[Suggestion]Modifications to Talent System
issueid=1222 08-30-2012 09:12 AM
Ancient Member
Number of reported issues by JellySlayer: 114
[Suggestion]Modifications to Talent System

I thought I'd suggest a couple of modifications to the talent system that might be worth looking at. The main problem, as I see it, is that for a lot of talents, their effects are simply so minor that there's really no point in ever taking them. Moreover, most of the main benefits for talents are only really noticed in the early game. By the time you get to level 20 or level 30, new talents aren't really an important consideration. Here are a couple of proposals that I'd like to suggest:

1) Increase the potency of the weakest talents.

Of these, I think the ones in most desperate need of a boost are:
-All +Stat talents (charming, alert, tough, etc.): +1 Stat is a very minor effect, well within random variations for any character. I think if these were say, +3, they'd be pretty decent.
-Skilled lines: Very weak effect. Even taking all three of these is not really that valuable. I'd suggest the following: Change it so that taking skilled/very skilled/extremely skilled each add one dice to all skills. So a 1d3 goes to a 1d5 with skilled; a 1d5 to a 2d4, etc. This might be a pretty strong effect though. Maybe have only very/extremely give this effect might be a nice balance?
-All weapon affinities + brawler + ambidextrous: The problem is that many players change weapons frequently, and committing to any one style isn't always desirable. Also, +2 to-hit is still a pretty minor effect. I'd suggest either making the bonus bigger, or adding a damage bonus. Or both.
-Hardy line: Problem is that the characters who might want these talents (PCs with low To) can't take them. Maybe reduce To requirements slightly or increase HP gains.
-Silver Tongue line: Bigger effect would be nice here. Would also be nice if it affected items sold as well as items purchased.
-Pious line: 5% cheaper prayers is a very weak effect considering the quadratic growth rate of prayer costs. 10% each might be more reasonable. I don't know if this includes (pre)crowns or not, but if it doesn't, it definitely should.
-Mechanically inclined: This skill is rarely used anyway, so very few PCs would ever take this talent as it is. Not sure what to do with this one. Either scrap it or major overhaul.
-Scout/Stealthy: Increase the effect. There are skills that pretty easily cover these effects quite well as it is.
-Strong legs: Kicking is rarely used in combat anyway, even by monks, and this effect is not that strong.
-Healthy/charged: Both of these talents have very weak effects. The effect of charged is almost unmeasurably tiny for characters with max concentration, in fact.
-Good/great learner: After the bugfix on these talents, the effect is very weak. I'd suggest maybe 10% for good learner and 10% for great learner is not unreasonable.

2) Frontload talent choices toward the early game

At present, characters get talents every third level all the way up to 48, 16 in total, plus 1-7 starting talents. Since talents mostly are only effective in the early game, I might suggest the following: Have characters get a talent every other level between the levels 2 and 24, plus 1-7 starting talents. Characters would end up with only 12 talents from leveling, but they'd get them more at the point in the game where talents will have a significant effect, rather than having half of the game's talents being acquired so late in the game that their effects are no longer meaningful.

3) Create a small set of elite talents for higher level characters

An alternative to the above solution is to have a set of talents with a level requirement on them, but that are significantly more powerful than the regular ones. These talents could also have pre-reqs from the various talent trees, or high skill/stat values, encouraging players to choose talent lines from broader talent trees in order to get better elite talents. Or even combine this option with the one above: Characters levels 2-24 get regular talents every other level; characters 25-50 get one elite talent every 5 levels.
Issue Details
Issue Number 1222
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category Windows 7
Status Suggested
Priority 10 - Lowest
Suggested Version ADOM 1.2.0 pre 2
Implemented Version (none)
Milestone (none)
Votes for this feature 28
Votes against this feature 0
Assigned Users (none)
Tags (none)




04-23-2013 01:29 PM
Junior Member
It would be great if skill tree will be rewised somehow, upvoted

04-27-2013 01:33 PM
Ancient Member
You have my vote, talents definitelly need an overhaul. I often caught myself in the late game just picking a random talent upon level up, the ones available were that insignificant/useless.

10-02-2013 08:55 AM
Ancient Member
I think you should seriously consider 2) as well. Maybe raise some pre-requisites or even adding some to those that don't have. I'll put some thought into it and come back with specific suggestions.

