*post Updated* Latest News Regarding Upcoming Skill Tree Pts
#161
Posted 22 February 2017 - 05:43 AM
It can only help my Awesomes. Imagine a barn weighing 80 tons that corners, accelerates and twists like a boulder. Drive a Battlemasters with a 350 sporting extra heatsinks, twisting, turning, stopping, accelerating, getting guns on target! Oh, how I long for a re-balance!
#162
Posted 22 February 2017 - 06:00 AM
for, say, a Linebacker, it's not gonna lose its impressive speed, but it is going to be a bit easier for Mediums and Lights to flank due to not being able to turn around to engage as quickly... which, all told, will basically also be messing around with Clan Assault a lot too...but in fairness.... you guys still carry the heaviest, nastiest firepower in the game anyways, always gotta be a tradeoff for that arsenal, and frankly, you've been kings of the hill for a damn long time too, anyways.
#163
Posted 22 February 2017 - 07:18 AM
It will be more fair just to remove them. it will give player more ways to loadout a mech. the warhawk is locked with quirks to use ER-PPCs which limits it loadout. new system with warhawks quirks on top of the new skill tree will make -ER-PPC OP and be locked in to.
Remove the Quirks on Next PTS Build.
#164
Posted 22 February 2017 - 08:05 AM
Ravenlord, on 21 February 2017 - 11:09 PM, said:
That's always the go to argument in such discussions, but for anything but the smallest indie devs it is really a non-argument.
It is a go to argument because that is the realistic equivalent, just like the tuning shop example.
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As I said before, too, it being not an excessive grindfest as many many other f2p games is a thing...
I played 3 games in a brand new Supernova variant yesterday and was able to get over 5,000 XP. In those games, I was in the top 3rd each time. If I continue at this rate, I will easily be able to master the mech in 45 games. That may seem like a lot, but that is starting a mech from 0 XP all the way to achieving full mastery with the equivalent of over 18 million c-bills worth of nodes. Now consider that you will be starting with many of your mechs already having a substantial amount of XP available right from the start in the new system. If I recall correctly, the current master level is about 58,000 XP, leaving you with 24,000 left to earn plus the approximate 5.4 million c-bills per mech to FULLY master it. That is less than the cost of 2 modules and maybe 25 games per each mech assuming you've only done the minimum work so far to master all of those mechs and have purchased no modules at all.
That is definitely a headache for Pokemech collectors, but OCD makes most things in life require extra time and effort. But the grind seems more than reasonable. I've got a good 50 -70 mechs that will require extra grinding in the new system, but the amount of grind seems more than reasonable at the new costs. I'll either have to accept the cost of my level of OCD or learn to prioritize or fight my discontent and be ok with the new challenge (spoiler, I am already content with having to remaster mech I don't like because it's a challenge).
#165
Posted 22 February 2017 - 08:45 AM
Ricbro85, on 22 February 2017 - 07:18 AM, said:
It will be more fair just to remove them. it will give player more ways to loadout a mech. the warhawk is locked with quirks to use ER-PPCs which limits it loadout. new system with warhawks quirks on top of the new skill tree will make -ER-PPC OP and be locked in to.
Remove the Quirks on Next PTS Build.
I actually agree with this. Quirks were never meant to be a long-term thing anyways. They're just another one of the many things IGP forced PGI to do that they haven't gotten rid of yet (I compare this kinda to EVE Online, with all the stuff CCP can't do because of its old legacy code they've been slowly but surely phasing out for years now)
#166
Posted 22 February 2017 - 09:44 AM
SuperFunkTron, on 21 February 2017 - 04:52 PM, said:
SuperFunkTron, on 21 February 2017 - 04:52 PM, said:
SuperFunkTron, on 21 February 2017 - 04:52 PM, said:
Edited by WarHippy, 22 February 2017 - 09:52 AM.
#167
Posted 22 February 2017 - 10:47 AM
WarHippy, on 22 February 2017 - 09:44 AM, said:
When we look at your stable as a whole, it looks like a very intimidating cost, I agree. 183 mechs are fully outfitted for 1 billion c-bills, so I'm assuming that you have at least that many. We can throw larger and larger numbers of mechs to increase an individual players total costs, but the the byproduct of having more mechs means more upkeep and investment. The reality, however, is not based on how much it will cost to refit your stable, but how much it will cost to refit individual mechs. A single mech requires about 5,460,000 c-bills to max out. That is less than 2 weapon modules or 1 radar deprivation module to get all those benefits plus more. If you don't want all of it, then don't spend the full amount. If you want a "mastered" badge on every mech, then you'll have to spend, so prioritize your investment the way you did when you were mastering mechs previously; focus on those you use most first, then on those that are stable trophies.
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60,000 is less than 100,000 c-bills and 800 XP is less than 1,500 XP. That is a clear reduction. Yes, it is more c-bills than you are paying for now, but there has to be a trade off for the integration of modules into the upgrade tree. This hybridization of the current system with modules makes those advanced modules much more accessible to players with fewer resources. Players who wouldn't touch modules before until they have already bought dozens of mechs can now mitigate some of the mech improvement gap between their mechs and fully upgraded mechs at a fraction of those cost.
