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*post Updated* Latest News Regarding Upcoming Skill Tree Pts


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#201 WarHippy

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Posted 23 February 2017 - 09:28 AM

View PostSuperFunkTron, on 23 February 2017 - 09:10 AM, said:

Edit: TL,DR
You can't make something from nothing and taking from those who earned more is not right.

Current Master badges are misleading as they still leave room for modular improvement.

Savings from module swapping really only start after the initial 84 million c-bills to build a drop deck while less than 22 million are needed in the new system to build a maxed out drop deck.
You don't get to make the definition of what is an isn't mastered. You also can't take something from someone who earned it attach a price tag to it and then expect them to be okay with it.

#202 Reno Blade

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Posted 23 February 2017 - 09:29 AM

View PostSuperFunkTron, on 23 February 2017 - 06:44 AM, said:

I refer you to my post a few pages ago in which a metaphor of a sports car being tuned to different functions is used. Tuning the car for different track conditions and types (tires, supercharger vs turbo, etc) has its initial cost to purchase the parts, then XP to essentially cover the man hours your mechanic is going to spend to make those adjustments. The more you respec, the more that mechanic has to work, thus the more XP you will spend. It is just as redundant for the mechanic to keep switching between builds as it is for you to keep doing resepecs.

I have finally figured out how to explain this eloquently enough. In the current system a "mastered" mech is only truly mastered until it has it own set of modules to go with it. Consider the now the application of this to the reimbursement. A player who has filled all module slots for 100 mechs has put in a significantly larger c-bill investment than a player who has "mastered" 100 mechs and swaps 20-30 modules between those mechs. Lets use 20 modules to illustrate this point. 20 modules will typically fill all module slots for 4 mechs (we're not discussing comsumables). If a player has 4 mechs that have been FULLY mastered, that means he hasn't really maxed out the remaining 96 in his stable. Sure, he can move those modules around, but moving modules from one mech to another as needed will still leave him with 4 maxed out mechs and 96 that are not.


If you believe that it is necessary to sell 160 mechs just to get the new master badge for the rest of your stable, then by all means do it. Just be aware that if you are able to purchase c-bills for MC or cash as well. The rest of us have to grind c-bills just like Pokemech collectors to max out all of our mechs, no reason they should get it at a cheaper rate than everyone else.
Also, your distaste for the system doesn't mean they are committing market suicide, it means that you will finally have to max out your mechs.

TL,DR
Man hours to upgrade and constantly respec your ride are not included in the price of your parts purchase.

A Pokemech master badge does not make you a true Pokemech master. The master badge with empty module slots does not equate to having a mastered mech with filled out module slots. Are you really a Pokemech Master or just a Pokemech collector? The new system makes will make it clear while restoring honor to the MasterBadger community.

Being upset that the new system more accurately awards Master badges does not make the system bad, it means that you have to train harder to move from collector to MasterBadger. Many of us will continue to buy mechs even if you don't.


great way to explain it.

I would try to explain it that way:
old system had 4 states for a mech variant, but could always use Modules on top (additional to Skills)
- New
- Basic
- Elite
- Master
Bonus + Moduled for each level, as you can use Modules with 0 XP Mech (stronger for Master because of the Slot)

so total of 8 ! states (if we ignore only using less modules in between min/max)
- New
- New + Moduled
- Basiced
- Basiced + Moduled
- Elited
- Elited + Moduled
- Mastered
- Mastered + Moduled

If you try to figure out the refunds for the new ST, it looks like this is currently aiming at "Moduled" level and tries to somehow average all your mechs "Cbill/XP investment" based on the level of all mechs.

