Honestly it looks like too many skills that will end up getting very limited depth / usages. Breaking things up into smaller categories offers no advantage besides making the player train 5 skills instead of 1 that covers larger topics.
The idea is specializing in an area rather than being able to just grab every skill by the time you hit 30. It may be that there are too many skills and some will need to be combined to make sense, but this isn't a concrete thing, just a general outline.
I think most of the skills will end up being like cooking where once you train it, there is almost no use in getting it any higher. Unless cooking is given priority for restoring health or something rather then alchemy I see no use to the skill where there will probably be other options such as seeds/fruit to get food.
Yeah, would help if food had other benefits to make it worth it to have. Maybe hunger affects you differently the lower it is (directly affects regen or something) so people are much more inclined to keep their hunger up.
Is anyone going to really use read ancient, locksmithing, lockpicking, and many of the other subcategories that are minor skills? Most of them are just skills someone lvl 80+ says "ok i guess ill train this now and never use it".
You're thinking about these skills as they existed in V2. Read Ancient was never really useful - this could easily be improved upon. What if there are artifacts in ancient ruins that can only be activated if you can read the language? Maybe you get the advantage of being able to use lifestones in different areas, idk. There's stuff that can be done with it.
Locksmith and Lockpicking. Lockpicking is obvious, but locksmithing I have no idea what else could be done with it. Might be that the two need to be combined.
I think breaking the skills up into small categories makes usage cycles / a harder to understand game. In a standard V2 server you would think you only need fletching to make arrows but the entire skill relies on you having cooking (to make bow strings), carpentry (to make arrow shafts), blacksmithing (to make arrow heads), mining (need ore), and a combat skill to kill chickens (feathers for arrows and guts for bow string) which is around 25ish skill points just to make arrows. Fletching might as well be useless since everyone makes 500k arrows before they remake or buys arrows off a infinite stack trader because of the huge dependence on other skills.
Maybe additional arrow types are made where you don't necessarily need the best stuff to make them. Get fletching, find a branch, use fletching to straighten it and sharpen it, maybe something basic to add to the end to make it fly straight.
Can even take the combat skills farther too by adding each weapon type.
Sword
- short
- long
- broad
- great
So far I like this system. Will start coding it after I get Carry tab coded. Well, maybe I should redo skills first since it means a player wipe and it is more important at this point.
Sounds like too much work. Adding all these sub-categories really seems like it would make one weapon the same as another. I am assuming the following - a short sword attacks faster (now its dagger), a long sword has two range (now its flail), a great sword is 2H and does more damage at a slower speed (now it's scythe), a broad sword is still 1 range but slower and higher damage (now its axe). I would attempt to keep the skills unique in some fashion rather then attempting to blend them together.
Isn't splitting them up like this making them more unique? Some additional ways to affect people would need to be come up with so it's not just a matter of attack speed. Honestly though, looking at this version of the tree, I think this may be too much stuff.
Most of the v2 attributes are worthless anyway such a +crit, evade shield, break shield, bit extra AL, etc. There are clear winners in the current V2 weapon system such as bow/xbow with long range, dagger with dex/quick, mace with sta drain + white magic, spear being melee and longer range.
.. good thing this isn't v2?
The tree isn't balanced.. at all. Right now I'm just trying to get all the ideas on the thing so we can see possible connections, ideas for new skills, places where re-works are needed. Also, keep in mind that each node could require a different number of skill points to unlock so even the less useful skills may not require a significant investment.
Made some changes, added Herbologist as another pre-requisite for alchemy. That makes sense, right? Though I had thought of herbologist as being able to plant and harvest herbs so I guess you shouldn't need to know how to plant stuff in order to use it.. idk..
Re-arranged the forestry part.. I really don't know what you wanted me to do with that.
Renamed Tinker back to Artisan, added Tinker as a new skill with Trap and Ore Refining as requirements as per Greatest's suggestion. Used for other devices and stuff? Idk.
Added Dual Wielding from basic melee. Is that a good idea?
Added a ton of specific weapons to each weapon type. I dunno about this. I think it might just make it too much of a pain to make all those specific weapons. Plus some of em like.. Dagger? How many different types of daggers are there? And Halberd is pretty specific already. Idk.
Also, where should I put wands? Should there be wands? Maybe they're just usable with arcane focus? That would make sense I guess.
Added some other ranged weapon types. Wasn't sure if I should keep going with the thrown stuff, you can throw anything really so..