PM Insights: Sneak Peek Skill Wheel
re you curious to find out what we have on our drawing board right now, Tibians? Today, we want to give you a glimpse behind the curtains.
We are currently working on a new feature that will allow you to further specialise your character based on your needs and playstyle, the skill wheel. In this system your character gains points, one each level, that can be spent to unlock several benefits. These range from small perks like increasing your total hit points, to improving existing spells, all the way up to powerful and unique effects, like gaining access to a completely new spell. The skill wheel will have a use for at least 4000 points, thus allowing even the highest characters in the game to have something to look forward to.
Characters start in the centre of the wheel with a limited choice of perks to choose from. Once a certain number of points has been invested into a specific improvement, more possibilities to spend points open up and characters can branch out to unlock additional benefits and move towards the outer rim of the wheel where powerful new spells or abilities are waiting. In general, more complex bonuses need more points to be unlocked and thus, require a higher level.
In essence, you can shape your own path in the skill wheel. We want players to experiment with the skill wheel and with different paths. Therefore, we will make sure that you can go back on the decisions you have made for your character and respend your points on different perks and benefits without any significant investment.
Due to having a lot of points to spent, as the amount is based on your level, many of the upgrades are of a smaller, incremental nature so that you can always spend your newly gained points when levelling. Each vocation will have its own skill wheel with its own effects and spells.
These core aspects of the skill wheel hopefully allow us to meet the following goals:
Overall, we want to add a system that allows players of all level ranges to have something else to look forward to and be excited about in addition to the normal levelling progress. This is especially true after reaching level 400, as from there on out characters can wear every piece of equipment and cast every spell that is available to their vocation.
One of the core challenges with the design of this system is that it inherently provides additional power to characters and adds another layer of complexity. However, on the flipside it is also a great opportunity to allow more character individualisation. Moreover, it offers a way to add things that are both unique to a vocation and to the game itself.
We understand that you are probably interested in further details about the skill wheel or would like to ask all kinds of questions about it. At this point of time, though, it is too early to dive deeper since we are still in the internal design process during which a lot of things are still subject to considerable change.