Trying to map it with SP unlocks to the new system is difficult because you can unlock SP for the "modules" (e.g. Weapon cooldown) before you go to the "basic skills" (e.g. anchor turn), but lets guess:
- New 0 SP
- Basiced 20 SP
- Basiced 20 SP + Moduled 41 SP = 61 SP
- Elited 40 SP
- Elited 40 SP + Moduled 41 SP = 81 SP
- Mastered 50 SP
- Mastered 50 SP + Moduled 41 SP = 91 SP


So for owning 150 mastered mechs and 10 sets of modules would mean:
10 Mastered (50 SP) + Moduled (+41 SP) Mechs
+150 Mastered mechs (50 SP)
=
91 SP worth for 10 mechs
and ~50SP worth for 140 mechs
=
which is then about 52 SP worth if split equally to each of your 150 Mechs.

Not the perfect calculation (as that's up to PGI), but a good guesstimate about what to expect, I'd say.
In the end, this should give you the same performance of your "Mastered" mechs without the modules, as these are "on top".


NOTE: Now in addition, some SPs actually provide more than what was possibe before, so you could say that 91SP in the new ST is actually providing Mastered + Moduled + Extra SP
e.g. 10-15 more than what would be required for fully Mastered+Moduled Mech!

Edited by Reno Blade, 23 February 2017 - 09:32 AM.


#203 Rhialto

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Posted 23 February 2017 - 09:43 AM

View PostZen Idiot, on 23 February 2017 - 08:01 AM, said:

???? ..buy a wall clock. hang it by your computer. problem solved. you're welcome.

Your name fits you well. Posted Image

#204 Rhialto

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Posted 23 February 2017 - 09:50 AM

Anything was said about modules space? I mean number of modules a Mech have now like 2/1/2 for example, how does it translate in new system? Or do Mechs suddenly come all equal? As it is now one may have prefered a variant versus another because of extra modules space it offered.

#205 Trev Firestorm

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Posted 23 February 2017 - 10:49 AM

The big economy disconnect is based on the fallacy that modules are worth the cbills (and therefore the extra grind time). Many of us disagree and thus are being straight up punished for it. If those nodes are worth more then why not attach a cost SOLELY to them so those of us who don't care can just skip them as usual. As has been pointed out, this new system actively discourages long term customers from continued monetary investment in the game in its current form.

#206 MeIsYou

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Posted 23 February 2017 - 11:04 AM

View PostArkhangel, on 22 February 2017 - 04:06 PM, said:

@Me: you do realize you don't have to re-spec the entire damn tree every time, right?


Hi Arkhangel,

that's a valid point of course. But please let my give you the following example to analyse the situation in a more practical way:
Take the TBR. You decide to play a laser vomit build (MLs + LPLs), its straight forward and easy to play. After a while you get bored an want something new. At this point you realize that you can fit a Gauss and 2 PPC in your TBR. Changing the skills from Pulse Lasers and Lasers to Gauss and PPC (each completely skilled) would require 40 point which translates into 16000XP, for a single switch. I hope you see where I'm going with this. Just consider a new mech where you really need to experiment to identify an optimum.

My point besides from the raw numbers is: There must not be any cost for a skill point reassignment once the skill point is unlocked.

#207 SuperFunkTron

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Posted 23 February 2017 - 11:07 AM

I'm putting this in a spoiler to save some wall space. The TL,DR at the bottom sums it up well enough.
Spoiler

Way too long, didn't read:
More mechs requires more time to master. The new system more appropriately defines "Mastered" mechs while reducing the investment to build a maxed out mech by no less than 16 million c-bills per mech.

A hybrid system requires hybrid costs.

Proverbs should be carefully selected to make sure they apply to the conversation.

Demanding all your previously mastered mechs to remain mastered in the new system devalues the c-bill investment of those who have purchased modules to actually max out their mechs.

Massive reduction of module costs is a good thing, especially when each mech can be maxed out for less than the cost of a single radar deprivation module.

Correcting the current "master" misnomer will greatly reduce the sense of entitlement of carrying every XP only "mastered" mech into the new system. Mastered should refer to a mech that has no more ability to upgrade or enhance its performance, not refer to the maximum XP cost being attained as 5 open module slots means it has yet to be fully mastered.

