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Where Is The Outrage?


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#41 MacClearly

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Posted 16 February 2017 - 10:27 AM

View PostKael Posavatz, on 16 February 2017 - 09:46 AM, said:

A lot of people are getting seriously bent out of shape over a game.

Seriously people. Take a step back. Breathe. Do your blood pressure some good.

Yeah, there's some stuff that hurts new players. 79.5k XP and 5.3million c-bills to get a mech to roughly elite-equivalent status is probably a bit high.

Needing to drop 100k c-bills every time you want to change a node is high. Also, it contradicts the spirit of Omnis where customization is cheap and prevalent. (Clanners as a general rule in Lore use base load-outs, but that is a cultural thing rather than mechanical)


Yeah... I think you are not appreciating how extremely important MWO is in life.

Ok but seriously I am not talking about the kind of outrage that gets the SJW's panties in a bunch. I am more like thinking along the lines of "hey PGI, knock that #$%@ off" kind of outrage.

So no need to start on that bunker in the back yard or anything.

#42 MacClearly

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Posted 16 February 2017 - 10:34 AM

View PostMorggo, on 16 February 2017 - 10:11 AM, said:

I believe the point being made was less about the specific example and more about the fact that PGI has people specialized in their job role or function. A skill tree dev isn't going to be taking time away from the new maps you want, that is what the newly expanded map team does. etc etc.

As for where the outcry is? I can only offer my opinion same as you.
First, I will clear the air that I am not saying you opinions are invalid or wrong. You have a right to have a view and position on things you like and dislike.. and very clearly this skill tree is in your dislike column. Fair enough.

However, the lack of outcry to level you are expecting or wanting may simply be due to the fact that... it isn't there. At least to that degree. My opinion is people are actually excited, or at least motivated by, the prospect of a replacement for the existing skill tree.

As an aside, you did ask what is so wrong with the current tree. My opinion; it is a dull, unimaginative placeholder. It doesn't provide access to skills that I may desire instead giving every mech the exact same skill build with absolutely zero difference. It even contains 1) a skill that has completely zero use or impact in the game but still requires me to grind it out and 2) makes me take skills that may not apply or be needed by my mech (for example my ballistic mechs that have no heat issues, yet I MUST take two heat skills just to basic the variant... and not once, but three times/variants!). Plus, instead of having skills I can choose one or many of, today I get modules. And to make it worse, most mechs can only equip a couple mech and couple weapon modules... whereas a robust skill tree let's me "equip" multiple effects that today there simply isn't room to pack on.

Is the new Tree perfect? No, it will definitely need some adjustments. But that is fine, and clearly there are people that want to give it a go and see what the Tree can become. Are costs way too high? Absolutely, to the point it is overshadowing what could otherwise be a more meaningful PTS feedback focused on the content of the trees. Are existing mechs/owners getting shafted on re-skilling? Completely, and I also argue that an existing mech should start day one of patch day with the same or comparable amount of skilling possible under the new trees for free.

So yeah, levels of outcry, rage, anger, call it what one may... are tempered by people looking to a potential better system. Could it get dorked up in the end? Sure. But many would rather take a shot rather than sit stagnant. Which, ironically, is something you argue as well.. pulling out of the stagnant game state.. you are just focusing on different types of content (which if we are willing to take their word for it.. they ARE working on simultaneously in the appropriately skilled teams)

I play several other 'skill tree' containing games like DDO, SWtOR, LoTRO to name a few. All three of those implemented a major and substantial skill tree overhaul at some point in the past few years. Took basic, simple, boring skill trees and put in more robust trees and systems. Were they perfect on release? Not at all. They were tweaked and shuffled and in some cases restructured in spots over time as people played with them. And get this.. none of those three had PTS runs like this, we just got the trees dropped on our heads take it or leave it. After time... the trees are in a good place and they are doing what they should be, much like I expect MWO's skill tree will also get to that point.

Anyhow, my take on the situation and question. It differs from you point of view, as it does from many others.


