I am cautiously optimistic about the general approach to giving MWO a skill system that has at least some relevance. The current system adds practically no value to the game after all. I did not participate in the first test but it seems that combining the weapons into a single tree was successful and the right thing to do.
I have a background in playing games such as Path of Exile with extremely complex skill trees, and I was expecting to see something similar but much more simple here. That expectation was met.
UI
The UI is otherwise fine, but since players will practically be building their trees by finding shortest possible paths to the skill nodes they really want, it would be very helpful if nodes that add new functionality or otherwise noteworthy nodes would be highlighted with a different border or shading. This would make navigating the skill trees easier, and make it easier to wrap your head around the idea of having some uninteresting nodes you travel trough to to reach the good stuff.
Oh, and the Portal is great. I will use it instead of the Launcher from now on.
Number of skill points and nodes
Choises you make when choosing skills feel relevant, so I think the order of magnitude is right at least. There might be some room for working out optimal distances to reach the most important skill nodes, but no part felt completely wrong at least.
The concept of traveling trough suboptimal nodes to reach the ones you want
I like it, and it is absolutely necessary for balancing skill point costs and build choises. Do not listen to the forum whiners who want to have their cake and eat it too. Making routing between desirable nodes easier will be detrimental to the system.
Travelling trough a lot of less interesting nodes should be a significant cost we need to weigh against alternatives.
My comment from elsewhere on why bad nodes matter
Queen of England, on 03 March 2017 - 06:04 AM, said:
Not quite. The system that includes bad nodes gets much more interesting when those bad nodes are more useful to some mechs than others, which becomes a subtle factor in balancing and loadout design.
The bad mech with varied hardpoints all over its body will benefit from the otherwise bad nodes and gain a little bit more value per skill point from experience. The good mech with uniform hardpoints in good high locations will have much less use for more than one weapon type, arm or torso stats or other additional stuff, but will have to spend just as much experience in order to get 100% weapon cooldown or speed or whatever. Both mechs wanted and took the same thing, maximum weapon cooldown in my example, but one got more bang for their buck.
The pilot of the good mech will either have to suck it up and travel trough 2 bad nodes for the final cooldown node, or to be satisfied with 90% of available cooldown bonuses and spend those 3 points on some other tree instead.
The difference is subtle, but beautiful.
Edited by Gagis, 03 March 2017 - 06:44 AM.





















