

Latest Skill Tree Build Now Live On Pts!
#261
Posted 05 March 2017 - 10:28 AM
As it is, it seems to primarily make the game less fun. I think PGI is on dangerous ground here.
#262
Posted 05 March 2017 - 10:50 AM
Todd Lightbringer, on 05 March 2017 - 09:18 AM, said:
To me it seems far to overly convoluted. I'm all for customization, options and such, but only in my RPGs. I feel like I'm staring at the Path of Exile's (PoE) skill tree when I look at this..... mess (nothing against PoEs skill tree).
I feel that quirks should be eliminated, keep the mobility system engine specific, and call it a day. I don't even feel like I'm being rewarded with anything by unlocking something that grants me a whopping 1% to whatever.
I can't agree about the system being convoluted. The trees are clearly labeled and stick to the topic.
If you are referring to "unwanted" nodes, those are a means to creating an extra cost for the highly desirable nodes while providing us some benefit (even if most don't apreciate it) rather than charging multiple points per node.
If you are referring to the weapons tree, it is the cleanest way to encourage mixed loadouts instead of just boating a single weapon type. If we really want to be pessimistic and say its too complicated, it means that the basic principles are simply being overlooked. A mixed build gets easier access to a variety of generic nodes because each weapon specific node will apply to fewer weapons. A boat has easy access to a reasonable number of generic nodes while improving their specific boated weapon.
In regard to the whopping 1% comment, it completely ignores the context of what is being adjusted, its impact, and the additive property of those nodes. If you look at it in its context so that you have some actually meaning to the number, 1% is the Heat Gen node. A single 1% reduction is agreeably minor, but if you stack even just 5 of them, then couple that with the relatively cheap 10% heat dissipation and 15% heat cap increase from almost maxing the operations tree, you are looking at a significant pay out in heat management.
You can complain all you want about the 1% nodes, but it doesn't really mean anything when you single out 1 out of 91 nodes and claim that its stacked effect has no impact on the game.
The only thing you are really arguing is that the system encroaches on laziness and that thinking of how to use limited resources to improve a mech's performance for a particular role adds excessive burden to a mech sim that is based on a strategic/tactical board game. You may not see the benefit of the PTS with laziness as the main excuse, but a lot of the people who are actually testing out the PTS are enjoying what it brings and don't mind that some thought goes into customizing their mechs and enhancing traits that they prefer.
#263
Posted 05 March 2017 - 10:53 AM
Player base: k, let's see it.
PGI: here's PTS.
Player base: nooooooooooooo, wtf PGI?!
PGI: k, nevermind, we'll do other stuff.
Player base: k.
.... [resources/time wasted]
PGI: We'll try to balance the game and reduce meta with the Skill Tree.
Player base: k, let's see it.
PGI: here's PTS.
Player base: nooooooo PGI, wtf!?
PGI: sigh, k, we'll do something else.
Player base: phew, k.
.... [resources/time wasted]
Give it up already and do some real work!
Edited by Ninjah, 05 March 2017 - 11:10 AM.
#264
Posted 05 March 2017 - 11:14 AM
SuperFunkTron, on 05 March 2017 - 07:36 AM, said:
i really don't see any compelling reason to have individual nodes for things like +6% arm pitch. that level of granularity in skill selection is just ridiculously unnecessary. you're not losing out by having those things included as part of a single, all-encompassing skill node.
#265
Posted 05 March 2017 - 11:25 AM
Ninjah, on 05 March 2017 - 10:53 AM, said:
Player base: k, let's see it.
PGI: here's PTS.
Player base: nooooooooooooo, wtf PGI?!
PGI: k, nevermind, we'll do other stuff.
Player base: k.
.... [resources/time wasted]
PGI: We'll try to balance the game and reduce meta with the Skill Tree.
Player base: k, let's see it.
PGI: here's PTS.
Player base: nooooooo PGI, wtf!?
PGI: sigh, k, we'll do something else.
Player base: phew, k.
.... [resources/time wasted]
Give it up already and do some real work!
yes, the whining players should get jobs.
#267
Posted 05 March 2017 - 12:07 PM
Wintersdark, on 05 March 2017 - 09:04 AM, said:
As I've said, I think lighter mechs need more agility than heavier mechs, for all the reasons we agree on.
However, I will say, there's a problem here.
If your light mech can simply run in circles around a bigger mech and stay out of it's firing arcs, that tends to lead to play that really doesn't sit well with anyone but the light pilot. I respect that lights in particular need some help, they're the least played class and the weakest of the lot, but it's a dangerous line to cross making them literally invincible vs. a slower target. They DO need lots of agility, but they need to use that to actually outmaneuver utilizing terrain and cover, hitting and fading, rather than simply circling their target.