I appreciate your view. While map design team should be separate lets not forget that one an overhaul such as this is being done, common assets to both are going to be tied up.

There is changes coming, and perhaps that will be enough to make a difference and make those of us feeling like we are losing a bunch of ability and getting little to nothing in return will be swayed.

If it isn't however, I will be doing the only thing I can do as an individual and that is to cancel my Javelin pre-order. Have already not bought the deals with MC because I am really struggling with some of the stuff I have listed.

#43 Louro

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Posted 16 February 2017 - 10:59 AM

View PostMacClearly, on 15 February 2017 - 07:44 PM, said:

@Cementi

Ah the Tier 1 epeen defense, check the players stats because that says everything about them *eye roll*. Congrats on playing enough to grind out the PSR experience bar.

Yeah, not about tier but lets run with that. You haven't been able to have decent stats against worse competition, so theres that. Again a good sign that you don't really get the game so of coarse how it works would be frustrating to you.


Sorry mate, trying to refute someone's argument through personal attack is a logic fallacy (ad-hominem)

It's a real shame this threads get "hot" and the ones bringing ideas just fall forgotten after a few replies :(

#44 Bellum Dominum

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Posted 16 February 2017 - 11:24 AM

View PostTalorien, on 15 February 2017 - 09:52 PM, said:

Oh believe me, I am very outraged at the idea that I have to pay 11+ million CBills to respec for something I already paid for in either grind time or real money (= premium):

https://mwomercs.com...-cheap-respecs/

The current proposal is like saying 'junk your old engine every time you change engines on a mech, because we need a CBill sink'


but you didn't already pay for it. you paid for the spec you had before. I can understand the large chunk to respec but personally I think pgi should just scrap respec all together and keep it mech <not just mech variant> specific for spec. This would also possibly tone down the 3 copies of the same mech in CW for drop decks (even I'm guilty of that), force more diversity as unless someone wants to buy the mech again when a new meta comes out they'll be running it with an older meta, and make them consider hard whether or not they even like the meta in the first place or would prefer something else. I know like myself many others that actually own multiples of their favorite mechs in order to have different complete loadouts on them ready for launch. No reason it should not be the same way with the new spec tree<s>. Specialization trees shouldn't just be something that has very little repercussions which is actually what you all whining about this want: "I don't want any repercussions if I screw up." Well congrats buttercups you have managed to once again bring forward progression on this game back to low transfer speeds, however if you exit stage right you'll be able to pick up your "I too joined a whining outrage session that in no way helped anyone." participation trophies.

View PostLouro, on 16 February 2017 - 10:59 AM, said:

Sorry mate, trying to refute someone's argument through personal attack is a logic fallacy (ad-hominem)

It's a real shame this threads get "hot" and the ones bringing ideas just fall forgotten after a few replies Posted Image


Funny that you addressed the ad hominem that was in response to an ad hominem. Posted Image

Edited by Bellum Dominum, 16 February 2017 - 11:32 AM.


#45 Grimlock Magnus

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Posted 16 February 2017 - 11:33 AM

View PostMacClearly, on 16 February 2017 - 09:17 AM, said:


I am really stuck on Russ's attitude to reskill costs. It bothers me a great deal that something I have already bought then spent the time to grind, isn't free for me to tinker about. The MC option there also feels like a bit of a stab.

Of all the possibilities this system could have or might still be able to bring, it takes away as well with not being able to share modules and having to get what you don't want to get what you do want. Maybe all of the discussion and proposed changes will do something to convince PGI to add value to the skill tree. I am a big fan of Kanajashi's idea of diminishing return for nodes to encourage not having to be all in on weapons for instance.

This still brings me back to why is the system we have so bad? Why is this being worked on instead of new content? Can't see this being a selling point for potential new players or something that will be remotely enticing to bring old players back....


