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Mwo Community... Creatures Of Habit?


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#1 DaZur

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Posted 03 March 2017 - 09:46 AM

I'm noticing a clear and present up-tick in decent and derision regarding the PTS/Skill-Tree...

Clearly, we're creatures of habit as well as creatures who right wrong or different view change as a step back and not a step forward.

Just remember... Just because you do not personally agree with something, that does not necessarily =/= it's bad/wrong. Understand sometimes you have to break things in order to re-build and re-establish.

Point is, we're not all going to agree on the recent changes as it is going to push "all of us" out of our comfort zones. That said, it needs to be understood and appreciated that these changes are with intent and purpose to make the game better.

Whether you personally agree with the changes or not... Posted Image

#2 Ultimax

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Posted 03 March 2017 - 09:53 AM

1) I'm not convinced their actual goal is "to make the game better". There seems to be quite a lot that is specifically being designed to create cbill & XP sinks which in turn they hope will force revenue (if people don't revolt and quit that is).

2) The execution of the skill trees do not match the goals they have laid out for it. It is not creating choices or customization - most mechs will take the exact same lump of skills.

3) Several aspects of the design are outright bad and/or make no sense. There are plenty of games on the market with various types of skill trees and this is clearly not up to the same standard as those that are considered good in their overall design & execution.

#3 4rcs1ne

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Posted 03 March 2017 - 10:15 AM

We should criticize decisions that are blatantly bad... Even if PGI claims that it's "for the greater good".

#4 MrJeffers

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Posted 03 March 2017 - 10:18 AM

View PostUltimax, on 03 March 2017 - 09:53 AM, said:

1) I'm not convinced their actual goal is "to make the game better". There seems to be quite a lot that is specifically being designed to create cbill & XP sinks which in turn they hope will force revenue (if people don't revolt and quit that is).

2) The execution of the skill trees do not match the goals they have laid out for it. It is not creating choices or customization - most mechs will take the exact same lump of skills.

3) Several aspects of the design are outright bad and/or make no sense. There are plenty of games on the market with various types of skill trees and this is clearly not up to the same standard as those that are considered good in their overall design & execution.


^ Pretty much this.
Nearly everyone has wanted the skill tree fixed/replaced since closed beta when it was described as a place-holder.

There is a right way to make changes, and a wrong way. What PGI has put forth has more of the latter than the former. It's not about resistance to change, its about resistance to bad game design.

#5 Lily from animove

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Posted 03 March 2017 - 10:20 AM

so you think it is about agreeing? if you are a somewhat competent player you can see which things are broken and which not.


many chosen values in the skill trees are panic button worthy when it comes to thinking about balance.

I just hope PGI isn't giving up on this as quick as power draw and just takes enough rounds wit the skill trees until the major problems are ironed out.

just fear that some peopkle with bad habits try to talk it being a catastrphic thing and then PGI gives up too early. We need enough löevel headed people that explain PGi why specific chosen values are not working and which attemps would be better.

Edited by Lily from animove, 03 March 2017 - 10:22 AM.


#6 Bishop Steiner

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Posted 03 March 2017 - 10:20 AM

View PostMatt2496, on 03 March 2017 - 10:15 AM, said:

We should criticize decisions that are blatantly bad... Even if PGI claims that it's "for the greater good".

Agreed. Though it seems like many of the "blatantly bad" decisions really equal"dude you're cramping MY playstyle, so it's BAD".

Mind you, this is from someone who feel Skill Tree should focus on Roles, and rewarding roles, more than anythign, instead of mass generic slop we have.

#7 CMDR Sunset Shimmer

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Posted 03 March 2017 - 10:20 AM

View PostUltimax, on 03 March 2017 - 09:53 AM, said:

1) I'm not convinced their actual goal is "to make the game better". There seems to be quite a lot that is specifically being designed to create cbill & XP sinks which in turn they hope will force revenue (if people don't revolt and quit that is).

2) The execution of the skill trees do not match the goals they have laid out for it. It is not creating choices or customization - most mechs will take the exact same lump of skills.

3) Several aspects of the design are outright bad and/or make no sense. There are plenty of games on the market with various types of skill trees and this is clearly not up to the same standard as those that are considered good in their overall design & execution.


1)based on what information?

