Jump to content

Grandfather The Old Masters With Free Skill Nodes.


10 replies to this topic

#1 maxdest

    Member

  • PipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 137 posts

Posted 15 February 2017 - 03:04 PM

Whilst there are many ideas regarding how the skill trees look (I think they are too complex, and force you to take rubbish uninteresting increments of skills you dont want) there seems to be one common theme from the skill tree.

People with a lot of mechs mastered are hard done.

The payback from modules and GXP no where near covers the costs of the new system, as many longer term players were forced to purchase 3 variants of each mech (in many cased 1 or 2 variants were total pants).

My idea is that; at the point skill tree is implemented you get some free skill nodes (as well as the XP and cbills from modules) d. Based on a mech having 91 nodes max, you would get the following free nodes at point of skill tree implementation:

Full basic before skill tree = 10 nodes free
Full elite before skill tree = 30 nodes free
Full master before skill tree = 50 nodes fee

This means that a prior master still needs to spend XP and Cbills, but this should offset the fact that they had to buy rubbish variants under the current system. (Note numbers are TBC)

Edited by maxdest, 15 February 2017 - 03:05 PM.


#2 Chound

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 301 posts

Posted 15 February 2017 - 03:32 PM

View Postmaxdest, on 15 February 2017 - 03:04 PM, said:

Whilst there are many ideas regarding how the skill trees look (I think they are too complex, and force you to take rubbish uninteresting increments of skills you dont want) there seems to be one common theme from the skill tree.

People with a lot of mechs mastered are hard done.

The payback from modules and GXP no where near covers the costs of the new system, as many longer term players were forced to purchase 3 variants of each mech (in many cased 1 or 2 variants were total pants).

My idea is that; at the point skill tree is implemented you get some free skill nodes (as well as the XP and cbills from modules) d. Based on a mech having 91 nodes max, you would get the following free nodes at point of skill tree implementation:

Full basic before skill tree = 10 nodes free
Full elite before skill tree = 30 nodes free
Full master before skill tree = 50 nodes fee

This means that a prior master still needs to spend XP and Cbills, but this should offset the fact that they had to buy rubbish variants under the current system. (Note numbers are TBC)


I'd wantsomething even easier. PGI puts in somethng that takes the config of a mech's old skill tree system and convert them into filled nodes in the new system for the mech. The player then makes additional changes as needed. you forgot the piiot skills that were also placed in the tree. We need more nodes to optimize the firepower section. right now you canonly skill one weapn and part of another.

Edited by Chound, 15 February 2017 - 03:36 PM.


#3 Cementi

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 779 posts

Posted 15 February 2017 - 03:43 PM

While this would certainly make it easier on me I have to disagree.

If your mech did not have its own modules it was not done.

*edit* Ah misread, fully mastered only getting you 50 free node unlocks. I would be ok with that.

Edited by Cementi, 15 February 2017 - 03:46 PM.


#4 Lovas

    Member

  • PipPipPipPipPipPip
  • Cadet
  • 437 posts

Posted 15 February 2017 - 03:53 PM

Not a bad idea for the old players - but don't forget how horrible this new system will be for new players. Some are going to be playing the same mech for months - first to get enough cbills to buy another new mech - then 150 or so matches they need to do in that mech to get it on par with everyone else. (a proper matchmaker would help tremendously - so newer/unskilled players are not stuck getting creamed by better players)

They will get bored and/or frustrated quickly and stop playing. We need a system that encourages new players.

Edited by Lovas, 15 February 2017 - 03:56 PM.


#5 Cementi

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 779 posts

Posted 15 February 2017 - 04:21 PM

It has been posted by several people myself included https://mwomercs.com...ree-cbill-cost/ that with modules and not having to buy three mechs (where two are almost certainly redundant) it is far cheaper on the new player.

System only becomes an issue cost wise with those who have more mechs than they really play (I am one of them) and even then I think people are blowing it far out of porportion.

I will agree that getting double taxed is to much. By double taxed I mean once you unlock a node point it should be unlocked. Paying to take it back out is fine, its the paying to put it back again afterward that I disagree with.

#6 maxdest

    Member

  • PipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 137 posts

Posted 15 February 2017 - 05:08 PM

View PostChound, on 15 February 2017 - 03:32 PM, said:


I'd wantsomething even easier. PGI puts in somethng that takes the config of a mech's old skill tree system and convert them into filled nodes in the new system for the mech. The player then makes additional changes as needed. you forgot the piiot skills that were also placed in the tree. We need more nodes to optimize the firepower section. right now you canonly skill one weapn and part of another.