The current system:
  • Forces you to buy 3 mechs (while most people will not need/want all three)
  • Forces you to play with the ones you don't want to skill up the ones you DO want.
  • Eventually all mechs have (or can) achieve the same skillset. Right now the only true distinction between mechs are their hardpoints. Modules provide only very limited improvements to mechs (given the cost they are like a one-stage diminishing return in of themselves) and the current quirk system doesn't introduce variation; it is effectively a bandaid to make mechs with bad hardpoints somewhat more viable (or less bad if you like). In fact in my view the most distinguishing feature between IS and Clans is the Clans ability to change hardpoints through Omnimechs. Unfortunately the current implementation neuters the difference (understandably) for balance reasons.
Any such system will speed up the decay and ultimate death of any game. It is the same reason why many FPS have a relatively short lifespan and have to be reiterated with a new coat of paint. On the other side there are games with virtually infinite replay value, like Transport Tycoon with an active community despite being 20 years! old without a true new release. Often these are games that involve 'building' aspects and in some way provide (near) infinite variation. For example I expect Minecraft to be around many years from now. Maybe with shinier bricks. But there is always something new to build.


Not so with Mechwarrior in general. The core of any MW game is Mech Building and Mech Combat. The combat part is comparable in many ways to an FPS, but the mech building is what gives it longevity. This is what makes MW games last longer than FPS games. But even then, the only reason MW4 survived as long as it did was because Mektek infused it with new mechs and maps and weapons. But we all knew it was eventually going to die because the replay value kept decreasing. New content without new depth or variation can only do so much.

To keep a game interesting you NEED to create increasing depth and variation, preferably virtually infinite variation (although you can overdo it, ref. No Mans Sky). A game is interesting when it keeps surprising you, keeps letting you reinvent yourself (or the game) and keeps giving you new goals (Yet Another Mech to skill up is NOT a new goal by the way, it's more of the same). Content should be added, but ideally the game should be mostly player driven. EVE Online is a good example of that, but I digress.

The new skill system is a step in the right direction, in that it has the potential to provide more significant variation. While I agree a system of diminishing returns for higher nodes is better, I would also argue that we could do with MORE nodes and that the changes a single node brings should be more significant across the board.

As to why Russ is so hung up on the reskill cost, I can't speak for him but I suspect the answer is simply: Busines Model. This fundamental change to the game is a risk for PGI. In order to fairly implemtn this change, the investment players made ($ or timewise) in modules and skillpoints spent has to be refunded. The result is that many players will end up with a massive amount of C-bills and/or XP and GXP. Those who swapped modules and never bought mechs will have relatively with mechs with much XP on them, but few C-bills. Those who have large numbers of mechs and modules for each of them will have many C-bills but too little XP to skill them up. This poses both categories with the problem that they can't skill up most of their mechs for one reason or the other.

At the same time however, the players who invested much money (= whales), rather than time/grind, will have so many C-bills they may be able to buy 1, 2 or maybe even 3 years worth of new released mechs in C-bills (provided they have the patience to wait for a C-bill release). This will for the most part kill the incentive for whales to invest.

And in the current F2P business model that is BAD. F2P games are F2P in as much that you either choose to invest money OR spend time to achieve the same goals for much more grind. Eventually most people will choose to invest more or less money through microtransactions. But this change has the potential to take away that incentive, particularly with those 'whales' who already invested heavily. And that could mean a significant decrease in income, which leads to less people being employed, which leads to less new stuff, etc. etc. A vicious circle.

PGI has to make money to pay their employees. That will be their main cost factor, more so than hardware they need or fanfests they organize. It's as simple as that. The only question here is to find the balance between maintaining a reasonable income for PGI (=incentive to invest), refunding investment of players and keeping the effort and/or money investment for the different types of players somewhat balanced. But an incentive to invest MUST remain for a company to survive.

Putting a cost on reskill is the most obvious and easiest, but perhaps not the best way to do this. The values in the current skill system implementation don't meet those criteria; Heavy investors (of money) are stuck with lots of mechs and lots of C-bills to invest but insufficient skill points to do so. While those people who lived a frugal life have few mechs with plenty of XP, but lack the C-bills to (re)skill them. So we're all stuck.