2)There is always going to be a dedicated group of fuckwits that try to push a specific meta on the populace, that X is the ONLY way to do Y, and if you don't, you're gimping yourself. I've toyed with this skill tree, and while yes, there are specific modules that I know I will take in it, and likely other's will too, it gives a player the choice to do things how they wish. I do however feel we should have at least 100 skill points, the current point allocation amount feels subpar, and leaves me wanting in a couple of areas [granted it DOES force me to be a bit more choosy with my decisions, which is a good thing.

3)What is bad and makes no sense? Give examples for what's bad, and what you consider good.


Keep in mind, PGI is focusing on doing 2 things with this skill tree. 1)curbing the existing meta [in which place a new meta will rise, as we know.] 2)increasing TTK.

And so far, it seems like that's what it'll be doiing.

#8 Bud Crue

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Posted 03 March 2017 - 10:25 AM

View PostDaZur, on 03 March 2017 - 09:46 AM, said:

I'm noticing a clear and present up-tick in decent and derision regarding the PTS/Skill-Tree...


There is a reason for that and has nothing to do with being pushed out of a comfort zone.

In the PTS they are doing three things. Actually, they are doing far more than just three things but lets just stick with three for now.
1 - They are presenting the new skills tree. A tree with literally thousands of possible variables and combinations to be tested on hundreds of different mechs.
2 - They are premtively nerfing the offensive quirks to most mechs in the game. This nerfing is presumably part of the system for forcing players to use nodes to try and recover the loss of functionality via the nerfing.
3 - They are decoupling engines from movement profiles. This may have additional functions but one that is clearly relevant to this PTS is the presumption that the player will be inclined to take nodes for attributes they took for granted as part of the old system (twist, arm movement, etc.) as they realize those lost functions are even more reduced by the artificial base movement profile that PGI has now provided and thus encourage the player to spend more than they otherwise might on the appropriate nodes.

Those three things are the basis of the current changes.
Now, consider the stated goals PGI has put forth for making these changes. No where do they mention or even suggest that these changes will make the game "better" merely provide a game that:

• Empower players with the ability to customize their 'Mechs performance characteristics according to their own desires and goals.

• Promote greater build and 'Mech diversity on the battlefield by enabling broader control over specialized roles.

• Transition from a variant-wide Skill Tree to an individual 'Mech Skill Tree, allowing for duplicate versions of the same variant to serve different roles with different Skill configurations.

• Facilitate a drastic reduction of inherent 'Mech Quirks.

Alone. none of these goals inherently will result in a better game. Together the inherent contradiction of the first three goals relative to the last guarantees that they will not and cannot make the game better.

To wit: how does eliminating the functionality of the worst mechs in the game by nerfs or movement profie make it more likely that players will select that mech? How is diversity or player choice served by that? Is a game made better by ensuring that a Locust is never played by giving it a movement profile that makes it easy to destroy? What is the role being selected by a player of a clumsy Locust? etc.

No. The stated goals of the changes being instituted by PGI are not indicative of an inherently better gaming experience. Neither is the reality of those proposed changes. Those expressing derisive of such changes are not doing so out of a feeling of being pushed from their comfort zone, but rather because the changes are contradictory, detrimental and are in fact negatively impacting the game play experience relative to what we currently have.

#9 Felicitatem Parco

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Posted 03 March 2017 - 10:27 AM

People are not liking the new tree because:

A.) They found it easier to just get all the buffs instead of having to choose which ones they want,
B.) They feel entitled to get buff A mkI, buff A mkII, buff A mkIII, etc. in that exact order without having to get other buffs for min/maxing sake,
C.) They don't want to see overall mech capabilities curtailed as a function of not getting all the skills we used to get,
D.) They can't module-swap anymore, which means they cannot use MC to generate GXP via conversion shortcut and unlock swappable modules, but rather have to level each mech on its own,
E.) They don't want to have to re-learn anything.
F.) PGI is changing other game mechanics at the same time, as per our requests.

The biggest factor I hear about is D, the fact that you have to level your Mechs up individually instead of relying on MC transactions and module swapping to save time and cbills. It means the new tree cannot be bypassed as easily as the current one.

Another inane comment tossed out there is that "MechWarrior isn't about customization" ... Which is an absolute lie since MechWarrior's claim-to-fame is customization (Mechlab).