"getting back to where you are on the current server" is an apples and oranges comparison. The current server is 2 systems while the PTS is a single, integrated system with different end values for upgrades. How can they be compared equally when the new system offers armor and structure upgrades and the old doesn't? End points of heat, and weapon upgrades will also be handled in a substantially different manner. Zergling has posted his interpretation of a conversion chart multiple times, and though it has its merits, it clearly shows that a 1 to 1 conversion is not available.
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Yeah, because tinkering with builds is something people don't want to do in a Mechwarrior/Battletech game. Customization is kind of a big deal in this series. As for c-bills I am not saving anything under this system in fact I will be very much in the hole from the start so I won't be saving anything for buying new mechs or customizing. I think you are also missing out on who has and hasn't been paying for things in this game. I will give you a hint: I didn't acquire hundreds of mechs using c-bills... In fact I can probably count on one hand the number of mechs I have bought with c-bills. My question is what is the benefit I supposedly have received in the form of shorter grind when having all of those mechs under this new system adds to it drastically?
I can't say that I am sympathetic to your point about XP cost for tinkering and respecs. If you are tinkering with a mech's build, you are likely using that mech in game and thus consistenly earning XP for it. If you are short on XP, then it makes sense that you would first purchase upgrades that you are less likely to adjust (armor, structure, mobility,etc) before upgrades that will likely be more adjusted by tinkering (weapons). And on top of that, the description of the new tree explains that there will be some generic weapons trees for things like range and cool down, which further reduces the number of weapon specific nodes that would need to be adjusted when tinkering (ballistic cool down, missle spread/ velocity).
If you are upgrading for the sake of Pokemech and needing to master them all, it is going to be tough and require more time, I grant you that. But Pokemech is hardly the endgame for most players. For those who are playing advanced Pokemech and feel the compulsion to get the "Master badge" for every mech, you've got a new challenge and prestige to go with it.
But as a player who has bought at least half my own stable of 115 mechs, earned c-bills to buy the rest, and invested moderately in modules, I find the practical application of the new system much more engaging and interesting than the current system. I want a more immersive game experience and a chance to start improving my mechs in a way meaningful to what I need them to do. I don't think that the persistent XP cost for tinkering with a mech is a strong argument because it encourages it gives me something to apply mech XP toward once I've maxed it out (other than convert it to GXP), makes me consider the value of what a new build has to offer.
TL,DR: Are we looking to improve game play, customization, and combat roles or are we more concerned about immediately getting "master badges" for free?
#168
Posted 22 February 2017 - 11:49 AM
#169
Posted 22 February 2017 - 01:03 PM
SuperFunkTron, on 22 February 2017 - 10:47 AM, said:
Telling me to look just at individual mechs doesn't change the fact that I still have 230+ mechs, and it still doesn't change the fact I will be well behind where I am now. Had this system been around from the beginning you might have a point, but that isn't the case. This is still a much more expensive system than what we had for little if any improvement over what we had.
SuperFunkTron, on 22 February 2017 - 10:47 AM, said:
SuperFunkTron, on 22 February 2017 - 10:47 AM, said:
#170
Posted 22 February 2017 - 01:23 PM
And don't steal away my hard-earned game progress.
Cautiously optimistic that the actual skill tree will be more interesting, instead of the utterly uninspired "hide the good skills behind a bunch of junk skills" like the first PTS.
#171
Posted 22 February 2017 - 01:27 PM
#172
Posted 22 February 2017 - 01:43 PM
Personally, I found this bit to be interesting.
InnerSphereNews, on 20 February 2017 - 07:18 PM, said:
I'm not sure where that 'of course' came from or why we should have expected it. 10mc/40k cbill items have the same capability in the live server once the c-bill variant has been upgraded. The rational for the 10MC variant is to skip the upgrade process.
If both mc and cbill variant of consumables have the same native ability (which seems to be what this is saying) and are modified at the same rate using the same nodes, I'm not sure what rational exists to buy MC consumables.
#173
Posted 22 February 2017 - 01:48 PM
#174
Posted 22 February 2017 - 02:06 PM
Perilthecat, on 22 February 2017 - 01:48 PM, said:
If you can grind one node per QP match, then it does seem about right...
#175
Posted 22 February 2017 - 02:33 PM
WarHippy, on 22 February 2017 - 01:03 PM, said:
I'm confused as to what "punishment" you see coming. Direct compensation of mech XP, GXP, and c-bills spent on modules is as close to accurate of a compensation as possible. Because time itself can not be returned to you, the above resources are currencies that were used to provide some measure of time and provided an applied value. Even if you managed to get modules on sale, you are still being given the benefit of the doubt and getting bonus c-bills. Could you explain where the punishment in the conversion of your current progress to the new system is?
The only perceived "punishment" I can derive from your posts are that you will be losing mastered status since everyone will still have to put the same number of XP and c-bills into the new system. The minimum number of XP required to master a mech currently translates into a huge head start in the new system.
I am also not understanding why you believe that a mech which has only its XP mastered in the current system translates to a mech with 91 nodes in the new system, a system that is using a fundamentally different approach to upgrading mechs. It's apples and oranges.
