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Skill Tree Public Test Session


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#661 SuperFunkTron

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Posted 13 February 2017 - 08:16 PM

View PostCarl Vickers, on 13 February 2017 - 04:53 PM, said:

No discrediting.

Trying to get you to see the peoples point who have been playing for 4-5 years, have 200+ mechs the vast majority of which are mastered, have spend quite possibly thousands of hours doing this to get their mechs to this point, only to have it all washed away.

Games survive on replay ability and when you wipe someones hard work they tend to not like it.

Does that make sense?

3 years is not as long as those who were here from the beginning, but I can admit to thousands of hours of game time (I really need to find a way to make money off this game soon :P ). I've got a stable of over a hundred mechs with the vast majority of the maxed out. I am well aware the "lost time" that will result, but as I said before. Claiming that the current game has big replay value and that it will be lost in the new PTS specifically because you will not maintain all of your mastered mechs is a weak and selfish point to make when taking into account how much work and thought went into the new system. The current game is shallow, glorifies damage output, has no room for role development, and cruses incentive to diversify mech choices.

Take a look at post #644, particularly whats in the spoiler. Give it an objective read and fair comparison in terms of what it offers beyond our current mastered mechs. It is a system built from the ground up, fostering an entirely new game dynamic with more depth that allows people to accentuate strengths and compensate weakness of the mechs they like. It allows mechs to be role specific, it creates diversity by forcing players to decide what a mech is going to be used for.

Again, I agree that losing your mastered status on your mechs hurts, but the new system is much more enticing to me after giving it a thought out consideration. Let me know what you think after you read that post. Let me know if you think that a expecting more compensation for something that is can not be directly translated in the new system is a reasonable demand after you look at the new system in context rather than expecting old achievements to carry more value than they are worth in the new system.

I'm open to logical discussion and ideas. I have considered what is being "lost" and weighed it against what the new system offers. If you disagree, feel free to explain why and I will give it fair consideration. If its good enough, you'll even change my mind. Just give me the courtesy of the same indulgence in understanding why I believe we are winning rather than losing with partial reimbursement.

#662 Dex Spero

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Posted 13 February 2017 - 09:04 PM

View Postprocess, on 08 February 2017 - 07:38 PM, said:

I like the nuanced upgrade system over the current one, but I am very concerned that the pay structure will stifle customization and discourage people from buying new mechs.

I can understand this concern, but for me, I can honestly say this will encourage me to buy more mechs. I can't tell you how many times I have found a mech on Smurfy's where I like the hardpoint placement/type/quantity, then look at the quirks and think "Darn it! That's not at all what I'm hoping for", so I skip buying it. Now that I know I can give a mech the quirks I want it to have I am far more likely to buy it.

As I said, just a prediction that applies to my mindset, not necessarily true for everyone else.

#663 Lehmund

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Posted 13 February 2017 - 09:29 PM

Geez. Reading ppl complaining it would cost 9.1 c bills to master a mech. That's nothing,

This new system allows you to buy 1 mech, not 3, and Master it. How much did the other 2 mechs cost you in Cbills to master the 1 you really wanted?

Normally if u wanted to max out my fav irate mechs performance, I needed to buy 3 clan mechs, at say 30M plus Cbills, then I would need to buy 18M Cbills on modules . Total cost to master one mech and kit it properly to perform ? Close to 50M. Cbills.

With this system, I can buy 1 mech and 9.1 M Cbills and I can master it without spending the extra time in 2 mechs I didn't need in the first place. Total about 20 M Cbills .

I think that's better.


#664 Mercworks

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Posted 13 February 2017 - 10:00 PM

It's the casual player who gets killed. I've got chassis with hundreds of thousands of xp just sitting there, so all of the builds I run regularly I can max out under the new system and effectively have all the modules and quirks available on day one. The casual player may never save up enough xp to fully master even a single mech, much less a whole deck-worth. Any new players joining will essentially be facing mechs that he can't match for months or maybe a year of constant grinding. Who would want to beat their head against that wall? Imagine that, when you first started playing this game, every person you fought started off with all the modules and you had nada.

#665 Sauron

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Posted 13 February 2017 - 10:41 PM

View PostAppogee, on 13 February 2017 - 07:10 AM, said:

Have you actually used the PTS?