Other folks, like some in this thread, position the idea that "PGI isn't trying to improve the game, but are rather just trying to increase the grind" so you do need to consider who is worth listening to in the first place since cynicism and sarcasm is rife around here.

Let's not forget F. The vast majority of players have asked for maneuverability to be decoupled from engines, and some old dogs are now complaining about that. They represent the squeeky minority.

Edited by Prosperity Park, 03 March 2017 - 10:30 AM.


#10 Bishop Steiner

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Posted 03 March 2017 - 10:34 AM

View PostProsperity Park, on 03 March 2017 - 10:27 AM, said:


Let's not forget F. The vast majority of players have asked for maneuverability to be decoupled from engines, and some old dogs are now complaining about that. They represent the squeeky minority.

and about F...we are seeing people respond to agility, especially deceleration, in a vacuum. Mech A now takes longer to slow down... but Mech B,C and D also do...and take longer to twist.... but the Direwolf, for instance is no longer autoshafted by a dude using the broke as heck accel/decel of a frikking locust to park and stay right behind him.

Adjustments do need to be made, some Lighter Mechs need a boost in some base agility, for example, especially the more fragile or poorly armed ones... but I for one am OK with a mech not going from 170kph to a Stop in 3 steps and half a second. That is part of what has reinforced this boring and stale peek and poke playstyle. Now... you can do it... but instead of Poke, reverse, you better poke, then sprint to the next cover.

Too many people are just seeing their comfort zone, and habits impinged upon, and don't want to have to learn new tactics, etc.

#11 CMDR Sunset Shimmer

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Posted 03 March 2017 - 10:40 AM

View PostBishop Steiner, on 03 March 2017 - 10:34 AM, said:

and about F...we are seeing people respond to agility, especially deceleration, in a vacuum. Mech A now takes longer to slow down... but Mech B,C and D also do...and take longer to twist.... but the Direwolf, for instance is no longer autoshafted by a dude using the broke as heck accel/decel of a frikking locust to park and stay right behind him.

Adjustments do need to be made, some Lighter Mechs need a boost in some base agility, for example, especially the more fragile or poorly armed ones... but I for one am OK with a mech not going from 170kph to a Stop in 3 steps and half a second. That is part of what has reinforced this boring and stale peek and poke playstyle. Now... you can do it... but instead of Poke, reverse, you better poke, then sprint to the next cover.

Too many people are just seeing their comfort zone, and habits impinged upon, and don't want to have to learn new tactics, etc.


Exactly, it's going to take time, and further refinement even after the system goes live, but this is a far better improvement, than what we've been sitting on for the past what, 4 years now?

#12 Alan Davion

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Posted 03 March 2017 - 11:22 AM

View PostDaZur, on 03 March 2017 - 09:46 AM, said:

1. I'm noticing a clear and present up-tick in decent and derision regarding the PTS/Skill-Tree...

2. Clearly, we're creatures of habit as well as creatures who right wrong or different view change as a step back and not a step forward.

3. Just remember... Just because you do not personally agree with something, that does not necessarily =/= it's bad/wrong. Understand sometimes you have to break things in order to re-build and re-establish.


Numbered for easy reference.

1. Considering PGI's rather ham-fisted approach to the game in general, we, the players, are well within their rights to greet any decision by PGI with a hefty amount of derision and salt.

Example: PGI's PTS attempts always end up attempting to test a dozen different things all at once, while claiming they are trying to test just one thing. The current Skill Tree PTS. Instead of testing just the skill trees, they're now throwing engine decoupling//mobility nerf into the mix when the skill trees haven't even been fully tested.

There are literally a million things wrong with this game and every time they come close to fixing one thing, they break a hundred more things

They would probably need to spend a full year at least doing nothing but bug and general game fixes in order to make this game work properly. That means a full year with no mechs, no maps, no new weapons or tech, no skills, etc etc, yadda yadda.

Basically PGI has painted themselves into a corner with all the bad decisions they've made over the last 5 years.

2. In some cases, yes, you're right. People are creatures of habit, problem is, PGI is trying to force huge changes in peoples play styles all at once instead of more gradual, or incremental changes. Again, going back to PGI's ham-fisted approach to the game.

They are constantly, and I mean CONSTANTLY swinging from one extreme to the other and back again, partly because the game is so completely and utterly borked, and has been since pretty much Day 1. It would likely require PGI resetting all in-game values back to their normal TT values and then slowly iterating balance from there in order to fix even half the problems the game currently suffers from.

