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Only Pay Once For Skill Points

skill reset

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#1 Doctor Dinosaur

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Posted 09 February 2017 - 12:26 PM

Please don't let us pay twice for respeccing.
Once for resetting the skills, and another time for redistributing them.
Instead please just reset the skill tree and let us keep the (now available) skill points.
You want diversity? Then let us reskill a mech more freely, instead of punishing every new weapon layout harshly. Please.

#2 Larsh

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Posted 09 February 2017 - 12:36 PM

THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#3 The Crowe

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Posted 09 February 2017 - 12:53 PM

I think I have to agree here.

I understand the cost as now I don't need to buy 3 variants and be forced to play them just to skill up the mech I want. BTW that's a GREAT change!!

What I don't really get is if I want to tweak my mech a bit my skills are going to lock me in place.

For example, I'm still noob level really and I re-tweak my loadouts all the time just so I can test out new weapons and new feels. Half the fun is getting the mech to be just right and sometime even re-loadouting a mech because I feel like playing a different style for a round or two.

Now, If I mess up my skills I feel like not only will I be majorly penalized, I will have to pay c-bills to fix my mistake big time. Plus just switching from an energy loadout to a balistic loadout within the same mech will no longer be possible without a significant penalty to performance.

#4 Stormravin

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Posted 09 February 2017 - 01:42 PM

I am also in agreement here. Once I purchase a skill, let it stay purchase and just unused.

The 25k to refund a skill seems like a penalty for experimentation. Adding another 100k to repurchase a skill I once had seems like another penalty to experimentation.

This also seems like an unfair curve for someone new to MWO who may not know their play style yet.

#5 Corduroy Rab

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Posted 09 February 2017 - 01:43 PM

Please. Experimenting with setups is one of the best parts of this game. Paying for points multiple times kicks one of the best parts of this game in the teeth.

#6 Padre Balistique

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Posted 09 February 2017 - 02:07 PM

View PostCorduroy Rab, on 09 February 2017 - 01:43 PM, said:

Please. Experimenting with setups is one of the best parts of this game. Paying for points multiple times kicks one of the best parts of this game in the teeth.


Especially kicks new players in the teeth, who are already in desperate need of cbills, who will now have craptons more taken from them for no reason if this goes live.

#7 Cypherdrene

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Posted 09 February 2017 - 04:36 PM

x10 this idea.

#8 bar10jim

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Posted 09 February 2017 - 10:14 PM

Here's an idea...or 4.

1) The first 20 or so Skill Points (SPs) should only cost XP, not C-bills. That helps the new player get started.

2) Once a SP is unlocked, it STAYS unlocked. You can de-activate a SP for no cost.

3) Once you have unlocked 91 Skill Points, new SPs cost double (or 1.5x or whatever) the C-bills.

4) You can only have 91 ACTIVE nodes on a mech.at any time.

PGI would still have the C-bill sink, and players could swap builds on the same chassis when switching between competative, fun, PUG, and FW loadouts.

Depending on the number of SPs unlocked over 91, It may be cheaper to buy another mech.

I do feel the current 130,000+ XP to be a bit steep. Something along the lines of 90,000 XP would be more acceptable.

Edit: After noting the comment by Larsh concerning micro-transactions, maybe nodes over 91 can be purchased with XP and double C-bills OR XP and a small amount of MC. That's not really P2W, it's right along the lines of the Pay-to-save-time model that PGI tends to follow.

Edited by bar10jim, 10 February 2017 - 12:20 PM.


#9 Cpt Leprechaun

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Posted 10 February 2017 - 12:18 AM

I agree.

Make it so you purchase the 91 points on a variant ,and can then respec freely.

If the system was setup in this way the 130k XP and 9m Cbill buy in to make a mech competitive would be tolerable. Though I would probable reduce the XP buy in.

As others have said the new system will do nothing but increase the distance between the haves (old players) and the have-nots (new players).

#10 Larsh

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Posted 10 February 2017 - 06:15 AM

View Postbar10jim, on 09 February 2017 - 10:14 PM, said:

Here's an idea...or 4.

1) The first 20 or so Skill Points (SPs) should only cost XP, not C-bills. That helps the new player get started.

2) Once a SP is unlocked, it STAYS unlocked. You can de-activate a SP for no cost.

3) Once you have unlocked 91 Skill Points, new SPs cost double (or 1.5x or whatever) the C-bills.

4) You can only have 91 ACTIVE nodes on a mech.at any time.

PGI would still have the C-bill sink, and players could swap builds on the same chassis when switching between competative, fun, PUG, and FW loadouts.

Depending on the number of SPs unlocked over 91, It may be cheaper to buy another mech.

I do feel the current 130,000+ XP to be a bit steep. Something along the lines of 90,000 XP would be more acceptable.

I think something like this is the best of both worlds.

1 - Players can have the option to set, or remove, certain points so they can change layouts.

2 - PGI can still make their money. MWO is a free to play so I understand that they need some micro transactions once in a while.

#11 Nekonami

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Posted 10 February 2017 - 07:45 AM

I dont mind paying cbills for each skill-node although it will be a pain in the a...
What i dont like is the fact that i will have to pay cbills again if i change my build from e.g. laser to dakka.

I dont know how PGI does not realize that trying out different builds is what Mechwarrior is all about.
They might as well remove the Mechlab cause then the different variants would make more sense.
Dakka Variant = buy dakka skill nodes, Laser Vomit Variant = buy laser skill nodes

BUT since we can use different builds on each single chassis the new system highly discourages or better said punishes the player to play around in the mechlab and try different loadouts.

Let us purchase each skill node on each mech so i can buy laser skill tree nodes AND dakka skill tree nodes and if i decide to change the loadout back and fourth i "just" have to pay the respec price which is still fairly high for an average player BUT i can keep the already bought nodes in my "inventory" for later use.

#12 Vidarion

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Posted 10 February 2017 - 10:46 AM

I don't mind paying an upfront cost in XP and C-Bills to unlock the nodes, but as everyone seems to be saying, paying again and again to re-spec is hideously bad.

What I'd like to see:
  • Pay 100% XP and 90% C-Bills to unlock skill points.
  • Pay 10% C-Bills to allocate a skill point to a node.
Thus initial spec would be the same cost as it is now, but changing skill specs would only be 10% c-bill cost to move the skill point from one node to another.





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