Posted By COECipher at 01:53 AM - Tue Apr 25 2017
Posted By Wolfguarde at 2:19 PM - Sun Apr 23 2017
Talents are for the most part going to be randomly distributed, except where the story requires them (I read this as dev intervention if things get stagnant). There will be artifacts and secrets liberally strewn through the world, but the odds of actually acquiring talents are so low that I wouldn't plan anything around them.
I hope we get more clarification on this, or perhaps some reconsideration if the decision is already made. Making talents rare is good because then talents become things that make a character special. But if talents are so rare that few if anyone ever notices them, then what's really the point of them? What's the point of coding a system that barely gets utilized? The game is not going to exist forever.
One of my biggest frustrations with MMOs is that everything tends to become cookie cutter. You come up with the same builds, go after the same gear, etc. With talents, CoE has an opportunity to inject uniqueness into [many/most] characters from the start (because it's totally random). Provided the talent list is substantial enough with a big enough tree, this could prove to be one of the MOST INTERESTING elements of the game.
Well, as I see it, the difficulty of activating talents ensures that players wanting them will explore unusual play styles and game paths to try to uncover them on their characters. You'll see a whole game subculture in CoE built up around sharing information trying to unlock talents.
But perhaps more importantly, it places talents as a hidden bonus that you might encounter playing how you want to play, as opposed to the central goal of your play experience. Discovering one will either enhance or change your game experience in a unique way - and you'll never know if you're going to get it or not. Hell, I'm pretty sure one of the triggers being considered to activate a talent is dying.
The cookie cutter argument... in my opinion, yes and no. It forces people to use all the same tools, yes. But with a large number of combat styles and the (possible) potential for the environment to factor into combat in a dynamic way, the stagnation that plagues other MMOs shouldn't be an issue. At the very least, players will have a multitude of combat styles to choose their moves from in order to customise their way of fighting; at most, if SbS takes the route of insane complexity and depth of mechanics, we'll have the ability to alter the environment and make use of objects mid-manouvre, adding a variety of options to combat that literally does not exist yet in a MMO.
Make no mistake, talents will be very interesting content. But talents aren't meant to be the focus of the game. If they are, everyone without one gets shafted - and if all else fails, some cheesy developer will look at the demand for it in CoE and make a clone game that gives everyone access to unusual abilities with almost identical content otherwise.