Design: Classes, Skill Tree, Progression
August 23, 2025β
- @rachaelrose1212
- @Galactic_15
- @jyu
- @maloki
- @Rev
- @Sp3cialK
Visual Working Board PDFβ
Meeting Formatβ
- Meeting included:
- Idea sharing (15 minutes)
- Weekly focus topic (30 minutes)
- Review of existing and in-progress ideas (15 Miuntes)
Classesβ
- Initial confusion noted around stance on class systems: original messaging emphasized "no classes," only build freedom
- New suggestion: unlockable archetypes as mid-game specializations
- Proposed as bundles of passive traits linked to abilities and lore, avoiding locked-in roles
- Could be implemented through rune gems requiring certain attributes or ability slots
Non-Combat Archetypesβ
- Suggested addition of profession-like bonuses (e.g. double mob drops, bonus wood gathering)
- Emphasis on passive, non-combat utility to enhance immersion and roleplay
- These bonuses would affect overland activities, not Rift gameplay
Skill Treeβ
Star Map Layoutβ
- Star map structure proposed:
- Center = core passives
- Radiating βwedgesβ tied to Essence types
- Outer rim = Divine Essence tier skills
- Color progression: center (dark) β outer (rainbow).
- Web of interlinked passive skills.
Visual & Functional Designβ
- Tree connected by curved lines with passive bonuses at intersections
- Skill point cost increases by distance from center:
- Core: 10 points
- Mid-tier: 20β30 points
- Divine Rim: 40β50 points
- Skills purchased using essence, with costs reduced by Rift completions
- Divine edge unlocks rare, powerful effects tied to divine materials
Passive Skill Examplesβ
- Double jump
- Limited glide
- Increased wood when chopping down trees
Essence Economyβ
- Proposed using essence to reduce cost of skills
- Essence could be farmed outside Rifts (e.g. from overland tasks), encouraging broader gameplay loops
- Showing gathered essence resources per player
Progressionβ
Dual Progression Tracksβ
- Two primary systems:
- Leveling and Attributes (Strength, Speed, Utility, etc.)
- Guild Reputation (guild specific progress and unlocks)
Attribute Condensationβ
- Proposal to condense six core stats into three meta-stats:
- Strength/Speed (Force)
- Abilities/Magic (Aptitude)
- Utility/Survivability (Presence)
- Level 100 model with dynamic XP scaling and diminishing returns
Perk Systemβ
- Perks tied to attribute milestones.
- Choose between Perk A or B per tier, can unlock both eventually via looped investment
- Examples:
- Step assist
- Reduced burn time
- Fall damage resistance
Guild Reputation Unlock Modelβ
- UI design in progress to visualize guild progression
- Proposed three types of unlocks:
- Linear level-based
- Reputation-only
- Combined requirements
Additional Topicsβ
Leveling vs. Gameplay Progressionβ
- Discussion around pros/cons of traditional level-based systems
- Alternative suggested: tie progression to completing gameplay objectives rather than XP numbers
- Question raised if essence + objective hybrid would offer better experience
Combined Progression Proposalβ
- Blend of divine-essence unlock path with traditional leveling:
- Example: 60% unlocked via milestones, 40% via essence grinding
- Would create dual paths to progression while preserving endgame goals
- Essence could be used to amplify perks, unlock unique skills, or offer alternate progression.
- Encourages overland farming and provides non-Rift activities for progression
Next Actions
- Next weekβs meeting will continue at a similar time
- Forum discussion planned for playtesting experiences, how far can you progress?
- Next focus: from the BIG team meeting, focusing on datapacks