

One "good" Thing Coming Out Of The New Skill Tree Grind.
#1
Posted 05 December 2016 - 01:14 AM
Yay....
#2
Posted 05 December 2016 - 01:37 AM
El Bandito, on 05 December 2016 - 01:14 AM, said:
Yay....
I did say the new skill tree was going to be grind 2.0

#3
Posted 05 December 2016 - 01:47 AM
Edited by Blue Boutique, 05 December 2016 - 01:48 AM.
#4
Posted 05 December 2016 - 01:49 AM
Blue Boutique, on 05 December 2016 - 01:47 AM, said:
I'm pretty sure what ends up happening if the XP requirement is too steep, is that many players would try to maximize only their few best mechs as much as possible for e-peen purposes, and mech pack sale will plummet as a result.
Edited by El Bandito, 05 December 2016 - 01:50 AM.
#5
Posted 05 December 2016 - 01:54 AM
As a fact i welcome it.
My only gripe is they did not split weightclass and mech specific trees. But i can live with it.
#6
Posted 05 December 2016 - 02:01 AM
kesmai, on 05 December 2016 - 01:54 AM, said:
As a fact i welcome it.
My only gripe is they did not split weightclass and mech specific trees. But i can live with it.
I'm sure such an increased grind is wonderful for the new player experience.

#7
Posted 05 December 2016 - 02:08 AM
El Bandito, on 05 December 2016 - 02:01 AM, said:
I'm sure such an increased grind is wonderful for the new player experience.

It is easy to forget about the grind we had when pgi introduced the module stuff...
Hard to believe that a new player, starting in tier 5, will have a real problem with this stuff.
If he sucks, no skill tree or modules will make him better, if he is good those buffs won't give him a real edge.
#8
Posted 05 December 2016 - 02:10 AM
Blue Boutique, on 05 December 2016 - 01:47 AM, said:
Where are people getting this 3.5 million xp from ?
The demo showed 75sp pr mech at a cost of 10'000xp each.
That is 750'000xp. Which is still way to much.
#9
Posted 05 December 2016 - 02:23 AM
kesmai, on 05 December 2016 - 02:08 AM, said:
Hard to believe that a new player, starting in tier 5, will have a real problem with this stuff.
If he sucks, no skill tree or modules will make him better, if he is good those buffs won't give him a real edge.
The modules offered far less bonuses than that of the new skill trees, BTW, specifically on weapons.
Edited by El Bandito, 05 December 2016 - 02:28 AM.
#10
Posted 05 December 2016 - 02:32 AM
#11
Posted 05 December 2016 - 02:41 AM
Kmieciu, on 05 December 2016 - 02:32 AM, said:
The worst part is that PGI is still not offering any detailed info regarding it, even though the skill tree rework is reportedly "done".
#12
Posted 05 December 2016 - 02:42 AM
Assuming that some equivalent to modules like radar derp and seismic exist within the skill tree, the other problem with this approach is it removes the ability to share "modules" between mechs. Particularly when you're a relatively new player, it's hugely beneficial to move your modules between mechs as you play them.
To be clear (edit): I think there's some promise in the approach they've chosen. The devil will be, as ever, in the details.
Edited by Ano, 05 December 2016 - 02:43 AM.
#13
Posted 05 December 2016 - 02:46 AM
A lot of completionists are going to be angry that all their 'mastered' mechs are no longer fully mastered and they will need to play MWO for 9000 years in order to truly master all their mechs.
A lot of comp players are going to be angry that you have to play each chassis for years and years to unlock all the skills that are needed to compete. Plebs with only +5% energy range on their Timber Wolf will be powerless against the +15% energy range Master race.
Or maybe not. It's fun to throw out bold predictions tho.
#14
Posted 05 December 2016 - 02:50 AM
El Bandito, on 05 December 2016 - 01:49 AM, said:
I'm pretty sure what ends up happening if the XP requirement is too steep, is that many players would try to maximize only their few best mechs as much as possible for e-peen purposes, and mech pack sale will plummet as a result.
QFT
I expect the early levels of proficiency will be easy to attain and the ultimate levels fairly hard, but also worth it. That would leave mech interest about where it is. You have your favorite mechs you play a lot, but you are looking for some that might do something a bit better.
#15
Posted 05 December 2016 - 04:14 AM
Simplified said for MWO (with numbers being only an example, hold your flames, please):
The first 10,000 XP spent on a certain value give you +1.0 % (just an example)
The next 10,000 XP spent on a certain value give you another +0.9 % (just an example)
The next 10,000 XP spent on a certain value give you another +0.8 % (just an example)
etc.
Meaning:
- one would get rather quickly to like +5% (just an example).
- one would require some time to get to like +7% (just an example).
- one would require a really long time to get to like +10% (just an example).
The interesting thing is that newcomers could get competitive rather quickly, but still there will never be a "maxed out" ceiling at which point all your efforts will be useless and gathered XP will be irrelevant. Every game would make you a tiny bit better.
There could even be a tiny (!) skill drop over time, so that you have to play an occasinal match to "stay in shape".
But I guess understanding logarithmical formulas is too much to expect from gamemechanic designers...
So we're always hanging in one linear system or the other that is ultimately always dull once you're "through".
PS:
People having the need to "max out everything" to feel good are trapped in primitive collector drives ("if I have the most fur coats, surely all the females will come to my cave") and should be pitied for their mental problem, not pampered.
Edited by Paigan, 05 December 2016 - 04:16 AM.
#16
Posted 05 December 2016 - 04:15 AM
El Bandito, on 05 December 2016 - 02:41 AM, said:
The worst part is that PGI is still not offering any detailed info regarding it, even though the skill tree rework is reportedly "done".
Good. Maybe people will actually get on the PTS server and test it next month.
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