Jump to content

*post Updated* Latest News Regarding Upcoming Skill Tree Pts


368 replies to this topic

#141 Ravenlord

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 262 posts
  • LocationGermany

Posted 21 February 2017 - 09:17 PM

View PostSuperFunkTron, on 21 February 2017 - 07:19 PM, said:


I must be looking at it from a completely different perspective because I don't agree. I think a more apt metaphor is taking your car to the shop and upgrading it. You get tires specific to the type of road and race you will be in, you get a turbo or supercharger depending on your needs, other modifications etc. If you want to move those parts around, it requires either your time to make the changes or paying someone to change those parts, even if you already own them. I can sympathize with your loss as I too have spent a good amount of cash in the game and will likely be unable to master all of my mechs in the new system, but I see it as a challenge in the new system and will not be upset in the least by not being able to fully upgrade mechs that I don't regularly use right away.


Yeah, I guess we see it from a completely different perspective then. However it is not the initial costs that irk me most, I could learn to live with that I guess, now that they are cheaper than before, even if it means I wont be able to completely skill all my mechs right away.
The biggest problem I have is with respecing and the neverending costs it will bring. Once a skillpoint is unlocked it should be movable to whatever node I want it to be free of charge. Even after the change, if I read it correctly, and I'm pretty sure I do, I will have to unlock every single node in the whole tree with cbills and XP once, and even after that whenever I want to change around it will be another additional 400xp for every skillnode I want to change. This is just unacceptable for me. I want to be able to say: "I now have completely mastered this mech and are finished with it and now I can take it out and change it around however I like and I will never ever need to pay anything for it ever again." and I don't want every single mech in my ever growing hangar to be a perpetual work in progress.

Edited by Ravenlord, 21 February 2017 - 09:21 PM.


#142 Wintersdark

    Member

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

Posted 21 February 2017 - 09:26 PM

View PostRavenlord, on 21 February 2017 - 05:37 PM, said:



I don't think he is playing for free, nor am I. That's exactly the point. People with lots of mechs generally spent lots of money on mech bays and also mech paks and also already invested a considerable amount of time into mastering them and outfitting them with modules. And then they were able to change them up however they damn well pleased without any extra cost and how often they wanted. So of course with the new system you are losing all that time you invested to master and spec your mech when you want to respec and it hits poke mech collectors like myself that like to change their builds often and have lots of mechs by far the hardest.

Incidentally those poke mech collectors are probably first among those that spent MOST on the game and are far from playing for free. We don't have high expectations to get lots of stuff for free, our only expectation is to not be stolen what we already achieved and being made to pay (with our money or time) for it over and over again just because we actually like to use it and change it up from time to time. That is basically like buying some lego bricks and building a house with it, and when you want to disassemble it and build a spaceship instead you have to pay a fee to lego for every brick you reposition.



I get where you're coming from, and I was definitely unhappy about the original pricing, but this is quite a bit more reasonable. (Edit: Of course, I'd prefer it be less yet)

Basically, there's only a cbill fee once (which is essentially like the original module fee, when all is said and done).

The ongoing XP cost is pretty negligible now. Sure, it's 400 per node and 91 nodes = 36,400 xp to fully respec, but do you really feel you're going to totally wipe and re-do your skills often?

I mean, I'm a total Pokemech collector and long time whale, and I'm an utter mechlab w**re, but really... If I were to assume the last skill trees except one tree for weaponry, would I respec more than maybe a dozen skills from time to time? Not really, no. I can't imagine *EVER* doing a full respec, as there will always be at *LEAST* half the skills that are simply "must haves".

Given that I earn, according to my long term stats, 1500xp per match, that's just shy of 4 skills respec'd per match played. I can live with that, particularly because that XP will continuously accumulate over time. If I *REALLY* want to use two different skill builds, I'll just buy a second chassis (or, being a filthy clanner, just use another CT I already have)

Edited by Wintersdark, 21 February 2017 - 10:16 PM.


