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Skill Tree Public Test Session


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#741 Dee Eight

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Posted 16 February 2017 - 04:11 AM

View PostRonald McDonald, on 16 February 2017 - 02:46 AM, said:

Just my 2 Cents:

If you (PGI) dont reimburse the old xp with the new xp AND credits you can shut down your servers right now.


Even if every one of the players who's said that up and quit and went off to another game, the player base would only lose a couple hundred. Go play Airmech... i'm sure they'd love to have a couple hundred salty complainers.

Edited by Dee Eight, 16 February 2017 - 04:12 AM.


#742 MovinTarget

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Posted 16 February 2017 - 04:12 AM

View PostRonald McDonald, on 16 February 2017 - 02:46 AM, said:

Just my 2 Cents:

If you (PGI) dont reimburse the old xp with the new xp AND credits you can shut down your servers right now.


This. If you've mastered a chassis you get refunded enough for max skill points on one copy of that variant. Elited? 75%
Refund as fully usable skill points tied to that specific variant so to user can reapply all to one copy or distribute across multiple copies of this variant.

Everyone's time investment is preserved and honored, the only have-nots are the ones that never leveled their mechs.

Then the module refund suddenly become less of an issue.

This seems about as fair as possible.

#743 Ronald McDonald

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Posted 16 February 2017 - 04:36 AM

@ DEE EIGHT

Lol....hope you have enough credits spare....dont think you had even looked at the testserver....but hey i dont tell you to not spend quite a few hundred real world credits to master your already mastered mechs again...

Edited by Ronald McDonald, 16 February 2017 - 04:37 AM.


#744 Ronald McDonald

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Posted 16 February 2017 - 04:47 AM

Now you get 1:1 refund of:
XP
Credits for Modules

For the biggest Change no refund:
Skillpoints now also cost cbills.

So you get your xp back for 91 skillpoints but the 9100000cbills you have to grind to master your mech back again...WTF

#745 Flitzomat

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Posted 16 February 2017 - 05:08 AM

View PostRonald McDonald, on 16 February 2017 - 04:47 AM, said:

Now you get 1:1 refund of:
XP
Credits for Modules

For the biggest Change no refund:
Skillpoints now also cost cbills.

So you get your xp back for 91 skillpoints but the 9100000cbills you have to grind to master your mech back again...WTF


Why are you all so hung up in Cbills. The Xp you get Back are planned per variant. The grind is ridiculous.

I give you an Example:
Let´s say in today’s system you want to master a TBR-A, that´s in the best case (with another 2 heavies already mastered) 86.500 XP and you need to buy 2 other variants. If the TBR-A is mastered you can rebuild it as you wish to be a Sniper, Laser Boat, LRM or SRM Boat relatively easy, that is a few clicks to change omnipods and weapons (without taking modules into account)
In the new system you need for these 4 TBR-A Variants basically 4x136.500 = 546.000 XP. And the Costs for 4 TBR-A chassis, and 4x9,1mil. At least Russ thinks this is the way to go when he says: “Also new system supports the concept of owning multiple of the same variant so each can be spec'd differently rather than thinking of respect”

136.500 XP are around 50-60 games for a good pilot if he is only going for first wins of the day. That´s basically 2 month of grind if you play for the first win on each of your TBR-A variants every day. 2 Month exclusively playing the same variant to get it mastered.

Sorry, if some of you don´t see the problems that will come upon player motivation and population I don´t know what to say anymore. It´s mindblowing

(and by the way, in today’s system if you grind out 546.000 XP on one variant you have already enough GXP to unlock a good set of modules you can reuse as you wish)

Edited by Flitzomat, 16 February 2017 - 05:23 AM.


#746 Zergling

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Posted 16 February 2017 - 05:41 AM

I'll be using builds that only leave 17 to 21 points remaining for weapon tree skill nodes, so the cost to 'respec' between different weapon types isn't going to be as severe as 9 million+ cbills.
Eg, it'll cost 425k to 525k to respect the 17 to 21 points, then another 1.7 to 2.1 million to re-assign the points, for a total cost of 2,125,000 for 17 points, 2,625,000 for 21 points.

While a bit on the steep side (I'd prefer 1/2 or 1/3 of that), it isn't that horribly bad.


The survival/operations/sensors/lower chassis trees that will make up most of my builds? Those will only ever need to be respecced whenever PGI makes changes to those trees, and even then full respecs of each tree may not be necessary.

