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Skill Tree Public Test Session


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#621 Dee Eight

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Posted 13 February 2017 - 10:25 AM

View PostWillothius, on 13 February 2017 - 02:35 AM, said:

Ok, let's take a moment to do the math:
That's almost 30 matches EVERY DAY, doesn't sound like your average MWO pilot to me, and I thought I played a lot already!


With the state of the matchmaker, games only average 5 minutes. Maybe 1 game in 10 goes past 5 minutes of play.

Quote

So, then you make enough CBills to skill up about 150 mechs. That's a lot, but I do assume you also wanna keep sp
ending on new mechs? (How else did you get the 200+ mechs?)


Except for spectacular sales I'm pretty much done. I've already bought everything that's cbill'ed that I want to buy. Hell I only even bought some ebons during the chicken walker sale because I said "what the hell, i have the linebacker and hellbringer" already. I don't see the minor existing skills as a necessity that makes/breaks a mech's performance because I typically do not build ridiculous alpha mechs that can volley twice and then need to hide to cool down. Mind you I also don't do silly troll builds on clan mechs with loads of fixed DHS (such as the warhawk I saw last night with ONLY twin gauss). Until the tech timeline advance and whatever new mechs get announced as part of it, my collection is good where its at now.

#622 Dee Eight

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Posted 13 February 2017 - 10:37 AM

View PostAppogee, on 13 February 2017 - 08:25 AM, said:


With so many posts now by people who have actually used the new system, and taken the time to explain its gotchas in some detail, there's really no excuse for ongoing ignorance.


I've used the PTS, I like the new system as presented with only a few minor issues which knowing they'd get buried in the forums behind all the complainers threads, I chose to email PGI about directly. I suspect when Paul tweets they're getting positive feedback, its because I'm not alone in having had ADULT thinking and just emailing them about enjoying the new skill tree rather than crying negativity on the forums.

#623 SuperFunkTron

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Posted 13 February 2017 - 10:44 AM

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.

Apologies for not understanding your different perspective at first.

I've approached the game similarly with trying to buy each mech, get them to elite status, and learn lessons to improve play along the way. I agree that it is a huge set back for us when we want to have our stables maximized.

I was worried when I first read the layout for the PTS, bothered for the first few matches, then had to stop and ask myself why they are doing it this way. Once I looked at it with "fresh eyes" and started figuring out their motivation, I analyzed the game like we all did to learn how to get good at it. Each complaint I read about the new system made me question why that change was made and what the end goal was (I clearly spend too much time figuring out "what" and "why"). It took time, but it allowed me to start grasping that the PTS is PGI actually integrating more of the Battletech mentality (thinking man's battle with specialized units) into a first person shooter. As much complaining as they get about not listening to the community, this PTS showed that they have been working hard on a way to make the game play feel more like simulator (moving away from the arena shooter/CoD feel) and adding depth to the system that will hopefully be expanded on to provide a more engrossing feel for FP (which is the real goal most of the community is after).

I'm happy to hear that you are less depressed about the imminent changes. I have no issue with differing opinions, they make me understand why I hold my own to begin with. I think it just shows that it would be very helpful for PGI to explain what they are trying to achieve in more detail or in a more digestible way for people to understand. (If you need to hire someone for that, just send me a message, PGI :P ).

And no apologies needed. Exploring through discussion is what will help us develop this game so I thank you for pushing your point :)
I really think PGI wants us to get the game we're after, it's just hard to see how much effort and learning and time it takes to make seemingly small changes that really have huge ramifications.

#624 Dee Eight

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Posted 13 February 2017 - 10:49 AM

View PostAppogee, on 13 February 2017 - 03:40 AM, said:

I also bought a car with an air conditioning system.

By your "logic", that air conditioning system was a priviledge (sic) and I shouldn't be concerned if the car company decides to replace it with a desk fan at the next service.


