Here i'll try to briefly express most common issues people have with the last build of the Skill Tree (+mobility) and its basics and provide some ideas of solutions of listed problems. So two sections there will be to make this freakin wall of text look smaller.
Although my English is not that great, i'll try to handle the task with no pictures as i find them more of a distraction when talking about mechanics.
This work has not been finished, but devs announced the closure of PTS and release on the Skill Tree on March, 21st, so i felt like any existing feedback must be provided ASAP.
Most common issues:
Spoiler
- Forced nodes and filler nodes met a solid rejection. People dont like beeing forced to take things they dont want.
- Absence of choice. Limited selection of tree routs, mandatory and underwhelming nodes constrict the vast potential of the Skill Tree into a scaring but primitive labyrinth that is a 15 minute task for a decent minmaxer.
- Overly complicated and thorough design. Players agree that Skill Tree must look simplier, more user-friendly and must be a lot more easy to manage.
- Mobility changes. While community mostly welcomes the idea of decoupling mobility from the engine, many point out that lighter mechs became unplayable with current values. Reason is, MWO is a pinpoint damage combat with high alphas. If a mech can be neutered with one shot, mobility is its only defence. In the current PTS lights cannot release the throttle while in the enemy LoS, which severely limits selection of playstyles.
- Excessive amount of clicks to master a mech. Big issue for players with large stables.
- Not zero respec cost. Experimentation with builds is a big part of the game for a big part of loyal playerbase. Charging for what was free is a bad move.
- Things have been taken away. Many mech variants dont perform closely to the previous state. The Skill Tree must provide an _option_ to build your mech closely to what it was before, if it doesnt abuse the system.
- Minor impact of one node. Playing other games with skill trees, we are used to notice an improvement after unlocking a new skill. In PTS you dont have that feeling, and that is frustrating.
- No specialization. Players expected to see roles or simply more deep customization. Current array of skills and node values dont achieve that.
- Quirk reductions. None of versions of PTS compensated quirk cuts for mechs, most of which were already underperformers. Reductions are very noticeable in matches. Gap between top and lower tier mechs increased.
Possible solutions listed below will be aiming this goals:
1) Make
2) Achieve most of customization and balance in the manner simple enough to be considered friendly for newer/casual players.
3) Do not contradict core goals listed by PGI. I feel like even if community had an overall agreement (not overly dominant) that Skill Tree must be completely different and serve completely different purposes, main goals must still have been determined by the company to serve as anchors in the development process.
4) Cover those of community's common ideas, that meet the above three items.
5) Make something new, make the gameplay feel different, diverse.
My take on the Skill Tree features:
Spoiler
- The "diminishing return" rule.
The goal is to make every further step in the specialization a harder choice: smaller gain of priority skill or bigger gain of secondary?
Another huge plus of this mechanism is its forgiving nature. If a newer player decides to try out some skills here and there, he will not be punished by the system and will end up with an all around decent, reliable mech.
(note. "diminishing return" rule has more impact on the reduction skills because of the game mechanics: each new portion of reduction affects a variable more. -50% cooldown gives +100% dps, while +50% range gives... +50% range). - Reference point.
Unbalanced skill tree can ruin any game. If we remove filler/useless nodes from the current tree, we must align the relative values of all nodes to make every choice meaningful.
Survival is probably the main thing added and it is also very straightforward. So we can start balancing all our stats from "value" of armor and structure nodes, which will boost health of out mech by 3-3.33% on average. You can say, each node contributes 3.33% to the performance, or "strength", of a mech. This 3.33% will be our reference point - every other skill in the tree must give a comparable average bonus per one node.
Of course, this is hypothetical, you cant really compare x% of acceleration to y% of armor hardening. - Tier skill system
Many players mentioned it in their suggestions and it helps to combat boating. In my example most of branches are devided into three tiers, but you can also keep the current link design, it wont affect the numbers much because of the way node values are balanced between each other.
