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New Skill Tree Is Mad Cheap In Comparison!


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#21 Gas Guzzler

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Posted 10 February 2017 - 04:15 PM

View PostM1Combat, on 10 February 2017 - 03:59 PM, said:

I don't think that's quite how it works Kaeb... You'll get a large amount of CBills back as refunds for many things and you'll use that plus the refunded XP to remaster your mechs. The issue is that especially if you generally switch modules instead of buying new ones then you'll not have enough Cb to master all that you used to have mastered. BUT... those that you do will ALL have the modules (points spent in module skills) they need.

Don't get me wrong... I'm on the fence on this thing but I just want to make sure people aren't misunderstanding what's actually happening.


You have full modules on every single one of your mechs?

#22 Kmieciu

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Posted 10 February 2017 - 04:45 PM

I can buy a new mech right now, and install a full set of modules for 0 XP and 0 C-bills. Because I already unlocked and payed for all the modules I ever need years ago.

PGI takes that ability away, they won't get a dollar out of me.

Paying C-Bills for skills? Was that your idea, Paul?

Edited by Kmieciu, 10 February 2017 - 04:46 PM.


#23 WolvesX

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Posted 10 February 2017 - 05:18 PM

This is not a troll, I have modules for nearly ALL of my mechs.

I can uderstand that someone is unhappy if you switched engines or modules a lot, but on my calculation, I will have 750.000.000 c-bill left after mastering all of my mechs.

And to be honest, I think its a very bad idea to charge for the first 45 skill points and the respec cost is a terrible idea, but the skill tree system is much cheaper and offers more variety as before.

---

IS it what I dreamed of it?

NO



To be honest, I'm somewhat disapointed.

http://www.sarna.net...attleMech_roles

Just look at this here... it would have been SO EASY to make a great system.

Just ask players like Deathlike, Foss, prothon (he rename i think), Gman and they would have created a much better system for free I guess.

Sadly, PGI wasn't want to get T1 community players involves for whatever reason.

If it was my game, I would create a test server for T1 players only and let them hadle the balance for free. Maybe a few MC or a hero mech. I think that they would even do it for free.

Gas Guzzler, I really like your opinions: Would you work on the balance of this game for free?

Edited by WolvesX, 10 February 2017 - 05:25 PM.


#24 plodder

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Posted 10 February 2017 - 06:11 PM

View PostWolvesX, on 10 February 2017 - 09:59 AM, said:

Posted Image





Just look at this! 2,6 mios for all those modules!

360 = 6.000.000
Seismic = 6kk
Sensor = 2kk
Target Decay = 6kk
Radar derp = 6kk
Target Info = 4kk
---

THATS 30 MILLIONS






(zoom =2kk)

... and you still have 65 skill points left!

---

The real fight should be about the respec costs. They need to go.

And obviously the balance of the nodes isn't perfect and that you have to take nodes you don't want is bad too.

If they change it that you can just take the nodes you want, would be better also.



But.... it took 2.3 million to change from standard laser to pulse.

It would be nice to have a trunk before branches. like laser skills, then pulse or standard. Same for balistics

#25 Kaeb Odellas

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Posted 10 February 2017 - 06:45 PM

View PostM1Combat, on 10 February 2017 - 03:59 PM, said:

I don't think that's quite how it works Kaeb... You'll get a large amount of CBills back as refunds for many things and you'll use that plus the refunded XP to remaster your mechs. The issue is that especially if you generally switch modules instead of buying new ones then you'll not have enough Cb to master all that you used to have mastered. BUT... those that you do will ALL have the modules (points spent in module skills) they need.

Don't get me wrong... I'm on the fence on this thing but I just want to make sure people aren't misunderstanding what's actually happening.


I don't have 3 billion C-Bills' worth of modules in my inventory. I'll get enough in module refunds to master maybe a dozen mechs out of the 150 I've mastered. And of the ones I've mastered, only a handful have enough XP to be mastered in the new system.

#26 bluesmith

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Posted 10 February 2017 - 06:54 PM

Two absolutely critical fallacies in the OP:

1. OP assumes that you have a full set of modules for every mech in your inventory. Personally, I don't know anyone who did this, and know many people with 70, 80, 90+ mechs serviced by ~20-30 modules in total. Players like this will be in a massive hole (in some cases close to a billion C-bill deficit) come next patch and will be quitting the game.

2. While you must no longer adhere to the rule-of-three, XP costs on a per-mech basis have increased. Therefore, for players who actually wanted 3-4 variants from a single chassis the XP costs are much, much higher.