Master Badging is a great goal for people who want trophies to show the effort they have put into their mechs, but forcing people to Master Badge with you or claiming that everyone should prioritize their Master Badging habits the same way as you is intrusive. That is not to say that open discussion about Master Badging is bad, but it is rather important that we understand that everyone has a different way of going about it. We have to respect each other's Master Badging techniques, and though the PTS is introducing new definitions, the investment to Master Badge will remain fairly compensated and while providing an easier route for new players to Master Badge and level the playing field.

#208 The Flaxen Yeti

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Posted 23 February 2017 - 11:07 AM

View PostZen Idiot, on 23 February 2017 - 08:01 AM, said:


???? ..buy a wall clock. hang it by your computer. problem solved. you're welcome.

View PostRhialto, on 23 February 2017 - 09:43 AM, said:

Your name fits you well. Posted Image


Or Logitech G13, G15, G19, a cell phone, a tablet, a watch, your wife (or maybe your mom) reminding you that it's XX:XX...

Honestly since 2012 I have never once thought, oh it'd be nice to have an in-game clock. I have thought a whole pile of other things it would be nice to have, like a reason to actually be doing drops (risk/reward, etc) other than mindless shooting at each other but I digress...

Look, a lot of games don't tell you the time... You could go on Amazon, search for a travel clock, they are $5+, stick it on or under your monitor and solve that problem for many games, movies, and more.

Edited by Larcen Dredi, 23 February 2017 - 11:09 AM.


#209 SuperFunkTron

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Posted 23 February 2017 - 11:08 AM

View PostWarHippy, on 23 February 2017 - 09:28 AM, said:

You don't get to make the definition of what is an isn't mastered. You also can't take something from someone who earned it attach a price tag to it and then expect them to be okay with it.

So which part of being compensated your full investment is offensive to you?

Edit: Merriam Webster provides this definition: "acquire complete knowledge or skill in". Complete is the operating word here, so using our logic skills, we can apply that to the new system. A COMPLETE acquisition of upgrades (maxed out, fully upgraded, all modules slots maximized) for a mech would be a very clear way to define what "mastered" is.

A mech that is not completely upgraded ( a mech without modules in the current system as their is still room to upgrade) is technically not "mastered".

Edited by SuperFunkTron, 23 February 2017 - 11:18 AM.


#210 WarHippy

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Posted 23 February 2017 - 11:45 AM

View PostSuperFunkTron, on 23 February 2017 - 11:07 AM, said:

I'm putting this in a spoiler to save some wall space. The TL,DR at the bottom sums it up well enough.
Spoiler

Way too long, didn't read:
More mechs requires more time to master. The new system more appropriately defines "Mastered" mechs while reducing the investment to build a maxed out mech by no less than 16 million c-bills per mech.

A hybrid system requires hybrid costs.

Proverbs should be carefully selected to make sure they apply to the conversation.

Demanding all your previously mastered mechs to remain mastered in the new system devalues the c-bill investment of those who have purchased modules to actually max out their mechs.

Massive reduction of module costs is a good thing, especially when each mech can be maxed out for less than the cost of a single radar deprivation module.

Correcting the current "master" misnomer will greatly reduce the sense of entitlement of carrying every XP only "mastered" mech into the new system. Mastered should refer to a mech that has no more ability to upgrade or enhance its performance, not refer to the maximum XP cost being attained as 5 open module slots means it has yet to be fully mastered.

Master Badging is a great goal for people who want trophies to show the effort they have put into their mechs, but forcing people to Master Badge with you or claiming that everyone should prioritize their Master Badging habits the same way as you is intrusive. That is not to say that open discussion about Master Badging is bad, but it is rather important that we understand that everyone has a different way of going about it. We have to respect each other's Master Badging techniques, and though the PTS is introducing new definitions, the investment to Master Badge will remain fairly compensated and while providing an easier route for new players to Master Badge and level the playing field.
LOL way to miss the point of what was said by copying and pasting your previous garbage.