#143 SuperFunkTron

    Member

  • PipPipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 910 posts
  • LocationUSA

Posted 21 February 2017 - 09:30 PM

View PostRavenlord, on 21 February 2017 - 09:17 PM, said:


Yeah, I guess we see it from a completely different perspective then. However it is not the initial costs that irk me most, I could learn to live with that I guess, now that they are cheaper than before, even if it means I wont be able to completely skill all my mechs right away.
The biggest problem I have is with respecing and the neverending costs it will bring. Once a skillpoint is unlocked it should be movable to whatever node I want it to be free of charge. Even after the change, if I read it correctly, and I'm pretty sure I do, I will have to unlock every single node in the whole tree with cbills and XP once, and even after that whenever I want to change around it will be another additional 400xp for every skillnode I want to change. This is just unacceptable for me. I want to be able to say: "I now have completely mastered this mech and are finished with it and now I can take it out and change it around however I like and I will never ever need to pay anything for it ever again." and I don't want every single mech in my ever growing hangar to be a perpetual work in progress.

Just think about the mechanics. They gotta feed their families, and for some reason, they need to eat everyday.

#144 Captain Arctic

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 388 posts
  • Locationhidden under ECM

Posted 21 February 2017 - 10:29 PM

Everything looks fine, but don't touch engines please. Leave quirks as a balance mechanic if needed, buff some underdog mechs, give to IS mechs larger numbers in the Mobility branch of the Skill Tree, but don't touch engines. Don't fix if it's not broken. If you devs will do this it'll not bring the balance to the game, but just ruin already shaky balance and make the game more arcade-like. As soon as you will have implemented it, builds with small engines will become the new meta; and every mech with fixed large engine will become a useless underdog. I like how it works now: Atlas is more tanky but slower, Kodiak is more agile but more fragile. In 1v1 the victory is a matter of pilots' skills: if Kodiak has caught Atlas in an open area, Atlas is dead; and vice versa if Atlas has caught Kodiak in close quarters, Kodiak is dead. Equalizing them is pointless because it's not possible due to the difference in their hardpoints and corresponding play styles (UACs vs SRMs). The Skill Tree system is supposed to encourage builds specialization, and we need really different engines for it. So last but not the least, this change decreases diversity of mech builds. Again. Why do you always fall into the same trap over and over again? Maybe you really should ask some competitive top players (like prtNspz, MonPax, L3golas, Zeleglok, Colonel ONeill, ReckIess, bear claw, Volkodav, etc.) to have a constant source of competent feedback about your game without a whining about nerfing due to low skills of new players (who faced top players on meta builds and producing a lot of salt after that). Please reconsider your decision about engines.

#145 DeeHawk

    Member

  • PipPipPipPipPip
  • The Flame
  • 136 posts

Posted 21 February 2017 - 11:02 PM

I'm confused by the terminology in this entire play test. I fail to understand how an entire area like Mobility is called a 'Branch'. It doesn't branch from anywhere. All the individual skill areas are supposed each to be a 'Tree' with branches!
(Well, some high end skills like Seismic and the bottom hexagons of each system, are dead ends, which are KINDA branchy)

Since there's no correlation between them skill areas and we have no branches, this is not a tree.

Edited by DeeHawk, 21 February 2017 - 11:03 PM.


#146 Ravenlord

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 262 posts
  • LocationGermany

Posted 21 February 2017 - 11:09 PM

View PostSuperFunkTron, on 21 February 2017 - 09:30 PM, said:

Just think about the mechanics. They gotta feed their families, and for some reason, they need to eat everyday.


That's always the go to argument in such discussions, but for anything but the smallest indie devs it is really a non-argument. As I said in an earlier post, they seem to do pretty well with mech paks and all that alone, they are even able to start a big new project like MW 5 without any crowdfunding like kickstarter or anything. Don't get me wrong, they certainly deserve to make money with this game, and I am more than happy to provide it by buying mech paks and mech bays. I am however not happy to provide it by more and more grinding or paying with MC for it.
As I said before, too, it being not an excessive grindfest as many many other f2p games is a thing I specifically like about MWO and if that were to change that would make me very very sad as I know from experience that this is what kills the fun in a game for me and drives me away from it and I really don't want to be driven away from MWO like I was from World of Tanks.

#147 Edward Hazen

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 255 posts

Posted 21 February 2017 - 11:13 PM

View PostThe Lighthouse, on 20 February 2017 - 08:05 PM, said:

Hmmm, so heavier mechs cannot waist twisting crazily as fast as now? Good for me and rest of people who play light mechs.