They need to find a balance for the different players while at the same time not letting the massive refund remove the incentive that the whales need to keep investing money. Because make no mistake, F2P games need whales. The whales allow companies to survive and allow other players to play the game relatively cheaply. Come to think of it, it's almost a form of socialism if you look at it that way Posted Image. But take away the incentive from the whales to invest and we ALL suffer.

And in my experience, that incentive is not (just) new content. It is increasing variation, depth of game, allowing for personal choices (good or bad). Call it 'fun'. And the new skill system adds to that in a positive way, provided they get the values right. But without a sink with incentive to invest money, any F2P game is going to die.

Edited by Grimlock Magnus, 16 February 2017 - 11:48 AM.


#46 Bellum Dominum

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Posted 16 February 2017 - 11:59 AM

View PostGrimlock Magnus, on 16 February 2017 - 11:33 AM, said:

And in my experience, that incentive is not (just) new content. It is increasing variation, depth of game, allowing for personal choices (good or bad). Call it 'fun'. And the new skill system adds to that in a positive way, provided they get the values right. But without a sink with incentive to invest money, any F2P game is going to die.


Truth.

#47 soapyfrog

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Posted 16 February 2017 - 01:28 PM

View PostGrimlock Magnus, on 16 February 2017 - 11:33 AM, said:

At the same time however, the players who invested much money (= whales), rather than time/grind, will have so many C-bills they may be able to buy 1, 2 or maybe even 3 years worth of new released mechs in C-bills (provided they have the patience to wait for a C-bill release). This will for the most part kill the incentive for whales to invest.

Speaking for myself, as a representative whale, this is completely not true. Even though I have hundreds of millions of c-bills under the current system I will keep buying new mechpacks with real money because I get them right away and then I can happily try them out, master them in a reasonable timeframe, and then be ready for the next mechpack. This has been my pattern so far and no reason for it to change.

Under the proposed system I would no longer spend money. My huge stable old mechs would mostly no longer be mastered, and even with all my c-bills I could never ever afford to actually buy all their skill points. New mechs I would buy would take 2.5 times as long to master individually, too long to even consider a mechpack... I would buy them (if at all) individually with c-bills.

So it kills the incentive for me to spend money, and also kills my incentive to play by killing my sense of progress.

addendum: the supernova mechpack upcoming will be the first one I have not bought... because with the new skill system threatening to add an impossible grind to my stable of owned mechs, there really seems to be no point at all to get new mechs. So even just the threat of this system is killing my desire to spend money and time on this game.

Edited by soapyfrog, 16 February 2017 - 01:31 PM.


#48 Nesutizale

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Posted 16 February 2017 - 01:36 PM

For players with lots of mechs or even the little number I have, I can understand that the new system would be frustrating as you would have to remaster a lot.
It would also keep my wallet closed as I had my part of work before I can even think of buying a new mech.

I think they hope that people would buy premium time to fill the hole but I doubt that. Sure some will do as the get unpatiant but I think there will be more that just won't spent any more money just to get back what they had.
PGI realy has to overthing its strategie here.
Don't mess with the people that are allready there to support you...it allways end bad.

PS: Would you feel your progress would be stomped on when they would remove the skill system all together and focus back on the different weapons you can have?

#49 soapyfrog

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Posted 16 February 2017 - 01:52 PM

If they removed the skill system altogether they are removing all grind except c-bill grind. I would see that as a very positive thing.

TBH they could replace all the skill nodes with cosmetics that you unlock with xp, different patterns, unique geometry etc, which you either pay xp or MC for. Then people could grind if they want to or not ....

#50 Nesutizale

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Posted 16 February 2017 - 01:57 PM

While I would love to see patterns, colors etc to be grindable I think we should keep them MC based. PGI has to make money and this is a nice way to do it.

Its something that isn't gamechanging/unbalanced, players have some new toys and the company makes some money.
I would like to recommend buyable geometry for a mech to add to the list. It would be another interesting thing.

