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Note: Masterwork items as I imagine them to be, would have +25% added to all their stats; damage/armor, durability, special buffs (ie +4.8% to damage would be now +6%) and attacks per second.
T1
-> Base Builder = 40% chance of producing double of these base components = torches, furniture, floors, fences, walls, bridges, and decorations.
-> Master Smelter = 40% chance of acquiring double copper ingots when taking ingots from smelters. 30% chance of acquiring double tin. 20% chance of acquiring double iron. 10% chance of acquiring double gold or scarlet.
T2
-> Right Tools in the Right Hands = 30% chance to not lose durability when using tools and have a 25% chance of producing Masterwork tools or jewelry.
-> High Quality Equipment = 30% chance to not lose durability when using armor, weapons and shields and a 25% chance of producing Masterwork armor, shields and weapons.
-> Unbreakable Spirit = +40% Armor when below 34% (33-) Maximum Health.
-> Waste Not, Want Not = When salvaging items, you recover 25% of the original resources used to craft an item, in addition to acquiring scrap.
T3
-> Grandmaster Alchemist = 30% chance to produce double items from the alchemist or distillery and you have a 10% chance of having a little leftover to get the benefit immediately (does not apply to bombs).
-> Industrialist = +5 Rail, Wire, and Conveyor Belt when crafted and Minecarts you use, accelerate/decelerate 100% faster.
-> Lord of the Forge = Tools, Armor, Weapons, Shields, and Jewelry cost 40% less resources to craft.
-> Armor Shards = When you lose durability to your Armor or Shields, a random enemy adjacent to you takes 25 Thorns damage. If you take more than 1 durability damage in a short period, it just results in another armor shard being launched.
T4
-> Master of the Craft = You have an extra +25% chance to craft Masterwork items and a +20% chance to produce double of items.
-> Technocratic Knowledge = You have a 30% chance of acquiring double of Generators, Robot Arms, Drills, or other Automation Objects, when crafting them.
-> Mass Production = The more of the same item you craft, the fewer resources the next one will require, to a minimum of 1 of each resource required. This effect is reset after you move or produce some other object.
T1
-> Garden Sweeper = Hold CTRL to hoe three plots, spread three seeds, water three plots or harvest three vegetables.
-> Grateful Gardener = +25% chance to get a seed from a harvested plant and a further 10% chance of earning a second seed.
T2
-> Eat your vegetables = 25% extra food from raw food and cooked food and well fed buffs last 50% longer.
-> Poison Coated Weapons = 40% application and reduces healing of enemy by 75%
-> Bottomless watering can = Reduces water consumption per usage by 3 and 50% chance to not consume water.
-> Thorny Rejuvenation = Standing in Slime causes you to regenerate 0.5% of your maximum health per second and reduces the slowing effect of slime by 50%.
T3
-> Crippling Nausea = Targets suffering from poison, move 50% slower and attack 15% slower.
-> Disorienting Haze = Targets suffering from poison, have a 25% chance of wandering randomly, rather than approaching or attacking.
-> Thorny Skin = Deal 50% of damage enemy dealt to you, back to them, or 50 damage. Whichever is higher.
-> Thorny Weapons = +30% Critical Chance
T4
-> Potent Poison = +40% damage against poisoned targets and poisons last for 50% longer.
-> Expert Gardener = 20% chance that planted crops are golden instead and a 5% chance that you earn a golden seed from a regular plant.
-> Bountiful Harvest = 5% chance that a crop generates 15 produce, rather than its normal amount. Cannot be doubled.
1. Have you actually played an AFK game before? I've played a few and they are a lot more involved than you give them credit.
2. The UI is going to need to be rescaled anyway. There are way too many design elements that are too small. I don't use a 4k or 2k setup or a wide screen setup, but even on 1080p design elements are too cramped and there isn't enough pixel detail in things already, like in the fishing minigame. I have to get really close to my screen to even notice the subtle actions of the fish.
3. Have you coded before? Almost all form of coding is tedious in one form or another. Its just the way it is. So the argument that it will be tedious to code in changes just doesn't actually make sense. Coding is time consuming, challenging, and complicated.
4. The fact that you have too many resources just means there aren't enough resource sinks yet in the game, and so its a matter of balance to adjust that.
5. My talent tree is built with the assumption that there will be way more bosses, way more biomes, and way more challenging foes to fight later on. Sure, if this is all the content there will be, then the tree could be OP. However, you could nerf the abilities for multiplayer by applying a penalty to them, per player in the game. That way solo players would always gain maximum benefit, and multiplayer wouldn't feel invulnerable. Again a matter of balancing.
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So, when you are ready to provide an actual well-thought out counter argument, I'll be here.
T1
-> Endurance Runner = -33% food consumed when running
-> Turbo Sprint = Hold CTRL to move at 200% movement speed, but you consume 3x as much food. If holding the Feather, the movement speed is increased to 400%.
T2
-> Taking a Breather = -50% food consumed when standing still or moving slowly.