#747 QuaxDerBruchpilot

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Posted 16 February 2017 - 06:02 AM

Quote

As a hypersonic, solid-slug projectile that carries no explosive material, a Gauss slug would produce highly-focused kinetic damage to its impact area, rather than impacting with an explosive shell. To further play into this attribute, we are removing the ability for Gauss to inflict multiple Critical hits. Single Critical hit chances can still be boosted with the use of a Targeting Computer.


LOL. Have you ever witnessed the impact of an APDS Charge? Believe me, this surely inflicts MUCH more than just one critical system damage ...

#748 MovinTarget

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Posted 16 February 2017 - 06:06 AM

I'm thinking about it more and they should simply have a more direct Skill Point economy. By this I mean you "buy" Skill points directly instead of convert cbill/XP on the fly. This goes back to my suggestion that Currently Mastered Variants should be automatically allotted the maximum Skill Points if/when the Skill Tree comes into play. You log in and boom, you have 91 SP (or however many it ultimately ends up being) waiting to be applied. If they change the tree(s) on a variant, you SP just go back in the "bank" for that variant, waiting for you to re-apply.

Of course, I also think that there shouldn't be a severe respec fee (I can understand a minor cost, but not prohibitive).

Additionally, let us test drive a spec in training grounds before paying for a spec, or give us a grace period for redoing a spec w/o charge.

#749 SuperFunkTron

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Posted 16 February 2017 - 06:44 AM

View PostWillothius, on 15 February 2017 - 11:20 PM, said:

The reason is that this way you really have to choose to 'specialize' (deep into a tree of expensive nodes), or to be an all rounder (unlock more and cheaper nodes).
Example: get your SRM cooldown aaaall the way to -15% but no laser buffs cause you're out of points, or settle for only -5% and plenty of points left for some laser and ballistic stuff. Right now, that's also possible, but increasing the cost strongly promotes this.
It's called Diminishing Returns, it actually is a proven principle. Science!

You do realize that having to invest farther into the current system is a matter of diminishing returns, right? It may not be as overt as your example, but the more you have to invest to reach advanced levels of the tree, the more you have spent to get there. Sure, trees could be made linear to remove the thinking part when you are upgrading, and we could lose those upgrades along the way that would still require nodes along the way, but does removing what some view as a "useless" node change anything if you are looking to change node costs instead? Current system forces you to buy things you may not want as added cost to the more desired nodes. To maximize some of those abilities, you are buying many nodes along the way which accomplishes the same thing (look at mobility, Speed Tweak requires a big investment just to get started, and even more investment to max out since you have to get the vast majority of that tree, which addresses high node cost).

Here's a case study from post #729 that actually relates to the weapon trees: Once I gave though to the cost benefit of those nodes, boating didn't hold much appeal to me because the return I saw from it didn't feel like enough to go all out a in a single tree unless I was dealing with a mech that already runs a single type of weapon (Warhawk and Nova Prime). It allows the mechs that are built as boats to keep their edge as a boat, but on a more mixed build I'd rather mildly buff a few different trees than go all out on a single one. My mad cat prime for example, has 2 large pulse lasers 3 medium lasers, and 2 LRM 5s (sometimes you gotta shoot over enemies rather than through allies). If I look at the weapon nodes critically and apply some of my experience from the current module system, making only upgrading one of my laser types doesn't make sense. My goal would be to have my large pulse lasers be ready to fire as quickly as the medium lasers and for my medium lasers to extend their range a little bit more. 5% 4%heat bonuses on them would be nice, but its not worth shortening the medium laser beams too much because of extra heat and trying to sync timing with my Large pulse lasers. Looking at the trees as I type this out, I would be most interested in getting cooldown for my pulse lasers, maybe a little extra beam duration reduction to better sync it to the medium lasers. Spending an extra 7 nodes to get a 5% 4% heat reduction would be nice, but that would be only be a be addressed only if I had enough nodes at the end. For my medium lasers I'd be most interested in their range. Lets say that i did have a few extra nodes left over (the LRM 5s wouldn't get quirked as they are only for harassing or avoiding team damage). I would have easy access to an extra 3 nodes for heat reduction on both of those mechs. Instead of spending 7 nodes to get 4.8%heat reduction on my pulse lasers, I would only need to spend 6 nodes to get 4.8%heat reduction, 3 from the lasers tree, 3 from the pulse laser tree. Using current smurphy's values, that means I'd get a 2.4%reduction from the 20 heat of the pulse and 2.4% heat reduction from the 18 heat of the medium lasers, that is 0.48 and 0.432 heat respectively adding up to 0.912 heat. That would even provide a slight edge over the point heat reduction I would receive if I maxed out only the pulse tree which would provide a reduction of 0.8 heat.