#51 Grimlock Magnus

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Posted 16 February 2017 - 02:25 PM

View Postsoapyfrog, on 16 February 2017 - 01:28 PM, said:

Speaking for myself, as a representative whale, this is completely not true. Even though I have hundreds of millions of c-bills under the current system I will keep buying new mechpacks with real money because I get them right away and then I can happily try them out, master them in a reasonable timeframe, and then be ready for the next mechpack. This has been my pattern so far and no reason for it to change.

Under the proposed system I would no longer spend money. My huge stable old mechs would mostly no longer be mastered, and even with all my c-bills I could never ever afford to actually buy all their skill points. New mechs I would buy would take 2.5 times as long to master individually, too long to even consider a mechpack... I would buy them (if at all) individually with c-bills.

So it kills the incentive for me to spend money, and also kills my incentive to play by killing my sense of progress.


I don't know why you would claim to be representative for the whole group I don't despite the fact that I am definitely 'whale', having bought pretty much every single mech pack ever released. And many other whales I know hold the same opinion as me.

But you state that under the current system you would still buy mechs for money, despite having enough C-bills to buy them later on. You also state that under the new system you wouldn't, which is exactly my point. Under the NEW system you lose your incentive. It might be for slightly different reasons (because of the grind and not the C-bills), but the result is still the same: Lost incentive.

And that's the point; if too many of the whales lose incentive for whatever reason. PGI may get in trouble and then we're all in trouble. Since I certainly wouldn't want the game to be shut down, given what I've invested thus far.

#52 l33tworks

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Posted 16 February 2017 - 02:34 PM

No you'e wrong OP. Skill tree actually allows for meaningfull customization. Ghost range and Energy Draw were like suffocation.

Edited by l33tworks, 16 February 2017 - 02:34 PM.


#53 soapyfrog

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Posted 16 February 2017 - 03:25 PM

View PostGrimlock Magnus, on 16 February 2017 - 02:25 PM, said:

But you state that under the current system you would still buy mechs for money, despite having enough C-bills to buy them later on. You also state that under the new system you wouldn't, which is exactly my point. Under the NEW system you lose your incentive. It might be for slightly different reasons (because of the grind and not the C-bills), but the result is still the same: Lost incentive.

And that's the point; if too many of the whales lose incentive for whatever reason. PGI may get in trouble and then we're all in trouble. Since I certainly wouldn't want the game to be shut down, given what I've invested thus far.

Ok I misunderstood you, I think we are in general agreement that the new system pretty much removes the incentive to purchase, one way or the other.

#54 MacClearly

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Posted 16 February 2017 - 04:53 PM

View PostLouro, on 16 February 2017 - 10:59 AM, said:

Sorry mate, trying to refute someone's argument through personal attack is a logic fallacy (ad-hominem)

It's a real shame this threads get "hot" and the ones bringing ideas just fall forgotten after a few replies Posted Image


\I disagree. Saying someone is bad at the game is not a personal attack. If someone is really terrible and doesn't understand what is going on they have little to contribute since they don't understand what is going on...

#55 MacClearly

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Posted 16 February 2017 - 05:34 PM

@Grimlock Magnus

The current system:
  • Forces you to buy 3 mechs (while most people will not need/want all three)
  • Forces you to play with the ones you don't want to skill up the ones you DO want.
  • Eventually all mechs have (or can) achieve the same skillset. Right now the only true distinction between mechs are their hardpoints. Modules provide only very limited improvements to mechs (given the cost they are like a one-stage diminishing return in of themselves) and the current quirk system doesn't introduce variation; it is effectively a bandaid to make mechs with bad hardpoints somewhat more viable (or less bad if you like). In fact in my view the most distinguishing feature between IS and Clans is the Clans ability to change hardpoints through Omnimechs. Unfortunately the current implementation neuters the difference (understandably) for balance reasons.

A lot of people such as myself shoot for getting every variant. I know quite a few people with 200 and 300 mechs. If you want to speak for most people you need to back up that claim. As far as the only difference being hardpoints, on some mechs that makes for quite a different mech.