That's a false equivalency and you know it (or hopefully should). MWO isn't a game with physical tangible assets. Its the same as a playstation live where you're paying for the renting of the usage of the game as long as its kept available on their servers. Unlike the future MW5 which will be a one-time purchase with downloaded or dvd physical software that you install on your computer and its there to play whenever you want regardless of what then happens with the developer later (as my copies of BT1&2, MC2, and MW1 thru MW4 are also) or even sell if you no longer wish to own them.

If you wish to make a car comparison.. especially the ones with air conditioners... you should ask yourself what all the folks have done when they changed the gas spec using to provide the cooling inside those air conditioners. If you don't understand what that means... here's a simpler one... there were millions of engines designed around leaded fuels... when those fuels became unavailable later... it wasn't the car maker's fault.

#625 Zergling

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Posted 13 February 2017 - 10:50 AM

View PostDee Eight, on 13 February 2017 - 10:25 AM, said:

With the state of the matchmaker, games only average 5 minutes. Maybe 1 game in 10 goes past 5 minutes of play.


My average is a bit over 7 minutes. With queue times being 2-3 minutes, I only average 1 game every 10 minutes at best, assuming no other downtime between battles.

#626 BLOOD WOLF

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Posted 13 February 2017 - 12:06 PM

View PostHastur Azargo, on 13 February 2017 - 03:00 AM, said:

You seem to have missed the first paragraph of my post, where I provide the reasoning behind me thinking what I'm thinking. I wasn't just making a conjecture. You also seem to miss complaints from all the other people that say this will feel like a hard reset to them, and the fact that playing 10k matches/year is in no way close to average. What you're saying, while ignoring concerns from everyone else, is that you'll be fine. And you will, unless you unexpectedly burn yourself out, but like I said, you guys deserve this to be implemented, of only to see what happens. Posted Image

you and some other people don't get to write of people who disagree as missing the point, or being dismissive. I read your post and I didn't agree with what you said.

View PostHastur Azargo, on 13 February 2017 - 03:00 AM, said:

You seem to have missed the first paragraph of my post, where I provide the reasoning behind me thinking what I'm thinking. I wasn't just making a conjecture. You also seem to miss complaints from all the other people that say this will feel like a hard reset to them, and the fact that playing 10k matches/year is in no way close to average. What you're saying, while ignoring concerns from everyone else, is that you'll be fine. And you will, unless you unexpectedly burn yourself out, but like I said, you guys deserve this to be implemented, of only to see what happens. Posted Image

no that actually is not what I said. I agreed that the requirments for leveling are a bit high. Given if a person comes into the game with nothing. That's a lot of points to master a mech.

However the ranking of a mech should not be that fast either. Players that have been here for years deserve to have a few mechs auto-ranked. New players have to work for it, and if vets want new mechs they have to work for it as well.

One solution for them to do is increase the amount of xp to be made in a match. Right now its still a bit low.

View PostTanar, on 13 February 2017 - 09:42 AM, said:

ouch- 9 million cbills to master up one mech? <checks current cbills> well that's 3 of my 163 mechs I can remaster- of the 150 or so of them that currently are mastered. woohoo?

they need to rempove the C-bill cost. It makes no sense at all. Wtf were they smoking

Edited by BLOOD WOLF, 13 February 2017 - 12:13 PM.


#627 Cy Mitchell

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Posted 13 February 2017 - 12:46 PM

View PostBLOOD WOLF, on 13 February 2017 - 12:06 PM, said:

they need to rempove the C-bill cost. It makes no sense at all. Wtf were they smoking



I do not play hundreds of matches per month so I am just as worried about the XP cost as I am about C-bills. If my calculations are correct then I can Master 4, maybe 5 of my 30 Mechs. That is only if I am willing to use MC to move quantities of XP off of some Mechs so I can use it on my favorites. I am not even sure I could Master a decent FP deck.