To unlock next tier of a given skill one must onlock 5 nodes in the previuos tier. The firepower branch works a bit different, and here is why:
The main issue of PTS 1 concerning gameplay was boating promotion. PTS 2 has its firepower branches rearranged to combat boating. But at the same time a big portion of customization was left out. So how to solve boating issue while maintaining specialization option within the give-and-take concept? None of ideas i came up with or solutions proposed by the community seemed like the one right answer and i'm not sure it exists.
So i decided to go with an idea of shared skillpoints by Solahma. It works like this: if you invest X skill points into one branch, you can unlock X nodes in the branch with similar functions with no additional skill investment (but it still costs you c-bills and xp). Here, if you, say, unlock 3 points in the energy branch (tier2), you can unlock 3 points in the ballistic branch (tier2) with no additional cost of skillpoints. Same apllies to tier3 branches.
Btw, past weeks Solahma himself has been working on a mock-up for a skill tree, and i advice you to look forward to the result. - New skills:
I tried to make every branch appealing and valuable. Again, these are just ideas of how you could expand the gameplay by the skill tree.
The Skill Tree:
Spoiler
Nodes are linked in the linear order, as "cooldown: -3% -3% -3%" means three consecutive nodes that give -3%, -3% and -3% to weapon cooldown.
Some of values went way up. I strived to make every node worth a pick. Still numbers might be a bit off.
Firepower:
Tier1 (General):
cooldown: -3% -3% -3% range: 3% 3% 3% heat generation: -3% -3% -3%
Tier2:
- Energy branch:
cooldown: -2.5% -2.5% -2.5% impulse (burn duration/velocity): -4%/8% -3.5%/7% -3%/6% range: 3% 3% 3%
- Ballistic branch:
cooldown: -2.5% -2.5% -2.5% velocity: 8% 7% 6% range: 3% 3% 3%
- Missle branch:
cooldown: -2.5% -2.5% -2.5% velocity: 8% 7% 6% high explosive: 13% 11% 9%
Tier3 (energy):
- laser branch
cooldown: -2% -2% burn duration: -3% -2% -1.5% heat generation: -2% -2% -1.5% -1.5%
- pulse laser branch
cooldown: -2% -2% -1.5% -1.5% -1.5% range: 2% 2% heat generation: -2% -2%
- ppc branch
cooldown: -2% -2% -1.5% velocity: 6% 6% heat generation: -2% -2% -1.5% -1.5%
Tier3 (ballistic):
- ac branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% velocity: 6% 6% uac jam duration: -10% -8% -6%
- lbx branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% velocity: 6% spread: -8% -6% -4%
- gauss branch:
cooldown: -2% -2% -1.5% range: 2.5% 2.5% 2% charge time (sec): -0.08 -0.06 -0.04
Tier3 (missle):
- lrm branch:
cooldown: -2% -2% -1.5% range: 3% 3% 3% spread: -5% -4% -3%
- srm branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% range: 3% spread: 6% 5% 4%
- s-srm branch:
cooldown: -2% -2% -1.5% -1.5% velocity: 6% 6% range 3% 3%
Ammo capacity was a good addition to the skill array, but i think it belongs to the Operations branch.
Gauss extended charge, as some people pointed out, can be even a liability in combat. It can be replaced with "chagre time reduction" skill with not overkill values.
Each weapon type tier2 branch unlocks ONLY three respective tier3 branches.
Survival:
Tier1:
skeletal density (in brackets - values for lights and meduims): 11%(14%) 9%(11%) 7%(8%) solid mount (reduces damage to arm armor): -17% -13% -10% reinforced casing: -14% -11% -8%
Tier2:
armor hardening skill: 6%(7%) 5%(6%) 4%(5%) armored frame (reduces damages to ST structure): 14% 11% 8% shock absorbance: -30% -18% -12%
Tier3:
refractory (reduces damage from energy weapons): -6% -4.5% -3% bulletproof (reduces damage from ballistic weapons): 8% 6% 4% auxetic (reduces damage from missle weapons): 8% 6% 4%
Solid mount skill is aimed to help mechs that rely on the arm mounted weapons - they are at worse spot now. Armored frame, another structure buff, helps in particular IS XL engine mechs.