Any such system will speed up the decay and ultimate death of any game. It is the same reason why many FPS have a relatively short lifespan and have to be reiterated with a new coat of paint. On the other side there are games with virtually infinite replay value, like Transport Tycoon with an active community despite being 20 years! old without a true new release. Often these are games that involve 'building' aspects and in some way provide (near) infinite variation. For example I expect Minecraft to be around many years from now. Maybe with shinier bricks. But there is always something new to build.

Again baseless claim about may or may not cause the death of a game. I still believe that the death of three will also mean you will be buying mechs one by one which I am willing to bet will be less of a deal than getting them in a bundle. We will have to see.

Not so with Mechwarrior in general. The core of any MW game is Mech Building and Mech Combat. The combat part is comparable in many ways to an FPS, but the mech building is what gives it longevity. This is what makes MW games last longer than FPS games. But even then, the only reason MW4 survived as long as it did was because Mektek infused it with new mechs and maps and weapons. But we all knew it was eventually going to die because the replay value kept decreasing. New content without new depth or variation can only do so much.

Yes certainly the mech building aspect is a huge draw. That is why it is really egregious that changing your mech will cost you and swapping modules to save costs will not be permitted.

To keep a game interesting you NEED to create increasing depth and variation, preferably virtually infinite variation (although you can overdo it, ref. No Mans Sky). A game is interesting when it keeps surprising you, keeps letting you reinvent yourself (or the game) and keeps giving you new goals (Yet Another Mech to skill up is NOT a new goal by the way, it's more of the same). Content should be added, but ideally the game should be mostly player driven. EVE Online is a good example of that, but I digress.

You know what would make this game more interesting? New maps and content. No one is going to be tuning in for the skill tree (my opinion of coarse but I have never heard people or reviews list it as a draw).

The new skill system is a step in the right direction, in that it has the potential to provide more significant variation. While I agree a system of diminishing returns for higher nodes is better, I would also argue that we could do with MORE nodes and that the changes a single node brings should be more significant across the board.

I see it as a cash grab and the current itteration is so terrible I don't see PGI showing a passing understanding of their own game. Jump on the PTS and try the quad uac10 KDK-3 to see what I mean. Now clan mechs that didn't have or didn't need structure or were limited in how many modules they can take are now free to become OP again. Seems like PGI is going backwards.

As to why Russ is so hung up on the reskill cost, I can't speak for him but I suspect the answer is simply: Busines Model. This fundamental change to the game is a risk for PGI. In order to fairly implemtn this change, the investment players made ($ or timewise) in modules and skillpoints spent has to be refunded. The result is that many players will end up with a massive amount of C-bills and/or XP and GXP. Those who swapped modules and never bought mechs will have relatively with mechs with much XP on them, but few C-bills. Those who have large numbers of mechs and modules for each of them will have many C-bills but too little XP to skill them up. This poses both categories with the problem that they can't skill up most of their mechs for one reason or the other.

Yeah it is a piss poor business model to ask people to have to repay for something they already bought and put sweat equity into. To also take away module sharing and make changes cost is just more taking with nothing I see that I am getting in return. If this system did some cool and interesting things at least there would be some comprimise and I would be ok with the give and take. Not seeing that here.

At the same time however, the players who invested much money (= whales), rather than time/grind, will have so many C-bills they may be able to buy 1, 2 or maybe even 3 years worth of new released mechs in C-bills (provided they have the patience to wait for a C-bill release). This will for the most part kill the incentive for whales to invest.

I have spent 2500$ bucks in the last year on this game. Where does that put me? I will tell you that I feel I have contributed more than enough and again don't like the idea of having to pay more for stuff I feel I have already paid for.


PGI has to make money to pay their employees. That will be their main cost factor, more so than hardware they need or fanfests they organize. It's as simple as that. The only question here is to find the balance between maintaining a reasonable income for PGI (=incentive to invest), refunding investment of players and keeping the effort and/or money investment for the different types of players somewhat balanced. But an incentive to invest MUST remain for a company to survive.