If you look at what the weapons trees offer, you can see that total percentages are minuscule and that highly desired nodes like Decreased Heat are farther down the tree. That implies that there is an higher investment necessary to gain as much as a grand total of 5%. In order to get the full 5%, you have to spend no less than 14 nodes. To get a portion of that, say 3 %, you only have to buy 9 nodes. The current system lets you get other benefits along the way to acquiring those heat reduction upgrades whereas a multipoint node system lets us know that we'd get nothing for paying more. Even if a person doesn't care about the nodes on the way to what he is after, there is an increased cost built in to the current system already, especially for more valuable upgrades. We could then argue about the value provided by each of those nodes, but we return to a discussion of small percentages that already required making an initial investment to max the upgrade out. If we reduce the value of each node as you progress in a tree, you end up punishing mechs that were built as boats (Nova, Warhawk, Black Knight, Catapult) while disproportionately incentivizing mixed builds. People currently boat and will continue to boat if that's what makes them happy, it's nothing game or groundbreaking. But I just provided an example above in which a build with 2 kinds of lasers and lrms were used. Using a mixed laser format and not maxing either tree ended up giving me more heat efficiency than boating a single type of weapon or weapon group. Further more, understanding that the benefit of the weapons trees are limited to compensating for a weakness or specializing a particular mech talent (the upgrade percentages aren't huge numbers) allowed me to explore a mixed build that didn't just produce less heat than maxing a single tree, but catered to the specific way I want to play a mech.

If you could explain why something like maxing out the ER Laser tree yields an overwhelming advantage, I'd like to hear it. A case study for this is the Nova. We'll examine the 10-12 medium laser build. When we want to upgrade its lasers, we are obviously looking to maximize heat reduction to help it cope with its payload. As the single type of weapon the mech and its soft nature, we would like to maximize its range as well. Now this is where the tree alone doesn't tel the whole story; a nova runs really hot, and requires you to split your weapons into groups. I run two groups of 5 lasers (because 6 lasers at a time is just too dam hot). Unless we are on a frozen map, I can only pull of 2 shots, maybe 3 shots before I would shut down. Buffing laser duration to be shorter would be good in the sense that more damage is delivered in less time, BUT what good does laser cool down do for the nova? If I consider that I'd spend 5 nodes to get a 5% laser cool down, just to allow my self to risk over heating (the normal cool down is a great, built-in means of slowing your fire down), those are points wasted. The stats look better on paper, but realistically it substantially increases overheating risk enough to be undesirable. Further, everyone who has played the PTS, has noticed a substantial increase in heat as well as decreased dissipation and it is clear that it is becoming a prominent factor in the game. So the Nova now, a dedicated laser boat which already struggles to manage its heat load, is put in an interesting situation. It can deliver a lot of damage, doesn't have to worry about ammo, but it being a laser boat means that it is going to have to constantly battle with heat. It will be forced to wait much longer between firing full weapons groups and is at a big disadvantage if someone pushes in on it because it will struggle to keep up fire without overheating significantly. I will still happily play the Nova because it is one of my favorite mechs, but the even with the laser tree, my play style will have to be greatly adjusted to the new heat scales which will affect how much fire that mech can put down as well as make me question the value of maxing out weapons trees.

There's a lot of subtlety in these trees when looked at in the PTS context that seem absurd when look at in the context of the live server. I encourage you to try the effectiveness of a few laser boats and a few mixed builds and see how the heat management and plays style are influenced, even if its for the sake of just proving me wrong. This was a round about way to suggest the current tree layout is better than a linear tree and that and that boating isn't necessarily as good as mixed building. I could give examples with mechs like the Orion IIC, Hellbringer, and Black Knight as well, but that's a whole lot more typing.

#750 MovinTarget

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Posted 16 February 2017 - 06:52 AM

View PostSuperFunkTron, on 16 February 2017 - 06:44 AM, said:

You do realize that having to invest farther into the current system is a matter of diminishing returns, right? It may not be as overt as your example, but the more you have to invest to reach advanced levels of the tree, the more you have spent to get there.


Didn't read that massive wall because you summed it up in the beginning. This is what some of us want, if you want to be a glass cannon then you have to be glass *and* cannon, for example... You can't be massively offensively gifted *and* nigh indestructable. Linear trees with that give diminishing returns in the sense that you can't have the best of everything. You can specialize or aim for "above average" in several trees/specs but master of none.

