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3 Major Concerns About Skill Trees


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#61 Quicksilver Aberration

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Posted 06 December 2016 - 01:41 PM

View PostYeonne Greene, on 06 December 2016 - 01:34 PM, said:

True. They could also just start the 'Mech tree off with the minimum already populated.

Which I am more of a fan of, it is just more confusing to newer players.

Edited by Quicksilver Kalasa, 06 December 2016 - 01:43 PM.


#62 Ziogualty

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Posted 06 December 2016 - 01:45 PM

One option could be:
Leave quirks on Mechs as they are; the more you skill a mech the more you can trade "stock" quirks with the ones in the new skill tree.

Old players: tuned/improved mech according to their play style with the new skills set.
Newcomers: still a decent mech to start with.

Edited by Attank, 06 December 2016 - 01:47 PM.


#63 Y E O N N E

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Posted 06 December 2016 - 01:46 PM

View PostQuicksilver Kalasa, on 06 December 2016 - 01:41 PM, said:

Which I am more of a fan of, it is just more confusing to newer players.


Locked slots, locked skills, all the same. :P

Actually, such a system provides a way to differentiate omnipods, too, and not just as a Set of 8. Hmmmm...i am intrigued.

#64 East Indy

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Posted 06 December 2016 - 03:43 PM

View PostJman5, on 06 December 2016 - 09:36 AM, said:

Now imagine you're trying to balance the Atlas D-DC for the new skill tree system using existing Quirks as a model. Ok the Atlas currently gets 10% energy and 5% ballistic/missile cooldown quirks. So you divide 5 or 10 by 5 and bake it into the 5 cooldown skill levels.

Now PGI has two choices here. They can go strictly by quirks so energy cooldown skills go up in increments of 4.5% (2 + 2.5) and ballistics go up by 3.5% (1 + 2.5). Alternatively they can just come up with one value, say 10% and so every cooldown skill goes up by 4.5%. The alternative approach would homogenize things more, but you wouldn't be favoring one weapon type over another.

Yeah, the second approach would be mercifully simpler for everybody, especially in communicating that a given 'Mech needed help. It would also spare PGI an unrealistic level of work in fine-tuning skill bonuses, because then they'd have to do it for every single weapon system on the 'Mech, and not just the ones they wanted to highlight or use to reflect a niche or lore.

The specific open-ended quirking I had in mind for the Atlas, though, was survival. It's percentage-based, so 50%. Obviously, you can't allow just any 'Mech to reach that, so you have to scale somehow; and we return to your alternatives. Or, as you rephrased, cook in those numbers. But then there are quirks to add to quirks. Is it worth upending everything to have a hybrid system?

To reiterate with what I closed with, I think a lot of "quirk fatigue" comes from how varied they are. I remember when you commented on variant-specific survival quirks during the infowar PTS. Was it really worthwhile to have one variant beefy and one vanilla and one in-between? Probably not, because it was confusing and potentially misleading ("Crap, I thought all Hunchbacks had structure, wasted MC"), as you explained. Similarly, the effort to quirk every last thing goes beyond the purpose of quirks, which is to balance between chassis and variants.

I really think it'd be easier if structure/armor were just part of the 'Mech — hey, it has a huge butt, so these are the numbers. And then you have energy, missile, ballistic, movement, jumping. Simple headers. Roll in all the good qualities so it's always a plus. There are still tons of factors, from silhouette to hitboxes to hardpoints to quirk degrees for 'Mechs to be differentiated.


View PostViktor Drake, on 05 December 2016 - 04:37 PM, said:

The question then is how long before that Atlas will gain enough SP's to offset its initial disadvantage? 10 SP,? 30 SP? 50 SP? 75 SP? Even 10 SP will require about 66 matches if the Altas can earn 1500 XP a match. 50 SP will require over 300. That is a hell of alot of time playing a gimped mech.

Exactly. I think that hems PGI into the "cooked in" solution, which immediately alloys the design into an equally labor-intensive hybrid.

#65 AnimosityMonk

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Posted 07 December 2016 - 11:20 AM

View PostXzip, on 06 December 2016 - 11:15 AM, said:


Can you STOP posting this bit about 1 to 1 conversion in EACH topic about skill tree? We discuss here what caveats new system may potentialy have instead of what grind it will be....



True - but here I see bit problem still. Shad Cat will have same max potential quirks like Stormcrow and Nova. I know that Shad Cat power is mobilty, agiltiy, ECM, hit and run tactics... however it feels silly that all three of them have max potential in quirks even if boating potential is completly different.

Personally I love to run 2ML + ERPPC + ECM Shad Cat. Funny little mech~

You can not have a conversation about how "good" the new system will be without also discussing it's drawbacks. If you really want to stroke Russ' ego twitter is the place to do it and not here in the forums.





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