Yeah so new content in my opinion would make more sense to draw in new players and retain old ones. This new system doesn't give me much confidence or make me want to spend more money when now I am feeling nickled and dimed by them....

Putting a cost on reskill is the most obvious and easiest, but perhaps not the best way to do this. The values in the current skill system implementation don't meet those criteria; Heavy investors (of money) are stuck with lots of mechs and lots of C-bills to invest but insufficient skill points to do so. While those people who lived a frugal life have few mechs with plenty of XP, but lack the C-bills to (re)skill them. So we're all stuck.

I am not stuck at all. I will simply not change as much stuff and I will stop giving them real money. Probably after a while I will go like so many seem to have already.

They need to find a balance for the different players while at the same time not letting the massive refund remove the incentive that the whales need to keep investing money. Because make no mistake, F2P games need whales. The whales allow companies to survive and allow other players to play the game relatively cheaply. Come to think of it, it's almost a form of socialism if you look at it that way Posted Image. But take away the incentive from the whales to invest and we ALL suffer.

Well I guess for the sake of the game you can hope that this change is worth it for people to keep spending money despite what feels like stuff being taken away with nothihng in return.

And in my experience, that incentive is not (just) new content. It is increasing variation, depth of game, allowing for personal choices (good or bad). Call it 'fun'. And the new skill system adds to that in a positive way, provided they get the values right. But without a sink with incentive to invest money, any F2P game is going to die.

Yes it seems to me that this game is already end stage and it makes sense that new tech may string it along but I still think more maps and a meaningful revamp to FW would be much better.

View Postl33tworks, on 16 February 2017 - 02:34 PM, said:

No you'e wrong OP. Skill tree actually allows for meaningfull customization. Ghost range and Energy Draw were like suffocation.


I guess I am missing it. What customization is available that you like? Jump jet vectoring?

#56 50 50

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Posted 16 February 2017 - 06:57 PM

Skill tree was the last place holder item that was going to be upgraded. It was going to happen and now finally it's nearly ready and we can tweak a few bits so that's nice. All the work has already been done and over the course of everything that happened last year that's awesome.

Couple of bits like the cost of buying a new skill point mightbe a little high, but in the course of things when working on a brand new mech a single good game could give you one skill point worth in c-bills and xp. Have a bit of a bad run and it might take 3 or 4. Respec for 25,000 c-bills, get your XP back. Not a big deal really but the costs are easily adjusted.

Maybe not strictly new content but there are some new items in the tree which we never had before and new options we had no control over before. Gives us a level of customization that was previously not possible. Perhaps some of those skills need their figures adjusted a little but overall this is an exciting move forward. The existing system is too simplistic and only seerves to stack layers of buffs on top of each other. To avoid that same issue we need less skills points to be available in the new system so we do have to make hard choices and therefore create more diversity in each mech variant tailored specifically to our personal preferences.

#57 Cementi

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Posted 16 February 2017 - 07:39 PM

View PostLouro, on 16 February 2017 - 10:59 AM, said:


It's a real shame this threads get "hot" and the ones bringing ideas just fall forgotten after a few replies Posted Image



It is a shame that these kinds of posts get hot however in this case I think it has been a good thing. Most seem willing to discuss it in a reasonable manner which strengthens their cases. I think the case for continued testing and development rather than scrapping yet another potentially interesting system has been made. Hence Russ's tweet that the skill tree will be released in a future patch.

I am more than happy to test for a month or two to iron out the kinks rather than waiting another 6 to 12 months for them to announce a feature that will be released 3 to 9 months after that.

#58 I_AM_ZUUL

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Posted 17 February 2017 - 08:01 AM

View PostGrimlock Magnus, on 16 February 2017 - 11:33 AM, said:


And in my experience, that incentive is not (just) new content. It is increasing variation, depth of game, allowing for personal choices (good or bad). Call it 'fun'. And the new skill system adds to that in a positive way, provided they get the values right. But without a sink with incentive to invest money, any F2P game is going to die.


