New Skill Trees Replacing Quirks + Modules? Awesome!
#61
Posted 04 December 2016 - 02:22 AM
I'll be looking to see how it turns out, but ramping up the grind to new levels of insanity with the new skill tree will just make me leave forever no matter what other developments happen.
#62
Posted 04 December 2016 - 02:29 AM
Pjwned, on 04 December 2016 - 02:22 AM, said:
I'll be looking to see how it turns out, but ramping up the grind to new levels of insanity with the new skill tree will just make me leave forever no matter what other developments happen.
It might even drive me to step outdoors and see the sun for the first time since last April?
#63
Posted 04 December 2016 - 02:30 AM
Pjwned, on 04 December 2016 - 02:22 AM, said:
I'll be looking to see how it turns out, but ramping up the grind to new levels of insanity with the new skill tree will just make me leave forever no matter what other developments happen.
And what is really sad is that PGI have apparently chosen the easiest way of providing "endgame content" Because yeah, doing stuff like regularly releasing new maps, adding new weapons and tech, inventing new game modes, running meaningful events/tournaments/leaderboards/ladder seasons etc. actually requires development effort. It's much easier to just give the players a ton of grind to choke on
Edited by DGTLDaemon, 04 December 2016 - 02:31 AM.
#64
Posted 04 December 2016 - 02:33 AM
Pjwned, on 04 December 2016 - 02:22 AM, said:
I'll be looking to see how it turns out, but ramping up the grind to new levels of insanity with the new skill tree will just make me leave forever no matter what other developments happen.
I feel ya. As somebody else pointed out, MWO is about having fun with different mechs, not about reaching some dumb tier 10 of supermachines most games about vehicle pvp are about. It's about collecting them, tweaking them and screwing around with them. Dragging on skill tree will just make it way less fun, not more.
Also: will I have to pay additional C-bills/MC every time I want to try out a new build? (ex. because I invested in skills for weapons I no longer use)
Edited by Prof RJ Gumby, 04 December 2016 - 02:35 AM.
#65
Posted 04 December 2016 - 02:35 AM
#66
Posted 04 December 2016 - 02:38 AM
jjm1, on 03 December 2016 - 09:42 PM, said:
So a unskilled locust wont even accelerate. heh. heh.
The only real question I have is if this fixes problems that were there before, where OP mechs were OP without any quirks. Or whether this adds even more complexity than the quirks system we have now.
I'm pretty excited with a change though.
They said each mech will have a pool of upgrade points to use. So it's pretty simple, kdk 3 will have 10 upgrade points to use and vindi will have 400. Much like it happens with module slots now.
#67
Posted 04 December 2016 - 02:38 AM
Thomas G Wolf, on 04 December 2016 - 02:35 AM, said:
Aye, and "I won't need to buy new mechs in a long long time unless I sell off 75% of my stable...
#68
Posted 04 December 2016 - 02:43 AM
PraetorGix, on 04 December 2016 - 02:38 AM, said:
In that scenario, that would mean that the Vindicator would take 4 million xp to master and the Kodiak would take 100k.
No one would ever master a Vindicator.. and everyone would have maximized Kodys on the first day.
It isn't just about the number of skills, but the total cost of mastering a mech.
Edited by AnTi90d, 04 December 2016 - 02:43 AM.
#69
Posted 04 December 2016 - 02:45 AM
EgoSlayer, on 03 December 2016 - 10:31 PM, said:
That doesn't have anything to do with what I am saying. I have lets say 4 seismic modules so I can run a full set in CW so 24 million. I can use those modules on any 4 of my ~190 mechs.
New system I get my 24 million back, but now have to buy that for *every* mech. Lets say they cut the cost in half - 3 million. To put that on every mech is 570 million. Now consider the same thing for every weapon module you use. That's not a good thing.
EDITS: typos and some clarification.