I've never advocated that Assaults should simply win fights vs. lights, and that can be an issue. I'm certainly not one of those ridiculous "lights are OP" guys. Just that people need to understand that it's a very difficult balance to strike, and crossing that boundary to where lights can simply auto-win is bad as it leads to poor gameplay overall.
You just talk in extremes. You say lights are not supposed to just stay in the back of heavies. I agree with that. However, at the moment (live server) we are at the exact opposite end of the scale: a light cannot stay out of a heavy's firing arc. But that's seems to be totally fine. Especially for the munchkin heavy and assault crowd - who shouts anyway that they are supposed to win every matchup because they sit in the heavier mech. Which is... ah well
That harassing you mention is good and well but it makes for bland gameplay. It is just a slightly different version of sniping peek-a-boo.
And let's assume for a moment the target mech cannot shake of the light mech. The light mech needs still uptime on the target and is far from invincible (note: I never ever said that lights are supposed to stay out of a firing arc forever. I just say that they should be able to decrease enemy dps on their mech by moving well).
Then there is the matter of the target's teammates. Considering the armour and structure quirks on heavies and assaults (live server again) they need a certain amount of uptime which is extremely dangerous when other mechs intervene. Lights like Panther, Wolfie, FS etc are so easily peppered with LRMs or simply shot at with PPCs and Gauss - which is the meta anyway - while trying to stay on target. And one good alpha hit can ruin a light's day.
That is what I meant: nothing will change after the PTS. Most likely lights will have it even harder due to more mechs getting access to velocity buffs and laser burn time decrease. At the same time the brainless peek-a-boo gameplay will go on.
I think at this point I will simply stop debating this topic. As I said before: PGI is hell-bent on pleasing the heavy and assault crowd.
Edited by Bush Hopper, 05 March 2017 - 12:10 PM.
#268
Posted 05 March 2017 - 12:09 PM
Trev Firestorm, on 05 March 2017 - 11:44 AM, said:
They did not scrap them completely, if you remember, some ancillary components of each PTS was kept... I'm thinking it will somehow be the engine/agi desync this time around....
Fact is, most players are going to be adverse to any change because:
1) They are good at the system now and like rolling opponents as it is.
2) They feel it will be too much work/cost prohibitive to reclaim the functionality they currently have.
If PGI can somehow convince the players in group (1) that their skill will still be effective in the new environment and (2) that people will not be penalized for being non-module-purchasing whales (i.e. no refund to help pay for speccing their mechs out) and it won't be a headache for the ones that do spec their mechs...
..maybe then people will chill the heck out and give it a go.
#269
Posted 05 March 2017 - 12:41 PM
#271
Posted 05 March 2017 - 01:41 PM
NRP, on 05 March 2017 - 10:28 AM, said:
As it is, it seems to primarily make the game less fun. I think PGI is on dangerous ground here.
Really? I should think it's obvious. I mean, the name is on the tin. It's a skill tree replacement to allow players to customize their Mechs and experience, replacing the 5 year old partially non-functional placeholder system we had. The old skills where simply broken.
*Shrugs* as to "makes the game less fun" I don't see how that figures. What, specifically, makes the game less fun for you? Keeping in mind that "fun" is extremely subjective and what makes it less fun for you may make it more fun for someone else.
When all is said and done with the new skill tree, gameplay isn't going to change much. You won't need to buy three Mechs of a type to skill the one you want up anymore, but there'll be a much higher cost to get Mechs to the "mastered but no modules" level (full mastery+modules being comparable however). Agility isn't particularly different in the PTS, though there are certainly winners and losers with initial values. Mediums are making out pretty well, 100t assaults, not so much. Heavies are virtually unchanged, while lights are... Different. Still fast, but more inertia while maneuvering at high speed.
But, now you can choose where to specialise - or more accurately, where NOT to specialise.
#272
Posted 05 March 2017 - 01:59 PM
#273
Posted 05 March 2017 - 02:14 PM
Trev Firestorm, on 05 March 2017 - 11:44 AM, said:
Yeah, and I'm pretty sick of seeing this player base destroying all these approaches forward. There were things about the infowar patch I did like immensely and I just had to watch how a playerbase destroyed it which couldn't wrap their heads around it. I was excited for these changes.