I am sorry I didn't read that entire thing, but I also want to point out if I didn't, I'm sure many others didn't and the last thing we need more of in this game is hard-to-convey concepts.

When I have more time I'll try to get back and read it all...

Edited by MovinTarget, 16 February 2017 - 06:53 AM.


#751 PFC Carsten

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Posted 16 February 2017 - 07:13 AM

View PostQuaxDerBruchpilot, on 16 February 2017 - 06:02 AM, said:

LOL. Have you ever witnessed the impact of an APDS Charge? Believe me, this surely inflicts MUCH more than just one critical system damage ...

Now, where's the connection between a high-tech APDS round and a rather simple ball of metal?

Edited by PFC Carsten, 16 February 2017 - 07:14 AM.


#752 QuaxDerBruchpilot

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Posted 16 February 2017 - 08:03 AM

Well. One is a DART of metal, the other a BALL of metal ... with the same underlying physical principle with regard to the effect on it's target.
I won't critizise PGI's decision to change the Gauss, I however always wonder about their .. .creativeness in finding explanations.
:-)

#753 PFC Carsten

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Posted 16 February 2017 - 08:35 AM

View PostQuaxDerBruchpilot, on 16 February 2017 - 08:03 AM, said:

Well. One is a DART of metal, the other a BALL of metal ... with the same underlying physical principle with regard to the effect on it's target.

Actually... the BALL of metal is designed to deliver a massive amount of kinetic energy over a comparatively large surface (i.e. armor plates, diameter of a basketball according to lore), while the APDS is designed to pierce armor concentrating it's kinetic energy on a very, very VERY limited amount of space, say, a couple of mm². basically designed to pierce armor (hence AP - armor piercing). Compare this to AS (armor smashing) as the Gauss projectiles are described according to lore.

Once the armor is gone (critting occurs), an APDS round would run right though the internals, possibly even missing many system completely. A Gauss ball however would crunch and destroy everything in it's (much larger!) path - hence higher crit chance.

#754 SuperFunkTron

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Posted 16 February 2017 - 08:57 AM

View PostMovinTarget, on 16 February 2017 - 06:52 AM, said:


Didn't read that massive wall because you summed it up in the beginning. This is what some of us want, if you want to be a glass cannon then you have to be glass *and* cannon, for example... You can't be massively offensively gifted *and* nigh indestructable. Linear trees with that give diminishing returns in the sense that you can't have the best of everything. You can specialize or aim for "above average" in several trees/specs but master of none.

I am sorry I didn't read that entire thing, but I also want to point out if I didn't, I'm sure many others didn't and the last thing we need more of in this game is hard-to-convey concepts.

When I have more time I'll try to get back and read it all...

My Intros and conclusions usually convey the general concept anyway :P

The middle just has case studies supporting my claims. I understand people's preference of linear trees as they provide the most clarity, but I think it offers less cost benefit, BUT it over simplifies important facets of game. The weapons tress are mostly linear with "prized" upgrades being the most costly to attain. That seems fair as it forces you to specialize a bit to get those peak benefits, but doesn't force the entire tree. Same with infotech, survival, and mobility. The upgrades that provide the most perceived benefit take more investment to get to. Great example is Fall Damage. Its not something most people will take, but to max out Armor Hardening you have to invest in at at least 4 Fall damage nodes. You get added cost, and though many won' care about it, you still get a subtle benefit that facilitates the maximization of your armor.

In short, the "annoying" or "unwanted nodes" are the equivalent to making advanced nodes cost more, but you get some extra utility along the way.

#755 Trev Firestorm

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Posted 16 February 2017 - 09:54 AM

View PostDee Eight, on 15 February 2017 - 06:59 PM, said:


Pointless to bother if that's how you respond.

And as to your edit after you posted a mere "try again."



Its especially pointless considering you're someone who clearly barely plays the game at all, and you're shooting down the opinions of those who actually DO play the game. You've had less than 100 QP games in 8 months... and none at all since December... and zero FW games since the Phase 4.1 reset of the leaderboards.

No game company should EVER put product development on hold because of casual gamers who disappear for months on end and will complain when they come back to find things not how they left it as far as their "mech garage" is concerned (or tank bays in WoT, or whatever other equivalent in Overwatch, Star Wars, etc).

