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Skill Tree Public Test Session


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#21 Gas Guzzler

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Posted 08 February 2017 - 03:58 PM

View Poststealthraccoon, on 08 February 2017 - 03:56 PM, said:

Ermahgerd, hi-capacity magazines for my Urbanmechs?!?!


Those are straight up illegal in California!!

View Postcoe7, on 08 February 2017 - 03:25 PM, said:


Does the C-bill UAV boosting skills stay in the pilot skill tree? So you can still gxp per pilot skills the UAV to same level as MC UAV?


This is actually a serious issue. If you have to spend skill points to get C-bill modules on par of MC Consumables, that's really bad. Hopefully we just aren't understanding this though.

#22 Racerxintegra2k

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Posted 08 February 2017 - 03:58 PM

This is the best thing that could have happened to me. I really needed to cut back on the amount of time i spend on this game.

I scrolled right to the part where it will cost 9.1million cbills to master a mech don't really care to read anything else, don't really have a desire to continue the grind.

#23 DeRazer

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Posted 08 February 2017 - 03:59 PM

The price in CBills is way out of whack. We've gone from costing NOTHING to improve your mech to 9 million.

OK - so the 9M is for "everything" which most won't need/want to do (as you get no benefit), but even so it needs to come down by about 2/3 I would say - so the "average" skill package covering a third of the nodes will set you back @1 million.

I've got >100 mechs "Elited" which I now probably can't afford to even make competitive (OK, I'm due a lot of cash for modules but even so).

This is also going to CRIPPLE the new starter experience who want to spend their CBills on mechs/weapons not eking out a few % improvements.

They need to pitch that value so that people don't end up losing out. I do NOT want to spend 9 million improving the Raven that I "mastered" but now only use once every 3 months..

#24 Destructicus

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Posted 08 February 2017 - 04:02 PM

I'll play the PTS, but this is incredible.
It's almost like they were set on going about this in the worst way possible.
Why invest anything into any mech when your dartboard balance will inevitably screw me out of my investment?
What's more, it'll be even easier to cheese your way to t1 by riding the meta.
And on top of this, all the fun of experimenting with different builds is pretty much gone without making substantial investments into mechs that will be inevitably "tweaked" once Paul decides to play darts again.

I had such high hopes for this, hopefully I'm wrong.

Edited by Destructicus, 10 February 2017 - 06:46 PM.


#25 Gas Guzzler

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Posted 08 February 2017 - 04:03 PM

View PostDeRazer, on 08 February 2017 - 03:59 PM, said:

The price in CBills is way out of whack. We've gone from costing NOTHING to improve your mech to 9 million.

OK - so the 9M is for "everything" which most won't need/want to do (as you get no benefit), but even so it needs to come down by about 2/3 I would say - so the "average" skill package covering a third of the nodes will set you back @1 million.

I've got >100 mechs "Elited" which I now probably can't afford to even make competitive (OK, I'm due a lot of cash for modules but even so).

This is also going to CRIPPLE the new starter experience who want to spend their CBills on mechs/weapons not eking out a few % improvements.

They need to pitch that value so that people don't end up losing out. I do NOT want to spend 9 million improving the Raven that I "mastered" but now only use once every 3 months..


Well its supposed to make up for the weapon and mech module costs. I do agree that it is an issue though.

#26 DeRazer

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Posted 08 February 2017 - 04:03 PM

Would have also like to see nodes focus on hardpoint locations as well as weapon types. Eg, "Arm weapons +1% per node", Torso Weapons Cooldown, etc. Those would be cumulative to the weapon nodes.

It would give those mechs with unfortunate hardpoint locations the opportunity to buff them beyond merely the weapon stat.

#27 MovinTarget

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Posted 08 February 2017 - 04:03 PM

View PostProf RJ Gumby, on 08 February 2017 - 03:51 PM, said:

MC consumables advantage - bad, very bad. P2W. It would make me leave the game, like I left few others that went that route.


MC UAV, Strikes, and Coolshots are game breakers for you? Really? Am I missing something because I don't see how they are P2W...