On top of that, it used to be that an Elited Mech was nearly as good as a Mastered Mech. That one extra module slot was no big deal and easy to overcome. With the new system, There is a really big gap between a Mech that is comparable to an old Elited Mech and the new Mastered Mech.

Edited by Rampage, 13 February 2017 - 12:49 PM.


#628 mad kat

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Posted 13 February 2017 - 01:09 PM

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

Weren't they 1000 XP each at MechCon, now 1500?


Ah sorry I thought you were referring to the cbills price. Never mind.

#629 Hastur Azargo

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Posted 13 February 2017 - 01:21 PM

View PostBLOOD WOLF, on 13 February 2017 - 12:06 PM, said:

you and some other people don't get to write of people who disagree as missing the point, or being dismissive. I read your post and I didn't agree with what you said.

Maybe, but you basically accused me of making an unfounded conjecture, and I pointed out that it wasn't unfounded. As it stands though, your only grounds for disagreeing with me is that if someone played 10k matches over a year, which several people pointed out is probably way more than average. We don't have exact metrics, but we do have a feel for the game and how fast it can cause burnout. I know I didn't play more than 6-7k games over 4 years, and most of them were in early days, before stat reset. Post reset I've only played about 2k games. But I kept buying new mechs because I knew I've already had all the modules I want and mastering these mechs won't be a chore when I feel like it.

What this means is that I'm not being dismissive. I'm just saying people defending this system don't address the concerns that we who don't like the system have voiced. Their suggestion is just "deal with it" or "People that have played 10k matches won't have a problem", and I can disregard these suggestions because they don't address the problems the system creates.

Let me remind you what I was replying to when I said that this isn't the big picture.

View PostDee Eight, on 12 February 2017 - 04:31 PM, said:

Perspective people...

In one year of play from January 4th, 2016 to January 4th, 2017 played over ten thousand games, at an average of just over 140k cbills and 1200 XP per match. That means I could have bought EIGHT thousand skill points in a year. That's just on mech XP. Most players of the game are not mech harem owners like me (currently 209 mechs) and thus the new skill tree system isn't the sky is falling scenario the forum warrior whinage brigade want to make it out to be. I actually like the skill tree proposed. I hope PGI sticks to this plan and doesn't knuckle under like they've done in the past because of a hundred complainers on the forum. See the BIG picture... there's tens of thousands of players of the game each month, and yet only a thousand or so actually use the forums.


And if you look at a more recent post by this same player:

View PostDee Eight, on 13 February 2017 - 10:37 AM, said:


I've used the PTS, I like the new system as presented with only a few minor issues which knowing they'd get buried in the forums behind all the complainers threads, I chose to email PGI about directly. I suspect when Paul tweets they're getting positive feedback, its because I'm not alone in having had ADULT thinking and just emailing them about enjoying the new skill tree rather than crying negativity on the forums.


So, as you can see, his point is basically "I'm an ADULT here, I played 10k matches, I'll be fine with the new system, f*** everyone else". The concerns aren't addressed. And the concerns weren't just about grind times btw.

#630 Hastur Azargo

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Posted 13 February 2017 - 01:25 PM

View PostDee Eight, on 13 February 2017 - 10:49 AM, said:

there were millions of engines designed around leaded fuels... when those fuels became unavailable later... it wasn't the car maker's fault.

Except everything here is PGI's doing, and this new system isn't based on some tectonic force majeure. Hence the complaints.

#631 Osis

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Posted 13 February 2017 - 01:36 PM

View PostBLOOD WOLF, on 12 February 2017 - 09:31 PM, said:

yea, such a great counter argument. He makes a good point.


Kameraden,

I do not believe a player with 12,000 matches a year is Rank 3, so I did not spend time on it. And if he did play that many games and only make it to Rank 3 then to quote Mr.Blastman "Terribad".

Need 1.04 Billion C-Bills to Master what I have under this new system, already have 450 million plus what ever refund I get. But I really cannot see the replay value at this point in the game lifecycle.

