-Pik-, on 09 March 2017 - 07:43 AM, said:
This game needs a shake up.
If this means some guys lose their precious golden icon in their mech list, so be it. If this is the only reason you play you should have quit a long time ago.
Kudos to PGI for following through with their design decision.
Change for the sake of change is not a good thing. They could announce tomorrow that they are deleting all IS mechs because they are impossible to balance against Clan mechs. That would certainly "shake up" the game, but do you really think that would be good for the game? You can fondle PGI's jimmies all you want because you are excited for any change no matter how good or how bad it is, but the rest of us are going to need some convincing.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
I'm very excited about the system coming out this month. We'll finally be able to start using it and have fixes made to the game after full scale combat data comes in.
Good for you I guess. I don't know about anyone else, but I find it really unwise to be testing things in your live environment let alone being excited about it like you seem to be. Generally speaking as a rule of thumb you should never test in your live environment as the cons typically out weigh the pros by a rather significant margin.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
To the people claiming that all of those players who own large numbers of mechs are getting slapped and cheated and are upset, please stop. I've bought a good chunk of my mechs, happily, and will continue to buy mechs that interest me, even in the new system.
We won't stop because we are pissed off about it, and because PGI seems hell bent on ignoring the legitimate complaints. You are of course more than welcome to continue throwing money at PGI, but lets not pretend you are going to come close to making up for the sales potentially lost by this change if even a tenth of one percent of the people saying they are not dropping another dime follow through.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
I get that people are upset about not being able to immediately translate their old mech mastery to the new system, and I can sympathize with that sentiment. However, are there people out there that are planning on playing their first 100 matches each in a different mech? I can't speak for everyone but I'm going to be starting with about 60 million in module refunds probably, and even then, I won't be rushing to upgrade my mechs until I actually plan on using them. I will, sensibly, start with mechs that I use the most, and slowly upgrade accordingly from there. Out of the 115 mechs I have, I am consistently using about 20-30 of them, with occasional sprees in about another 30. There is a huge chunk of my garage that simply sits there. Despite having mastered those mechs, there is no skin off my back from not having the resources to upgrade them right away. I'm not upset by losing the the Master Badge because this isn't a pokemon game, and if I ever really start to feel the need to stick badges on the mechs collecting dust, I'll just play the mechs that I actually enjoy using to get the c-bills to upgrade those dust bunny collectors.
You really don't get it and you never have any time you have posted on this subject.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
As frustrating as it may be to have to grind c-bills to master mechs in the new system, it provides a nice step wise upgrade system that allows early, cheep access to module abilities like radar deprivation and seismic senor (1.56 million to max out that tree, only 480 thousand to get 1 node of each compared to 12 million for the pair currently). This is a huge benefit to players with lower resources because they can actually use these abilities early on in their MWO career rather than waiting a long time before they even consider dropping the 12 million c-bills to buy those modules for a single mech. Helping prevent a huge gap between advanced and green players alike is a huge benefit for the game as a whole, even if it is causes upset in some groups (not all vets are happy, but there are also the vets that are very happy).
It really doesn't help new players out very much if at all. Even if it did new players are still going to struggle with picking the right nodes starting out. Personally, I would put a great deal more importance on mobility and efficiencies than worrying about the module nodes for radar deprivation and seismic sensor.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
I'm not speaking for others here, but the costs associated with moving the game forward seem worthwhile to me because we are gaining role customization, decreasing the c-bill gap for old module abilities, decrease mastery costs for players with small stables by removing the rule of 3, and PGI is taking the time to examine mobility based on not only mech size but address those mechs who are known for mobility.
That assumes that we are actually moving forward and that if we are moving forward it is in a good direction.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
Yes, we lose badges, but we've had at least 2 months now to start saving up for our upgraded our priority mechs so I'm not butt hurt, just looking for how to transition to a system offering a lot more than its taking.
As has been pointed out to you before most of us don't care that we won't be mastered under the new system, but we do care that we are effectively being locked out of what we had before. Having time to do extra work to make a bad system hurt less doesn't change the fact the new system still hurts.
SuperFunkTron, on 09 March 2017 - 10:17 AM, said:
To sum it up briefly, there are growing pains here, but it looks to be for the better of the game and community as a whole.
Very very debatable.
Arkhangel, on 09 March 2017 - 12:25 PM, said:
Quintus, I've been playing since Closed Beta, So has most of my unit, and we adapt. we don't cry about change. You only consider your mechs "unplayable" because you assume apparently that an Unskilled mech's weapons don't deal damage, or that it couldn't dodge weapons fire, or, you know.. have armor.
Just because they have weapons and armore etc. doesn't mean they are viable(in particular when they have no skills unlocked). Yes, people will adapt, but the way the skill tree is now is a mess, and it is not really in an acceptable place to be released. You can't deny that some mechs are in a really bad spot, and this skill tree does nothing to fix that.
Arkhangel, on 09 March 2017 - 12:25 PM, said:
Also... honestly... how many of those mechs do you actually USE? I own over a hundred myself, but there's really only about a fifth of that i actually use semi-constantly, and I'm already storing up xp on them, so it's not really gonna be a problem. i mean, hell, due to the amount of time i've spent in a Centurion, i've been racking up some decent play in a Basiced Victor, and it's competing just fine against mechs i KNOW the enemy pilot has mastered.
Entirely irrelevant. It doesn't matter if someone is or isn't using certain mechs. What matters is how much time and energy they have already put into those mechs and it not being negated by a poorly thought out skill tree.
Arkhangel, on 09 March 2017 - 12:25 PM, said:
@David: You do know the new Skill Tree is essentially a mix of both Modules and the old skills too, right... and honestly.. the Modules were really where you got nailed, given most cost more than some IS Heavies.
At least under the old system those modules and the costs associated with them were optional.