Edited by Lord Uber Biggie III, 14 March 2017 - 08:35 PM.
Skill Tree Status Update
#261
Posted 14 March 2017 - 08:31 PM
#262
Posted 14 March 2017 - 09:22 PM
HXP skill upgrades are exempt from the Cbill cost ?
This way if you don't own a lot of modules you will still be able to skill your mech back to a reasonable level, Cbill free without loss of effort already spent. Once HXP is used up, normal costs apply.
Leave the 100% refund for those that did buy modules. There are still plenty of things to buy with Cbills (mechs, engines, weapons, etc.) and add some more Cbill colors, decals, patterns, cockpit items.
And of course respecs' should always be free. Please don't ruin one of the best aspects of the game.
Please give us an approximate date for the next PTS. Leaving an unspecified timeline for such an important update is clearly detrimental to the game.
Thank you.
Edited by Thaddeus Necromancer, 14 March 2017 - 09:30 PM.
#263
Posted 14 March 2017 - 09:36 PM
Thaddeus Necromancer, on 14 March 2017 - 09:22 PM, said:
HXP skill upgrades are exempt from the Cbill cost ?
This way if you don't own a lot of modules you will still be able to skill your mech back to a reasonable level, Cbill free without loss of effort already spent. Once HXP is used up, normal costs apply.
Leave the 100% refund for those that did buy modules. There are still plenty of things to buy with Cbills (mechs, engines, weapons, etc.) and add some more Cbill colors, decals, patterns, cockpit items.
And of course respecs' should always be free. Please don't ruin one of the best aspects of the game.
Please give us an approximate date for the next PTS. Leaving an unspecified timeline for such an important update is clearly detrimental to the game.
Thank you.
the hxp part of this is nice. i have wanted colors and stuff like that to be for cbills, but im telling u i would have no cbills left period and the company wouldnt make the kind of money they do now on mc to eye candy features, so i would have to disagree with that portion.
again, hxp meaning free upgrades into that mech would be nice, i'ld pay to upgrade new mechs i buy through either buying cbills for mc be it the 2.4 or 6.5 million or i would grind the money out using that mech.
not sure respec's should be free, but that's just an opinion, why? because it makes you choose your first buy wisely.
the 100% refund has been covered at least 2 times now, by both russ and the OP.
#264
Posted 14 March 2017 - 09:38 PM
As far as fairness, if someone spent time and effort getting more mechs/mods by spending more C-bills AND came out "ahead" then that would be much more fair than giving them less because someone else didn't do any of that? There is no real logic in that other than folks that want something for nothing. Which if they're new...they wouldn't have any of that anyway, mod swapping or not.
Seems those would be only the folks with any real axe to grind her. The ones that have been around awhile and have more time and effort put into their mechs. If you're coming out with similar system but just different method of getting there, then seems to me the easiest fix would be to max out mech's in same likeness under new system. You already have ER PPC sniper set up; short ranged brawler, etc. Then max out those mechs in that manner with new change.
And I already know the counter to that would be "PGI can't do that individually for all players for all mechs." Ok, so 1st this wouldn't apply to all players as not all players have that many mechs or mods. But as guy that has almost 60 mechs, I rarely ever go back and play thru all of those....only someone with no life could even try that.
So say for every 5 or 10 mechs you own, you can submit request to have your favorite 1 max converted. So even if ya have 100 friggin mechs, then you still come out with 10 max'ed to start. That's 2 solid drop decks worth. Set a deadline for submittal requests. And then after that EVERYONE is new under new system. Done and done.
#265
Posted 14 March 2017 - 10:08 PM
#266
Posted 14 March 2017 - 10:11 PM
#267
Posted 14 March 2017 - 11:35 PM
One thing I do have to comment on though, and I find pathetically hilarious, is how people complained about how many clicks it would take under the proposed system. I mean really, are people so lazy that they wouldn't want to spend time in the mechlab/skill tree to really work out their mech configuration? People "click" the mouse more just by browsing the web or firing weapons in game!
Let's be honest folks - there's legitimate stuff to complain about, and then there's this stuff that shouldn't even be an issue - especially in today's tech environment. If it was 30 years ago, then maybe yeah... but come on! ROFL!