LOL, it is a huge nerf, since light mechs can sit between a heavier mech's legs and not get knocked down or take any significant damage while the heavier mechs can not bend down far enough to fight back. I will stick with Clan ER-PPCs since they negate the overlapping hitboxes that most lights have.

#148 mad kat

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,907 posts
  • LocationFracking the third toaster.

Posted 21 February 2017 - 11:49 PM

View PostInnerSphereNews, on 20 February 2017 - 07:18 PM, said:



Greetings all,



As outlined in our last update post from February 10th we've received a lot of great feedback regarding every aspect of the Skill Tree during its time on the Public Test server. While the reception to the overall framework of the Skill Tree has been positive, it's abundantly clear there are ways to improve the implementation.

Critical Hits






The changes to Critical Hit systems seen in the first PTS brought with them an unanticipated bug in the way Critical Hit chances were being determined. This bug significantly increased the chances of a Critical Hit. We’ve corrected this behavior in the latest PTS update.


Thank you for reading MechWarriors, and thank you for playing. Keep the feedback coming.



You really do have to laugh at their ability to see only what they want to see. Positive? What? it was almost unanimously negative if not even scathing by many there's a reason the thread grew so fast as people were rightly panicking.

Oh and as for the critical hits. We thought we'd make an attempt to reduce critical hits but ended up making them worse. SNAFU.

And i have to repeat myself seeing as they are removing the three mech requirement the Cbill cost will not be the same. The cost isn't scaled by the mech and chassis weight with this new system its a flat charge accross all mech weights. While personally i think the Cbill requirement should be scrapped entirely i'll settle for leaving assaults at the new Cbill cost but scale down from there by weight down to the little locusts.

I mean lets face it Locusts are cheap they're meant to be that way this new system is significantly better value for a Direfail than it is a locust. I could even argue that clan mechs should be more expensive to skill than the IS counterparts anyway. Clan mechs are more valuable so this should reflect that clan assualt pilots will be giggling at this but IS lights will cease to be played.

Edited by mad kat, 21 February 2017 - 11:52 PM.


#149 Wintersdark

    Member

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

Posted 21 February 2017 - 11:55 PM

View Postmad kat, on 21 February 2017 - 11:49 PM, said:


You really do have to laugh at their ability to see only what they want to see. Positive? What? it was almost unanimously negative if not even scathing by many there's a reason the thread grew so fast as people were rightly panicking.

Oh and as for the critical hits. We thought we'd make an attempt to reduce critical hits but ended up making them worse. SNAFU.
And it's fixed. So, no worries. It's a test, that there were bugs is hardly unreasonable.

Quote

And i have to repeat myself seeing as they are removing the three mech requirement the Cbill cost will not be the same. The cost isn't scaled by the mech and chassis weight with this new system its a flat charge accross all mech weights. While personally i think the Cbill requirement should be scrapped entirely i'll settle for leaving assaults at the new Cbill cost but scale down from there by weight down to the little locusts.
Wat? Why should assault skills cost more?

Quote

I mean lets face it Locusts are cheap they're meant to be that way this new system is significantly better value for a Direfail than it is a locust. I could even argue that clan mechs should be more expensive to skill than the IS counterparts anyway. Clan mechs are more valuable so this should reflect that clan assualt pilots will be giggling at this but IS lights will cease to be played.

Are you high? Lights are the second most expensive weight class after assaults (and arguably the most expensive, depending on the current meta and whether IS assaults run XL's or not).

Skills being priced the same is just fine. There's no reason whatsoever that larger mech skills should cost more.

#150 MidKnightReign

    Rookie

  • Bad Company
  • 5 posts
  • LocationHonolulu, HI

Posted 22 February 2017 - 12:11 AM

View PostWintersdark, on 21 February 2017 - 09:04 PM, said:

Just... fire them together?

I mean, it's terrible and all that instead of just your SRM's firing faster, both fire faster, but you could choose to just pretend your LBX's DON'T fire faster and then everything works out just fine... except you can fire the LBX even faster than before. That's a terrible thing to get for free, I know.