Since fall damage is unrealisticly low in MWO, it can be mutiplied by 3 making players to navigate terrain and use jumpjets more cautiously. After this change the shock absorbance skill becomes a lot more valuable.
Tier3 survival skills allow to somewhat "headhunt" boating mechs (another tool to oppose - not nerf - boating). Refractory bonus is smaller since energy weapons are most common.
Some of mechs have massive armor/structure quirks. I feel like skills must not affect quirks to make choices for this mechs harder.
Mobility:
Tier1:
kinetic burst: 12% 10% 8% hard break: 12% 10% 8% torso pitch: 6% 5% 4%
Tier2:
torso yaw: 9% 7% 5% amortization (reduces speed penatly after landing): -35% -15% turn rate: 8% 7% 6% arm pitch: +40%
Tier3:
speed tweak: 1.7% 1.7% 1.7% 1.7% 1.6% 1.6% torso speed: 11% 9% 7%
Some mechs, such as direwolf or highlander, suffer from speed limitation due to small rating fixed engine or low engine cap and are not viable in any competitive environment, that's what expanded speed tweak skill stand for.
Sensors:
Tier1:
target info: -15% -12% sensor range: 8% 7% target decay: 1.2 1 radar deprivation: 25% 25% advanced zoom: +1
Tier2:
target info: -9% -6% sensor range: 6% 5% target decay: 0.8 target retention: +400 radar deprivation: 20% siesmic range: 25 50 80 110
Tier3:
target decay: 0.5 radar deprivation: 15% 15% siesmic range: 140 170 200 230 enhanced ecm: +40% +30%
Four branches above provide a big platform for customizing and specializing your mech. As for the Operations (which includes jump jet skills) and the Auxiliary branches - they represent more of, as we say, "quality of life" improvements which may boost and further specialize the selected role on the field.
Operations (7 nodes in tier1 required to unlock tier2):
Tier1:
heat containment: 5% 4.5% 4% 3.5% cool run: 4% 3% 2.5% 2.5% vectoring: +100% +75% vent calibration: 7% 6% 5% AMS overload +1.75 +1.25
Tier2:
speed retention: 30% hill climb: 50% quick ignition: 30% 45% jumpjet heat: -20% -15% -10% lift speed: 7% 6% 5% ammo capacity: +12% +10% overheat damage: -25% -15% improved gyros: -40% -20%
I tested the hill climb skill and havent noticed any changes with +15% unlocked. Not sure, if there is a problem since i havent used this module on live servers, but i really like the idea of a cross-country mech and would love to see this skill properly implemented.
Miscellaneous
I didnt have enough time to test this branch, but it seems like a good addition to the game. Of course, some numbers must be increased drastically to align node values with value of ones that give an extra consumable slot.
As you noticed, new nodes give much bigger bonuses. We can set the initial number of available skillspoints as 50, including 10 free points for the new mech, so that they will be unique right from the start. To compensate this change the cost of a node must be increased to 120.000 c-bills and 1800 XP - 4.8 mln c-bills and 72.000 XP for 40 nodes.
Now, balancing mechs will be the most challenging task after the Skill Tree release. The most obvious option is to set a different maximum amount of skill points for different mechs. Additional skill points of mechs may be calculated based on thier "quirkpower" - a rough, hypothetical number of skill points that would have been required to achieve mech's current quirk values.
To further prevent boating dominance by some of theKDK-3s stronger chassis in the game, some of restrictions for their weapon skill branches can come into place. For example, Night Gyr wouldnt have been able to unlock some of ballistic nodes.
Nodes are linked in the linear order, as "cooldown: -3% -3% -3%" means three consecutive nodes that give -3%, -3% and -3% to weapon cooldown.
Some of values went way up. I strived to make every node worth a pick. Still numbers might be a bit off.
