Jump to content

*post Updated* Latest News Regarding Upcoming Skill Tree Pts


368 replies to this topic

#241 Tina Benoit

    Community Manager

  • Developer
  • Developer
  • 817 posts

Posted 24 February 2017 - 03:43 PM

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!

#242 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 24 February 2017 - 03:56 PM

View PostTina Benoit, on 24 February 2017 - 03:43 PM, said:

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!

Oh :(


Well, thanks for the update!

#243 Clanner Scum

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 338 posts
  • LocationTexas

Posted 24 February 2017 - 03:59 PM

Cool. Take all the time you need.

#244 Buehgler

    Member

  • PipPipPip
  • The Bludgeon
  • The Bludgeon
  • 79 posts

Posted 24 February 2017 - 04:16 PM

Thanks for keeping us informed.

#245 G4LV4TR0N

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 911 posts

Posted 24 February 2017 - 04:26 PM

Is there any way of forcing PTS to use files from current game so we won't need to install additional 16GB?

#246 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 24 February 2017 - 05:01 PM

View PostTina Benoit, on 24 February 2017 - 03:43 PM, said:

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!


Posted Image

#247 Morggo

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 670 posts
  • LocationCharlotte, NC, USA

Posted 24 February 2017 - 05:36 PM

Thanks for the update, Tina.
Better to take the time to get it right than rush :)

#248 LordLosh

    Member

  • PipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 409 posts

Posted 24 February 2017 - 09:15 PM

Don't care either way but find it comical and face palm worthy you design an event on the idea pts will be up, defend the decision of less content and length of challenges in event due to pts, then don't even have the pts........


#249 Gedankenlaser

    Member

  • Pip
  • Philanthropist
  • Philanthropist
  • 15 posts

Posted 25 February 2017 - 12:09 AM

View PostWintersdark, on 20 February 2017 - 07:53 PM, said:

Currently, all mechs of a given speed have the same agility values before quirks. This change means that each mech will have it's own, unique mobility values. While given the context, this should be generally consistent across it's tonnage, the quoted part above means that mechs which currently have strong agility quirks (such as +90% acceleration) will have better base stats.

Essentially, they'll still have those quirks they have now, but they'll be rolled into that mech's base stats.


Okay. I have not been on the PTS so I know little about the skilltree. But I had my concerns that if every chassis had the same possibilities of user-chosen quirkage, mechs that currently do very well without any quirks whatsoever will mutate into utter monsters with the new system. (Ebon Jags and Mad IICs come to mind instantly) But I guess with the incorporation of certain actual quirks into basestats that concern is adressed to? Anyway that revise looks major and lot of things that have been changed were things that intially struck me as bad/odd. (Fully having to repay skilltrees for reskilling for instance) That being said, I actually look forward to the change.
Peace.

#250 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 25 February 2017 - 07:17 AM

View PostGedankenlaser, on 25 February 2017 - 12:09 AM, said:


Okay. I have not been on the PTS so I know little about the skilltree. But I had my concerns that if every chassis had the same possibilities of user-chosen quirkage, mechs that currently do very well without any quirks whatsoever will mutate into utter monsters with the new system. (Ebon Jags and Mad IICs come to mind instantly) But I guess with the incorporation of certain actual quirks into basestats that concern is adressed to? Anyway that revise looks major and lot of things that have been changed were things that intially struck me as bad/odd. (Fully having to repay skilltrees for reskilling for instance) That being said, I actually look forward to the change.
Peace.
Covered in the announcement post. Mecha which require agility for competitiveness (read: already have agility quirks) will have higher base manueverability values. Example given that the Phoenix Hawk will be substantially more agile than a Blackjack.

Edited by Wintersdark, 25 February 2017 - 07:17 AM.


#251 C E Dwyer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,274 posts
  • LocationHiding in the periphery, from Bounty Hunters

Posted 25 February 2017 - 07:41 AM

View PostTina Benoit, on 24 February 2017 - 03:43 PM, said:

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!

*makes a sad face*

Thank you for the update Tina

#252 Quardak

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,301 posts
  • LocationRaumsystem Kitzingen

Posted 25 February 2017 - 10:54 AM

Whats up with you People? Where are our Pitchforks and Torches AND our white Hats?

...

