Psychatik -> More efficient respec. (11/19/2019 3:16:07)
|
I'm sure this has been suggested before, and to be quite honest, I am not entirely sure HOW I should be posting, it seems like there's only ONE other suggestion post from one other guy here that has suggested HUNDREDS of ideas, but...literally nobody else. So I'm not sure where I should post, and I'm assuming I can here. Idea is simple, not sure of implementation with the engine, could we choose how much to train/untrain at a time? IIRC, only way to untrain is ...5 points at a time, and to just die to the Untrainer, which becomes very tedious, and time consuming. Could we choose to untrain/train 20-25 points at a time? The cost/battle price and difficulty is scaled based on how much you choose. I've wanted to take points out of Endurance and into Luck for a while, but to untrain 75 points of Endurance, then retrain into Luck is time consuming and tedious like I said. Another suggestion, possible a Z-Token item, or in game item for a lot of gold, is a potion to respec. By respec, I simply mean the potion resets your stats to 0 across the board. This allows the trainers to go 'Oh, you're level whatever, and you have X amount of stat points left' , like how they do now. While monetizing that function is kinda frowned upon in games, since I believe that should be an option for players in a game that involves levels and player-choice stat increases, it's a feature that is obviously hasn't been implemented because they don't wnat it to be. I think high level characters, max level characters, and fresh characters who quickly realized they might have showhorned themselves into a crap/wrong build too early would be more open to spending a gold sink or Z-Tokens into such an item. I see potential problems with it, a sort of "pay to win" element of paying to change your character around real quick to be better suited for an incredibly hard boss that your build was originally not doing well against, despite this being a single player game, I don't see an issue with this at all. Personally I prefer the untrainer/trainer idea of being able to choose a higher scale of training/untraining, in return of it scaling the price and difficulty of the training/untraining. As it is now, it doesn't feel good to untrain 1 level of stats at a time to a creature we just sit and die too, even if we can enrage him and he just kills us in 3 turns or so, then navigating back to him and doing it again and again.
|
|
|
|