-> Keeping Tempo = +20% damage boost after moving for 2 seconds and keep for 6 seconds. Refreshes every 2 seconds you are running.
-> Balanced Stance = 25% dodge after standing for 2 seconds and keep it for 6 seconds. Refreshes every 2 seconds you are standing still.
-> Gotta go Fast = +15% movement after moving for 2 seconds and keep it for 6 seconds. Refreshes every 2 seconds you are running.
T3
-> Running Jump = Depending on current movement speed, you can jump 1 or more squares worth of holes, pits, or water, in a running leap. If holding the feather, you are guaranteed +1 squares worth of jumping.
-> Encumbering Presence = Any nearby enemy, within 2 squares, is slowed by 33%.
-> Escape Artist = You are effectively immune to stuns and snares, reducing their duration by 100%.
-> Light & Careful Steps = When walking slowly, you are immune to slime and you gain +30% movement speed after dodging, for 6 seconds.
T4
-> Supersonic = You shimmer in a lightly golden aura, you move 25% faster and move unhindered through enemies, knocking them back 2 squares, whenever you are running now.
-> Breaking Barriers = +5% armor is increased, of current movement speed increase, and if you collide with dirt or sand, you destroy them instantly.
-> Bullet Time = While standing still, your dodge chance is increased by +25% and your attack speed is increased by +10%.
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#6 MELEE TALENT TREE:
T1
-> Cleaving strike = Hold ctrl, but swings 25% slower for hitting three targets in front of you.
-> Quick strikes = 15% melee speed boost
T2
-> Building anger = +10% damage per melee strike per every hit. stacks 4 times, lasts for 6 seconds.
-> Fast and Furious = 20% chance on melee hit to increase attack speed by 100% for 4 seconds.
-> Sword and Board = After blocking an attack, deal +25% melee damage on your next melee attack.
-> Strength of the Ancients = +25% damage against bosses.
T3
-> Taking a Step Back = 20% chance on melee hit to increase ranged critical chance by 25%.
-> Sunder Armor = 25% chance that your next melee hit, reduces an enemy's armor by 40% for 6 seconds.
-> Heavy swings = 40% chance of knockback to 2 squares away.
-> Agile Blocker = 20% chance that an enemy hit gets blocked by your shield, without you actively blocking.
T4
-> Monster Hunter = Enemies always drop at least 2 items and can drop up to 4.
-> Vorpal Strike = 10% chance on hit to instantly kill a target, by slicing off its head.
-> Seething blade = 50% chance on melee hit to restore 1.5% max hp
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#7 RANGED TALENT TREE:
T1
-> Rapid shots = 15% ranged speed boost
-> Buckshot = Fires 4 pellets in a 20 degree arc, but reloads 25% slower.
T2
-> Keeping Momentum = +10% damage per ranged strike per every hit. stacks 4 times, lasts for 6 seconds.
-> Blackpowder Specialist = Muskets and Mortars travel 50% faster and shatter on impact shredding the area with sharpnel, like a small bomb explosion on impact.
-> Weakness Detection = 20% chance on ranged hit to increase critical hit chance by 100% for a short duration.
-> Suppressing Fire = Firing at an enemy reduces their movement speed by 25%, even if you miss. If you hit them, their attack speed is also reduced by 25% and their movement speed is reduced by a further 25%. Lasts for 4 seconds.
T3
-> Charging in = 20% chance on ranged hit to increase melee critical chance by 25%.
-> Stun Shot = 30% chance to Stun on hit for 2 seconds.
-> Focused Accurary = +40% ranged damage after standing still for 2 seconds.
-> Active Reload = 10% chance that you reload immediately after firing.
T4
-> Groin Destroyer = Critical hits stuns the target for 4 seconds.
-> Eyebiter = Critical hits causes the enemy to wander around blindly for 8 seconds.
-> Amplified precision = +50% Critical Damage
T1
-> Anglers Advantage = Fish start 25% closer to the reel.
-> Fisherman's Luck = You have a 100% chance to get the fishing minigame, but if you fail to catch the fish, you acquire some other item. It also takes 50% less time to reach the minigame.
T2
-> Throwing Expert = Can throw fishing lines and bombs 100% farther from you. Bombs thrown travel 150% faster as well, reaching their intended target almost all of the time.
-> Natural Attraction = Fishing spots naturally generate near you 50% more often, allowing for more consistent gains of rarer fish.
-> Steady Feet = You can no longer be knocked back and gain 100% reduced impact of slippery surfaces.
-> Power of Omega-3 = +20% damage to bosses after eating something with fish in it.
T3
-> Overcome Resistance = Fish will not enter states of resistance 40% as often, where you might earn progress towards losing them.
-> Resilient Lines = While fish are being resistant, your lines gain less progress towards losing the fish, by -40%.
-> Full Bellied Fish = Fish reeled in will have undigested items in them, 25% of the time. So you might find seeds, small trinkets, or resources like ancient gemstones. Such items have a +25% chance of being of higher quality (ie golden seeds).