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What difference does it make when the system is implemented if you would still have the exact same out of XP? The amount you acquired for each is still the same. The new system is a combination of c-bill and XP upgrades from the current system and allows access to more of the current, high cost modules for a fraction of the price with the trade off of more XP being required to master a mech. The point about which you are correct is that time to reach the XP needed to master is increased, but it provides a more level field for upgrading mechs along the way. Paying 5.5 million for a maxed out mech with abilities of at least 4 modules is still less than 1/3 of the cost of outfitting a mech with 4 modules in the current system.
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I just told you that I find the new system more interesting and engaging by being able to choose what it is I will be upgrading and specializing my mech for, not to mention the infotech trees. The original post in this thread specifically discussed that they are working to make the next iteration force trade offs as a result of your choices.
In regard to GXP, you will have a huge amount refunded from all the module and pilot upgrades which will only further help you speed along in the upgrading of mechs. Converting excess XP is an option, not a requirement, especially considering that you are earning it every match and its not a scarce resource.
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If you are preoccupied with remastering every mech, instead of buying new ones coming out, that is your priority. It has no bearing on fact that it won't affect my desire to buy new mechs if I am interested in them. I'm not in a rush to Pokemech master badges. Even with the expectations of the new system coming in, I decided to buy the full Supernova pack 2 days ago simply because I felt there was value to it. This show's that you are not the only consumer nor do you hold the key to other people's wallets.
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Any alternate system to what we have now could be boiled down to " just moving some of the same numbers around and putting a new GUI" because they have the similar end goal of providing and upgrade system, but provide a very different means to that end. Price tags will obviously be attached as they are currently attached as well. If you don't see how they are trying to improve the new system through testing and changing parameters, then I suggest you read the first post. There is a big difference between a system not providing a means to create mech roles versus someone refusing to acknowledge that the system provides those means.
TL,DR: Time is not a commodity they can return to you, but currencies earned by investing your time are. A complete refund of those currencies is fair compensation.
You are not being punished in the new system, you are transferring your currencies into a new system with different currency demands.
An alternate upgrade system will provide an different experience with the same basic core ideas arranged differently.
Were you this upset when Pokemon expanded beyond the first 151 and did you even master all of the original 151?
#176
Posted 22 February 2017 - 03:20 PM
thanks for your efforts to improve the skill tree and listening to the players voice, highly appreciated. But it's not enough yet. You reduced the cost for skill reassignment to 400XP, still changing a build together with the respective skills will require a huge amount of XP...every time. Your proposal builds on a concept of "grinding" which in my opinion is inacceptable. You therefore rob the player of the freedom to experiment (as I highlighted before, see below). I personally love to try new builds, play a round or two and change them again to identify which one works best and especially which one fits me best. My observation is that many other players love that too.
I therefore suggest you remove the XP cost for skill reassignment completely. Thanks for consideration.
MeIsYou, on 12 February 2017 - 10:23 AM, said:
I really like the skill tree idea, because it will give you flexibility when costumizing a specific mech. I therefore won't discuss every detail of the skill tree and how it may affect the game. Instead I would like to highlight one issue I just couldn't believe when I saw it:
After spending 9.1M CBills to unlock 91 skillpoints, the player must spend CBills again to reassign skillpoints? This approach takes the flexibility away, which I loved since I started to play the game and which the skill tree could take to the next level.
My suggestions is: leave the skill point costs of 1500 XP and 100k CBills but remove the costs for skill point reassignment (i.e. once unlocked, a skillpoint can be used anywhere in the skilltree without additional costs). This will allow experiments and a flexible mech design.
#177
Posted 22 February 2017 - 04:06 PM
#178
Posted 22 February 2017 - 08:49 PM
Perilthecat, on 22 February 2017 - 01:48 PM, said:
And that was for 75 skill points instead of 91. They just put 100k c-bills on the first pts so people would be glad when they revise it and "listen" to the community on the second pts. It is a great negotiation strategy if your goal is to upset your customers.
#179
Posted 22 February 2017 - 10:48 PM
#180
Posted 23 February 2017 - 12:23 AM
SuperFunkTron, on 22 February 2017 - 10:47 AM, said:
PGI main way of earning money is basically players buying mechs basically putting down at least $15-20 or more likely just going for the $35-$50 to get a XP and C bill bonuses right there you will 3-7 mechs to upgrade or else you will find them lacking in battles.
I am not sure that any game improvement happen with these pokemon paying customers.
It is just worth considering that with respect to making 'improvements'. Do I like the direction the skill tree is going yes and no does it hurt people with large stables of mechs undoubtedly. My spreadsheeting of the cost says below 15 mechs the cost to replicate what you have balances out but it becomes huge at around 100 mechs with some people needing a cool billion to upgrade their current mechs. The fact that time limits the grinding you can do I believe the median player plays 100 games a month buying new mechs and mastering them at least to be competitive becomes a challenge. for example you would nmot go on polar highlands or indeed many maps without radar dep so I think the issue is a concern and cannot be just dismissed with the pokemon jibe
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