GUILT: The Deathless

GUILT: The Deathless

The problem with the new skill tree
Is that first of all, the player never gets notified about having acquired points, so that means he is playing with a significant disadvantage when progressing through areas while having 12 unspent skill points, or more.
Secondly, the points are gained too often, forcing the player to spend a large amount of time in this pointless skilltree minigame. Contrary to the previous mechanic, player only had to read the three lines of text of options after leveling up, select one, and they could immediately resume playing, hassle-free! The given options at that time were also more impactful, in my opinion.
Thirdly, this skill tree, as argued by a person I once knew, makes the game unnecessary complicated. Sure, an RPG is not usually a simple game for casuals, but with the item stats, reroll items, crafting system, guilt system, spell runes, and player resistances, GUILT: The Deathless already can get a bit overwhelming for the average player.

idk, maybe I just played too much Path of Exile.
İlk olarak gönderen kişi: outerbrainstudios:
Hey, I agree with a few of your points. To summarize some actionable changes:

  • More obvious signaling of gaining level up points and tutorializing opening the skill grid
  • More meaningful choices in the beginning of the tree (and in general)
  • Less often level-ups, but more impact

I also agree that some of this is too complicated for the average mainstream player, but that's okay. I think that the Roguelike/lite genre is absolutely overcrowded with simplified 'lite' RPG experiences. I personally want to play deeper and more systemic roguelikes, so this is where I want to push GUILT and I hope eventually we find others who are also itching for the same thing.

Thanks for the input.

Best,
Dmitry
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Bu konunun sahibi, bu iletinin ilk konuyu cevapladığını belirtti.
Hey, I agree with a few of your points. To summarize some actionable changes:

  • More obvious signaling of gaining level up points and tutorializing opening the skill grid
  • More meaningful choices in the beginning of the tree (and in general)
  • Less often level-ups, but more impact

I also agree that some of this is too complicated for the average mainstream player, but that's okay. I think that the Roguelike/lite genre is absolutely overcrowded with simplified 'lite' RPG experiences. I personally want to play deeper and more systemic roguelikes, so this is where I want to push GUILT and I hope eventually we find others who are also itching for the same thing.

Thanks for the input.

Best,
Dmitry
the game got a lot easier since the wheel is working ;p
(and i played to terra without the wheel working.. so )

i tried to lvlup so much, that i can get all wheel stats..
but i can barely proceed beyond lvl 90...
not because iam not strong enough^^

its because of the freezing ;(
there are too many things flying around
-mana
-crit
-holy bolt
-mobs
-other stuff
all this things fill a not endless "list" (of sprites?), that gets full even in the first enemy encounter x.x
İlk olarak † ⁧⁧Chanelorn tarafından gönderildi:
its because of the freezing ;(
there are too many things flying around
-mana
-crit
-holy bolt
-mobs
-other stuff
all this things fill a not endless "list" (of sprites?), that gets full even in the first enemy encounter x.x
lol I thought I was the only one with this problem, and that my PC hardware was too weak!

also, it seems that you played a spellcaster character this time, yes? if so, then game gets really easy once you get the items for perfect build. I am, however, struggling a little bit with other classes like Vandal and Fool. somehow feels like their late-game will never be as easy and buttery smooth, as with the Koldun...
i choosed the vandal, cuz of the dmg buff
but i always use holy bolt "stat"
because its so enjoying ;)
at least.. until my game nearly freezes
(and its not pc related.. its unreal engine stuff)
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