The main fault here doesn't lie with PGI but with a playerbase which is not able to discuss things constructively and shouts everything down which doesn't fit into their small sense of how the game is supposed to be(or plainly doesn't understand what PGI is trying to do).(Much like people+the world in general)
I'm playing this game for 3 years on and off, much like many, many users which try to critise everything what PGI is doing, here in on this forum. But if I played a game that long, how can I not like it? There's something PGI does and did right.
The problem is, as you indicated, that good concepts were scrapped completely because the first iteration was lacking in some aspects.
Parts of Infowar + Higher TTK would have made the perfect mechgame for me, besides a more nuanced physicality and sense of scale in the mechs, which is a graphical thing.
Edited by Bluttrunken, 05 March 2017 - 02:20 PM.
#274
Posted 05 March 2017 - 02:24 PM
Bluttrunken, on 05 March 2017 - 02:14 PM, said:
Yeah, and I'm pretty sick of seeing this player base destroying all these approaches forward. There were things about the infowar patch I did like immensely and I just had to watch how a playerbase destroyed it which couldn't wrap their heads around it. I was excited for these changes.
The main fault here doesn't lie with PGI but with a playerbase which is not able to discuss things constructively and shouts everything down which doesn't fit into their small sense of how the game is supposed to be(or plainly doesn't understand what PGI is trying to do).(Much like people+the world in general)
I'm playing this game for 3 years on and off, much like many, many users which try to critise everything what PGI is doing, here in on this forum. But if I played a game that long, how can I not like it? There's something PGI does and did right.
The problem is, as you indicated, that good concepts were scrapped completely because the first iteration was lacking in some aspects.
Parts of Infowar + Higher TTK would have made the perfect mechgame for me, besides a more nuanced physicality and sense of scale in the mechs, which is a graphical thing.
Part of the problem is PGI needs all the customers it can get and we all want different things...
FPS =/= BT simulator... there are different expectations on both sides.
#275
Posted 05 March 2017 - 02:27 PM
You decide on a direction and follow that.
#276
Posted 05 March 2017 - 02:32 PM
Bush Hopper, on 05 March 2017 - 12:07 PM, said:
So I'm not talking about extremes, about Lights being able to stay out of a Heavies guns 100% of the time. But in gaining more time for a light to stay out of a Heavy's arcs in close combat, you risk making it trivial to stay out of an Assaults guns all the time, and THAT is a really serious problem.
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If that's what you want, then have at it. But don't think this is PGI catering to "the heavy and assault crowd". If anything, assault pilots are losing the most here, with some very low baseline agility values. Turning at 30 degrees per second vs. some lights at over a hundred is a HUGE difference.
Anyways, all I'm saying is, you're seeing this through very tinted glasses; you want to see something you see as a problem corrected, and it's not really being corrected here. That's true, and it's a lost opportunity, but it's NOT an easy problem to fix and it comes with extreme danger to fix.
#279
Posted 05 March 2017 - 02:57 PM
cougurt, on 05 March 2017 - 11:14 AM, said:
- Especially when many mech use locked arm, because difference between arm and torso weapon aim sometimes make mech shake and lose target completely or force to play with mouse settings every-time when you change one mech to another.
Mostly - arm skill useless, except mech which have weapon only in arms.
#280
Posted 05 March 2017 - 04:05 PM

But continuing to know how to use your rules in benefit to play causes other players to be massacred so this new skills tree brings benefits to the "experts" but for who likes to play with "LORD mech" it is very difficult to play Mech is far superior to what it really is. To use tactics against different models is little short of effectiveness, because the probability of being different will change and will be more equal to others.

PTS Notes.
1 - Why do the Laser use "Splax" damage in low shielding? He did not.

2nd ERP PPC and PPC does not have maximum damage Do not use "Splax" damage does the same as the Lasers. Load time and very aggressive test with 6 PPC ... Shoot 1 in 1 and very fast seconds already use all points of the "Skill Tree". Check plz.

The balance passes for everyone to have the same weapons but only have the benefit of this mech model. Use military mechanics and much more interesting simple rules. At this point in the AW game "Armored Warfare"


Please take into consideration the words of the community why we waste our time to make a better MWO.

Edited by K19, 05 March 2017 - 04:07 PM.
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