Its sound like a very good change and i am suprised PGI could take some much positive Feedback out of the
Hellstorm from the last Session.

I LIKE.

... and if not: I always play it... my world wont go down from....

#253 Mr Silver

    Rookie

  • The Phoenix
  • The Phoenix
  • 1 posts

Posted 25 February 2017 - 12:23 PM

I for one am happy to see them taking time to do it right. Thanks PGI I am looking forward to exploring this new system.

#254 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 25 February 2017 - 12:24 PM

View PostWarHippy, on 24 February 2017 - 12:39 PM, said:

Has that been announced or is that speculation?

It was a prescient foretelling of the inevitable, based on looooooong experience.

Edited by Appogee, 26 February 2017 - 04:53 AM.


#255 Chound

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 300 posts

Posted 25 February 2017 - 12:32 PM

View PostG4LV4TR0N, on 24 February 2017 - 04:26 PM, said:

Is there any way of forcing PTS to use files from current game so we won't need to install additional 16GB?


I'm not sure which 16GB you mean but in the PTS server they might take a fresh copy of your information so you can test out the mechs in a game situation. When the system goes live, they will move the new version of the game into the "active games" server. If the changes to the PTS system needs another 16GB of data to work, you are stuck, it's all or nothing.

#256 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 25 February 2017 - 01:18 PM

View PostG4LV4TR0N, on 24 February 2017 - 04:26 PM, said:

Is there any way of forcing PTS to use files from current game so we won't need to install additional 16GB?


You can copy and paste the game into the PTS folder and run the repair tool if you don't want to re-download the whole thing again. If space is the issue, You can cut and paste back and forth instead, just don't forget to run the repair tool to make sure you're not missing anything crucial as you switch back and forth.

#257 Edward Hazen

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 255 posts

Posted 25 February 2017 - 02:44 PM

View PostMr Silver, on 25 February 2017 - 12:23 PM, said:

I for one am happy to see them taking time to do it right. Thanks PGI I am looking forward to exploring this new system.


I agree that they should thoroughly test it and get it "right" but "right" is very subjective and I hope that they listen to the good feedback and not the people who want to dumb it down more.

#258 mouser42

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 382 posts
  • Locationb-more

Posted 25 February 2017 - 05:26 PM

a lot of players like to swap things around try out new build with our mechs, it's part of the fun. Ever time we try out a new builds we will have to spend c-bills and exp and if we don't like it pay again to change it back. For me this is a turn off for limiting my fun and freedom to tinker with my mechs. Ever time I see a video daily build form moltenmetal or a fun build snuggles time has posted, I can't help but dream up some abomination to try out when I get home. This pay gind pay grind and repeat is a kill joy to players who like to tinker.

keep the skill tree it's better then what we have put a cap on how many skill nodes a mech can use at one time but not how many skill node that can be unlock.

over time a mech may have all it's skill nodes unlock but that mech will only be able to use a set number of those skill nodes at any one time and we can keep on tinkering and trying out new builds.

Edited by mouser42, 25 February 2017 - 11:54 PM.


#259 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 26 February 2017 - 05:00 AM

View PostMorggo, on 24 February 2017 - 05:36 PM, said:

Better to take the time to get it right than rush Posted Image


Yes, let's not rush them... They've only had a placeholder Skill Tree for 4 years.

(PGI is apparently modeling the new Skill Tree on The Ents.)

Edited by Appogee, 26 February 2017 - 05:00 AM.


#260 Willothius

    Member

  • PipPipPipPipPip
  • The Boombox
  • The Boombox
  • 187 posts
  • LocationThe Great Mechbay In The Sky.

Posted 26 February 2017 - 07:46 AM

View PostWintersdark, on 25 February 2017 - 07:17 AM, said:

Covered in the announcement post. Mecha which require agility for competitiveness (read: already have agility quirks) will have higher base manueverability values. Example given that the Phoenix Hawk will be substantially more agile than a Blackjack.

Only thing that worries me is Mechs that DON'T have mobility quirks, but DO depend greatly on mobility (due to always running big engines) get left out this way: Linebacker (and maybe KDK, casue of it's default XL400) for example..

EDIT for the Forumwarriors: Not that I'm worried about the KDK getting nerfed. It kinda deserves it.

Edited by Willothius, 26 February 2017 - 10:33 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users