-> Improved Bait = You naturally find rarer fish by +20% and any fish caught at fishing spots is of Golden quality.
T4
-> Studied Patterns = Earn +15% dodge and +5% Critical Strike Chance.
-> Well trained aim = 20% of fishing is added to ranged damage and the ranged icon indicator is farther out, to better line up your shots.
-> Fishing with Explosives = Can throw bombs into the water to get a whole lot of fish and other underwater items. You get much less XP though from this method of fishing.
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#9 COOKING TALENT TREE:
T1
-> Wild Gatherer = You acquire 2 to 6 wild-grown crops or mushrooms. It is considered wild, if the ground underneath is not tilled. This ensures a more consistent supply of ingredients for cooks.
-> Utilizing every Nutrient = +40% food from cooked food.
T2
-> The Hunt for Truffles = You have a 10% chance to find wild truffles, a form of mushroom, whenever you dig a hole in dirt or clay. The chance is increased to 30% if the hole is near roots. Truffles are golden mushrooms.
-> Seedy Foodstuffs = There is a 25% chance that when a food eaten raw or 10% chance when used to cook a meal, that a seed is generated.
-> Not so picky = You earn well fed buffs when your health is below 51% (50-) of maximum.
-> Healthy Diet = Well fed buffs are 100% stronger and last 200% longer.
T3
-> Fast Food = +5% melee attack speed and 5% ranged reload speed after eating cooked meals. If the meal is made with larva meat, you add an extra +5% to each of those effects.
-> Long Lasting Food = +50% longer food buffs and +25% stronger food buffs.
-> Ingredient Quest = There is a +15% chance that any raw ingredient is golden quality, when harvested by you or in the case of larva, killed by you.
-> The Smell of Food = +20% damage dealt by allies within 3 squares. This also reduces the price of items from vendors by -20%.
T4
-> Master Chef = 25% chance that additional food gained, will be golden. Additionally, whenever you cook with one golden ingredient, it treats the other ingredient as golden as well.
-> Sharing is Caring = +0.5 health gained per second to allies within 3 squares. If you have no one to share with, you earn +1 health gained per second instead.
-> Gluttony = If your food is at 95% or higher, you can now earn well fed bonuses at this level of health.
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85] Upgrade stuff = Like the mod in Rimworld, it allows you to upgrade an object (ie wall, fence, rail, etc) to the next higher tier, if you have the resources on hand. Rather than having to remove the object and place the new one.
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86] Have the hologram vendor sell all of the parts to the ancient weapon. I've been hunting for 5 hours now for the clear gemstone, and I cannot find it anywhere. Maybe have them cost 2000 credits, to make it prohibitive, and thus you'll still want to try finding them naturally, but if you can't find them, then you have this expensive option instead.
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87] Locomotive = A higher tier minecart essentially. Moves and accelerates faster, and can hook up train cars to it, to haul a massive amount of resources around, potentially allowing you a mobile base on rails, by having crafting stations on a train car.
The problem is the first form, has him place fire all over the place, and if you walk through it you take 50-60 damage. And he can toss fireballs that deal 100-200 damage as well. Oh and did I forget to say that he also teleports around too and when he teleports he destroys walls (so then you have zero cover)?... and he doesn't leave the arena, so yeah I'm going to say that he is impossible to fight without friends. He might be doable with that uber-weapon but still have not found a Clear Gemstone.
He might also be doable with that 20% damage reduction buff in Vitality, but Vitality skill is only at like 58 after 30 hours of playing. Don't really feel like grinding out Vitality.
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89] The Scarlet tier Dagger isn't a very effective weapon. It is better to hit hard and slow, rather than hit faster. Plus I've found so many Battleaxes, that its better to use them anyway.
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90] The Fireball Staff is honestly the best ranged weapon in the game. Until I found it, I thought that Ranged skill was a worthless skill, but with this thing, I can make short work of Cavelings. Pity it almost never drops.
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91] We could use an Iron-Tier spike trap.
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92] It might be nice to construct furniture with gold filigree or motifs on it, for that extra rich look, for my bases.
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94] Iron, and Scarlet Shields. Iron Blocks 85% and Scarlet 100%.
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95] Enchanting = Ability to add magical enchantments to our gear, to enhance it further. Could be made into a talent tree (if inclined, I could make a talent tree for it).
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96] Archaelogy = Ability to find trinkets, decipher lore, and find other ruins of interest. Could be made into a talent tree...
there also like 50-30% of the game left to be developed if you got scarlet shield before the 3 bosses well you'd be invincible for all the other bosses making the boss fight just click to win which wouldn't be very fun unless they change how the shield works but currently it's very easy to just hold up the shield while attacking and that just block all damage if it was 100% honestly even the 70% need changing just because of how easy all bosses becomes when you use the shield with health potions.
Sure the first three bosses, iron would make them a cakewalk-ish (except the worm, he'd still knock you around)... but you can't get Scarlet until you defeat them. Haven't met Azeos yet though.