I mean, what is the point? Just work on the Tier 1 Meta builds and forget the rest.

Seyla,

Edited by Osis, 13 February 2017 - 01:44 PM.


#632 Hastur Azargo

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Posted 13 February 2017 - 02:11 PM

View PostSuperFunkTron, on 13 February 2017 - 10:22 AM, said:


The fact that module benefits got taken down from 12% to 5% appears upsetting at first, but when you consider that this is applied to all mechs equally, it remains a balanced adjustment. Looking through the quirk adjustments, you will notice that there appears to be an attempt to retain the uniqueness of some of these builds, but an over all reduction looks to be the result of tweaking the game mechanics from the ground up.
This clearly is not an erasure of all the previous quirking they did but rather a means to adapt it to the PTS mechanics. Basing your position on a percentages comparison doesn't provide it any strength because it doesn't account for the systemic changes that affect the entirety of game play but rather the mechs alone. That means it lacks the appropriate context it requires to be properly evaluated. Take a look above at post #644. It provides a look beyond just numbers and discusses the nodes in their actual context as opposed to comparing a dog to a cat and being upset the dog poorly climbs trees.

As for cost/grind. I agree wit you there. It shouldn't be overwhelming.

Let me start by saying I too appreciate the long thoughtful response.

Now, you know, if you walked into every dog owner's home one day and said "congratulations, your dog is now a cat", well, that would probably make for a good sitcom or reality show, but something tells me dog owners wouldn't be happy. With varying degrees of expressing that.

Also, even if this is a different animal entirely (which we didn't ask for, but ok), my main concerns with the system go beyond the mere grind. They are, and allow me to quote myself here:

View PostHastur Azargo, on 09 February 2017 - 12:45 AM, said:

This system benefits people that only have a handful of mechs. It deincentivizes collecting and destroys half the long-term investments. It encourages only getting the best mechs and locking them into the best builds, punishing experimentation and deviations from meta.

View PostHastur Azargo, on 09 February 2017 - 06:29 AM, said:

you'll be looking at a system that heavily discourages buying new mechs, much less in $20 triplets, as every new mech out there isn't a shiny new toy, but a massive chore.
--
Actually, I only just realized PGI is kinda shooting themselves in the leg with this too, as any balance pass that will necessitate change of skills will inevitably lead to people on forums howling "WTF PGI, I JUST SPENT SO MUCH TIME/MONEY BUILDING THIS MECH AND NOW YOU NERF IT". I'm just surprised why PGI didn't realize this back when this was on paper.Posted Image


All of these concerns go beyond just grind or having to reinvest into modules for each new mech. The new system will change the ecosystem of the game, and not in a positive way. I remember the time in summer of 2013 (I think), where insta-Gauss+PPC jumping Assault meta made me quit not because I was burned out, but because playing the game became unbearable. With this new system playing metamechs will be heavily encouraged, plus with nerf to ECM and buffs to LRMs I dare envision another coming of LURMageddon, which will inevitably cause player frustration and exodus, necessitating PGI's response. I just don't understand why PGI can't see these problems before they hit the demographic counter.

P.S. Here's an interesting exchange between Russ and and a concerned player:
Posted Image
As you can see, Russ, for some reason, seems to think that people would have rather invested millions of c-bills into duplicate modules, rather than swapping them around. I remember when previously people complained about module cost, Russ (or someone else from PGI) said that modules are so costly because they are intended to be end-game items, and not available easily which kinda implied that people wouldn't buy duplicates, and instead be "diligent" enough and swap the modules around. This goes to show that PGI didn't take into account a lot of things when they initially planned this (which is understandable), so I hope they'll make changes based on our feedback. It's either that, or I'll take a break until this new system is fixed after it has done its damage.

