My feedback for PGI:
Really like the new system on the whole, I'm looking forward to the change.
- Happy with the skill costs, particularly respec costs. 5 and a half mil to master a mech is reasonable, and no money/400xp to rebuy a node is great. Mechs are gonna continue to accrue XP as long as we play them, now we actually have a worthwhile reason to save & spend that XP.
The initial PTS build worked against the stated goal of encouraging experimentation (due to initial and respec costs), this change is excellent imo, you nailed it.
- Tree layouts are mostly good. My biggest objection is gating anything behind arm skills. Bad choice. There are lots of mechs and builds that do absolutely nothing with the arms, these should not be gate nodes. I would also move the first two speed tweak nodes a little higher in the tree.
- The module skills are great, please keep them. But the enhanced NARC is too buried, and I'm not sure it belongs in that tree at all. Shouldn't it be with the sensor skills instead? It's powerful so should be either gated or split into smaller parts, but either way it should be among more relevant skills.
- Suggestion: as an incentive for players to buy multiples of the same variant, how about a small XP boost? Eg if I own two Centurion-Ds, give each a +10% XP boost. If I own three, +20 or 25%. Probably don't want to add any more after three
Would make it somewhat more worthwhile for players, and makes some kind of logical sense too (seems realistic for pilots to be more familiar with a specific variant they've already piloted)
- The players with lots of mechs but few modules have a valid criticism. No issue for me (and tbh I hadn't seen their POV until I started reading this thread). I used to play loads of FP and changed my drop deck on the fly, which meant module swapping wasn't viable. I have lots of mechs, and lots of modules - if we're getting refunded for modules, I'm not worried about mastering all my mechs. For new players, I think the costs of mastering a mech will be totally reasonable. But these folks who have 150-200 elited/mastered mechs and not many modules? There are many players out there who don't play FP at all, and for them there's really been no reason to buy the same modules repeatedly. When you finish playing with one mech, rip the modules out. Easy when you don't need to maintain a drop deck, and it's what I used to do all the time before I started playing FP. The module refunds are not going to be nearly enough for them to skill up their mechs again. Some of these people are your longest standing players, please do not screw them over.
Figure out some C-Bill* refund appropriate to the skill state of their mechs. I would suggest x c-bills for basic, y for elite, z for mastered (rather than c-bills-per-xp), and z is gonna have to come close to the new mastery cost. You really can't give them next to nothing towards the 5.5 mil cost per mech for mastery in the new system, you can't expect them to grind it all again. You just can't.
* duuuh, or skill points as MovinTarget suggests above. Better idea, didn't think of that.
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^ That's all for PGI. This is for other players saying it's not ready yet: it will never be ready on the PTS. When I go on, there are like 3 or 4 other players online. It needs to be live to be properly tested. This isn't Overwatch, there just aren't enough players champing at the bit to test out every new change. It needs the full player base to really see what works, what still needs work & make the necessary tweaks. Expecting anything to stay on the PTS until it's just right is unrealistic. For any major change, the first month of live is really the last phase of testing, with the possibility of tweaks forever. That's not PGI messing up, that's the reality of online gaming (especially for a game this complex & with a sub-AAA player base). I say get it live as scheduled and let's get on with it.
EDIT: oh yeah the suggestion for laser duration & projectile velocity to be merged is really interesting, as long as there's no possible future weapon that wouldn't work with it. I'm sure you folks who know the lore back to front will know.
EDIT EDIT: damn, I knew there was something I'd forgotten.
Shock absorbers. Tested these maxed out, I think the full benefit needs to be better. It's only Spider 5Vs, Vipers and the like that are gonna max this skill out and it needs to be worthwhile, ie almost all fall damage negated. Tried it on my Spider 5V and it wasn't enough. Needs a boost please.
Edited by VanBurenPhilips, 10 March 2017 - 05:30 PM.