THAT ALREADY EXISTS!!!!!!!!! The old skill system is not why every is Gunbags... everything is Gunsbags because ONLY Gunbags are Rewarded with XP & C-Bills. The current skill does not promote anything and the PTS will not change it except by making Gunbags worse, but none of the other Role that are supposed to exist will appear either. A... because they are worse versions that what you can do currently but more importantly B... because they will NOT be rewarded for doing it either.

Personally I want the Reward System to be totally overhauled that way the game will be more than Arena Deathmatch cause it is total garbage as it exists. But if they are not going to allow the game to be expanded beyond Arena Deathmatch, then do not make that a worse version. Make more MAPS because then we can play Arena Deathmatch in more varied Arenas. The problem with the supporters of the PTS is that you do not understand the fundamental causation of the game anymore than PGI does apparently.

#59 Grimlock Magnus

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Posted 17 February 2017 - 08:49 AM

Again baseless claim about may or may not cause the death of a game. I still believe that the death of three will also mean you will be buying mechs one by one which I am willing to bet will be less of a deal than getting them in a bundle. We will have to see.

Your claims are as baseless as mine. ;) However I have some experience in the MW world running a succesful 10.000 man gaming league (not by myself of course). I also lead competitions and did some game mastering. That gave me some insight in what motivates people in games.

You know what would make this game more interesting? New maps and content. No one is going to be tuning in for the skill tree (my opinion of coarse but I have never heard people or reviews list it as a draw).

Not to me. New maps and mechs are just more oI couldn't care less about new mechs or maps, I'm more interested in new features like modes, mechanics etc. From polls we ran during my league years, that was the main driving force behind keeping people active.

I see it as a cash grab and the current itteration is so terrible I don't see PGI showing a passing understanding of their own game. Jump on the PTS and try the quad uac10 KDK-3 to see what I mean. Now clan mechs that didn't have or didn't need structure or were limited in how many modules they can take are now free to become OP again. Seems like PGI is going backwards.

With the current values it is, but I don't think it is intended as a cash grab. It is probably more intended as a way to keep the same current income. Which by definition is not a cash grab. Although with the current values it can come across like that, I'll concede that point.

I have spent 2500$ bucks in the last year on this game. Where does that put me? I will tell you that I feel I have contributed more than enough and again don't like the idea of having to pay more for stuff I feel I have already paid for.

It puts you in the same boat as I am (same investment level), yet I disagree. I do not feel like I am paying again; all the stuff I 'paid' for is being returned in the form of C-bills and GXP. It is just the values that are off, having a potential to increase grind.

Yes it seems to me that this game is already end stage and it makes sense that new tech may string it along but I still think more maps and a meaningful revamp to FW would be much better.

A revamp of FW would be exactly the kind of thing I mean. It's not new content, it's a new (or updated) game mode.

I guess I am missing it. What customization is available that you like? Jump jet vectoring?

I get the miscommunication now. I'm talking about new features, like new gamemodes (Capture the Flag?), improvement of existing features (a revamped FW if you like), or a new improved skill tree. Even introducing battlearmor or something along those lines (that would be both a new features AND new content). New content (mechs, maps, trinkets like decals) don't really make the game itself more interesting nor does it add true variety.

New features are where the true improvement of a game is at and what keeps it interesting.

#60 Grimlock Magnus

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Posted 17 February 2017 - 08:54 AM

View PostI_AM_ZUUL, on 17 February 2017 - 08:01 AM, said:

Personally I want the Reward System to be totally overhauled that way the game will be more than Arena Deathmatch cause it is total garbage as it exists. But if they are not going to allow the game to be expanded beyond Arena Deathmatch, then do not make that a worse version. Make more MAPS because then we can play Arena Deathmatch in more varied Arenas. The problem with the supporters of the PTS is that you do not understand the fundamental causation of the game anymore than PGI does apparently.


I have no clue what a gunbag is, but this statement does lead me to believe that you are the one who doesn't understand the causation... Posted Image





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