Going back to the PTS subject though, when you advertise a PTS aimed at one specific thing, you test THAT ONE SPECIFIC THING~! Nothing else. Otherwise you get a bunch of confused, skewed data that only exacerbates all the problems the game suffers from.

3. I think I covered this in the other two sections, but I'll go over it again. It's become more and more clear to the players that PGI isn't capable of doing half the stuff they claim to want to do with the game. When they break something it often stays broken for months at a time unless the outcry from the players is so overwhelmingly vehement that they have no choice but to fix it immediately or risk further and even worse backlash.

We know that they are trying to re-build a rather lackluster portion of the games core mechanics with this new skill system, but as has been pointed out numerous times, they often go about it in the absolute wrong ways. The skill trees are a good idea, this much the player base is likely willing to acknowledge, but they are often going about it in the wrong ways.

The changes they made to the weapons and mobility trees were a good change from the previous version of the tree system, but there are further improvements that need to be made.

For instance, the trees need to be better organized, due to some mechs simply not having access to certain elements that some of the trees provide bonuses for. Now they fixed some of these problems from the last version of the PTS, but there are still some problems that linger on.

The consolidation of the mobility trees into one was a good start, as it eliminated certain skills that did nothing for certain mechs. Mechs like the Rifleman or Jagermech, the elimination of the arm speed skills was a good thing since their arms were incapable of moving side to side.

But, for mechs like, lets use the Commando Hero, Death's Knell. The weapons tree is an absolute mess due to several range and cooldown skills being locked behind a few ballistic and missile weapon skills that the Commando simply doesn't have access to, seeing as it only has 4 energy hardpoints.

The weapon skill tree needs to match the mech it's applied to. Mechs with only 1 hardpoint type would get the general skills such as range and cooldown, and then the skills specific to that 1 hardpoint type. So the Death's Knell would then also get the laser duration skills.

Mechs with 2 hardpoint types, lets use the aforementioned Rifleman and Jagermech, would get access to the general skills, and then whatever 2 hardpoint types they have access to. Ballistic/Energy generally speaking, while only one Jagermech, the JM6-A has access to all 3 hardpoint types.

That being said, PGI is, surprisingly enough, listening to the community on this PTS, but are they listening enough, and are they listening to the right people? Those questions send shivers down my spine, as they should with most people.

I for one think this version of the skill trees is a lot better than the first version, but as I pointed out, there are still changes and improvements that DESPARATELY need to be made for the good of the game, and some changes that desparately need to be avoided for the good of the game.

#13 SuomiWarder

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Posted 03 March 2017 - 11:34 AM

I feel that some of what we are seeing is simple human resistance to change. And the paranoia that has set in among many of us OG B Tech fans / Founders that we never really got the game we imagined we get.

Personally I am willing to see how it goes once implemented for several months live. I don't buy many Mechs any more so this is a new way to "tinker". Even if I can't rebuild exactly what I had on my Mastered Mechs in the new system - hey, no one else can either so it is not like I am at a competitive disadvantage because Mech X isn't as 'good' is it used to be. No one else's Mech X is either.

My only real gripe is that I can't get the speed tweak boost as fast on Mechs I have to start from scratch. With the slower IS mechs (my entire stable almost) I count on that for a barely viable speed on my standard engine Mechs. But hopefully everyone else is going a bit slower too so it balances out in the end.

If PGI implements changes that drive their cash flow - so what. They are a business after all. If those changes don't help the fun factor then they lose a customer (or many). So they need to keep an eye on profit vs customer happiness. But that's their problem not mine. I have new BattleTech games on the horizon so I don't need to stay wedded to MWO to scratch that itch anymore.

#14 Alistair Winter

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Posted 03 March 2017 - 11:40 AM

All humans are creatures of habit, but several years of stagnation will certainly amplify this tendency in any community. It's the same thing with game modes and maps, for example.

Make the players only play Team Deathmatch on Canyon for 4 years and then force them to play a completely new game mode on a map that is 10 times bigger?

Posted Image



#15 DaZur

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Posted 03 March 2017 - 12:39 PM

Just for clarity, I'm not inferring we all should bend over spread our cheeks wide and take it dry... I'm more so cautioning the community over their unnecessary knee-jerk reaction to every change good or bad.