View PostSuperFunkTron, on 23 February 2017 - 11:08 AM, said:

So which part of being compensated your full investment is offensive to you?

Edit: Merriam Webster provides this definition: "acquire complete knowledge or skill in". Complete is the operating word here, so using our logic skills, we can apply that to the new system. A COMPLETE acquisition of upgrades (maxed out, fully upgraded, all modules slots maximized) for a mech would be a very clear way to define what "mastered" is.

A mech that is not completely upgraded ( a mech without modules in the current system as their is still room to upgrade) is technically not "mastered".
Again, you do not get to decide on the definition. Modules are an optional addition to improve your mech. Those skill nodes are also optional and I have somewhat less issue with those. The problem is everything before those skills. All of the skills cost c-bills now in order to get somewhat similar stats to the old skill tree and quirks. Those 40-60 skill points that are a replacement for quirks and the old skill tree etc. now cost c-bills when they didn't before. Nothing that is being refunded will cover those costs. While we may have enough XP for all of the mechs(we won't) we definitely won't have the necessary c-bills to use that XP to get back to where we are currently. They are effectively locking us out of things already earned.

#211 Trev Firestorm

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Posted 23 February 2017 - 11:50 AM

View PostSuperFunkTron, on 23 February 2017 - 11:08 AM, said:

So which part of being compensated your full investment is offensive to you?

Edit: Merriam Webster provides this definition: "acquire complete knowledge or skill in". Complete is the operating word here, so using our logic skills, we can apply that to the new system. A COMPLETE acquisition of upgrades (maxed out, fully upgraded, all modules slots maximized) for a mech would be a very clear way to define what "mastered" is.

A mech that is not completely upgraded ( a mech without modules in the current system as their is still room to upgrade) is technically not "mastered".

The fact that we are not being fully compensated and in-fact are being put into debt to retain the current levels of performance on our mech collections. You keep holding up modules as a standard, but frankly they have never provided enough benefit to be worthwhile (whereas getting the full xp table bonuses, while a stupid system, was required to have a properly functioning mech) but now you are trying to force them and their costs down our throats by depriving us of the basic functioning of a skilled mech equivalent to what we currently have.

#212 SuperFunkTron

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Posted 23 February 2017 - 01:33 PM

View PostWarHippy, on 23 February 2017 - 11:45 AM, said:

LOL way to miss the point of what was said by copying and pasting your previous garbage.
Again, you do not get to decide on the definition. Modules are an optional addition to improve your mech. Those skill nodes are also optional and I have somewhat less issue with those. The problem is everything before those skills. All of the skills cost c-bills now in order to get somewhat similar stats to the old skill tree and quirks. Those 40-60 skill points that are a replacement for quirks and the old skill tree etc. now cost c-bills when they didn't before. Nothing that is being refunded will cover those costs. While we may have enough XP for all of the mechs(we won't) we definitely won't have the necessary c-bills to use that XP to get back to where we are currently. They are effectively locking us out of things already earned.

It's good to know that you'll skip addressing calculations comparing cost effectiveness of the new and old systems and ignore points made about how it levels the playing field for new players.

I didn't decide on the definition, Merriam Webster did, and a logical deduction can be made that PGI has at least similar sentiment since they are not just transferring a Master Badges over directly. You can argue with the dictionary and eventually PGI's choice of words, but as of the notes we have for the 2nd PTS iteration, it looks that they do not see XP only mastery as being an equivalent to mastery in the PTS. Consideration for players who invested in maximizing mechs by purchasing modules instead of buying more mechs is just as important as considering players who bought many mechs but few modules. Yes, those are personal choices, but those who bought mechs instead of modules just spent their in come differently than those who added modules to max out their mechs. Telling them that the 21 million c-bills per mech they spent is no more valuable than the than mechs that have full XP trees would be a case of clear devaluation of time and effort, a 1:1 refund of the c-bills you spent and get reimbursed by no mathematical means provides a basis for devaluation, especially in the context that modules will be a fraction of the price in the new system.