Current propossed trees are over complex, boring and promote boating. However, this post is just about grandfathering (whatever the tree eventually looks like.)

#7 Chound

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 301 posts

Posted 15 February 2017 - 05:17 PM

View PostCementi, on 15 February 2017 - 03:43 PM, said:

While this would certainly make it easier on me I have to disagree.

If your mech did not have its own modules it was not done.

*edit* Ah misread, fully mastered only getting you 50 free node unlocks. I would be ok with that.



I'm a new player. don't have any modules and neither of my three mechs are mastered. A centurion, shadow hawk and raven. not elegible all I can do is pilot skills. I'm not sure how much I'm going to need but it's going to take a while for me to master my mechs I also have the Marauder IIC and Night gyr pacs that haven't been used much yeet. I die so quick I don't earn much.

#8 Chound

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 301 posts

Posted 15 February 2017 - 05:28 PM

View PostLovas, on 15 February 2017 - 03:53 PM, said:

Not a bad idea for the old players - but don't forget how horrible this new system will be for new players. Some are going to be playing the same mech for months - first to get enough cbills to buy another new mech - then 150 or so matches they need to do in that mech to get it on par with everyone else. (a proper matchmaker would help tremendously - so newer/unskilled players are not stuck getting creamed by better players)

They will get bored and/or frustrated quickly and stop playing. We need a system that encourages new players.


There are trial mechs and that poses a problem any XP they earn would be attatched to the mech. a mech we can't master. Those points will need to be converted. I have about 55 matches and earned 3 million c bills more or less..

#9 Lovas

    Member

  • PipPipPipPipPipPip
  • Cadet
  • 437 posts

Posted 16 February 2017 - 09:09 AM

You are only counting c-bill cost in terms of expense...you are ignoring time and xp.

The way the system is now, the total time and xp cost is broken down into thirds - three variants that are usually different. You play one till basic then move to the next one - or as often as you like.

With this new system, the time is with one mech only - no change of pace/playstyle or break. Only one x2 XP per day cause it is just one mech, instead of 3 x2XP.

Also, new players will have to be perfect when they spec out their mech the first time, no mistakes allowed otherwise yes, c-bill costs are going to be much more than they are now

Edited by Lovas, 16 February 2017 - 12:33 PM.


#10 I_AM_ZUUL

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,017 posts
  • LocationIsle of Skye (Freeing Skye from the Steiner usurpers)

Posted 16 February 2017 - 09:37 AM

View PostChound, on 15 February 2017 - 05:17 PM, said:



I'm a new player. don't have any modules and neither of my three mechs are mastered. A centurion, shadow hawk and raven. not elegible all I can do is pilot skills. I'm not sure how much I'm going to need but it's going to take a while for me to master my mechs I also have the Marauder IIC and Night gyr pacs that haven't been used much yeet. I die so quick I don't earn much.


You need to be playing the MAD-IICs to figure out what you need to be doing... playing one of a medium accomplishing not that much is not that good. Use your hero mechs to build cbills

#11 Trev Firestorm

    Member

  • PipPipPipPipPipPipPipPip
  • The Boombox
  • The Boombox
  • 1,240 posts

Posted 16 February 2017 - 10:08 AM

View Postmaxdest, on 15 February 2017 - 03:04 PM, said:

Whilst there are many ideas regarding how the skill trees look (I think they are too complex, and force you to take rubbish uninteresting increments of skills you dont want) there seems to be one common theme from the skill tree.

People with a lot of mechs mastered are hard done.

The payback from modules and GXP no where near covers the costs of the new system, as many longer term players were forced to purchase 3 variants of each mech (in many cased 1 or 2 variants were total pants).

My idea is that; at the point skill tree is implemented you get some free skill nodes (as well as the XP and cbills from modules) d. Based on a mech having 91 nodes max, you would get the following free nodes at point of skill tree implementation:

Full basic before skill tree = 10 nodes free
Full elite before skill tree = 30 nodes free
Full master before skill tree = 50 nodes fee

This means that a prior master still needs to spend XP and Cbills, but this should offset the fact that they had to buy rubbish variants under the current system. (Note numbers are TBC)

Almost agree, but instead HXP should convert directly into SP rather than MXP so as to bypass the ridiculous cbill tax. OR better yet just get rid of the idiotic cbill initial cost and up the respec cost.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users