I just ran through all my mechs and tallied up how much I've spent on modules.....I'm at a 981 Million refund as of right now. Go and all up all your modules off each mech, it only takes like 5 mins to do so, you'll be surprised how much c-bills you've spent (unless you really just sit on 4 radar deps and 4 seismic and move them all the time)
Edited by Vxheous Kerensky, 04 December 2016 - 02:46 AM.
#71
Posted 04 December 2016 - 03:25 AM
PraetorGix, on 04 December 2016 - 02:38 AM, said:
So regardless Vindi is still a sadists choice.
#72
Posted 04 December 2016 - 03:37 AM
Good. Very very good
#73
Posted 04 December 2016 - 04:27 AM
now clan mechs have quirks the EBJ has non and it poops dmg just fine
i mean what abut my hero mechs i PAYED MONEY FOR!!! wtf abut thos quirks MY LK!!
idk wtf there dong but im not happy D:<
iv said this before but i mean it
wtf are you doing PGI just make quirks less...OP? ****? not working rite?
why you even adding this
Edited by BabyCakes666, 04 December 2016 - 04:29 AM.
#74
Posted 04 December 2016 - 04:31 AM
SO
Currently your ebone gets the benefit of mastery of all the skills, plus whatever cooldown and range and whatever modules you put on it.
Currently, that's about 12% cooldown/ 10% range, on top of 5% cooldown and a speed tweak, on top of a large amount of mobility and agility and heat dissipation bonuses that get doubled.
Once this skill tree gets implemented though, now you'll have to pick and choose from that. Inner sphere will likely get a wider range of numbers to choose from VS clan, as russ said the skill trees are going to be unique to each mech type.
This skill tree is a NERF to clan and a BUFF to inner sphere, on top of being a huge normalization sweerp.
#75
Posted 04 December 2016 - 04:38 AM
And when you achieve that specialization, the mech is optimised.
However, I am interested if we still need three variants to "master?" A mech since that seems irrelevant now?
#76
Posted 04 December 2016 - 05:07 AM
Chuanhao, on 04 December 2016 - 04:38 AM, said:
And when you achieve that specialization, the mech is optimised.
However, I am interested if we still need three variants to "master?" A mech since that seems irrelevant now?
This works in singleplayer games. In multiplayer games, this ends up with older/paying/more grindy players having an edge over other players. This leads to P2W problems and overall imbalance.
I also wonder how PGI wants to keep the game running since they live off selling mechs. Who is gonna buy that monthly 3-4-mech mechpacks when levelling up a single mech takes 2 months? This game lives off the pokemech/collector syndrome, Neverending levelling is an exact opposite of this syndrome.
Edited by Prof RJ Gumby, 04 December 2016 - 05:08 AM.
#77
Posted 04 December 2016 - 05:30 AM
Edited by QuantumButler, 04 December 2016 - 05:30 AM.
#78
Posted 04 December 2016 - 05:33 AM
-will each mech chasis have its own unique skill tree with unique values/opportunities, or will all mechs work off the same skill tree?
-It APPEARS different mech chasis will have different "caps" on skill points to spend in the trees; Will heavily quirked mechs have some points already available to spend when you buy/pick up the chasis? This would alleviate the problem of having to play a sub-par Vindicator a bunch of times to make it competitive with the Kodiak that will only need a few games (if any) to be "playable" ?
#79
Posted 04 December 2016 - 05:36 AM
Vitade, on 04 December 2016 - 05:33 AM, said:
-will each mech chasis have its own unique skill tree with unique values/opportunities, or will all mechs work off the same skill tree?
-It APPEARS different mech chasis will have different "caps" on skill points to spend in the trees; Will heavily quirked mechs have some points already available to spend when you buy/pick up the chasis? This would alleviate the problem of having to play a sub-par Vindicator a bunch of times to make it competitive with the Kodiak that will only need a few games (if any) to be "playable" ?
Every robot you own has it's own sphere grid. Even if you have multiple DDCs, think of them as different characters in a RPG, even if they're all the same class they still have their own XP and skill points.
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