This is my analysis of the proposed skill tree system for MWO, as per This Trailer. First, let me say that this is an awesome idea - a true MMO-style customization system that allows players to select perks according to their needs. Virtually every MMO I've ever played does this, from Everquest to League of Legends, and I'm pleased to see MWO following suit: it increases player options, streamlines balance feedback and telemetry, and moves the game closer to role-based warfare (depending on what skills are available.)
However.
While I love the system, the investment cost I cannot love. Bear with me here as I break down the problem I see with this system:
Assuming I want to master all the 'mechs: there are currently (unless I mis-keyed my calculator) 348 unique variants in the game - as per my Mech Trees skill list. This means that if Pirhana stopped making 'mechs right now, I'd need two hundred and sixty-one million experience to make that happen. I've been playing for a while, but a quick guesstimation of my current excess experience says I don't havemore than a couple million lying around in excess 'mech xp.
If I played the game like a job instead of a hobby, 40 hours a week, let's see... Assume I average 2,500 experience a match, including Premium Time (which we shall assume I am always running) and first-win bonuses. Assume 7 matches an hour, including time in the queue. That's 8 minutes and 34 seconds a match, and all this works out to 17,500 experience an hour; ~700,000 a month; and 8,400,000 a year. It would take me thirty-one. fracking. years. to skill out just the current 'mechs - not including those currently in the pipeline.
Now, I own just 67 unique variants - so if that's all I ever bought, given the above assumptions I'd be set up for six years of grinding as a new player - which is longer than I've been playing the game. That's longer than anyone has been playing the game.
That's insane. That's more hours than I'd have to spend to level up all the character classses on an MMORPG like WoW, and remember - we're assuming that I'm buying Premium Time and treating the game like a job. If I even treat it like a part-time job and do twenty hours a week, you double those time estimates. If I only play a couple of hours and skip a couple of days like a normal person, you double it again.
This system will dramatically slow my investment in the game - both of time and of money. This will happen because personally I want to play on a level field - and under this system I will not be able to do that against players in their favorite 'mechs for months after I buy a new chassis. In addition, balance feedback for me, the player, will be reduced, because I can't tell if an enemy pilot's build is better, or if he's just burned a bunch of GXP to kit out his 'mech with 12.5% cooldown reduction, 25% extra structure, and 15% extra armor (and that's just 15 points!) Playing new 'mechs becomes less attractive, since I know I'll be at a disadvantage for a much longer time, and buying a new 'mech pack or variant means that I have to start all over again: it's literally like being a max-level character in WoW, but having to re-level your talent trees every time you changed your spec - by fighting other players who do have all their talents.
The staggering investment requirements for this skill system runs the real risk of creating a haves/have-nots divide. It's the Stock Trials problem writ large: new players start out with 'mechs that are totally under par, and must compete against more experienced players in superior, customized 'mechs. We solved that problem in the current game buy designing newbie-friendly, fully upgraded Trial 'mechs, and by giving new players a Cadet Bonus - plus a few million for going through the Academy. There are no Trial Skill Trees, however - no Cadet Bonus for 'mech skills exists, and players must repeat the experience of being significantly out-classed every. time. they pick up a new chassis.
I love the new system. It looks great, but the crippling investment cost looks game-breaking.
Edited by Void Angel, 05 December 2016 - 10:07 PM.