#268
Posted 15 March 2017 - 12:32 AM
Edited by Arkhangel, 15 March 2017 - 12:32 AM.
#269
Posted 15 March 2017 - 12:32 AM
Koniks, on 14 March 2017 - 07:51 PM, said:
The clicks in a drop are by a player's choice and are done with purpose which provides a satisfying experience. The clicks in the skill tree are forced, tedious, and inefficient which creates a user experience that feels like wasted time and effort compared to a more streamlined design.
As clicks go, they are apples and oranges.
So clicks in the skill have no purpose for you? Why do it then? Just leave your mech unskilled.
And my guess would be:
Even if you had 100+ mechs to skil, each with 91 nodes, it would be >1% of all the clicks you make in MWO in a year.
#270
Posted 15 March 2017 - 12:40 AM
Lord Uber Biggie III, on 14 March 2017 - 08:31 PM, said:
So much rage! Drink a few beers my friend and just play the game. All of my friends quit because of the skill tree delay, but it is still the game that I have played for years (on different accounts) and we have new shinies coming soon! Yes, clans will not get HAGs, but the ATMS and Heavy lasers could be nice (depending on how nerfed they are). Yes, people will whine about the tech, yes IS are getting huge upgrades, but people will still cry. I will never take lock-on missiles since IS will have stealth armor + ECM, I will take ATMs, lasers and PPCs and maybe I will be sober enough to pull my weight!
Edited by S0ulReapr, 15 March 2017 - 12:41 AM.
#271
Posted 15 March 2017 - 12:57 AM
This archaic system going the way of the dodo, was one of the huge draws for me with the new skill tree and now that its no where near on the horizon, the game pretty much lost the appeal again.
You were going to essentially remove the requirement any way, could you please give us this at least.
Remove the "rule of 3", please.
Edited by Jubblator, 15 March 2017 - 01:09 AM.
#272
Posted 15 March 2017 - 01:04 AM
#273
Posted 15 March 2017 - 01:36 AM
#274
Posted 15 March 2017 - 01:59 AM
Edited by G4LV4TR0N, 15 March 2017 - 02:00 AM.
#275
Posted 15 March 2017 - 02:12 AM
Crockdaddy, on 14 March 2017 - 05:35 PM, said:
You clearly were not around for CW early on. If you were you would understand "the Clan Davion" .... scrub.
I most certainly was arround for early CW, but do not recorgnise the referance, I rarely visit the CW forums or the general discussion forum, so that could explain why I do not understand it. would you please explain.
is it something to do with the fact that Davion tends to have the highest population? or that the high population means they also have a high proportion of less skilled/experianced players, because that makes Davion have a below average player skill level because that would kind of make them the oposite of a Clan who are supposed to be nothing but highly trained expert worriors.
#276
Posted 15 March 2017 - 02:55 AM
Please pgi bring an update your approach was good
#277
Posted 15 March 2017 - 04:23 AM
Too much time putting the new Skill Tree working.
The best pragmatic way is just to match the existing skill tree progress in our mechs into the new Skill Tree. For instance, if I mastered 3 Warhammer, just transform the skill nodes into the new tree. If I did the Tweak speed, just put the movement skill to the new tree. This way we can see the beneficts of progression we did all this time.
For the modules, just refund the C-bills we invested till now...or, in the a last resort, just stay with the module interchanging flexibility we've been using. Let us change the modules.
In the end, just change the Skill Tree and remove the beneficts of modules node as the Rad Derp.
