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A Few Skill Tree Comments


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#1 EV1LSPOCK

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Posted 07 March 2017 - 05:52 AM

General Design:

Users should not be forced to select 'extra' nodes that may not be suited to their particular build. Branches of any given stat that can be enhanced by the skill tree should be separate from each other.

Locked nodes should display in red. Once unlocked, the node should display in green. The current mini-lock symbol design is unnecessarily confusing.

Nodes currently show diagonal branches that seem to indicate you can unlock a node a level 'above' them. This isn't the case, as only nodes that are a level 'below' the current one can be unlocked. The branches coming out of a node should only connect to one that can actually be unlocked by the user.

The 'TOTAL' value associated with each enhancement displayed in the skill menu tab should update on the fly to reflect the number of nodes selected within it. This will give users greater visibility of the number of nodes they've expended in each area (firepower, survival, mobility, etc) and provide an overview of where they may want to adjust the number of nodes used.

Costs:

The costs associated with this transition are too high.

Cbills: Cbills refunded for modules aren't going to cover the costs to upgrade mechs.

GXP and XP: GXP and XP costs associated with upgrading a mech within the skill tree should be 100% covered for a users 'legacy' elited mechs. Charging more GXP and XP to upgrade mechs that have already been through the grind is cruel and unususal punishment for the user. My gut feeling is that having to do this over again for some of the poorer performers in a large stable of mechs will cause them to never be touched again.





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