It's true that you will need some high level items to be competitive in multi-player. I'm not quite sure where we are going to set the standard multi-player deck talent pool yet, it will require some experimentation. In general, we see multi-player as something that you "graduate" to after having played quite a bit of single-player, so you should have a decent item collection to choose from. Its true though that we will have some people who aren't interested in single-player at all and we'll have to think about how to deal with that.
Well... this lvl 30 character, from the pictures, has 10 talent upgrades assuming an original set of all clear, of course you might start with less than a full set of clear, otherwise it looks like a talent upgrade every 3 levels. We know from previously that equipment can also have level requirements, so I guess in order to make every level mean something, you can meet new gear level requirements inbetween talent upgrades.
No, the talent system replaces the previous level requirements. But you're right, I should have studied the picture more closely. Hmm -- " At the start of the game, you have no talents" -- so Borgo has 22 upgrades. Not an obvious division into 30 (or 29), so probably you don't get any on some lower levels and then they start popping up pretty regularly. Perhaps each color of talent operates on its own schedule. So Borgo may have gotten a clear bead every other level until he had all twelve at Lvl 24. Then the bronze ones are every 3 levels starting at Lvl 5, or something like that.
Oh, it's a shame. Having a complete freedom in deck building but being stuck with a "forced system-choose" talent acquisition. Do you choose this for developing problems or for another reason?
I guess we see the choice coming from the items - both what you buy or collect and which you choose to equip. The talents are just a constraint and not that interesting to make a choice from.
In terms of exactly how many talents you have at each level - it's something we're still tuning so I probably shouldn't say too much about it.
I was away for awhile and came back to see these two recent diaries on the site. This is awesome stuff. I realized that it's a bit odd for me to go "Wow, awesome!" when reading about game rules. Ordinarily, when one learns the rules for a completed-and-released game, one does not go "Wow, awesome!" for the basic concepts of "items," "stats," "adventures," and so on. What I'm enjoying here is really the detailed look into the process. The art is very lovely, yes; and I'm sure things like trailers with music will be lovely, too. But I love thinking about games all the way down to the system level. A "game rule" isn't just a rule: it's a SOLUTION. People struggled for . . . apparently, half a year to get the new skill rules. Then we see the "talent" system (I agree that the word "talent" is a little odd for this function) which is a solution for another long-lasting host of issues. It's exciting from an intellectual standpoint, and just plain fun, to watch a creative project as it grows. P.S.: "Borgo . . . do I know a King Borgo?" P.P.S.: Bonus points if you know the reference.
Oh, that's "The Horde." The videogame by that name; not any other concept such as Blizzard's stuff. On one hand, I've been told (on the internet) that it was a well-known game. On the other hand, I don't think I've met a single person in real life who knew of it. Eh.
Thank you. It deserves be more well-known, as it was a pretty good city development/defense game. It particularly deserves a place in history as the game where all sound effects were created by human voice. This was so well-done that it took me years to notice it was true.
Talent systeem seems to make sense to me. I think it'll work better than a lvl req. Or will there also be lvl req on items?
Unless I've been misinformed, the level req. was taken out FOR the talent system. So, no, there shouldn't be any level requirements. Jon should confirm that, though, because I don't want to lie to you. A bit off-topic of this thread, but not deserving of a new one: What will the next dev diary be about? The last few weeks we've been told in the prior dev diary what to expect of the next one. However, it seems as though we may be entering another radio silence phase, but I'm still up for guesses. Go team!
Good question, I'm trying to think of something right now! Truth to be told, I've been very busy with moving (from Canberra to Sydney) in the last week.
Oh! Well, take your time then. That's far more important. I take it that the search for an office is going well?
EDIT: Oh! How about you record a battle sequence and let us watch it? You could do commentary over it! And you could be "testing" the balance of the level at the same time. See? It wouldn't be a waste of time at all. And you wouldn't have to write everything! EDIT EDIT: Turns out that the "reply" button is not the same as the "Edit" button. (Fun fact #27)
One quick check at the relevant thread . . . and it looks like "The monsters!" is a popular topic that hasn't received as much attention. We have some details, like the fact that monsters can come in big mobs with a shared deck, but I don't think there's been a whole diary for them. There are other topics in that voting-thingy too, of course.