#633 Master Maniac

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Posted 13 February 2017 - 02:17 PM

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:


P.S. Here's an interesting exchange between Russ and and a concerned player:
Posted Image


It's truly hard to believe that the "guy in charge" could really actually believe something like that. That players actually went and bought dozens upon dozens of 3+ mil modules, rather than spending that money on mastering new chassis or just straight up buying new ones just to play with for fun.

It shows you that PGI's entire view of the game is based upon one narrow, defined notion based on their own personal preference, period.

Anyway, suffice it to say, I'm not against the notion of revamping the efficiencies system. As it was, it was arbitrary and dumb - but of course that didn't stop people from investing their time (read: C-bills) in it out of necessity. Those players are kind of getting the *insert name of rude gesture here* and being told to start from scratch.

I've said it before and I'll say it again: the really negative part of me (as in, the dominant part) says that this is nothing more than a shady conceit, an attempt to reset the grind and make old players do it all over again to make up for the lack of new content. The small-voiced optimist in me says that this was merely spectacularly ill thought-out. I guess we'll see which of the two it is in the long run, but I will say this: some form of substantial remuneration (virtual remuneration, of course, y'know, in C-Bills) for each mastered 'Mech would go a long way towards making this....well, probably not palatable, but easier to swallow. For now. While it is (hopefully) worked on.

So, two options:

- For every MASTERED 'Mech chassis a player has, they get a one-time 5-million C-Bills dump to "celebrate" the skill system launch (read: get at least some of what they already grinded for back).

- Every MASTERED 'Mech comes with the old efficiencies pre-installed.

Either of those two options would be sufficient to satisfy me. I can't speak for anyone else, and I'm fairly confident something similar to those suggestions above has been mentioned somewhere before this post. But this is a lot of forum to have to dig through to find out for sure, which I will do eventually, but I want to put those thoughts there before I forget them in case they weren't.

Edited by Master Maniac, 13 February 2017 - 02:27 PM.


#634 Kageru Ikazuchi

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Posted 13 February 2017 - 02:44 PM

Many players did. Many of us did buy a metric butt-ton of modules ... kit out enough 'mechs to play FP and be ready for practice / competition, and I easily have 15-20 fully moduled 'mechs at any one time.

This doesn't include the dozens of 'mech and weapon modules I rarely use anymore.

I have nearly 300 'mechs, probably 150 of them with the master slot unlocked. I do not intend on filling out the skill trees on more than about 25 until we understand it better. Even then, I probably won't skill out more than 75 for several months.

#635 Dee Eight

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Posted 13 February 2017 - 02:52 PM

View PostOsis, on 13 February 2017 - 01:36 PM, said:


Kameraden,

I do not believe a player with 12,000 matches a year is Rank 3, so I did not spend time on it. And if he did play that many games and only make it to Rank 3 then to quote Mr.Blastman "Terribad".


It was 10,000... not 12,000. And at least I'm willing to show my tier rank on the forums and admit to how many games I've played, unlike many forum warriors who have been here for 4 or 5 years.

#636 Kael Posavatz

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Posted 13 February 2017 - 03:04 PM

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:

As you can see, Russ, for some reason, seems to think that people would have rather invested millions of c-bills into duplicate modules, rather than swapping them around. I remember when previously people complained about module cost, Russ (or someone else from PGI) said that modules are so costly because they are intended to be end-game items, and not available easily...


History is relative, pick one that works.

#637 Dee Eight

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Posted 13 February 2017 - 03:05 PM

View PostMaster Maniac, on 13 February 2017 - 02:17 PM, said:


It's truly hard to believe that the "guy in charge" could really actually believe something like that. That players actually went and bought dozens upon dozens of 3+ mil modules, rather than spending that money on mastering new chassis or just straight up buying new ones just to play with for fun.


Actually its a case of... THEY CAN SEE WHAT YOUR ACCOUNT HAS anytime they want...thus they know which forum complainers are conveniently leaving out the detail of their own fortunes in modules when declaring the new skill system terrible. Russ is just being diplomatic about it and not just naming names. As it stands right now for me its 383 million.

