Skill "tree" Or Other Gameplay Driver.
#1
Posted 02 December 2015 - 07:15 AM
This change has been touted as a way to bring a bit of balance to the presumed new players who will be supposedly coming in droves via the steam release. The idea being that by nerfing mobility, etc. of the mastered mechs of more experienced players the new players won't be at such a disadvantage and thus will be less likely to rage quit, etc.
Fine. I'm ok with that, even if I think it is an exercise in futility (the above presumes that it is the capabilities granted by the mastering of mechs via the old skills "tree" which gives experienced players their great advantage over new players, I think there is a bit more to it than that however).
Nevertheless, my beef here is not with the nerf per se, but how it makes the game look and feel to both new and experienced players RIGHT NOW (and presumably in a short time from now when steam release occurs) and how it affects us in at least the short term (assuming no significant change before steam).
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My thesis is that it is necessary to have an active and long term leveling mechanism within any game for it to be successful. Without it, I fear we are doomed. Great game play is simply not enough (and many here argue that we don't have that). In other words: PGI better get a leveling mechanism to replace the skill tree (or at least the appearance of a leveling mechanism) into the game, and they better do it real quick. Otherwise, I fear that they will have bigger problems than trying to attract new players, but rather retaining ANY players.
To wit: It takes an evening to at most a week or two of even occasional play to "basic" a mech. Then what is the new steam player to do? What do they look forward to? Unlocking modules perhaps? I've been playing less than a year on this account and have all mech and IS weapons modules unlocked, so that aint going to cut it even if you think it drives game play (I don't think it does).
As new players driven by steam and not likely their love of Battletech or Mechwarrior (otherwise they would likely be here already), pokemech is not going to be a driver of their continued play (or investment). So, as the game presently stands, what in game feature do you see as keeping them coming back for more? Besides pokemech what will keep the more experienced players coming back for more? CW maybe (no I am not joking)? Any thoughts here? If so, please share or better yet tweet em to Russ because I am really worried about this lack of core game play functionality. It isn't the specific affect of the skill "tree" that I am talking about here but rather the player perception of earning something of value that applies to the gaming experience, and provides a sense of improving capability over both the short and long term that we need (e.g. leveling). Previously I felt this was the skills "tree" now that it is effectively gone, what do we have?
TLDR: Assuming steam attracts new players, what will keep them playing the game if there is no sense of advancement or leveling in the game? What drives you to keep coming back for more other than collecting mechs or lore?
#2
Posted 02 December 2015 - 07:16 AM
But I also think the skill tree is WAY too shallow.
It should be an actual skill tree, with strategic decisions, etc. like in other games.
Ideally open-ended with some logarithmic advance in accumulating tiny bonus values.
What brings me back to this game (I have absolutely no collector drive. I consider it to be an instinctive behavior hardly above caveman level) is:
- tinkering around with builds and trying them out
- testing and improving my steering, aiming and tactical improvising skills
- hoping for good team play and funny chats (like IS vs Clans smacktalking in CW. very often hilarious
Mech tinkering aside, MWO is complexity-wise (Quick Play & CW is all there is) more like a "Browser game" pimped with 3D-graphics. But that doesn't mean it can't be fun to play.
I played the enormous Eve-Online for some years, all up to billions of credits (ISK) and capital ships. And I say it's a horrible, horrible game. Lacking basic reason in game mechanics and requiring to be unemployed or a student. More complexity is not always better.
Edited by Paigan, 02 December 2015 - 07:26 AM.
#3
Posted 02 December 2015 - 07:29 AM
#4
Posted 02 December 2015 - 08:03 AM
A skill bucket overhaul is needed too, but looks like we will have to wait a bit longer for that.
And BTW, i can't belive they haven't removed Pinpoint yet. Just remove it and make the other skills cost more. It's rediculous to have a skill that does NOTHING.
#5
Posted 02 December 2015 - 08:26 AM
What I am concerned about is what we as a community see as the aspects of the game that we think will keep the new more casual players of steam (who are presumably not driven by the mere association with Battletech or Mechwarrior) coming back for more? To me the only leveling in the game was the skills "tree". If that is essentially gone, what aspect of the game provides this "leveling" function (a necessary function for just about any successful game)? I don't see anything at the moment and that worries me.