Salutatuions
#278
Posted 15 March 2017 - 04:26 AM
D V Devnull, on 10 March 2017 - 09:27 AM, said:
Lupis Volk, on 09 March 2017 - 02:25 PM, said:
You think only the Inner Sphere is affected? Wrong. It doesn't matter if you're Inner Sphere or a Clanner. If you're not Meta, regardless of Faction Choice, then you're dead. The only folks who will have any advantage under the New Skill Tree are those who follow the Meta as either Ballistic-Boaters or Energy-Boaters, because they'll need less nodes to beef up their weaponry. Why? They need a hell of a lot less nodes as they're loaded full of just one major class of weaponry, unlike somebody who's using less weapons of each of 2 or all 3 different types. PGI failed here, and didn't provide enough nodes (at least 120, I think would have been a good minimum...) for the Non-Meta Pilots. Having only 91 Nodes is far too limiting, as I've come to learn. *facedesk*
Worse, anyone using LRMs (Except for users of the Inner Sphere Stalker 'STK-5M'... Yeah, really, I.S. gets an advantage here!) will be getting screwed. They lost 100 meters off their Range Limit BaseLine in the PTS, and were left at the mercy of Energy-Boating and Ballistic-Boating users who have Longer-Ranged Configurations to fire down the LRM-users' throats. PGI also shot themselves in the foot here for a further opportunity, too. How? If they're going to introduce the I.S. MRM weapon systems, there has to be enough of a range gap between LRM, MRM, and SSRM/SRM to make the insertion of the additional weapons system properly considerable. Anyway, hope that PGI doesn't take the LRM Range BaseLine down from 1000 to 900 on the Live Servers, or we're looking at some unnecessary weapon deprecation and a whole overload of salt.
That's two major points of trouble that I've just pointed out there, and regardless of being I.S. or Clan for that matter. If you want more useful info, take a gander back at my post on Page 6 and have a good read of all the linked information. Heck, a little further along, I raised a hard question about our pre-"New Skill Tree"-type "Cool Shot" Consumables, and thankfully got a quick answer which I can only hope is what actually happens.
~Mr. D. V. "These 'New Skill Tree' flaws are damnably mind-numbing..." Devnull
...because I've seen things, and I can tell you that only a few specially-boosted designs following "Meta specifications" would have any advantage, and those exist on both sides. To further reinforce the point...
D V Devnull, on 09 March 2017 - 04:30 AM, said:
Teer Kerensky, on 09 March 2017 - 04:15 AM, said:
I'm not looking forward to this disaster. I already made my notes of why on Page 6 of this thread, including links to a lot of my previous thoughts. But, I should reinforce the note that I'm a '#ScrewTheMeta' kind of Casual-class Mech Pilot, preferring to build things that work with my abilities instead of trying to force myself to do something I can not do, and these "New Skill Tree" changes only help Meta-using Pilots while screwing over anything that does not fit the Metagame. Non-Meta Pilots need a lot more Skill Nodes (about 120, from my best estimate) to have any chance of competing against Meta-type Builds under the new system. This new system's release, as it currently stands due to under-design from PGI, will mark my end of playing on MWO.
~Mr. D. V. "Wondering why the hell I'm still looking at these forums now..." Devnull
...which, by the way, that "Page 6" is over in "Conclusion Of Skill Tree Pts - March 8 - 4 Pm Pdt", a different thread. And yes, I'm a little sick of the constant bickering of people trying to say "Clans will be OP" and/or "I.S. will be OP", when I've more than seen different with neither really being at an advantage. (Hell, Clan Drop Decks are short about 5 to 10 tons right now!)
Frankly, an even bigger thing wrong right now is PGI constantly nerfing everything, instead of buffing older Mechs to compensate for the newer, more powerful mechs. PGI is only seeing overperformers/underperformers in terms of Mechs because of Meta-crazed nuts shifting about who have extreme piloting skills, and are therefore getting the Mechs nerfed into the ground before anyone else who isn't as skilled can even learn how to use them. And don't even get me started on the PSR meter, as that thing is in need of 2 more upper tiers and 1 lower tier, for a grand total of 8 tiers!
Now, I'm realizing that this post could get longer and longer with all the built-up emotions that I'm feeling, and the flood of thoughts rolling through my mind at this time, so I'm just gonna stop here. Follow my stack of links in that other post (yeah, the one I've linked to) in order to get a better feeling of my position on the matter, if you really want to learn a bit.
~Mr. D. V. "way beyond overloaded, and nearing MechWarrior-related burnout" Devnull
#279
Posted 15 March 2017 - 04:30 AM
Time to find another distraction.
#280
Posted 15 March 2017 - 06:29 AM
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