10-03-2013 08:18 AM
Senior Member
I agree that there could be changes done to talent system. I basically end up every signle game with almost exactly the same set of talents.
---> speed talents first
---> treasure hunter second
---> good book caster third.
The rest is just not worth considering (aside from quick and lightning shot for archers and maybe the ones increasing carrying capacity for duelists and monks).

HOWEVER, unless soomeone takes it on himself and makes a comprehensive system with well balanced talents, I do not believe that making RFEs makes sense.

10-04-2013 05:52 PM
Senior Member
i didnt see this post. i just hit 'see all' and missed it. please move my talent overhaul thread to here. no reason to have 2.

10-04-2013 05:53 PM
Senior Member
Here is what I wrote i nthe other thread. sorry. didnt see this.

1. each level you get talent points (similiar to how you get skill trains ) based on your learning skill. Possibly also give bonuses for classes/races. or penalties
2. talents cost points. more useful talents cost more points.
3. classes and possibly racers get 'discounts' for related talents. For example melee classes get discounts for melee talents
4. add more powerful talents that you have to save up for.
5. to add to specialization have something similiar to talent trees. you can get multiple talents to raise your sword skill. Save 3-4, but if you get all of them you get a bonus. Each level costs more. If you get all of the talents related to magic casting, you get an added bonus.
6. could also increase the cost of some talents based on race/class. Barbarians have increased talent cost for ranged talents and magic. Don't just increase them for talents you probably wouldn't use with the class. Make it interesting.

This increases replayability and makes race/class combos more unique. Talents right now are rather weak and don't really do a lot outside a few of them. If we just give a talent each level or make them stronger then the game gets too easy. We would need to be careful with this and we might make the game too easy if you game it right, so it needs balance.

10-04-2013 10:46 PM
Senior Member
A related RFE can be found here.

10-05-2013 06:11 AM
Senior Member
Quote Originally Posted by gosos
Here is what I wrote i nthe other thread. sorry. didnt see this.
The talent point idea could at least be used to prevent the issue that some talents are seemingly a lot more powerful than others. On the whole, though, I think this idea is on a different level than the proposed RFE. Even if you could have, say, three affinity with -talents whereas you normally get only one, I still wouldn't take them because they'd still be just as useless as they are now. Whereas there are more useful talents available to use probably all your talent points anyway (archery line, treasure hunter, book caster, PV, DV, basher line).

