Skill Tree Status Update
#21
Posted 13 March 2017 - 06:52 PM
Was totally psyched for next week... guess not
#22
Posted 13 March 2017 - 06:54 PM
Its a shame everyone has to go to such extremes for you all to take us seriously.
#23
Posted 13 March 2017 - 06:57 PM
Edited by FrigginWaffle, 13 March 2017 - 07:58 PM.
#24
Posted 13 March 2017 - 06:57 PM
Though I keep repeating myself, I would change the "honey comb" UI tree with something like below:
or tweak you old one below with updated skill options. use the tab format where each tab you point points into like above. Think hybrid between Witcher 3 above and your UI below.
#25
Posted 13 March 2017 - 07:00 PM
Alexander Garden, on 13 March 2017 - 06:25 PM, said:
I think I'm going to frame this. It's the first time that I can remember that anyone from PGI seems to be admitting they might have been wrong with respect to some part of the game.
#26
Posted 13 March 2017 - 07:00 PM
Tsula, on 13 March 2017 - 06:46 PM, said:
The Skill tree was not going to change any of that, in fact it would have probably made it worse.
#27
Posted 13 March 2017 - 07:00 PM
#28
Posted 13 March 2017 - 07:01 PM
We're still getting a new skill tree, and people still won't like it. The only thing delayed here is the inevitable.
#29
Posted 13 March 2017 - 07:02 PM
#30
Posted 13 March 2017 - 07:04 PM
Many might view this as similar to power draw in that it might seemingly be delayed indefinitely, at this point in time that is certainly not the case. While energy draw showed some interesting promise and I would like re explore that at some point it was ultimately an experimental feature. The new skill tree is still viewed internally as a solid improvement to the balance of the game and the starting point for so many new balance methods.
As to the skill tree, I think some levels of disagreement on the right path for balance or the layout of the skill tree nodes would be expected and could be accepted. As the shortcomings in our transition process became clear and we could see that certain players were going to lose progress that became obviously unacceptable and we had no choice but to delay.
As Alex mentioned this discovery helped us realize we had to adjust our refund plan to one of refunding progress.
As we rectify these problems we will also take time to further refine the user interface as well as continue to make as many balance improvements as possible.
#31
Posted 13 March 2017 - 07:04 PM
Thanks for trying at least.
Im not one to agree that the tree was hard to read or complicated but id like unchained nodes and then maybe lower the numbers to balance it as needed. I know im not part of the majority but i like to build mech differently and chaining nodes together pretty much prevent that. I can't find a good middle ground with chained nodes and i feel compelled to have the same thing depending of the weight class. I could be wrong, challenge me if i am. Quite possible i missed something but the perks right now are locked and they are a reasons why i play different variant, if the tree permit the same thing or better i didnt see it. Maybe its too easy to just take the best thing when you feel your choice limited(because of chaining).
Thanks again.
I wana add that this will not be properly tested until it hits live. This certainly is scary but we wont know for sure and i cant wait to play with it. While it needs tweaks, i hope it does not get "dumbdown" back to what we had.
Edited by DAYLEET, 13 March 2017 - 07:08 PM.
#32
Posted 13 March 2017 - 07:07 PM
The first 40-60 unlocks should cost xp only, or be tiered to a significantly lower cost that ramps up at the end to represent buying modules after you master a mech. The xp only cost will act similar to eliting under the old system. For the remaining 30-50 unlocks, that's where Paul can get the 9.1 million cbill sink he's looking for without screwing over new players or module swappers with a lot of mechs.
Yes, it is no longer in perfect pairty with the old system, but it is a compromise that keeps the best of the best unlocks for the rich grinders, but still offers very competitive mechs for the dedicated but space poor.
Edited by Big Tin Man, 13 March 2017 - 07:10 PM.
#33
Posted 13 March 2017 - 07:08 PM
#34
Posted 13 March 2017 - 07:08 PM
Edited by NlGHTBlRD, 13 March 2017 - 07:09 PM.
#35
Posted 13 March 2017 - 07:10 PM
Russ Bullock, on 13 March 2017 - 07:04 PM, said:
Thank you for not shelving this indefinitely. While I am definitely one of those who thought the new system wasn't ready to go live, I am fully in agreement that there *is* a good idea in here trying to get out. It just needs more time in the oven and some pruning and rethinking. (Along those lines, please take another look at Solahma's skill tree proposal. I think there are a lot of good ideas in there, particularly the core 'non-branching trees balanced by strength of nodes rather than by filler' idea.) It would be a shame for it go the way of infowar and power draw and just vanish.
#36
Posted 13 March 2017 - 07:11 PM
#37
Posted 13 March 2017 - 07:11 PM
While I wasn't 100% against the release of the skill tree, I'd have been lying if I said I felt it wasn't terribly flawed in several respects. As such, I must applaud the decision to delay with further testing the skill tree roll out. It is better to identify a critically flawed approach and delay it until it is in a more acceptable state than to release it and cause harm in the progress.
Edited by Pariah Devalis, 13 March 2017 - 07:17 PM.
#38
Posted 13 March 2017 - 07:13 PM
This'll be your one and only chance to not screw things up. One person by the same of So1ahmas has their own mock skill tree. It makes leagues more sense than your, best copy it.
#39
Posted 13 March 2017 - 07:14 PM
Brakkyn, on 13 March 2017 - 07:01 PM, said:
We're still getting a new skill tree, and people still won't like it. The only thing delayed here is the inevitable.
A new skill tree isn't the problem, it's the implementation of this particular skill tree that was the problem. When the remaining loyal players that PGI has left lost 50%+ of their mech progress that they have accrued over the last 4 years, it became easy to just say "move on to another game". The loss of a good chunk of paying playerbase without any way to gain new players (MWO is a niche game after all) would have been disastrous for PGI.
#40
Posted 13 March 2017 - 07:19 PM
PLEASE reconsider the overall design to what So1ahma provides in his reddit post and youtube video. It is in my opinion and many others ,from the looks of it, a fantastic way to introduce the skill tree system. Let it do the talking for me.
<--- Please watch in full
as found on his reddit post https://www.reddit.c...9ei&sh=d6f9c516
Edited by Cpt Leprechaun, 13 March 2017 - 07:21 PM.
12 user(s) are reading this topic
0 members, 12 guests, 0 anonymous users