#638 C E Dwyer

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Posted 13 February 2017 - 03:30 PM

I think of all the money I will save by not buying another thing from P.G.I until I've remastered all 300 plus mechs I own.

I've mastered every single variant of every assault in the game but the Mad II's which I cancelled, the Kodiaks which are all elited, and the Cyclops which one is Mastered and the rest elited.

The Ultra violet and the hero Warhawk are both elited.

all variant of every lights are mastered with the exception of the new clan hero's which I don't own


This runs through the list of all mechs.


I really don't see P.G.I handing out many loyalty mechs next autumn.

I also unlocked every utility, weapon and mech module for both clan and I.S in the old pilot skills.

I own enough modules to fit out maybe 30-40 mechs

with the new system I might get to fully master a quarter of what I own if I expend all the GXP on them

This game will probably stop being a thing before I finish regrinding the other 75% that's if I can be bothered.

Edited by Cathy, 13 February 2017 - 03:37 PM.


#639 SuperFunkTron

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Posted 13 February 2017 - 03:36 PM

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:

This system benefits people that only have a handful of mechs. It deincentivizes collecting and destroys half the long-term investments. It encourages only getting the best mechs and locking them into the best builds, punishing experimentation and deviations from meta.

This is where I think choices will be less clear cut. With so much potential for role diversification potential for each mech, the question will rather become, "which mechs provide the best set of tools for how I want to play a role?" It will be hugely experimental early on while everyone is trying to figure it out, but I believe that allowing upgrade customization will yield a large variety of mechs able to cope with the roles they specialize in. Sure there will be certain mechs that just scout better courtesy of speed and ECM, but I think that the system will create an unexpected number of builds that are sufficiently effective while being tailored to the players preferences. Essentially, there would be enough meta builds that meta would be more of a broad concept than actual defined builds. I do agree that punishing respec is a very risky idea, however it makes sense in terms of logistics. If you are performing physical upgrades and modifications, then it requires manpower and resources to do them, just like getting a vehicle modded at a tuning shop. I do see it as a detriment to experimentation, but it is also a realistically based cost. How they solve it, I'm not sure. I see either reduced costs or larger c-bill pay outs as being the least disruptive, but maybe they have another idea that will provide a good middle ground.

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:

you'll be looking at a system that heavily discourages buying new mechs, much less in $20 triplets, as every new mech out there isn't a shiny new toy, but a massive chore.

This is a highly subjective area with too any different possibilities to predict how people will prioritize new mechs and upgrades. Realistically, I think that new players will end up somewhere in the middle rather than the extremes. They will likely buy a mech, partially upgrade it, and then buy the next mech they are interested in. Just as more advanced players do, they probably won't stick with just 1 mech and mercilessly grind it from beginning to end before moving on to the next. They'd likely get it "good enough" before paying for the next mech, which is what happened with modules in the old system. I didn't touch models until almost a year and half after I started playing because of their ridiculous cost, but if I could've done some small cost upgrades along the way, I would have surely upgraded a mech a little at a time until it was sufficient to my needs while saving up for the next.

I don't believe the idea of rushing to max out a mech is really the most efficient way to handle mechs and by extension it's destructive to step into the new system thinking that that more than 50 nodes are needed to provide a solid start and some role definition in the new system. This is a deduction from my previously posted analysis with the goal of making mechs effective enough to compete comfortably rather than trying to recreate the old system in the new. I've been contemplating opening a second account so that I could have access to IS faction play (for those days where the Clans just aren't getting me off). Under the current system It seemed more like a chore with having to do all the xp grinding for so many chassis, especially since I've already done it for so many IS mechs. The new system makes it seem much more manageable and even worth pickig up as a side hobby because I can make mech improvements with smaller amounts of c-bills while still saving for the next mech and still save a substantial amount of time compared to the current system.