I understand that you are upset that you won't have all the c-bills to Master mechs that you only XP mastered before, but if you use things like math to make a numbers comparison, a dictionary to define "mastered", logic to understand why PGI is only reimbursing you what you put in as opposed to transferring a status that doesn't directly translate into the new system, all the while decreasing upgrade disparity through reducing the c-bill cost to truly master a mech by no less than 70%, it is clear that you are focused on the loss of a universal Badging system that you invested a small amount of c-bills into. Telling the guys with 200 modules that their c-bill investment was a waste because those who wanted to transfer Master Badges is the only devaluation that could happen.

View PostTrev Firestorm, on 23 February 2017 - 11:50 AM, said:

The fact that we are not being fully compensated and in-fact are being put into debt to retain the current levels of performance on our mech collections. You keep holding up modules as a standard, but frankly they have never provided enough benefit to be worthwhile (whereas getting the full xp table bonuses, while a stupid system, was required to have a properly functioning mech) but now you are trying to force them and their costs down our throats by depriving us of the basic functioning of a skilled mech equivalent to what we currently have.

Could you explain precisely what is not being fully compensated? C-bills, XP, and GXP you spent are coming back 100%. Could you explain why a mech that is not 100% mastered should receive 100% upgrades by default? What do you tell the guys who paid for the modules? We're running in circles because of the omission of facts here.
The cumulative improvement offered by modules is not insignificant, even if one chooses not to use them. Modules like Seismic sensor and radar deprivation provide invaluable benefits and only take up 2 of 5 slots.



If you guys are so concerned about not having any c-bills to upgrade when the new system comes in, just start earning and saving them now. Assuming you have zero modules, you'll get 5 modules at about 25% of the price included with those upgrades with wit only a 25% increase to XP. That means that in the new system each XP point is providing you an a value of approximately 1,000 cbills to FULLY upgrade your mech, allowing you to use the extra 16 million per mech toward upgrading other mechs. I am far from a mathematician, but its not hard to demonstrate these values.

Telling us its not fair without providing logic or fact behind it doesn't provide any real sympathy or understanding for your perspective.

Edit: To reinforce the power of logical deduction and looking at a combination of adjustments as opposed to isolated conversions, Russ just posted this yesterday on twitter:
Russ Bullock@russ_bullock

@HighlighterFTW keep in mind mastered in new system does not = old system

Edited by SuperFunkTron, 23 February 2017 - 02:48 PM.


#213 MovinTarget

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Posted 23 February 2017 - 02:01 PM

Okay how about this:

I have 260+ elited/mastered mechs and I'm due 1.6 Billion cbills in module refunds.

If all mastered mechs get auto-Skilled simply b/c they are mastered, wtf do I do with the 1.6 billion cbills???

If all mastered mechs don't get auto-Skilled, someone else is screwed b/c they don't have the cbills to finance their SP...

The answer????









COMMUNISM!!!

That's right, lets just make modules go poof (no refund) and all purchased mechs currently in-game get 91 SP out of the game, even duplicate copies!



Okay, I'm only half serious....

#214 I_AM_ZUUL

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Posted 23 February 2017 - 02:51 PM

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




Finally, we’d very much like to reiterate that we are continuing to evaluate baseline systems in an attempt to better balance not only the Inner Sphere and Clan dynamic, but any other aspect of the game and its systems where we determine baseline systems may favor one specific approach over its alternatives.


Any system that does give IS XL engines the same survivalbilty as Clan XL engines is an outright failure from the very start... unless you are going to add and track ALL Engine Critical Hits then punishing IS XL engines WILL ALWAYS create huge imbalances between Clan/IS. Sorry to have tell you along with countless other people... until you address that issue than everything else is doomed to be a failure.