View PostProf RJ Gumby, on 08 February 2017 - 03:51 PM, said:

9.1 mill to master one mech? Pricey, pricey, pricey.


Right now Radar Derp + Seismic = 12 mill, How does that stack up here? I'm still setting up for the PTS so I haven't figured out if there is an inherent deal the deeper you get...

#28 Gas Guzzler

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Posted 08 February 2017 - 04:04 PM

View PostDestructicus, on 08 February 2017 - 04:02 PM, said:

I'll play the PTS, but this is incredible.
It's almost like they were set on going about this in the worst way possible.
Why invest anything into any mech when your dartboard balance will inevitably screw me out of my investment?
What's more, it'll be even easier to cheese your way to t1 by riding the meta.
And on top of this, all the fun of experimenting with different builds is pretty much gone without making substantial investments into mechs that will inevitably "tweaked" once Paul decides to play darts again.

I had such high hopes for this, hopefully I'm wrong.


Experimenting won't be bad, just focus on getting seismic sensor first, then some agility, while you are messing with different builds, and when you figure out what works best, you can lock in your weapon skills.

There are some other issues though.

#29 Racerxintegra2k

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Posted 08 February 2017 - 04:04 PM

View PostDestructicus, on 08 February 2017 - 04:02 PM, said:

I'll play the PTS, but this is incredible.
It's almost like they were set on going about this in the worst way possible.
Why invest anything into any mech when your dartboard balance will inevitably screw me out of my investment?
What's more, it'll be even easier to cheese your way to t1 by riding the meta.
And on top of this, all the fun of experimenting with different builds is pretty much gone without making substantial investments into mechs that will inevitably "tweaked" once Paul decides to play darts again.

I had such high hopes for this, hopefully I'm wrong.



THIS 10000000000000000000000000000 X this

#30 Paradox42

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Posted 08 February 2017 - 04:04 PM

I can only agree to what a lot of people here wrote already. If you want to give a lot of people a good reason to quit the game, go along with these changes. I have spoken to a couple of comp pilots lately who already quit, or are about to, and the same reason came up over and over again....balancing sucks.

Stop messing around with mechs, start balancing maps and game modes, that is where PGI should put work in, instead of messing around with quirks and skill systems. But I guess, since the player base keeps declining, this is just a last effort to milk as much money as possible out of the remaining playerbase before the game is finally dead.

#31 BLOOD WOLF

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Posted 08 February 2017 - 04:06 PM

GET IN THEIR AND TEST IT AND FEEEEDBACK!!!!

#32 DeRazer

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Posted 08 February 2017 - 04:11 PM

View PostGas Guzzler, on 08 February 2017 - 04:03 PM, said:


Well its supposed to make up for the weapon and mech module costs. I do agree that it is an issue though.

But if you never used modules, you're still out of pocket for the Skill upgrades just to get you back to where you were!

Perhaps they need to not simply refund the XP per mech, but also grant a limited amount of "CBill-Free" nodes proportional to the XP you'd spent on them (and locked to that mech). Eg, if I've "Mastered" a mech they should refund my 50K XP, AND give me 50 node points as "CBill-free"!

That won't enable me to unlock everything, but will at least enable us to get somewhere near where we were.

It still won't help new players though but perhaps the Cadet Bonus should be 100 free Node points as well as the Cbill buff.

#33 MovinTarget

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Posted 08 February 2017 - 04:14 PM

View PostParadox42, on 08 February 2017 - 04:04 PM, said:

I can only agree to what a lot of people here wrote already. If you want to give a lot of people a good reason to quit the game, go along with these changes. I have spoken to a couple of comp pilots lately who already quit, or are about to, and the same reason came up over and over again....balancing sucks.

Stop messing around with mechs, start balancing maps and game modes, that is where PGI should put work in, instead of messing around with quirks and skill systems. But I guess, since the player base keeps declining, this is just a last effort to milk as much money as possible out of the remaining playerbase before the game is finally dead.


