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Simple Win-Win Tweak


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#1 Talorien

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Posted 06 March 2017 - 07:29 AM

Per mech:

1) 60k CBill/800 XP per node unlock cost (same as current) up to 91 nodes

2) 800 XP per node unlock cost (no CBills) after first 91 unlocks

3) No cost to re-activate previously unlocked nodes

4) Can only have 91 nodes active at any time (same as current)


Win-win for PGI and players:

- PGI gets a reasonable grind

- Players keep customisability and progress on each skill tree (no buyback costs)

It neatly solves the 'I've maxed out my mech XP and have nothing to do with it' problem. Now unlocking every skill node is a mini-game you can play if you're completist. But the beauty is you don't have to.

Edited by Talorien, 06 March 2017 - 07:41 AM.


#2 Rizn Nuke

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Posted 06 March 2017 - 07:34 AM

Let me see if I understand this right:
You want to allow people to unlock nodes aftre the first 91. This "unlocking" means they basically behave like the previously owned nodes in the current PTS2 (with the 400XP costs removed). Is that right?

#3 Talorien

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Posted 06 March 2017 - 07:38 AM

View PostRizn Nuke, on 06 March 2017 - 07:34 AM, said:

Let me see if I understand this right:
You want to allow people to unlock nodes aftre the first 91. This "unlocking" means they basically behave like the previously owned nodes in the current PTS2 (with the 400XP costs removed). Is that right?

Thanks, I see how my OP could have been confusing. Basically, yes. Have clarified only 91 nodes can be active at one time.

#4 Rizn Nuke

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Posted 06 March 2017 - 07:45 AM

Not a bad idea then. I think this would most likely be relevant for another 20-40 nodes at max.

#5 Talorien

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Posted 06 March 2017 - 07:58 AM

View PostRizn Nuke, on 06 March 2017 - 07:45 AM, said:

Not a bad idea then. I think this would most likely be relevant for another 20-40 nodes at max.

Yes, the most obvious would be an alternative weapon build, but it might be fun to try a tank build or jumpy build . . .

The more I think about this, the more I think it ticks a lot of replayability. It's 'grind-for-a-reason-and-keep-the-results' rather than the current proposal which is a downer on customisation.

Put another way, it gets the 'grind goal' (given that PGI has to have one) to synergise with 'player feeling of progress' and 'gameplay to do with customisation' instead of working against those.

The grind would thus support player motivation, rather than undermine it. We've all had that horrible feeling of putting in Artemis and ripping it out again.

#6 Appuagab

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Posted 06 March 2017 - 05:30 PM

Better but still expensive. Like extortion instead of pure robbery.

#7 Admiral-Dan

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Posted 07 March 2017 - 05:10 AM

View PostTalorien, on 06 March 2017 - 07:29 AM, said:

Per mech:
1) 60k CBill/800 XP per node unlock cost (same as current) up to 91 nodes
2) 800 XP per node unlock cost (no CBills) after first 91 unlocks
3) No cost to re-activate previously unlocked nodes
4) Can only have 91 nodes active at any time (same as current)


Good system. :-)

View PostTalorien, on 06 March 2017 - 07:29 AM, said:

It neatly solves the 'I've maxed out my mech XP and have nothing to do with it' problem. Now unlocking every skill node is a mini-game you can play if you're completist. But the beauty is you don't have to.


If you have finished your mech PGI could easily solve the problem of still unused XP if they give the player something to buy with this XP.

For example
1 Consumable / 10k XP
1 Camo / 100k XP





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