#215 Trev Firestorm

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Posted 23 February 2017 - 05:39 PM

View PostSuperFunkTron, on 23 February 2017 - 01:33 PM, said:

Could you explain precisely what is not being fully compensated? C-bills, XP, and GXP you spent are coming back 100%. Could you explain why a mech that is not 100% mastered should receive 100% upgrades by default? What do you tell the guys who paid for the modules? We're running in circles because of the omission of facts here.
The cumulative improvement offered by modules is not insignificant, even if one chooses not to use them. Modules like Seismic sensor and radar deprivation provide invaluable benefits and only take up 2 of 5 slots.


My time is not being compensated if I cannot have the mech functioning at the same level it currently is. And no, radar derp is marginal if you stick to good terrain and/or use ecm/ams and seismic as well if you just pay attention. Yes they both provide functions you can't 100% mimic without them but their real effect is only marginally better than maintaining situational awareness on your own.

View PostMovinTarget, on 23 February 2017 - 02:01 PM, said:

Okay how about this:

I have 260+ elited/mastered mechs and I'm due 1.6 Billion cbills in module refunds.

If all mastered mechs get auto-Skilled simply b/c they are mastered, wtf do I do with the 1.6 billion cbills???

If all mastered mechs don't get auto-Skilled, someone else is screwed b/c they don't have the cbills to finance their SP...


Simple, make the module replacement nodes cost cbills and 'standard' nodes not cost cbills.

Edited by Trev Firestorm, 23 February 2017 - 05:44 PM.


#216 SuperFunkTron

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Posted 23 February 2017 - 06:03 PM

View PostTrev Firestorm, on 23 February 2017 - 05:39 PM, said:


My time is not being compensated if I cannot have the mech functioning at the same level it currently is. And no, radar derp is marginal if you stick to good terrain and/or use ecm/ams and seismic as well if you just pay attention. Yes they both provide functions you can't 100% mimic without them but their real effect is only marginally better than maintaining situational awareness on your own.


Simple, make the module replacement nodes cost cbills and 'standard' nodes not cost cbills.

The in game currencies that designate value for time invested (c-bills spent on modules, XP, and GXP) are being returned to you at 100%. I think you might be referring to a status not translating directly into the new system the way you want as the issue. Even if we tried to force a direct equivalence, having only XP mastery does not equate to XP mastery plus full module upgrades. if the new system denotes a mech being mastered at 91 nodes, but only XP mastery from the current system translates into 50 nodes of value, how do you justify demanding a fully mastered mech in the new system?

This is where those who don't agree with you are at. If I chose to max out my mechs by purchasing more modules at a huge cost rather than buying new mechs, why should the guy who didn't buy modules get the same value returned to him as I did? This is not an attack at you but rather the pragmatic issue at hand. Do you have an alternate solution as to what to offer all of those players who invested heavily in c-bills and would have their investment devalued by over valuing the XP only investment of those who mastered but did not max out a mech?

Do you have another idea that would allow for new players to max out a mech so as to even the playing field with those who invested a large amount of c-bills in modules?

If you have a clear plan that does not devalue the c-bill investment of those who invested heavily in modules, allows players with lesser resources to even out their mechs with more resources, and somehow provides allows players with large stables to comparably upgrade their mechs (only about half of the upcoming node limit), all while being fair, I would like to know it and will even start to lobby for it mercilessly.

Until you provide that concept, the current full reimbursement of resources invested in upgrades is as fair as it gets when switching to a system that doesn't allow for direct translation.

#217 Wintersdark

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Posted 23 February 2017 - 06:59 PM

View PostRhialto, on 23 February 2017 - 09:50 AM, said:

Anything was said about modules space? I mean number of modules a Mech have now like 2/1/2 for example, how does it translate in new system? Or do Mechs suddenly come all equal? As it is now one may have prefered a variant versus another because of extra modules space it offered.


Skill trees are all the same.

Preferring a variant because it had another module slot is essentially identical to preferring a variant because it has a quirk you like. Things change due to balancing and stuff all the time and that should be expected. While there are totally valid concerns about losing things you already earned and being charged more to get them back, complaining about # of module slot changes (when the whole system is changing) is really pretty much pointless.

