East Indy, on 05 December 2016 - 04:23 PM, said:
Let me preface by thanking PGI for being open about game design plans — especially works in progress. It's not easy to subject an idea to criticism. It's extremely helpful, all the same. I'd like to calmly and rationally explain why embedding quirks in skill trees is not a positive change for this game, and is so fundamentally flawed that no amount of testing can fix it. So, again: hey, it's an idea, interesting concept. But it's not going to work. 1. It's a Solution in Search of a Problem Why? Because MWO is not a game with a shortage of potential variety. If a player wants a certain style with certain weapons in a certain weight class moving at a certain speed, there are dozens of 'Mechs available, each with a half-dozen variants. And then each one can be pulled into the 'Mechlab. Open-ended customization would make sense if MWO were a limited-roster title like Wipeout or F-Zero. But it's not. We have scores of choices to suit a playstyle, and as the Roughneck's unveiling suggests, if there's a burning desire for a loadout regardless of lore, PGI can oblige.
Your Concern is... there already a good amount of variety so why have more? Open ended customization leads to a varied play-styles with varied mechs. For example faster Direwolves, More speed and heat management with Artic cheetas, or maybe lrm, and ac cool down and better twist speeds with the King Crab.
East Indy, on 05 December 2016 - 04:23 PM, said:
2. Its Logistics Don't Work With the Current UX Several players have pointed out that skill purchases are totally at odds with a smooth Mechlab experience. Let's say you've made a build with four LB-X autocannons. You'll show everyone! You pop your range and cooldown modules in. You're about to push "Quickplay" when you come to your senses, rip out the LB-Xs, and choose a sensible loadout. You hit tonnage, swap modules, hit solo queue and immediately earn Ace of Spades. Now, let's try that with quirked skill trees. You rip out the LB-Xs and choose the sensible loadout. But you'd already invested in LB-X quirks. So, you go to Skills. You deactivate all the LB-X points. (You can, can't you?) Then you need to reactivate all the points for your new loadout. Well, actually — had you purchased them for this specific 'Mech? If you didn't, time for some button clicks, and maybe a microtransaction. Then you've got to work your way down trees, hopscotching to get the right combination of quirks. And you may need to do it three or four times for each system. What if it's not solo queue you're playing. What if four unit-mates are waiting? Heaven forbid you change your mind again and decide to go True Blue on the LBs.
Again your Concern is, its deeper customization. Also taking more time to stat a mech isn't really a bad thing now that their is more deeper customization per mech. As for the deactivate all points, (yes its a thing it even showed it in the trailer) I completely doubt re-specing is going to cost a micro transaction. For some reason your complaining about having more options, simply because it takes more time to get the mech you want. Its not a downside.
East Indy, on 05 December 2016 - 04:23 PM, said:
3. Every Solution to Balance Weak 'Mechs with Strong 'Mechs is Awkward Take the two 100-ton 'Mechs bookending Mech_Con's stage backdrop. The Atlas needs its brains quirked out to be half-effective. The Kodiak is so powerful it's been nerfed once, and indirectly nerfed twice. In order for MWO not to fold in on itself the day quirked skill trees are released, the Atlas needs some way of at least keeping pace with the Kodiak. Oh, there are options. But all of them stink.
a. Give the Weaker 'Mech Points to Start With. This is by far the most straightforward solution, and I imagine the first PGI will try in an effort to save the design. Whatever 'Mechs receive in skill points as a baseline, the Atlas receives more. But how many more does it need? The Atlas isn't slightly more quirked than the Kodiak. It's
exponentially more quirked than the Kodiak. Does this mean it has four times the skill points? Five? Ten? Is that even enough to match today's (insufficient) quirks? Is a new player ready to invest scores of points? Awkward.
b. Increase the Bonus of Weaker 'Mechs' Skill. Instead of having a Scrooge moneybin of skill points, a skill point would purchase more than 2.5%, or whatever the bonus, so that the same number of skill points could allow the Atlas to reach its current level of quirks. One problem: many 'Mechs are better off than the Atlas but not as good as the Kodiak. A few 'Mechs are worse. This mean
every single 'Mech will have a different bonus factor. Hey, our balance solution created a new balance problem! Awkward.
c. Give Weak 'Mechs Deeper Trees. The least baked of the solutions, it nevertheless needs to be identified. If an Atlas needs more quirk bonuses, let the player keep buying them! Except this saddles the player with a kind of 30-year mortgage where they pay their way out of performance debt and finally reach parity long, long after the Kodiak has been getting 1K games like it's breathing air. And, like increased bonuses, every 'Mech will have its own depth. What happens when a tree gets truncated — refund? Awkward
. -- Universalizing quirks is not going to work. Save your dev time and PTS electricity. My own humble suggestion is to simply make quirks more uniform — less eclectic, looking at you AMS RoF — so that
QUIRKS = BETTER all the time, which in turn makes them easier to understand. It doesn't matter if quirks are simple and similar, because MWO provides so many more dials for players to use for customization. Just trying to help!
I will admit this one makes sense Mech balancing is a problem. But with this system you'd be able to fix alot of mech problems that exist (for your own personal taste).