Firepower:
Tier1 (General):
cooldown: -3% -3% -3% range: 3% 3% 3% heat generation: -3% -3% -3%
Tier2:
- Energy branch:
cooldown: -2.5% -2.5% -2.5% impulse (burn duration/velocity): -4%/8% -3.5%/7% -3%/6% range: 3% 3% 3%
- Ballistic branch:
cooldown: -2.5% -2.5% -2.5% velocity: 8% 7% 6% range: 3% 3% 3%
- Missle branch:
cooldown: -2.5% -2.5% -2.5% velocity: 8% 7% 6% high explosive: 13% 11% 9%
Tier3 (energy):
- laser branch
cooldown: -2% -2% burn duration: -3% -2% -1.5% heat generation: -2% -2% -1.5% -1.5%
- pulse laser branch
cooldown: -2% -2% -1.5% -1.5% -1.5% range: 2% 2% heat generation: -2% -2%
- ppc branch
cooldown: -2% -2% -1.5% velocity: 6% 6% heat generation: -2% -2% -1.5% -1.5%
Tier3 (ballistic):
- ac branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% velocity: 6% 6% uac jam duration: -10% -8% -6%
- lbx branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% velocity: 6% spread: -8% -6% -4%
- gauss branch:
cooldown: -2% -2% -1.5% range: 2.5% 2.5% 2% charge time (sec): -0.08 -0.06 -0.04
Tier3 (missle):
- lrm branch:
cooldown: -2% -2% -1.5% range: 3% 3% 3% spread: -5% -4% -3%
- srm branch:
cooldown: -2% -2% -1.5% -1.5% -1.5% range: 3% spread: 6% 5% 4%
- s-srm branch:
cooldown: -2% -2% -1.5% -1.5% velocity: 6% 6% range 3% 3%
Ammo capacity was a good addition to the skill array, but i think it belongs to the Operations branch.
Gauss extended charge, as some people pointed out, can be even a liability in combat. It can be replaced with "chagre time reduction" skill with not overkill values.
Each weapon type tier2 branch unlocks ONLY three respective tier3 branches.
Survival:
Tier1:
skeletal density (in brackets - values for lights and meduims): 11%(14%) 9%(11%) 7%(8%) solid mount (reduces damage to arm armor): -17% -13% -10% reinforced casing: -14% -11% -8%
Tier2:
armor hardening skill: 6%(7%) 5%(6%) 4%(5%) armored frame (reduces damages to ST structure): 14% 11% 8% shock absorbance: -30% -18% -12%
Tier3:
refractory (reduces damage from energy weapons): -6% -4.5% -3% bulletproof (reduces damage from ballistic weapons): 8% 6% 4% auxetic (reduces damage from missle weapons): 8% 6% 4%
Solid mount skill is aimed to help mechs that rely on the arm mounted weapons - they are at worse spot now. Armored frame, another structure buff, helps in particular IS XL engine mechs.
Since fall damage is unrealisticly low in MWO, it can be mutiplied by 3 making players to navigate terrain and use jumpjets more cautiously. After this change the shock absorbance skill becomes a lot more valuable.
Tier3 survival skills allow to somewhat "headhunt" boating mechs (another tool to oppose - not nerf - boating). Refractory bonus is smaller since energy weapons are most common.
Some of mechs have massive armor/structure quirks. I feel like skills must not affect quirks to make choices for this mechs harder.
Mobility:
Tier1:
kinetic burst: 12% 10% 8% hard break: 12% 10% 8% torso pitch: 6% 5% 4%
Tier2:
torso yaw: 9% 7% 5% amortization (reduces speed penatly after landing): -35% -15% turn rate: 8% 7% 6% arm pitch: +40%
Tier3:
speed tweak: 1.7% 1.7% 1.7% 1.7% 1.6% 1.6% torso speed: 11% 9% 7%
Some mechs, such as direwolf or highlander, suffer from speed limitation due to small rating fixed engine or low engine cap and are not viable in any competitive environment, that's what expanded speed tweak skill stand for.