If so, why haven't you realized that any benefits of the 'expanded system' are more than negated by:
  • you have to level nodes that you don't want, to get to the ones that you do want;
  • you run out of skill points before you are able to level all the skills you want;
  • the incremental increases in skills are overall much less than those provided by quirks+modules+skills now.
This is not "MORE improvement". This is "less in what you value" plus "improvement you don't want" adding up to "overall LESS". You grind 2.5X Mech XP, you pay 9.1M CBills, you end up with a Mech that's less leveled than the one in your hangar today.


Again, have you actually used the new system and compared the final values it yields to those of your existing Mechs?


could not agree more...short, direct, good summation of the key gripes most *should* have once they fully realize the new system as it stands today.

#666 Kael Posavatz

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Posted 13 February 2017 - 11:20 PM

View PostLehmund, on 13 February 2017 - 09:29 PM, said:

Geez. Reading ppl complaining it would cost 9.1 c bills to master a mech. That's nothing,

This new system allows you to buy 1 mech, not 3, and Master it. How much did the other 2 mechs cost you in Cbills to master the 1 you really wanted?



Yep. On that basis, perfectly true. How much cheaper depends on the mech. I've been using thunderbolts so...roughly 50% cheaper to kit out 1 mech and buy 91 nodes than it was to buy and equip 3. You'll also be grinding that one mech (assuming you only grind the 2 you didn't want to basic) for more than twice as long to go from no-nodes to 91-nodes, but that's the breaks.

Two points to consider though.

1) It'll cost you roughly 5.3 million c-bills 79500xp and to bring your mech up to roughly 'elite' equivalent (you can't actually get there because there isn't as much heat dissipation offered and lack of generic weapon cooldown). This used to be free and come at 35750xp.

2) Modules were a capital expense (in both c-bills and XP). Once you had them, they were yours to keep, and you could move them around at will. I'm sure there are players with hundreds of mechs that have complete modules. But even most who've been around for a while will have modules in their CW mechs, a handful or two others that are played regularly, one that we are working on leveling, and that's it. If we want to take a mech out that we haven't played for a while, we'll kit it out with modules first or go without.

And, on a side note. Many mechs played just fine without spending any money on modules. Somehow I strongly doubt the same will be said of any mech without c-bills spent on nodes.

#667 Hagen von Tronje

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Posted 13 February 2017 - 11:22 PM

View PostSuperFunkTron, on 13 February 2017 - 08:16 PM, said:

3 years is not as long as those who were here from the beginning, but I can admit to thousands of hours of game time (I really need to find a way to make money off this game soon Posted Image ). I've got a stable of over a hundred mechs with the vast majority of the maxed out. I am well aware the "lost time" that will result, but as I said before. Claiming that the current game has big replay value and that it will be lost in the new PTS specifically because you will not maintain all of your mastered mechs is a weak and selfish point to make when taking into account how much work and thought went into the new system. The current game is shallow, glorifies damage output, has no room for role development, and cruses incentive to diversify mech choices.



weak and selfish point........much work and thought..
you really mean thought?
Give me a moment for a good laugh.
I'm a founder. In those years i have by now 97 Mechs, 90 of them mastered.
That is not much. I'm 52 years old, 3 children, a dog and a full time job. What do you think how much hours I can play a day or a week?
Do you really think i can stand another 3 or 4 years to get back to that point? Do you really think that it is a fair thing?
And what do you think how many player like me are here at MWO?
No, i do not think that they had really invested any thought in the benefit of their players....or maybe only in case of the wallet of them.

#668 mad kat

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Posted 13 February 2017 - 11:34 PM

This thread will of well overtaken the years old daily whine thread before the new skill tree gets anywhere near being forced in.

And for good reason.

#669 Burning2nd

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Posted 14 February 2017 - 01:24 AM

Its going to be very difficult it looks like to move what i have now to resemble something relatively the same

I should have more then enough... But it looks like some of what i have isnt going to matter much....

So where should i start

#670 Burning2nd

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Posted 14 February 2017 - 01:30 AM

So it appears to be 9.1mil to unlock a mech ? *am i understanding that correctly (i should have more then enough coming back in just modules to unlock everything i have )

But then ill need to use the GXp conversion? Im slightly confused...

Can some one give me the run down on what im gonna need to do with my mechs when this patch drops in a few weeks?

I could download the test server... But i dont have time for that

whats the total cost to unlock the mech's complete tree... 91x?

#671 Zergling

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Posted 14 February 2017 - 01:34 AM

View PostMovinTarget, on 13 February 2017 - 04:37 PM, said:

Carl, Dee, and Kvola,

Will you guys please just go 'round back the shed and compare sizes once and for all? You're not even on topic anymore...