Yes, PGI has patterned history of making bone-headed decisions. Conversely... This community also has patterned history of losing their flipping minds over things that could have been fixed/improved that resulted in content getting unceremoniously dropped in the shredder.

Absolutely, yes, if something is broken it's out duty to investigate and discuss. But running around declaring the sky's falling because it is "uncomfortable" and is contrarian to ones honed play-style is likewise counterproductive.

Edited by DaZur, 03 March 2017 - 12:39 PM.


#16 Bishop Steiner

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Posted 03 March 2017 - 12:42 PM

habit or laziness? in both playstyle and thought.

#17 Coolant

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Posted 03 March 2017 - 12:46 PM

View PostProsperity Park, on 03 March 2017 - 10:27 AM, said:

People are not liking the new tree because:

A.) They found it easier to just get all the buffs instead of having to choose which ones they want,
B.) They feel entitled to get buff A mkI, buff A mkII, buff A mkIII, etc. in that exact order without having to get other buffs for min/maxing sake,
C.) They don't want to see overall mech capabilities curtailed as a function of not getting all the skills we used to get,
D.) They can't module-swap anymore, which means they cannot use MC to generate GXP via conversion shortcut and unlock swappable modules, but rather have to level each mech on its own,
E.) They don't want to have to re-learn anything.
F.) PGI is changing other game mechanics at the same time, as per our requests.

The biggest factor I hear about is D, the fact that you have to level your Mechs up individually instead of relying on MC transactions and module swapping to save time and cbills. It means the new tree cannot be bypassed as easily as the current one.

Another inane comment tossed out there is that "MechWarrior isn't about customization" ... Which is an absolute lie since MechWarrior's claim-to-fame is customization (Mechlab).

Other folks, like some in this thread, position the idea that "PGI isn't trying to improve the game, but are rather just trying to increase the grind" so you do need to consider who is worth listening to in the first place since cynicism and sarcasm is rife around here.

Let's not forget F. The vast majority of players have asked for maneuverability to be decoupled from engines, and some old dogs are now complaining about that. They represent the squeeky minority.


perfect response

#18 Mole

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Posted 03 March 2017 - 12:55 PM

At this point I'm willing to roll with whatever happens. Just wish we'd go ahead and make up our minds on if and when this is happening so I can go back to leveling 'mechs which is where most of my fun comes from in this game.

#19 Bishop Steiner

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Posted 03 March 2017 - 12:57 PM

View PostMole, on 03 March 2017 - 12:55 PM, said:

At this point I'm willing to roll with whatever happens. Just wish we'd go ahead and make up our minds on if and when this is happening so I can go back to leveling 'mechs which is where most of my fun comes from in this game.

especially since for the most part, we won't really know squat until we are in a live 12v12 environment. Yeah, you can identify some of the outliers, but overall interaction of features? Nope,nope, nope.

#20 LordNothing

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Posted 03 March 2017 - 01:38 PM

i pretty much have a love hate relationship with the changes. i mostly hate the skill trees for the skinner box mechanics it represents. seems every time people say that mwo is one of the more fair f2p games out there, pgi implements a feature to make that statement less true. pgi is coming along to tap me on the shoulder and say 'you are not done'. f2p games in general feel less like games and more like whipping a dead horse as if something different is going to happen.

on the other hand change up is good, because otherwise id drop the game right now and only come back for the few days following the patch, or events with mc payouts. the mad quest to level mechs has burned me out, and now that its done there was not a lot left. so skill trees do mean the fun does not have to end. possibilities are at least in theory endless. the meta crowd may stick to a standard set of unlocks, but other people are going to spec for their favorite loadouts. im probibly going to have mechs rigged up for both.

my biggest complaint about pgis approach is that it doesn't build on anything already done. it seems like every time a system has grown stale its thrown out and replaced rather than fleshed out a little more. its like when you buy a gadget, you use it until it becomes a problem and then its thrown out, you dont put any effort into maintaining it, you just buy a replacement when its used up. every feature is a placeholder to be ripped out and replaced at moments notice. this is no way to build a game. a good game starts with a base set of features, builds on those features. then when new features are added, the old features are better integrated into that new system. the game has meat on its bones. pgi's game is an amorphous pile of loosely connected bones, sometimes rearranged or another bone is thrown on the pile, not even connected to anything in most cases.





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