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:

...With this new system playing metamechs will be heavily encouraged, plus with nerf to ECM and buffs to LRMs I dare envision another coming of LURMageddon, which will inevitably cause player frustration and exodus, necessitating PGI's response. I just don't understand why PGI can't see these problems before they hit the demographic counter.

In regards to ECM:
ECM

• Base Range of Detection Scrambling reduced to 30% (from 75%).

• The remaining 45% is now unlocked through the Skill Tree (22.5% per Node).

[color="#3073f3"]ECM Design Notes: In this PTS we're attempting to address the low investment/high reward characteristics of ECM equipment in its new context under the Skill Tree. With the above reduction to its base range, utilizing ECM to its full effect will require focused advancement within the Skill Tree.[/color]



On LRMs, a look at the new trees show how critical scouting and info tech will become in order for LRMs to be used effectively. Unfortunately they don't have clear information regarding lock times and if there will be a buff/reduction or how scouting dynamics will affect allies beyond enemy location so we can't really dig into that yet. Infotech and auxiliary boosts will make scout mechs more important as spotters for blind firing or force LRM mechs to more actively find their own targets to maximize their LRM efficiency. The easier access to radar deprivation will also act as an element to help reduce missile effectiveness. These things combined with ECM (though it will take a little more investment to make it helpful to a team instead of just an individual) will likely balance each other out, or simply need some tweaking after its we get more data about its actual play.

View PostHastur Azargo, on 13 February 2017 - 02:11 PM, said:

P.S. Here's an interesting exchange between Russ and and a concerned player:
Posted Image
As you can see, Russ, for some reason, seems to think that people would have rather invested millions of c-bills into duplicate modules, rather than swapping them around. I remember when previously people complained about module cost, Russ (or someone else from PGI) said that modules are so costly because they are intended to be end-game items, and not available easily which kinda implied that people wouldn't buy duplicates, and instead be "diligent" enough and swap the modules around. This goes to show that PGI didn't take into account a lot of things when they initially planned this (which is understandable), so I hope they'll make changes based on our feedback. It's either that, or I'll take a break until this new system is fixed after it has done its damage.

This can be taken in different ways. The way you received it is one, but I understood it differently. I understood it as diligent module swappers were able to save money and maximize the utility of fewere modules, while lazier players (me included) saved c-bills to buy them once I finished my higher priority purchases.

What it really comes down to in the end will be priorities. Regardless of what resources each player has, certain things will be more important than others. While many will be concerned about what they are losing in the switch to the new system and that their "maxed" mechs will no longer be "maxed", many others will be indulging in a very different upgrade system trying to figure out what they do and don't need to upgrade to make a mech as efficient in its role as possible. My stable is about 115 mechs which is sizeable, but I am way more excited about having enough resources to max out 5-8 mechs to figure out what actually pays off in different roles and situations than being upset about not having my generically upgraded mechs from a generic arena shooter that tried to make up for tonnage differences and making tiny mechs put out comparable damage to assaults. The idea of scout mechs who scout better, thankier brawlers, harassers with better mobility, and assaults that require positioning and forethought being escorted by support mechs is just way more expansive, tactical, and though provoking than continuing the pure damage flop contest we have now. Sure, what we have is alright, but with the PTS introducing a whole new approach that is much more "Battletech", even if it will require some growing pains, tweaking, and learning to cope with a whole new atmosphere and game play style. We're upgrading from Hawken and Titanfall into something that will be painfully complicated enough to call itself Battletech!

#640 Carl Vickers

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Posted 13 February 2017 - 03:40 PM

I dont think setting the whole MWO population back to basic and severely gimping those who have put years of work into mastering potentially hundreds mechs a good idea or way to keep said population.

If a mech is mastered already the next system should allow you to master that mech for free, for the first 2-3 months whilst things shift there shouldnt be any respec cost at all.

Thats really what it comes down to.

Edited by Carl Vickers, 13 February 2017 - 03:42 PM.






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