It's the old argument from authority thing, as I was talking about some pages back.

In MWO, success comes more from a knowledge and understanding of the game mechanics than twitch skills, so the players that have higher stats (due to higher success at the game) usually understand the game better than those with average or bad stats.

Further, it really doesn't matter how much someone has played the game if they never understood the game; all they have is a great deal of experience at being bad.

The opinions of bad players aren't treated as 'equally valid' as those of better players, because this forum isn't some sort of 'safe space' where everyone has an equally valid opinion.

Edited by Zergling, 14 February 2017 - 01:35 AM.


#672 kptkohle

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Posted 14 February 2017 - 02:09 AM

I think the general approach of a new skill system is not that bad, but some issues have to be fixed:

- boating weapon is featured --> seperate SP-pool into weapon skills and other skills
- customizing mastered mechs is nearly impossible --> respecing have to be free and once unlocked notes have to be free to choose again
- not all weapons types have skill points --> introduction of machine gun and flamer SPs
- it's very expensive

#673 Hastur Azargo

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Posted 14 February 2017 - 02:16 AM

View PostZergling, on 14 February 2017 - 01:34 AM, said:


It's the old argument from authority thing, as I was talking about some pages back.

In MWO, success comes more from a knowledge and understanding of the game mechanics than twitch skills, so the players that have higher stats (due to higher success at the game) usually understand the game better than those with average or bad stats.

Further, it really doesn't matter how much someone has played the game if they never understood the game; all they have is a great deal of experience at being bad.

The opinions of bad players aren't treated as 'equally valid' as those of better players, because this forum isn't some sort of 'safe space' where everyone has an equally valid opinion.


And as I said earlier in this topic, this new system benefits most people who play more, which is why certain players who simply play a lot, albeit without much success, come to this topic and make arguments like "I'm fine with the changes, f*** everyone else", and then act like they presented a totally valid argument and demand their point to be respected. It's almost like we should just stop voicing our concerns because someone doesn't feel affected by the changes.

#674 Oberost

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Posted 14 February 2017 - 07:19 AM

Such a fun thread...

The usual PGI apologists saying that everything is fine and dandy and ignoring the raw facts (I know a person who really likes that word... Posted Image ).

Ok, I think that Appogge has nailed it before, but it needs to be repeated (wall of text incoming...):

The price (in C-Bills and XP) is outrageous. Who says that you only have to master one mech instead of three under the new system forget that I already have three mech mastered that I can use, while with the new system all the XP from this three mechs must be used to master one.
Not to speak about the C-Bills cost, which is 27 millions just for three mastered mechs. And the more mechs you have the worse it gets... Stop making assumptions with one two mechs and use a real example like one of the many that people have posted before: tell me how much C-Bills (and XP) do you have to spend to take your mech stable of +50 to a "mastered" condition under the new system.

The skill three just gives the "illusion" of choice, because when one option is flat out better than other there is no such choice. Promotes boating, and forces you to take unwanted nodes just to get to the ones you really want. In fact, it forces you to take Arm skills just to get the torso ones (hell, my Stalkers really need those Arm skills, for sure...).
And what about different roles? Well, you can use your spare points after filling the operations, lower mobility and survival trees to customize your mech, which in the end is just deciding what weapon tree are you going to maximize and how deep do you want to invest in the infotech tree. And that's all...

And having to pay for re-skilling is just... Do you know that every single one skill node that you want to re-assign costs you 125K C-Bills? Because yes, the system reimburse you the XP (after paying 25K for it), but you have to pay once again 100K to "buy" a new skill node. Fortunately as the new skill tree has better trees (see above paragraph) than others you'll only need to change your weapon tree of choice and probably nothing more. Such customization, much wow...

Oh, and let's not forget the balance that this new skill tree will bring: you're nerfing almost every single mech offensive quirks while at the same time you give the same skill points to all the mechs. Do you see whats wrong with this? No problem, I'll tell you: it just makes the OP mechs (the ones that already had no quirks or minimal ones) more powerful and the UP ones (the ones that needed those offensive quiks just to be viable) useless.
And one more thing, a 1% cooldown difference between Clan and IS is not going to help the Clan/IS balance at all. But PGI probably already know this, so I think that they are not concerned at all about this question (last patch explanation about engine balance was hilarious...).