10-08-2013 03:36 AM
Member
Since it's open season on the talent system, I'll chime in with some statistics: the percentage of players that chose a talent, and, between parentheses, the raw numbers, based on 425 flg files of wins who reached at least level 48, from the ADOM hall of fame.
Code:
Quick: 80.94% (344)                               Miser: 75.53% (321)                               Alert: 75.06% (319)                               
Treasure Hunter: 73.88% (314)                     Very Quick: 63.76% (271)                          Careful: 63.53% (270)                             
Greased Lightning: 57.88% (246)                   Defensive Fighter: 48.47% (206)                   Healthy: 46.82% (199)                             
Potent Aura: 46.82% (199)                         Long Stride: 46.59% (198)                         Hardy: 46.12% (196)                               
Porter: 40.24% (171)                              Good Shot: 39.29% (167)                           Good Learner: 39.06% (166)                        
Tough Skin: 38.82% (165)                          Iron Skin: 36.24% (154)                           Charged: 35.76% (152)                             
Shield Specialist: 35.53% (151)                   Master Packager: 33.41% (142)                     Keen Shot: 32.94% (140)                           
Steel Skin: 32.24% (137)                          Strong Aura: 31.76% (135)                         Shield Expert: 31.29% (133)                       
Beast of Burden: 29.65% (126)                     Mighty Aura: 26.35% (112)                         Shield Master: 26.12% (111)                       
Strong Magic: 25.65% (109)                        Very Hardy: 25.41% (108)                          Aggressive: 24.94% (106)                          
Eagle-Eyed: 22.35% (95)                           Immune to Pain: 21.65% (92)                       Quick Shot: 21.41% (91)                           
Dodger: 20.94% (89)                               Stealthy: 20.71% (88)                             Great Learner: 20.71% (88)                        
Extremely Hardy: 20.47% (87)                      Very Careful: 17.65% (75)                         Affinity with Polearms: 16.47% (70)               
Durable Magic: 16.00% (68)                        Sixth Sense: 16.00% (68)                          Affinity with Bows: 15.76% (67)                   
Lightning Shot: 15.29% (65)                       Good Book Learner: 14.12% (60)                    Extended Magic: 13.41% (57)                       
Affinity with Crossbows: 12.94% (55)              Natural Berserker: 12.24% (52)                    Basher: 11.06% (47)                               
Strong Healer: 10.82% (46)                        Ambidextrous: 9.41% (40)                          Mithril Skin: 8.94% (38)                          
Powerful Strike: 8.47% (36)                       Good Book Caster: 7.76% (33)                      Affinity with Daggers & Knives: 7.53% (32)        
Mighty Strike: 7.53% (32)                         Far Shot: 7.06% (30)                              Boon to the Family: 6.35% (27)                    
Charming: 6.35% (27)                              Heir: 6.35% (27)                                  Great Book Caster: 6.35% (27)                     
Affinity with Swords: 6.12% (26)                  Affinity with Twohanded Weapons: 5.88% (25)       Missile Weapon Master: 5.88% (25)                 
Strong of Will: 5.88% (25)                        Learned: 5.88% (25)                               Brawler: 5.65% (24)                               
Great Book Learner: 5.41% (23)                    Affinity with Slings: 5.18% (22)                  Affinity with Axes: 4.94% (21)                    
Tough: 4.24% (18)                                 Strong Thrower: 3.53% (15)                        Pious: 3.53% (15)                                 
Long-Lived: 3.29% (14)                            Strong: 3.29% (14)                                Melee Weapon Master: 3.06% (13)                   
Affinity with Maces & Flails: 2.82% (12)          Affinity with Thrown Spears: 2.82% (12)           Affinity with Staves: 2.35% (10)                  
Very Pious: 2.35% (10)                            Affinity with Whips: 2.35% (10)                   Scout: 1.88% (8)                                  
Affinity with Boomerangs & Scurgari: 1.88% (8)    Fey-Blooded: 1.88% (8)                            Affinity with Thrown Daggers: 1.18% (5)           
Silver Tongue: 1.18% (5)                          Mechanically Inclined: 0.94% (4)                  Natural Trader: 0.71% (3)                         
Skilled: 0.47% (2)                                Affinity with Thrown Axes & Hammers: 0.24% (1)    Good Looks: 0.24% (1)                             
Wealthy: 0.24% (1)                                Saint: 0.00% (0)                                  Very Skilled: 0.00% (0)                           
Filthy Rich: 0.00% (0)                            Very Wealthy: 0.00% (0)                           Dextrous: 0.00% (0)                               
Extremely Skilled: 0.00% (0)                      Affinity with Thrown Rocks & Clubs: 0.00% (0)     Affinity with Clubs and Hammers: 0.00% (0)        
Strong Legs: 0.00% (0)
As you can see, out of 100 talents, only seven (Quick, Very Quick, Greased Lightning; Miser, Alert, Treasure Hunter; Careful) have percentages above 50%. About half of the talents have been chosen less than 10% of the time. Yeah, not exactly a stunning discovery, we already knew that lots of talents enjoy little popularity, but it's nice to have some data to highlight the talents more in need of an overhaul.
Note: Keep in mind that almost all of the files come from ADOM 1.1.1; probably the boost to Heir in p9 will make it more popular in the future (also, in the old version you could not get the Skilled talent at all, since choosing it crashed the game).

As for this RFE, personally I prefer the suggestion (1); the game has lots of talents which sound good in theory but turn out pathetic because of their very weak effect. I especially like rho's comment:
Quote Originally Posted by rho
One way to keep talents relevant into the late game would be to change them from absolute values (eg, +1DV) to percentage values (eg, +10% DV). In the early game, you'd still probably only get +1DV, so it wouldn't be over-powered, but in the late game, when your DV is up over 60, you might end up with +6DV. Not exactly an earth-shattering increase, but enough that it would still actually feel relevant.
The affinities could benefit greatly from this idea, for example.

10-08-2013 06:54 AM
Ancient Member
Very nice data. Thanks for having the patience to do this.

10-08-2013 07:36 AM
Ancient Member
I would choose Strong Thrower more often, if it affected the throwing range of all items.

10-08-2013 06:27 PM
Ancient Member
Quote Originally Posted by Al-Khwarizmi
Very nice data. Thanks for having the patience to do this.
Seconded!

Only one person picked Good Looks... I wonder what they were thinking :)

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