The first salvo isn't the problem. Its the second shot that is now going to be tricky, balancing the timing for torso-twisting, direct-aiming for lasers, and lead-aiming for two distintly differently-timed weapons instead of just one group of two similary timed weapons while still firing accurately as fast as possible.

Edited by MidKnightReign, 22 February 2017 - 12:12 AM.


#151 Wintersdark

    Member

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

Posted 22 February 2017 - 12:58 AM

View PostMidKnightReign, on 22 February 2017 - 12:11 AM, said:


The first salvo isn't the problem. Its the second shot that is now going to be tricky, balancing the timing for torso-twisting, direct-aiming for lasers, and lead-aiming for two distintly differently-timed weapons instead of just one group of two similary timed weapons while still firing accurately as fast as possible.

But... you're just firing the LBX later. Fire when the SRM's come off cooldown as you would have done before and it's golden, no different from if you ONLY had an SRM cooldown buff. Just pretend the LBX cooldown bar isn't there, and there's no change. Just because the LBX *can* fire earlier doesn't mean you have to do so.

#152 Willothius

    Member

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

Posted 22 February 2017 - 01:23 AM

View PostAngrySpartan, on 21 February 2017 - 06:58 AM, said:

...about 50 of those are mastered, so about 250mln C-bills to unlock all their nodes...

...Perhaps you are ok at spending a billion on skill tissue...

Well, that's a very liberal use of numeral inconsistencies right there..

Quote

Agreed, that's a buff to slow mechs and a huge nerf to fast ones (bye-bye Linebackers). Yet it's worth testing at least. Hell' it's worth it's own separate PTS.

Agreed, hoping to God this won't screw over those mechs that ALWAYS run big engines too much. This will all come down to how they benchmark the 'normal' speed of all mechs..

#153 mad kat

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,907 posts
  • LocationFracking the third toaster.

Posted 22 February 2017 - 01:32 AM

View PostWintersdark, on 21 February 2017 - 11:55 PM, said:

Are you high? Lights are the second most expensive weight class after assaults (and arguably the most expensive, depending on the current meta and whether IS assaults run XL's or not).

Skills being priced the same is just fine. There's no reason whatsoever that larger mech skills should cost more.


Sais the guy who drives a Kodiak. The cbills sink has always related to the mass and type of mech your buying. Sure you may save some money by not having to buy that mech with an XL engine and dhs and buy the one with a STD engine and ballistic Hardpoints instead.

I could argue are you high staying that lights are the second most expensive class. Where on earth do you get that logic from? I'm going to assume it's because of XL engines and dhs again but there are light mechs out there that work with STD engines and cost naff all I.e. commando or wolfhound even Firestarters can work with STD engines.

#154 tokumboh

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 320 posts
  • LocationBristol UK

Posted 22 February 2017 - 01:36 AM

OK I have read this a couple of time and my view is this

Economy

I think they have given something up here in terms of C bill and XP cost per mech from the ridiculous to the something more reasonable. however the mixed blessing is that if they want variety they need a forum which allows people to experiment with builds before committing since we are basically paying for changes which we are not sure that will work or basically it would promote the same cookie cutter builds that we actually see now only applied to the skill tree. The cost of changing needs to be much much less than you get in a game since I find you only really know if a build is working for you after around 5 to 10 games in solo queue especially for T5 T4 game play or else I am copying what works for others and it becomes cookie cutter.

Fire power

Pretty much universal shock at the fact that saying you are promoting diversity/minimising boating and then producing the first iteration which does the opposite. So I'd say a complete positive


Survival

I think that the investment in survival will always be worth it if you make it high then it would be a price worth paying because the buffs were enormous. Now if the aim is to making the TTK higher then adding a universal buff to armour is definitely the way to go

Mobility

The real key here was that the figure on mobility pretty much were underwhelming in the main torso speed increase was 5% max so in many respects not a big pull compared to other thing in other areas

Mixing the tree pretty much says to me hiding the stuff you want behind stuff you don't


Jump Jets

So if you took the jump jets before they were amazing, I am not sure they were worth it but they were amazing it was scary how high some of the mechs could get giving it another buff does not make sense to me and if anything should be part of the mobility trees if you are being consistent

Operations

This is essentially heat management which is a basic need, Again like survival you would want all the cool down and heat capacity you could get. You either do it globally here or by the weapons. it made more sense to do it globally and use spare point for weapons nothing has changed that decision making process other than the cost.



