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Respec Costs Are Way Too High

respec skill tree

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#1 Knighthawk26

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Posted 10 February 2017 - 05:33 AM

Playing around with the skills in the test server. Wow, PGI, respec costs are ridiculous. Players can get back the xp, but loss a lot of c-bills which are not refunded either.

You need to fix this. Most of your customers like to change their mechs, try different weapons, etc. This is expecially critical for clan mechs where the omnipods make it possible to completely change the loadout on a mech so that previously purchased skills might be worthless.

#2 Vidarion

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Posted 10 February 2017 - 11:42 AM

I don't care about a C-Bill refund, but moving a skill point from one node to another should cost a fraction of the initial cost (assuming you already have all 91 skill points unlocked)

Edited by Vidarion, 10 February 2017 - 11:42 AM.


#3 Knighthawk26

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Posted 10 February 2017 - 12:13 PM

When you respec you lose all the c-bills (100k per individual skill block) and you have to pay an additional 25,000 per skill block. So if you decided to change from a dakka build to a gauss vomit and changed 21 skills (to max the new specs out) you would have to pay 2,625,000 c-bills to make the skill change.

#4 SuperFunkTron

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Posted 10 February 2017 - 01:35 PM

I think there are 2 reasonable ways to improve the cost of these nodes that will help facilitate leveling or both new and experienced players alike.

1. Nodes are purchased one time and there is no cost to respec. The price can stay at 100,000 per node as it can be justified by the fact that so many things that were multimillion c-bill nodules are now a fraction of the price. This will encourage customization and experimentation much more without the risk of punishment.

2. In the case that they want to to charge for respecs, the c-bill cost should be substantially decreased (between 10-30% of the 100,000 c-bill cost) so that performing a respec becomes an acceptable, small cost.

Because the skills are actual mech upgrades, a cost logically makes sense, especially since the return on that investment is so big. The focus should be on encouraging experimentation rather than stifling or punishing it.

#5 El Mala Muerte Pollo

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Posted 10 February 2017 - 02:20 PM

It is even more crazy, you might be forced to change a build, because PGI change weapon stats or ghost heat. Say you have an Arrow that is optimised for 3 LPLs. Now with the next patch only 2 LPLs can be fired without Ghost Heat.
Now you have to pay to adopt to PGI changes.

Smart move PGI.

#6 Chound

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Posted 11 February 2017 - 05:14 PM

View PostEl Mala Muerte Pollo, on 10 February 2017 - 02:20 PM, said:

It is even more crazy, you might be forced to change a build, because PGI change weapon stats or ghost heat. Say you have an Arrow that is optimised for 3 LPLs. Now with the next patch only 2 LPLs can be fired without Ghost Heat.
Now you have to pay to adopt to PGI changes.

Smart move PGI.


no,you would adjust your weapons groups so you fire two lasers at a time.but with the nodes youmight increase the range or shorten how long it takes to cool down. 2LPL but the rate of fire is the same as a MERL.

#7 Roadbuster

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Posted 17 February 2017 - 05:04 AM

I'd be for a simple unlock+select system.
You unlock skills and they will stay unlocked, no matter what you do.
Then you can select the 91 points you want to use, and if you decide to change loadout, you simply activate the nodes you want.

And CB cost for respecs should NOT apply to weapon skills.





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