At least PGI have said that the live implementation is going to be delayed until March, but I'm not confident about their ability to fix all those problems in a bit more that a month. After all, this skill tree seems to be the result of half a year development, so having one month to fix this mess doesn't seem enough.

We'll see...

Edit: grammar.

Edited by Oberost, 14 February 2017 - 07:41 AM.


#675 SuperFunkTron

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Posted 14 February 2017 - 07:48 AM

View PostHagen von Tronje, on 13 February 2017 - 11:22 PM, said:


weak and selfish point........much work and thought..
you really mean thought?
Give me a moment for a good laugh.
I'm a founder. In those years i have by now 97 Mechs, 90 of them mastered.
That is not much. I'm 52 years old, 3 children, a dog and a full time job. What do you think how much hours I can play a day or a week?
Do you really think i can stand another 3 or 4 years to get back to that point? Do you really think that it is a fair thing?
And what do you think how many player like me are here at MWO?
No, i do not think that they had really invested any thought in the benefit of their players....or maybe only in case of the wallet of them.

If you are arguing about the expense this is something I agreed with as soon as I played the PTS. The first point I made about it was that the system needs to allow for new players and those who don't play a lot to not get left behind and far weaker in comparison to those who have been playing much longer. I'm pretty sure its a general principle among most free to play games that it takes more time to to level up if you do play it for free, and significantly less when someone pays. That's the same model we have now. If your only concern i that you are losing mastered mechs and they cost too much, you've got a sympathetic ear, but look at post #644 for some insight as my basis for believing that a mastered mech from the live server does not equate to the PTS. Yes, it will suck if you are OCD about having all masters. It will suck losing all those pretty orange badges next to your mech. But is that the only thing your upset about or is there something else about the entire system? Maybe a game play point that we actually disagree on?

View PostHastur Azargo, on 14 February 2017 - 02:16 AM, said:

And as I said earlier in this topic, this new system benefits most people who play more, which is why certain players who simply play a lot, albeit without much success, come to this topic and make arguments like "I'm fine with the changes, f*** everyone else", and then act like they presented a totally valid argument and demand their point to be respected. It's almost like we should just stop voicing our concerns because someone doesn't feel affected by the changes.

As mentioned just above, F2P games generally reward amount of investment, be it time or money. Many games from the traditional system also rewarded people for playing more by providing more power and ability unlocks as people played more. This seems to be an offensive concept. Almost as offensive as things like objective analysis and logic driven discussion. Despite my agreement that costs are high, and my distaste to for losing elite status, I have accepted that there is a trade off of switching to a new system with vastly different mechanics. I too have spent years here, have over 100 mechs at elite status, and would like to go in to the new system with some advantage. The difference between us is rather than stomp at pout and hurl insults at those who try to explain the objective and logical benefits of what the new system offers and accomplishes, I decided that taking a hit with "master status" is a relatively small price to pay, especially due to the fact that a mastered mech now does not equate to a mastered mech in the new system. This is hardly an opinion, even if you want to continue to assert that it is. There is plenty of analysis provided in this thread alone, not to mention the huge original post explaining how different the new structure is. We both know that the new costs are steep, that we can't master all of our mechs right away and that it stings, but they come with some compensation that looks to translate reasonably well whether you choose to accept it or not.

@hastur, no one asked you to stop voicing concerns. What was asked was to consider the new system in its own context rather than trying to force a square peg through a round hole, but you seem fixated on proving that you are right by exclaiming cost is too high. If there is more to your stance, then offer counterpoints that support your claim. My favorite quote from your last post is this one: "certain players... come to this topic and make arguments like "I'm fine with the changes, f*** everyone else", and then act like they presented a totally valid argument and demand their point to be respected."! I remember my sisters' friends in highs chool using the same kind of logic. They were usually referring to another girl who upset them, "F*** that B****, what she know? She don't even know me! She thinks she's all that 'cuz she uses all those stupid facts like they're real or something." I'll give that its effective, especially since it gathers those who are feeling similar, strong emotion, but its funny when logical counterpoints or factually based points are continually avoided as responses to the opposing claim.

I think Appogee put it best:

View PostAppogee, on 13 February 2017 - 09:59 AM, said:


I appreciate your detailed thoughtful response. It's clear you and I have been looking at the new Skill Tree through completely different lenses.

I have the perspective of someone who has played this game with the objective mostly of leveling Mechs, optimising them, and gaining diverse experience of different chassis. From that perspective, the new Skill Tree is a big backward step because Mechs take much longer to level and are less optimised at the end.