#218 Wintersdark

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Posted 23 February 2017 - 07:05 PM

When all is said and done...

I'd prefer to be able to get my mechs where they were, because as a pokemech collector and whale of 5 years I have a HELL of a lot of mechs, and they're nearly all mastered currently but absolutely will not be in the new system.

HOWEVER.

Everything I've spent is being fully refunded. I will be losing "skills" on mechs that I have right now (as there's no way I'll be able to afford to buy them all anew) I'm not broken hearted about that. I'll absolutely have enough to get a few dozen mechs remastered thanks to the module refunds (of which I don't have zounds, as I've never really cared much about modules).

*shrugs* The rest I'll get skilled up over time. At least I've got essentially an unlimited pool of XP sitting around, so cbills are the only stumbling block.

I don't even really know a good solution, though, for those of us with LOTS of mastered mechs, few modules, and no cbills on hand. I understand why they want cbills involved in the skillup cost with the new system though, and at least it's a one-time cbill cost per mech. Ah well. I can live with it.




I am curious, though, what the cbill cost to get my mechs to their current efficiency will be, counting pilot skills but no modules and no new skills. When the new PTS launches, the first thing I'm going to do is figure out an "equivilancy" cost to the current system, because that's pretty relevant. What you call mastery or whatever doesn't matter; just how much it costs to get to where you where.

That way, we can at least push for a cbill bonus equal to the cost to get back currently earned functionality, ignoring labels.

Edited by Wintersdark, 23 February 2017 - 07:08 PM.


#219 Wintersdark

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Posted 23 February 2017 - 08:07 PM

View PostI_AM_ZUUL, on 23 February 2017 - 02:51 PM, said:


Any system that does give IS XL engines the same survivalbilty as Clan XL engines is an outright failure from the very start... unless you are going to add and track ALL Engine Critical Hits then punishing IS XL engines WILL ALWAYS create huge imbalances between Clan/IS. Sorry to have tell you along with countless other people... until you address that issue than everything else is doomed to be a failure.


Excuse me while I search for my eyeballs; after rolling them that hard, I've lost track of them.


Look, I don't disagree that it's the single largest balance issue, but it's also a tough nut to crack while keeping things different between the two. Whether they should or not(keep differentiation between the Clam and IS XL's) is a matter for another thread.

But just pooping yourself with a "IF MY ISSUE ISN'T DEALT WITH IT'S ALL TRASH" is ignorant and useless. There are LOTS of issues in the game, and taking some time to fix them is a good thing.

The engine/agility decoupling is a very substantial buff to the IS, and that's a good thing. So, maybe take a step back, realize there's more to the game than your pet peeve, and take your treat even if it's not the one you want most.

#220 Chazsaw

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Posted 23 February 2017 - 08:30 PM

If this isn't the right place to leave feedback, could someone please let me know where my post would be more useful :)

I haven't played MWO for a few months now, but seeing the new skill tree got me really excited and I thought I would come back to try it out. However, upon reading I became incredibly disappointed, disillusioned and disheartened. I have a stable of around 40 mechs (the majority of which come from the first phoenix bundle and the first invasion bundle) which I am quite proud of. Right now the vast majority of the mechs are usable, having master rank in their experience tree. I have no more than a few million C-bills in the 'bank' because I frequently tinker with my mechs and love trying new builds.
However, as long as there is a C-bill cost associated with using your experience I doubt I will ever seriously play the game again. This is because, even at only 60k per node, with many nodes per mech, it would take me hours upon hours upon hours of grinding for C-bills (with inferior mechs) to be able to get my stable up to its current level of usability. The chances of me being able to jump on and have an enjoyable game, in which I am a competitive aid to my team, with any mech that I currently own seems incredibly low. The fact that I essentially need to grind to re-buy the usability of the mechs I already own is excessively off putting. Please reconsider the implementation of C-bill costs for the skill tree.





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