I wish people would stop with the balance myth. Unless we all have the same hardware, same mechs, same builds... We still won't have "balance"

Most people equate balance with "I don't feel pooped on" rather than "things are fair and equal" which *really* means "Regardless of my circumstance I can do as well as someone who is in a better circumstance/is better than me"

So instead of calling for "map balancing" perhaps better match making that involves taking into account both the player historical performance *and* the state of their mech (leveled? effective build?) that way the tryhards in meta face only tryhards in meta and all the potatoes players in the trial mechs play each other... and you have to wait in queue until 24 players of comparable skill/builds are found because heaven forbid we mix up the potatoes-n-tryhards...

#34 Alexander Garden

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Posted 08 February 2017 - 04:14 PM

Keep your feedback and thoughts coming, everyone. Skill Tree is on public test for good reason!

I encourage everyone to use the dedicated sub-forum as well. It will be much easier to maintain discussions about specific components of the Skill Tree when there are dedicated threads in which to discuss them.

#35 Gas Guzzler

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Posted 08 February 2017 - 04:19 PM

So who wants to calculate the effective number of skill points?

Effective skill points = 91 - X

where X is the number of skill points it takes to unlock Seismic 1 and Seismic 2.

#36 shopsmart

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Posted 08 February 2017 - 04:19 PM

Way to much grumbling without any testing. Noticed people ***** about the total cost. Well if you bothered to read the notes, some mechs can't use all the nodes. Ex. the black knight is pure energy weapons, so a bunch of AC firepower nodes are a no go. Seems fair thus far. What I have to see yet is how far deep one can specialize or one can just open everything and thus no specialized role per mech. That will be answered when I play the PTS.

The magazine capacity I look foward to.

#37 silberfuchs

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Posted 08 February 2017 - 04:20 PM

View PostGas Guzzler, on 08 February 2017 - 04:03 PM, said:


Well its supposed to make up for the weapon and mech module costs. I do agree that it is an issue though.


Am I the only one that doesn't think the C-bill costs are that bad? Sure I would swap out radar derp and seismic, but the whole big advantage is that I don't have to buy 3 mechs anymore to master. Especially when you're buying assaults that's a huge savings...when you're only buying 3 of them to master the one that you really like.

3 Atlas at ~9 mil = 27 mil+Endo, Artemis, DHS, weapon costs

This is even better for omnimechs.

Sure, you're not going to see the cost savings as much on a Locust, but overall the prices don't sound that drastic spread out.

Edited by silberfuchs, 08 February 2017 - 05:44 PM.


#38 Gas Guzzler

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Posted 08 February 2017 - 04:21 PM

View Postsilberfuchs, on 08 February 2017 - 04:20 PM, said:


Am I the only one that doesn't think the C-bill costs are that bad? Sure I would swap out radar derp and seismic, but the whole big advantage is that I don't have to buy 3 mechs anymore to master. Especially when you're buying assaults that's a huge savings especially when you're only buying 3 of them to master the one that you really like.

3 Atlas at ~9 mil = 27 mil+Endo, Artemis, DHS, weapon costs

This is even better for omnimechs.

Sure, you're not going to see the cost savings as much on a Locust, but overall the prices don't sound that drastic spread out.


So you are of the view that we should just accept that the majority of variants are obsolete/not worth owning?

And even if that were the case, lots of variants can do different loadouts, so duplicates will happen.

Edited by Gas Guzzler, 08 February 2017 - 04:22 PM.


#39 HeresWhy

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Posted 08 February 2017 - 04:22 PM

The numbers are just criminally bad. How was .8 decided? a game of darts?

#40 Kuaron

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Posted 08 February 2017 - 04:22 PM

Still downloading, but all in all I like what I'm reading and would like testing it. :)

Points of criticism would be:
  • Reducing current quirks on quirked mechs and not touching non-existing quirks on already superior chassis (TBR, SCR, KDK3,...) doesn't seem to be improving balance...
  • Not sure I'll ever use auxiliary and JJ branches.
  • Very expensive CB-wise, as people stated

But still, please make the new skill system real, one way or another, and don't bury it altogether!





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