#27 The6thMessenger

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Posted 10 February 2017 - 07:08 PM

That's nice, but while that's 30m cbills in 1 mech at 2.2m, it's still 30m cbills to 100 mech, when the new is at 220m.

#28 Lucius Dominus

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Posted 10 February 2017 - 10:41 PM

It is in no way cheap to replace the content i've already earned and paid for to just get back to where I was before this change goes into place.

#29 Richard Hardslab

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Posted 11 February 2017 - 12:05 AM

I'll start this off with the positive note:
The system has a lot of potential. Weapon tree's feel fairly well laid out(at least to me) the mobility ones need to be reworked a touch(forcing mechs that won't be using arms to pick up arm skills is plain bad arrangement), and I'm all for a system that allows them to cut a lot of this quirk inflation out of the game.

And onto the current issues;

While I can sort of see where you're leading with your original post there WolvesX, the wonder is less that you're getting the value of "30 Million worth of Modules" and more that you're now allowed to equip a number of modules together that you never could before. I'm not sure you 'can' spend 30mil cBills on mech modules on Live. And realistically, there's not often a need to.

You're also going to be a 1% minority when it comes to having modules on all of your mechs. As most people on this thread point out the money just won't be there for them, and that will go for a lot of long time players, and it will dissuade new players from sticking with the game.

Your XP and cBill gain do not match up well for skill buying either. In a good match I expect 100k to 200k cBills, and 5 to 6,000 XP. You can't gain the funds(which are used to purchase skills, to purchase equipment, to purchase more mechs) at the same rate as XP, meaning that if you do a zero to mastered run you will suffer from XP inflation for the mech, and when you're done you're still not up monetarily. Your cBills are simply the resource that is more in demand, while XP is the one actually fully dedicated to the purpose.

There's a risk that the costs of this system can kill the game.

The costs need to be cut and brought in line with the thought in mind that cBills should be the less important resource for skill ups, and that the purpose of cBills is more Mechs and more equipment.
They can certainly start high and lower it, so that people feel a sigh of relief over an adjustment; but don't start by firing Long Toms, you'll blast your player base away.

#30 WolvesX

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Posted 12 February 2017 - 12:30 AM

View PostGas Guzzler, on 10 February 2017 - 04:15 PM, said:


You have full modules on every single one of your mechs?

Actually I only have a few mechs without complete sets yes.

#31 Danjo San

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Posted 12 February 2017 - 12:35 AM

View PostWolvesX, on 12 February 2017 - 12:30 AM, said:

Actually I only have a few mechs without complete sets yes.

same here ... During my early hours of game, I realized that it was an utter waste of my precious time to search for modules. So I began my quest fitting each and every mech with it's appropriate modules, when I changed the loadout I would buy different modules, if I couldn't afford the modules I'd play until I could...

#32 Danjo San

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Posted 12 February 2017 - 12:38 AM

You can get Range and Cooldown (plus Duration and Heat) for 2mil ... That's currently 6mil (without Duration and Heat)

I got 99 problems, but money aint one

#33 Danjo San

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Posted 12 February 2017 - 02:42 AM

View Postbluesmith, on 10 February 2017 - 06:54 PM, said:

and will be quitting the game.

There have been soooo many things that predicted players will quit.
For example, ECM used to be at 270m they cut it to 90m... Players were like, "you destroyed ECM, It's unplayable now, We will quit, we won't buy mechpacks!11!!"
The new skill tree is like ECM ... it is inevitable and necessary, Back in the day when the Atlas D-DC was one of the few ECM Mechs on the Battlefield 270m was ok. Then they introduced more and more ECM Mechs, and 270m became broken.
Players are sour when their beloved toys and mechanics become less valid, but most times they fail to see the greater good behind the change.

#34 I_AM_ZUUL

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Posted 12 February 2017 - 02:46 AM

View PostDanjo San, on 12 February 2017 - 02:42 AM, said:

There have been soooo many things that predicted players will quit.
For example, ECM used to be at 270m they cut it to 90m... Players were like, "you destroyed ECM, It's unplayable now, We will quit, we won't buy mechpacks!11!!"
The new skill tree is like ECM ... it is inevitable and necessary, Back in the day when the Atlas D-DC was one of the few ECM Mechs on the Battlefield 270m was ok. Then they introduced more and more ECM Mechs, and 270m became broken.
Players are sour when their beloved toys and mechanics become less valid, but most times they fail to see the greater good behind the change.


to compare this dumpster fire to the ECM range reduction is garbage... and you have to know that





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