha biel rahat oynasin diye sadelestirme yapmak istiyoruz, ancak ne yone gidicegimizi bzide bilmiyoruz

vanilal referansi verdikki eski oyunculari "lan vanillada bioleydi superdi" gibi belki kandirabilir, hicbir derinligi olmiyan bir sistemi oturtabiliriz

azerothu yeniden yapmaya calismak tum zamanimizi aldi, kotick ile tippl ikilisi popomuza popomuza vuruyor, simdiya kadar questler ve minumum sayidaki 5 kilisik instancelar haric bi halt cikartamadik ortaya, release yaklasiyor ama heyecan yok belki bole bisi canlandirir dedik
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Adamlar özet geçmiş zaten beyler!
said:
To Recap

When players reach level 10, they are presented with basic information on the three specializations within their class and are asked to choose one. Then they spend their talent point. The other trees darken and are unavailable until 31 points are spent in the chosen tree. The character is awarded an active ability, and one or more passive bonuses unique to the tree they've chosen. As they gain levels, they'll alternate between receiving a talent point and gaining new skills. They'll have a 31-point tree to work down, with each talent being more integral and exciting than they have been in the past. Once they spend their 31'st point in the final talent (at level 70), the other trees open up and become available to allocate points into from then on. As characters move into the level 78+ areas in Cataclysm, they'll begin seeing items with a new stat, Mastery. Once they learn the Mastery skill from their class trainer they'll receive bonuses from the stat based on the tree they've specialized in.

We understand that these are significant changes and we still have details to solidify. We feel, however, that these changes better fulfill our original class design goals for Cataclysm, and we're confident that they will make for a better gameplay experience. Your constructive feedback is welcomed and appreciated.


- Vanilla gibi talentlar 51 yerine 31 oluyor.
- Level 10'da oyun bize hangi talent ağacına yönelmek istediğimizi soruyor. Seçtiğimiz spece göre core ability'i direk öğreniyoruz. Shadowstep, Mutilate, Holy Shock, Tree Form, Shadowfury, Water Elemental vs gibi.
- Her 2 level'da 1 talent pointi kazanıyoruz.
- Level 10'da seçtiğimiz ağaca 31 talent pointi basmadan diğer treelere geçiş yapamıyoruz. Bu da level 70'e kadar aynı ağaça harcamak demek talent pointleri.
- 31 pointi harcadıktan sonra diğer 2 ağaç da açılıyor, istediğiniz yere pointleri harcıyorsunuz.
- Ağaçlardaki her talentin çok eğlenceli ve işe yarar şeyler olacağını, daha az talent olduğundan çöp talentlardan kolaylıkla arınacağını iddia ediyor Blizzard.
- Talentlerden gelen master bonusları level 75'de aktif oluyor. Gelen master özelliklerini Cata'da düşen Master Rating itemlarla artırabiliyoruz.
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5/5/31 vb. talentlara izin vermemesi dışında fena diil bence. Genelde treeler üzerine muhabbetler hep x filler talent yerine gelecek yeni talent iyiyse şöyle speclerim böyle speclerim şeklindeydi ama çook fazla filler talent var ve bunların yerine içerik sahibi talent yapmaları çok da mümkün görünmüyodu. Yetememişler derdim ama yazıda da bahsetmiş eleman, baya fazla sayıda talent var artık.

Q_Q lardan sonra 16/0/25 lere izin verirlerse bence bu iş olur. Yaşasın hibridlerin kardeşliği
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said:
I have used this example several times, but we have one very senior designer at Blizzard who isn't working on WoW but obviously knows the game very well and has been very active in PvP and raiding at various points in time. He took a short break from the game (I suspect to play Modern Warfare 2) and when he came back, we had messed around with his class's talent trees and reset his talent points, so he felt like he couldn't jump back into the game again without spending 45 minutes researching what the community thought a good build would be. We're hoping with simpler (but still deep!) talent trees, players like him will feel more comfortable picking their own talents. He might eventually go poke around in theorycrafting forums to min / max his build, but he won't have the moment of being completely overwhelmed when looking at a blank talent tree.


a.k.a.
zahmet edip 45 dakika spec yapmaya usenen adamlar daha rahat oynasin diye bu isi yapiyoruz

ghostkirowler adamim;
battle star galactica plz
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evet o örnek baya komik bir örnek olmuştu o post 2 haftalık falan sanırım ama bize az çok genel düşünceyi veriyor.

gc sunwell ''release'' sonrası görevi aldı ve o süreden sonra oyunun içine edilmeye başlandı iyice casual manyağı bir oyun oluverdi. pre nerf muru'da 1 dk progress yapamayan adamlara nerflerle muru/kj kestirdiler ve o tarihten itibaren iyice oyunun içine ettiler.

ben bugün alt karakterimle oynarken üstü başı yeterli ama kendi berbat tonlarca adam görüyorum ve bu adamlar iyi oyuncular olduklarını end game content görmeleri gerektiğini düşünüyor. bu oyuncularla oynamak tam bir işkence oluyor birçok oyuncu için kimse kalkıp bu noktada itiraz edemez. yok öyle birşey, parasını veriyorum ve göreceğim diye bir anlayış kabul edilemez yeteneğin ve performansın yeterliyse görmelisin. blizzard oyuncu kaybetmediği için iyi yolda olduğunu düşünüyor. her bir haltı değiştirip iptal etmelerini hesaba katacak olursak catacylsm sonrası alternatif ve başarılı bir mmorpg çıkması halinde blizzard gereken cevabı alacaktır.
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