On the other hand, you have the perspective of how the the skill tree, in a broader context, drives a different gameplay experience.

We are both 'right' from our own different perspectives.

In fact, I appreciate your perspective on how the skill tree and quirk changes make the game feel and play differently to current. When I look at the changes that way, I'm less depressed about the changes to come. I just need to reorient my approach to the game.


If all your concern goal is to master all your mechs, then you guys are right, those of us ok with stripping you of your achievements are ********. For those who are more concerned about game play mechanics and broadening the scope of the game rather than rushing to max out all of our mech upgrades, this is a huge step forward.

#676 el piromaniaco

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Posted 14 February 2017 - 08:10 AM

My main point of critic on the new system so far is that changing Skills is way to expensive.

In the old system, once i have grinded and spent all the GXP to unlock modules, grinded and spent all the XP to master that mech, and grinded and spent all the C-Bills for modules, i am able to try out different weapon setups and different modules on this mech by simply swapping them for free. And i can try the modules on other mechs too.
Once i have s stock of modules i can simply try them on every mech so to find the way it best fits my needs/playstyle.

Now, unlocing nodes just to try out what they do to this or that mech will be much more cost intensiv.

You can have it easier, you just have to spend Real Cash. And that's what PGI really wants. who can blame them, it's their business. Write a game to earn some real cash.
Not sure if it helps to increase the player base.

#677 Hastur Azargo

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Posted 14 February 2017 - 08:34 AM

View PostSuperFunkTron, on 14 February 2017 - 07:48 AM, said:

As mentioned just above, F2P games generally reward amount of investment, be it time or money. Many games from the traditional system also rewarded people for playing more by providing more power and ability unlocks as people played more. This seems to be an offensive concept. Almost as offensive as things like objective analysis and logic driven discussion. Despite my agreement that costs are high, and my distaste to for losing elite status, I have accepted that there is a trade off of switching to a new system with vastly different mechanics. I too have spent years here, have over 100 mechs at elite status, and would like to go in to the new system with some advantage. The difference between us is rather than stomp at pout and hurl insults at those who try to explain the objective and logical benefits of what the new system offers and accomplishes, I decided that taking a hit with "master status" is a relatively small price to pay, especially due to the fact that a mastered mech now does not equate to a mastered mech in the new system. This is hardly an opinion, even if you want to continue to assert that it is. There is plenty of analysis provided in this thread alone, not to mention the huge original post explaining how different the new structure is. We both know that the new costs are steep, that we can't master all of our mechs right away and that it stings, but they come with some compensation that looks to translate reasonably well whether you choose to accept it or not.

@hastur, no one asked you to stop voicing concerns. What was asked was to consider the new system in its own context rather than trying to force a square peg through a round hole, but you seem fixated on proving that you are right by exclaiming cost is too high. If there is more to your stance, then offer counterpoints that support your claim. My favorite quote from your last post is this one: "certain players... come to this topic and make arguments like "I'm fine with the changes, f*** everyone else", and then act like they presented a totally valid argument and demand their point to be respected."! I remember my sisters' friends in highs chool using the same kind of logic. They were usually referring to another girl who upset them, "F*** that B****, what she know? She don't even know me! She thinks she's all that 'cuz she uses all those stupid facts like they're real or something." I'll give that its effective, especially since it gathers those who are feeling similar, strong emotion, but its funny when logical counterpoints or factually based points are continually avoided as responses to the opposing claim.