Despite my recent play time I drop plenty of cash on the game and was quite serious about it in the beginning before they proved themselves to be going nowhere for so long. I don't want them to stop development and actually kinda like the change, we've been asking for the promised skill trees since beta. It is specifically the initial cbill cost that has me pissed because it will **** over anyone like me looking to come back. Ditch that part, up the respec cost.

#756 Hastur Azargo

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Posted 16 February 2017 - 10:14 AM

View PostPFC Carsten, on 16 February 2017 - 08:35 AM, said:

Actually... the BALL of metal is designed to deliver a massive amount of kinetic energy over a comparatively large surface (i.e. armor plates, diameter of a basketball according to lore), while the APDS is designed to pierce armor concentrating it's kinetic energy on a very, very VERY limited amount of space, say, a couple of mm². basically designed to pierce armor (hence AP - armor piercing). Compare this to AS (armor smashing) as the Gauss projectiles are described according to lore.

Once the armor is gone (critting occurs), an APDS round would run right though the internals, possibly even missing many system completely. A Gauss ball however would crunch and destroy everything in it's (much larger!) path - hence higher crit chance.

Something tells me that a basketball-sized ball of metal would also have really bad ballistic stats, i.e. range and accuracy. It seems to me FASA didn't take a detailed look into evolution of armor and armor-piercing tech when they were writing the fluff. Posted Image

#757 MovinTarget

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Posted 16 February 2017 - 10:18 AM

View PostSuperFunkTron, on 16 February 2017 - 08:57 AM, said:

In short, the "annoying" or "unwanted nodes" are the equivalent to making advanced nodes cost more, but you get some extra utility along the way.


I see your point, but the application in their trees require you to get practically *all* the other skills so you really feel forced to get a bunch of skills you don't even want.

-Now- if it were a little less rigid where you only have to select 75% of the tree nodes instead of 90% it might be a little more palatable. I think most people right now don't like the feel of: "Oh you'd like Speed Tweak 5? Just buy 5 more other, unrelated skills that you have no interest in."

I get it, it accomplishes the same thing while adding value the user may or may not see, but I think that's lost on most of the population... or decidedly too expensive in their minds...

Edited by MovinTarget, 16 February 2017 - 10:19 AM.


#758 Dee Eight

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Posted 16 February 2017 - 10:55 AM

View PostRonald McDonald, on 16 February 2017 - 04:36 AM, said:

@ DEE EIGHT

Lol....hope you have enough credits spare....dont think you had even looked at the testserver....but hey i dont tell you to not spend quite a few hundred real world credits to master your already mastered mechs again...



Lol....really? I've only posted a couple dozen times now that I've played on the new skill tree PTS already. But hey why actually go back and read all that's been said in this (or other threads) already when you can make stuff up from just the one page you deemed worthy of reading.

#759 Dee Eight

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Posted 16 February 2017 - 11:08 AM

View PostQuaxDerBruchpilot, on 16 February 2017 - 06:02 AM, said:

LOL. Have you ever witnessed the impact of an APDS Charge? Believe me, this surely inflicts MUCH more than just one critical system damage ...


Depends from what was it fired, and what it hit. If you shoot say a 120mm APFSDS from a American M1 or German Leo2 into the right side of a russian BMP-1, what's going to happen is you'll get two holes in a straight line (in the right side and left side armor plating) and very little else happening in between unless by some miracle it went thru something important (like someone inside).

Also there is a difference between an APDS and APFSDS and FAPDS rounds. The former and latter are prevalent on small to medium caliber guns of APCs and IFVs whereas the latter are pretty much the domain only of large caliber guns used on tanks and tank destroyers. The only somewhat modern exception is the Chieftain's APDS for its 120mm L11 gun.

#760 Dee Eight

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Posted 16 February 2017 - 11:25 AM

View PostQuaxDerBruchpilot, on 16 February 2017 - 08:03 AM, said:

Well. One is a DART of metal, the other a BALL of metal ... with the same underlying physical principle with regard to the effect on it's target.
I won't critizise PGI's decision to change the Gauss, I however always wonder about their .. .creativeness in finding explanations.
:-)


Ah....written by someone who couldn't even read the wikipedia.... ONLY the ones that have FS in between the AP and DS bits actually look like darts. Actual APDS rounds do not. The underlying principal is the same of maximing kinetic energy into a smaller cross section of projectile but how they're arrived at is not the same for APDS and APFSDS.

THIS is an image of APDS rounds for a 25mm autocannon.

Posted Image





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