News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 234
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 259
Total: 259

Author Topic: Perks  (Read 2738 times)

0 Members and 58 Guests are viewing this topic.

Perks
« on: »
Has anyone thought about perks? I always starting to think about it, when I see the word "Perk" in the game files.  :D

I have some thoughts about it.

1. It should be something like "achievements".
2. It should give some small bonus. Or a big bonus, but for something really big.
3. It works as a "hidden passive"
4. A list of all hidden perks would located in an extra skill tab "Perks". It is activated after you received Perk.

How does this work?
Let's suppose you kill 100 goblins. Goblins are small and nimble, so you've got some experience while hunting. You get the perk "Goblin-Splitter" +X% Run Speed

Let's suppose you kill 100 trolls. Trolls are large and strong, so you get a perk "Trollsapper" +X Strength

I think this is not difficult, but requires imagination and free time.

What do you think about this?  :)
« Last Edit: April 05, 2015, 07:45:34 pm by Kva3imoda »

Share on Bluesky Share on Facebook


Re: Perks
« Reply #1 on: »
Yep, I played about trying to get them to work but had no luck. I put together a basic UI layout using the perk menu controller and all associated widgets which showed up just fine, and even read the relevant stats but I think the bit of code that gets them to trigger does not work. You can even define perks in the media\perks folder.

Perhaps it was to be used once you had reached level 100 or some other condition? Maybe worth asking on the official forums and see if one of the devs can throw any light on it since there's not much on the official wiki either.

I think that either the code is incomplete (seems unlikely given how much of it exists) or we just haven't figured out how to get it working. I ended up abandoning it out of frustration.

Re: Perks
« Reply #2 on: »
Firstly, welcome Deezire! Hope you like this little neck o' the woods ;)

Kva i *think* i saw a mod before that does something close to what you described. I'll try to find it...


Re: Perks
« Reply #3 on: »
Kva i *think* i saw a mod before that does something close to what you described. I'll try to find it...
Maybe you mean this one?

http://forums.runicgames.com/viewtopic.php?f=47&t=58327&hilit=bestiary

or this



I think I need a hybrid of these  mods.  :)

Re: Perks
« Reply #4 on: »
Yep, I played about trying to get them to work but had no luck. I put together a basic UI layout using the perk menu controller and all associated widgets which showed up just fine, and even read the relevant stats
That sounds interesting, I would have looked at it.  :)

Re: Perks
« Reply #5 on: »
Actually those mods above are very different ;)

What perks do is give you some kind of special bonus but you can only have one perk 'active' at a time. The perk menu controller in the UI layout is what lets you swap the perks between which one is active or not.

The problem is, I can not get the perks to trigger so that they become active in the first place and this is where I got stuck.

Some examples of perks;-
Filthy Lucre - Converts each point of Fame earned into gold.
Bounty Hunter - Receive a cash reward for any monster slain.
Armor Master - Lowers all Armor requirements by 1 point.
Arms Master - Lowers all Weapon requirements by 1 point.
Desperate Rage - When your Health drops below 25% you inflict double damage.

I guess they thought that passive skills were much more preferred, but I still think perks would be a good feature for end-game characters in the same way they added Paragon levelling in Diablo 3.

 

Recent Topics+-