Super, my remarks weren't aimed at you, because you obviously did provide arguments. Your point I do see, and I have already answered which parts of it I disagree with and why. Out of respect, I'll reiterate them:
  • It's hard to counter the "Many games from the traditional system also rewarded people for playing more by providing more power and ability unlocks as people played more" point without context, because I do know of constantly evolving MMOs that provide more and more content with new expansions that instantly outdate everything that exists in the game at that point, and I do have a problem with them because of those hard resets. I do prefer my investment to count for something long-term/permanent, and MWO did have such a system in place in a form of modules, which it's now taking away for no stated reason.
  • The fact that you have accepted the changes is your valid choice, but since there wasn't a glaring necessity for this setback, the rest of us don't have to accept them like you did. Again, we're talking about stated reasons, and PGI didn't state any reasons for doing this, on the contrary, Russ has said that the grind time should be "roughly the same". We do understand the possible reasons for this, as in "players play more, so let's give them more to do", but PGI didn't state this, and if they did, we would disagree with that specifically, because new mechs, wepons and modules were new content enough, there is no discernible need to increase the grind so steeply and add a c-bill sink on top of it. As it is, we have no official statement of why this is happening, and you choose to accept it, which is totally ok, but we do not have to, and we do not.
  • Replacing our dogs with cats without asking for it and making us pay is not a proper way to go. I heard your argument about role warfare, but I have my doubts about whether or not those roles will materialize, because I haven't seen anything so significantly different in the skill trees to truly provide roles. I'd take this argument if different mechs had different trees, but as it stands I don't see a single a reason why anyone would want to spec for a "role" (or how he would do that tbh) instead of just going for the "best" max dps build with seismic + radar derp + UAV + survivability + lower chassis. Moreover, speccing for a role might work with large organized units, but for PUG drops and small groups any roles that depend on a team to do something specific while having brought specific builds will too often be simply links in a non-existing chain, i.e. spotters in a team with no or too few LRMs. So I don't agree that the new system introduces roles to a degree where losing our "elite status" would be worth it. I doubt it introduces roles at all. We get the same skills we had from modules with slightly different numbers, which might offer some variety in playstyles, but not nearly enough to materialize different roles.
  • "mastered mech now does not equate to a mastered mech in the new system" <- I disagree with this too, as I said before, some less relevant numbers are higher, some are the same, and some are even lower. This nowhere near justifies 2.5x the grind and elimination of our persistent investments in modules. Oh, and there's a huge second edge to this. You know why War Thunder players constantly complain about leveling high-rank tanks/aircraft? Because the leveling process is too slow, which means you have to go in an unranked tank/plane into matches populated with ranked tanks/planes, which automatically means that you're gonna have a dismal performance, increasing the grindwall even further. So, even if the new mastered mech would have been very different from non-mastered mechs, this would make trying to master a new mech even more of a chore, because you'd have to take your unskilled mech into matches populated with maxed out meta mechs, and face dismal performance and slow advancement match after match after match. So increasing the gap between skilled and unskilled mechs is not as good an idea as it seems either.
And on top of all this, my concerns about shoving the game further into meta-only play, discouraging diversity and heavily taxing experimentation still stand. I hope this clarifies my points well enough. You chose to accept the price because you feel the incoming changes are worth it, it's a valid choice, we're okay with that, be we don't feel like the incoming changes are worth the price, or that there was any necessity to implement them. That's it. Cheers.

#678 MovinTarget

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Posted 14 February 2017 - 09:02 AM

I think a lot of complaints would disappear if they simply made a one-time conversion for raw skillpoints for each chassis, usable by any copy of that chassis you posses. The scale should be such that if you mastered a mech, you start off with 91 (changes notwithstanding) skillpoints for that variant in the new system. No additional cost, no refund of XP/GXP spent to master the chassis. If you have multiples, you can divide those SP between all of the copies, but you will get no more than 91 "converted" SP to start with and have to use additional XP/GXP/Cbills to round out those duplicates. The logic here is that you have enjoyed running multiples of a variant, but only had to level it once, that's different with this system, but you'll at least get back what you put in for leveling...

This approach would not penalize the players that leveled their mechs and give them the ability to leverage that work back into the new system with no additional investment save for time.

I know this doesn't address issues of the skill tress others have pointed out, but it seems it would address one major point of contention.

Having said all that, WTF WOULD I DO WITH ALL TEH CBILLS I GET BACK FROM THE MODULE REFUND?!?!?!? Posted Image

Edited by MovinTarget, 14 February 2017 - 09:03 AM.


#679 el piromaniaco

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Posted 14 February 2017 - 09:13 AM

How much do they refund for modules? Got about 100+ of them.

Ah, the price you paid for them. (must get some sleep it seems)

Mwuahahaha! Billions, here i come!

Edited by el piromaniaco, 14 February 2017 - 09:16 AM.


#680 MovinTarget

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Posted 14 February 2017 - 09:15 AM

View Postel piromaniaco, on 14 February 2017 - 09:13 AM, said:

How much do they refund for modules? Got about 100+ of them.


Full refund of original price... if those are all weapons modules you'd get back ~300 million, if they were all Radar Derp/Seismic, it'd be 600 million.

I'm estimating 1.5-1.6 billion cbills... no wonder I'm always space poor...
300 weapons modules...
100 various (radar derp/seismic.other 6mil modules)...
and more lol

Edited by MovinTarget, 14 February 2017 - 09:17 AM.






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