Sensors

I fear that the problem with the manner of the skill tree is pretty clear in sensors and the fact the structure has not changed . The branches for me made little sense in the context of what you need to survive in game. For example making people go through radar dep to get ECM smacks of uselessness to me.

Now I believe that because of the maps LRM boating means that radar dep is a must it is something that is taken fro granted try a game on polar highland without it in domination for example you'll find it very difficult to avoid being lurmed to death. With the velocity improvements to LRM missiles I think this is a game changer.

Auxiliary

Now this will make more sense I can see why you would want to have bonuses for the consumables and I hope they disband the coolshot 6 since it makes no sense and allow any mix of consumables. however the principle remains the same. you may see less UAVs on the battlefield because in the end armour and firepower and mobility matter much more to almost mech class

Balance

My first reaction is not this again. the reality is PGI took the wrong year to start this game 3050 gave the Clans a distinct advantage and everything you do will to make the weapons the same or the engines the same will be pretty disastrous unless you make the weapons the same and the engines the same. try to make equivalence but difference has gone through so many iteration that it has to my mind taken away from the rest of the game. Had they taken a date from the 3060s you would have had a more evenly matched tech tree.

My personal point about the clans is that it would have been made to fight 10 v 12 and then they could have had their power advantage. You chose a side Clan versus IS by the choice of mech.

They appear to be chasing their tails on the idea of balance. what they should do is up the timeline to a point where the technology was comparable and that would make the balance issue go away with the new IS technology.

Rant Mode on.
The continuous buff/nerf takes away from doing things like better gameplay better maps and everything else that is needed. My personal bugbear is that it is better to change all brawl centric builds to ER-LL/LPL type build since in solo queue that is the best build for most maps, quirks or no quirks, modules or no modules it is straight up disappointing

Rant over

I think it will be interesting to see what PGI will do with mobility essentially in their hands now and what it would mean for mechs and builds, I think in the current meta the torso speeds are actually less important than plain position and repositioning so just outright acceleration,followed by speed followed by torso and arm movement. the game is more poke and trade than circle of death fights, one on ones rarely happen in many games even in brawls

I edited to fix sme grammar issues

Edited by tokumboh, 23 February 2017 - 05:52 AM.


#155 X Player

    Member

  • PipPipPip
  • The God
  • The God
  • 50 posts
  • LocationNew Avalon

Posted 22 February 2017 - 02:45 AM

The changes in the system generally make sense to me. I still feel that the C-Bill cost is going to be a bit too much, but most of the general concerns have been adressed, so it needs to be tested in practice how the changes work in the game. I am definitely looking forward to the next PTS.

#156 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,478 posts
  • LocationSweden

Posted 22 February 2017 - 03:19 AM

Most changes look good.

The compiling of weapon skills into universal skills address both the boating problem and reduces the need to reskill your mech just to change weapon loadout, so it removes a part of the cost issue as well. Great change.

Adding more nodes to some trees I'm not sure is good. Why not make the nodes in those trees cost more to unlock instead? Increasing the number sounds like more clutter and higher chances of having to plow through do-nothing skills to get where you want.

Speaking of do-nothing skills, there is no mention of fixing things like arm movement skill for mechs without arm hardpoints being necessary unlocks for real skills and so on. I'd like an update on that since it's really annoying to unlock skill that doesn't do anything.

Jumpjet skills buffed, that's good I hope it works.

I think jumpjets themselves needs some buffs as well though, and it would be nice if the strangeness about JJ classes were addressed, for the current situation where for example lights jump worse than mediums despite a higher relative tonnage investment is really bad.

You speak of making the decisions and traedoffs real choices. That's good. Most skill tree systems I've seen have exclusive choices so that following one branch or choice in a tree locks the other option at that tier, I think that would be really good here.

I feel the skill tree is way too cluttered. I don't see a good reason to have this many nodes of each kind, IMO it should be consolidated and reduced down to 2 nodes per type. So tier 1 and 2 cooldown and that's it and so on. Obviously with corrsponding increases in cost and strenght so that the end result is the same.

Edited by Sjorpha, 22 February 2017 - 03:19 AM.


