Suggestion: Skill Tree Markup, Planning, and Summarization

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nzrock wrote:
Funny how 3 pages of beta members didn't even research the fact that a skill planner has already been talked about like a hundred billion times...
Funny, if you'd done your own research, you'd realize this thread is about a very specific and detailed proposed character planner. Not simply another 'omg, i'm lazy give me skill planner so i can be more lazy' thread. Whether the subject of a character planner has been discussed or not means absolutely nothing to the OP's suggestion. And simply because someone writes '+1' does not mean they are some brainless idiot who has no clue what's going on and hasn't done any research on the matter. Please refrain from making stupid over-generalized assumptions.
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FaceLicker wrote:
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nzrock wrote:
Funny how 3 pages of beta members didn't even research the fact that a skill planner has already been talked about like a hundred billion times...
Funny, if you'd done your own research, you'd realize this thread is about a very specific and detailed proposed character planner. Not simply another 'omg, i'm lazy give me skill planner so i can be more lazy' thread. Whether the subject of a character planner has been discussed or not means absolutely nothing to the OP's suggestion. And simply because someone writes '+1' does not mean they are some brainless idiot who has no clue what's going on and hasn't done any research on the matter. Please refrain from making stupid over-generalized assumptions.

Funny how you think I didn't read all of the 1st post, I know the OP isn't requesting those generic skill planner many people have been requesting, I'm just throwing it out there that there are already enough skill planners requesting threads and post.
Also you seem to have missed my second paragraph about how it's still a bit too early at this stage for a official skill planner, ingame or otherwise.

I never said I was opposing OP's ideas, I wouldn't mind having a ingame planner too. And I'm not calling all the other posters idiots nor were they the reason for my previous post, so next time you should think a bit before posting too.
Sweeping Maid
I am a beta test member, and I approve of the idea of being able to draw dicks in the passive skill tree
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nzrock wrote:
Funny how 3 pages of beta members didn't even research the fact that a skill planner has already been talked about like a hundred billion times...

There's no skill planners at the moment(except for that outdated one) is obvious due to the fact that things are constantly changing and in development.
So there won't be one any time soon(till OB starts maybe), no matter if it's ingame or on a website.
Someone didn't read the OP.

This isn't some hacked together skill planner that fails as soon as a change is made to the tree. This is a proposal for a new feature on the tree itself; a new way to interact with it other than looking at it, spending points, or refunding points. And until the respec patch of late, we didn't even have the last part.

I would say this is the #1 quality of life fix in any of the suggestions here (granted, I don't have a view into the bugtracker that GGG is using), even if it's just the v1. Overall, I'd place it just as high as new content and just below showstopper bug fixes for crashes.

The really, really big draw in this game is going to be the skill tree and the fact that any character can do anything. Still wish this thread had a redpost. :(
Bumping as this is still relevant and hasn't had a GGG post (esp. now that there's a concrete example of a fan-made skill planner, http://www.pathofexile.com/forum/view-thread/16130 ).
Last edited by pneuma#0134 on Jan 23, 2012, 7:47:57 PM
If you build it, they will come.
Death by lag in HC = the most widely told tale to hide the shame of a miscalculated/overzealous death by game :)
Of everything I feel this game needs, nothing is needed more than this.

I would be happy with just the ability to right click a node to highlight it and a counter for how many nodes are currently highlighted. Node highlights could be stored client side so there's no real data storage issue.

Please please please add this. Don't make me beg for it because I will.
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Listfall wrote:
This got some traction in global chat, so posting here.

A few people mentioned the lack of a skill planner, and most games either don't recognize the need for one or they just trust the community to generate some crappy javascript skill tree. Neither of these options is ideal.

Because the skill tree here is absolutely massive and because it's very pretty to stare at for extended periods of time, I immediately went to the thought of marking up the skill tree in-game.

Allowing people to markup maps is very personal and fun. Inspirations would be Etryian Odyssey floor maps, Zelda: Phantom Hourglass world map, Alien Swarm mission maps, and Super Robot Wars and other SRPG's battle maps.

But enough idle chat, here's my thousand-hours-in-paint version of Skill Tree Markup.


v1
Right-click on nodes to highlight them, and if highlighted nodes touch, highlight the edge between them. This has no in-game effect other than letting you draw out whatever path you want to take, highlighting "target" skills, or drawing dicks on your grid. Storing highlighted nodes per-character isn't a whole lot of space and it would be a huge help and would be very pretty.




v2
Instead of just storing highlighted nodes, sum up all the bonuses and show that in a corner. For that matter, it would be nice to show the sum of the _assigned_ skill points somewhere. This just confirms that the path gets the bonuses you want and lets you experiment.




v3
Name connected trees in the forest, not just nodes. Name them so that they can be seen from a distance, and shown in the summary more accurately. If you highlight AB and CD, that's two paths and two path summaries. If you then highlight E (B->E->C), the path ABCDE is summarized as one.




v4
Make it have in-game effect by allowing an "auto-assign" option that will take the next node on a chosen, named path. Feature is ~complete here.




I'd also like to suggest a search, but without even looking I'm sure there's already such a suggestion. Tying it in with this would mean "search for x" and "make the shortest path to x for me". For another time.

tl;dr: Drawing dicks on my skill grid is fulfilling, fun, and required.


+1 /agree /sign
Necro, and yet this is still relevant. I've linked it ~3 times in the last week, so I guess it's time to get more eyes on this.

The last I've heard from GGG is that more changes to the passive skill tree on the web site is on the way, but have still heard nothing definitive about an honest-to-god in game planner (and summary).
was about to post in one of those other threads too :P

seems like a great idea, currently i find myself not using skill points at all until i can reach my destination in one go, since otherwise i forget where i was going and end off in another direction.

Even just the "highlighted goal" would be good. There is the indepth char statistics screen already, we dont want to clutter up the tree too much.

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