Sensors:
Tier1:
target info: -15% -12% sensor range: 8% 7% target decay: 1.2 1 radar deprivation: 25% 25% advanced zoom: +1
Tier2:
target info: -9% -6% sensor range: 6% 5% target decay: 0.8 target retention: +400 radar deprivation: 20% siesmic range: 25 50 80 110
Tier3:
target decay: 0.5 radar deprivation: 15% 15% siesmic range: 140 170 200 230 enhanced ecm: +40% +30%
Four branches above provide a big platform for customizing and specializing your mech. As for the Operations (which includes jump jet skills) and the Auxiliary branches - they represent more of, as we say, "quality of life" improvements which may boost and further specialize the selected role on the field.
Operations (7 nodes in tier1 required to unlock tier2):
Tier1:
heat containment: 5% 4.5% 4% 3.5% cool run: 4% 3% 2.5% 2.5% vectoring: +100% +75% vent calibration: 7% 6% 5% AMS overload +1.75 +1.25
Tier2:
speed retention: 30% hill climb: 50% quick ignition: 30% 45% jumpjet heat: -20% -15% -10% lift speed: 7% 6% 5% ammo capacity: +12% +10% overheat damage: -25% -15% improved gyros: -40% -20%
I tested the hill climb skill and havent noticed any changes with +15% unlocked. Not sure, if there is a problem since i havent used this module on live servers, but i really like the idea of a cross-country mech and would love to see this skill properly implemented.
Miscellaneous
I didnt have enough time to test this branch, but it seems like a good addition to the game. Of course, some numbers must be increased drastically to align node values with value of ones that give an extra consumable slot.
As you noticed, new nodes give much bigger bonuses. We can set the initial number of available skillspoints as 50, including 10 free points for the new mech, so that they will be unique right from the start. To compensate this change the cost of a node must be increased to 120.000 c-bills and 1800 XP - 4.8 mln c-bills and 72.000 XP for 40 nodes.
Now, balancing mechs will be the most challenging task after the Skill Tree release. The most obvious option is to set a different maximum amount of skill points for different mechs. Additional skill points of mechs may be calculated based on thier "quirkpower" - a rough, hypothetical number of skill points that would have been required to achieve mech's current quirk values.
To further prevent boating dominance by some of the
Other ideas:
Spoiler
- Mechs with low mounts have been in a very bad spot for a very long time. Now, with decoupling mobility from engines, certain chassis can see their base mobility values go up to compensate for the unfavourable weapon mounts. It's like a lower center of mass helps their agility.
- The "clicking problem" can be solved by two tools. 1) Drag mechanic: if you click and drag your cursor through the tree it unlocks every node on its way 2) You can click on every locked node deep in the tree and it will unlock every node above.
- A voice tutorial on how to use the Skill Tree - or even just small pop-up messages - will help newer players a lot.
- Charging for respec with XP - not c-bills - severely limits customization. C-bill charge on the other hand gives more options for monetization. I would love to see respec free of charge, but if there is a cost, i would prefer to pay with c-bills.
- Preset skill builds are a good option for monetization. If a player dont want to spend his time with agonizing choice of his build, he can buy an "optimized" (for a certain role) preset skill build that will be filled automatically as the mech gains XP.
- I know several people that will never be able to master all mechs they have mastered already. Needless to say, these people belong to the core of loyal playerbase. Simple way to help the transition from the old system in terms of finances is this: every node in the new skill tree that represents a bonus that a given mech already had in the previous tree will be unlocked free of charge. That means, a mastered mech must not have to pay to unlock new nodes worth of 20% of accel/decel, 7.5% of speed tweak, 5% of cooldown, etc. That way people are not charged for what they had before, but have to pay to unlock brand new stuff.
- Usually skill trees have passive and active skills. Now we have mostly passive skills, and the only active are consumables. Presented Skill Tree doesnt give any new active skills, which i personally would love to see. Switchable lbx ammo, lrms in straight line, laser overload burn, turbo boost, sensor jam, anything! That's what could shake things up, honestly.
I had a lot more ideas on how to improve the Skill Tree, including ways of monetization. Many of us have some more to offer, it seems, and that is another great thing about the community i felt in love with. Unfortunately, time is up, and we must present all we have to date. I post this with a spark of hope it will be noticed.
Cheers!