#6
Posted 02 December 2015 - 09:05 AM
Bud Crue, on 02 December 2015 - 07:15 AM, said:
erm.... really not much if they don't really like the PVPness in and of itself. A skill tree/build divergence to play with or a PVE to explore are needed to keep a chunk of the new players around for long
Bud Crue, on 02 December 2015 - 07:15 AM, said:
Never underestimate the power of nostalgia ;-)
Also I do enjoy the quick play drops as (for me) it's fun PVP (powered by nostalgia)
#7
Posted 02 December 2015 - 09:12 AM
#8
Posted 02 December 2015 - 09:32 AM
Levi Porphyrogenitus, on 02 December 2015 - 09:12 AM, said:
Allow me to correct that statement
People have been asking for, and offering suggestions about, a new and improved skill tree with actual decision points involved.Since Beta 3 years ago
#9
Posted 02 December 2015 - 09:33 AM
Darian DelFord, on 02 December 2015 - 09:32 AM, said:
Allow me to correct that statement
People have been asking for, and offering suggestions about, a new and improved skill tree with actual decision points involved.Since Beta 3 years ago
Since Closed Beta, really, but I assumed that went without saying.
#11
Posted 02 December 2015 - 09:41 AM
Having a leveling XP system for every mech and every chassis so they could develop their mech the way the player wished to the exclusion of other skill trees. It was over overwhelmingly applauded.
Yeah 3 yeras later.... nada
#12
Posted 02 December 2015 - 09:48 AM
Stay tuned people, it's probably...wait for it..............wait for it...................... 90 days away.
#13
Posted 02 December 2015 - 09:53 AM
Would PGI have to include more weapon module increments to add more depth? You can GXP another 1m of range 10 times up to the max. 10% as opposed to the 5 levels in place now?
As noted above, sometimes having more just to say there is more, does not always make things defacto better.
P.S. Killing enemy Mechs is and has always been FUN and will remain being FUN as long as we can kill enemy Mechs.
Edited by Almond Brown, 02 December 2015 - 09:56 AM.
#14
Posted 02 December 2015 - 10:10 AM
Almond Brown, on 02 December 2015 - 09:53 AM, said:
Would PGI have to include more weapon module increments to add more depth? You can GXP another 1m of range 10 times up to the max. 10% as opposed to the 5 levels in place now?
As noted above, sometimes having more just to say there is more, does not always make things defacto better.
P.S. Killing enemy Mechs is and has always been FUN and will remain being FUN as long as we can kill enemy Mechs.
Actually very easy
Keep the same tree that we have not, as a default
Then say have 3 to 4o different paths for each mech of each chassis
Jenner for example
Track 1 Striker build to include Heat Gen Quirks and Range Quirks
Track 2 Scout To include senor type quirks
Track 3 Harrasser track to include buffs to armor and strucutre
Track 4 So forth and so on
There is IMHO a better way to balance mechs. That way mechs within a chassis that need tweaks can easily be done. And it gives me a use for the 6 million XP I have on my Jenner F that is literally wasting away
#15
Posted 02 December 2015 - 10:42 AM
Roles could include Fire Support (weapon cooldowns, maybe some range increases, and perhaps longer target decay times for lock-on weapons), Scout (boosted speed, multi-targeting, reduced sensor profile [relevant once infotech stuff finally shows up]), Bruiser (reduced critical damage received and other defensive boosts), Striker (a mix of mobility and short-range combat boosts), etc. PGI just needs to come up with 4 skills for each option, that are reasonably balanced against each other.
Throw in a way to re-spec (maybe a small GXP cost to reset your Elite choice?) and you'll have the beginning of a real skill tree.
#16
Posted 02 December 2015 - 10:54 AM
Show them they can make a buck off it and they may actually do it.
Edited by Darian DelFord, 02 December 2015 - 10:55 AM.
#17
Posted 02 December 2015 - 11:05 AM
Quote
playing a video game they find fun maybe?
Don't get me wrong, I agree wholeheartedly that we need more depth in all of these areas, but I don't see hits as being the main point of replayability.
#18
Posted 02 December 2015 - 11:07 AM
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