#157 pacifica812

    Member

  • PipPipPipPipPipPip
  • The Jaws
  • The Jaws
  • 314 posts
  • LocationAt home, at work, or on the stage... mostly

Posted 22 February 2017 - 03:20 AM

View PostAnTi90d, on 20 February 2017 - 09:40 PM, said:




HALLELUJAH!

Praise Robot Jesus! The day has arrived!



Posted Image







PGI listened to feedback!

It's happening!


LOLLOLLOLLOOOOOOOOOOL
Posted Image

#158 Wintersdark

    Member

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

Posted 22 February 2017 - 03:33 AM

View Postmad kat, on 22 February 2017 - 01:32 AM, said:

Sais the guy who drives a Kodiak. The cbills sink has always related to the mass and type of mech your buying. Sure you may save some money by not having to buy that mech with an XL engine and dhs and buy the one with a STD engine and ballistic Hardpoints instead.
I pilot everything. I just think the Kodiak is teh sexah, but I've got over a hundred and fifty odd mechs now.

Lights aren't cheap. At 35t, you need a 300xl, FF, ES, etc.

The only reason things look the way they do right now is because of the push for ever larger engines, everyone is running huge XL's. With this change, you'll see more smaller engines, and thus more Standard engines IS side in particular.

Quote

I could argue are you high staying that lights are the second most expensive class. Where on earth do you get that logic from? I'm going to assume it's because of XL engines and dhs again but there are light mechs out there that work with STD engines and cost naff all I.e. commando or wolfhound even Firestarters can work with STD engines.
Nobody ever runs lights with standard engines in any kind of competitive sense. Even back in the days when we all ran slower, no serious light build featured a standard engine even while most Mediums did, a solid mix of heavies, and virtually all assaults.

ALL even remotely serious, competitive light builds require XL, ES, FF, and DHS upgrades, and they all have since I started at the end of 2012. All of them.

The base chassis cost is practically irrelevant for the final cost of the mech. It's the engine, first and foremost, that determines cost.

And this is why there is not - once mechs are fully equipped - a significant scale in cost by tonnage. [Edit: I'm aware the currently, IS side in particular, there's inflated costs due to the push to using large XL engines. Fortunately, decoupling engine size from mobility makes backing down in engine size a more viable option for many mechs - yay for cheaper mechs!]




But, regardless, it doesn't matter. The cost of the mech has no bearing on skills, nor should it. In the Live client, there IS a cbill cost to fully equip a mech: Typically 6m in weapon modules and 12 in Seismic and Derp, for 18m cbills.

That cost is being spread out amongst the skills for the first time buy only (so there's no further cost at respeccing). Fully skilling up a mech in the new PTS economy is a little less than 5.5m cbills: Less than the cost of a single Seismic Sensor. That you don't have to buy three mechs is irrelevant; there's no need to roll that cost into the cost of skilling up a mech, simply because when you pay that in the current system you're getting three mechs for that money.

Edited by Wintersdark, 22 February 2017 - 03:36 AM.


#159 Slambot

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 204 posts

Posted 22 February 2017 - 04:57 AM

Looks like you listened to much of what we said.

I will say this again however:

If I do not have the c-bills to spend the exp I have already earned, I will not ever spend another dollar on this game. I will NOT be punished for spending lots of money and playing this game loyally for years. I will find a company that likes good customers and feels like treating them as such. I will also ask for refunds on any mechs I have preordered.

#160 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 22 February 2017 - 05:24 AM

I am a bit concerned about the engine changes, if you take a much larger engine youpay for it in tonnage - so why should it not have an advantage over lighter engines?

Yes, you will still get raw speed but I think it might shift the meta in unexpected ways.

Still, I am open minded.

Economy changes seem fairer, but they should keep an open mind about making the cost to respec even cheaper - experimenting with mechs is basically half the game and restricing this will lower longevity and fun.

Respec costs should be purely nominal or perhaps some other mechanics to encourage experimentation (1 free respec a week on a timer?).

Still - be good to see how this plays out on the PTS and it is good to see PGI both listening and being prepared to shake stuff up.

If they can nail this it could give the game a shot in the arm - I hope so.

Edited by Jabilo, 22 February 2017 - 05:27 AM.






4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users