At 10, they pierce, and at 15 they are tripled. At 5 points, his shots begin ricocheting. I'll take the Engineer's Machinegun bot as a quick example (subject to change, of course). In addition, you receive specific bonuses to each skill (apart from standard investment bonuses) at every 5 point mark, or tier, which are hopefully a good enticement to continue investing in a skill. Skills are made available for investment by level (just as they were in the tree), but their unlock level is no longer determined by vertical positioning in the tree, which gives us more flexibility to place them where we want them. We've talked about the skill changes in previous posts, but to recap, the gist is that there isn't a 'tree' per se. The biggest of these had to do with our skill system. Most of these changes were in response to feedback we received during the Beta and our own observations. We didn't know how long these would take when presales launched, because, well, we hadn't done the Beta yet. Immediately after the Beta we spent a good bit of time doing the last big changes that we were comfortable doing. My hope is that if I give you an idea of what we're doing, what it takes to do it, and the scale of it, it will make it apparent why that is. Many folks are anxious to see the game released - many have preordered, and want a date! We've been deliberately vague on this point. Instead, I'm going to try to give you a general idea of what we're spending time on, why we do it, and why it matters. I'm not going to spend a lot of time talking about potential features, and so on - because we're way beyond that point in development. It's been requested that I bring back the 'Not a Blog' features that I used to do for Mythos, in days of yore.
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