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So Let's Talk: Skill Tree Being Delayed


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#21 InspectorG

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Posted 13 March 2017 - 08:46 PM

View PostCK16, on 13 March 2017 - 08:24 PM, said:



Honestly that isn't a perfect thing either, it just encourages the whole grab these nodes only cause they benefit the most...AKA hill climb would never be taken just as some modules are never used now...the valuable stuff DOES need to be behind some from a price to pay, you cant have everything, and sure a few were silly but the sensors nodes ect in front of systemic and radar derp made sense and was a good trade off. We do need some of that still. The top tier useful stuff shouldn't be just that easy to grab.



Uhh...

'Price to Pay' would be time commitment to getting Cbills and XP???

Hiding good stuff behind bad is lazy design.

PGI should realize by now that all the custom building SCREAMS for min/maxing. And players WILL and SHOULD because it denotes efficiency in a Zero-Sum game.

The grief over the tree is mainly about Competitive(winning is fun) vs Stylists(fun via criteria other than winning).

Both have merit but MWO is designed as a competitive Zero-Sum game, not an open Sand Box builder type game.

#22 InspectorG

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Posted 13 March 2017 - 08:49 PM

View PostMechaBattler, on 13 March 2017 - 08:34 PM, said:


The rest was just some nit picky min max whiney bullshet.


Min/Maxing is pretty vital to competitive Zero-Sum games.

#23 Scout Derek

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Posted 13 March 2017 - 08:50 PM

View PostMechaBattler, on 13 March 2017 - 08:43 PM, said:


Because people are nit picking things that are pointless. They're gonna reduce the total points. But it's gonna amount to the same thing. At best we'll get less points and slightly linear trees. It's all going to amount to the same thing because they'll just lower total points to compensate for removing the "useless" nodes. It's an asinine waste of time.

The only legitimate complaint for why it shouldn't have gone live is the cost for people with huge hangers and not enough modules.

People piggy backed their agendas onto this and now act like they did something. When really it was all the whales pulling their support from the game because 200+ mechs would no longer be mastered and they would have to pay c-bills to make it happen.


I have issues with the tree. I like it, it's good, it has potential.

But it still had some issues and it wasn't getting fixed. people don't want a unfinished product. they want a decent one.

Of course they will be problems on release. but if I believe that there are some issues that can be fixed beforehand, hell yeah, fixem please! then you can focus on other stuff and not be bogged down!


(Example)
When you were in school, did you do your homework the day before it's due or on the day it's due? Don't protagonize a thing that can be fixed ror done rght now instead of later.

#24 Cy Mitchell

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Posted 13 March 2017 - 08:50 PM

View PostCK16, on 13 March 2017 - 08:24 PM, said:



Honestly that isn't a perfect thing either, it just encourages the whole grab these nodes only cause they benefit the most...AKA hill climb would never be taken just as some modules are never used now...the valuable stuff DOES need to be behind some from a price to pay, you cant have everything, and sure a few were silly but the sensors nodes ect in front of systemic and radar derp made sense and was a good trade off. We do need some of that still. The top tier useful stuff shouldn't be just that easy to grab.



Agreed. While I appreciate all the work that Solhama put into his presentation, it does not do what he advertises it does. It will not increase diversity. In fact, it caters to those that strive to maximize the firepower of their Mechs above all things which in turn forces everyone else to do the same in order to be on a level playing field.

I was not happy with every aspect of PGIs proposal but I did understand why they laid it out the way they did. I also found that the unwanted skills that a lot of people called "useless" actually improved my builds considerably. Hillclimb was one example. That was one of the poster skills for those that said "useless". However, it sure was nice being able to maintain a good portion of my speed while climbing a hill and re-positioning on Canyon Network. More unwanted skills like, the ones I had to buy to get Seismic and Radar Derp? I ended up with Target Info Gathering, Radar Derp, Sensor Range, Seismic Sensor, Target Retention, Target Decay all for less than one Radar Derp module would have cost me. Uh, Yes Please!

I was in favor of limiting SPs for OP Mechs to about 70 and giving the first 20 or so SP to UP Mechs for free at purchase. Giving Mechs that did not previouly have quirks a whole bunch of beneficial quirks through the Skill Tree was the biggest issue with the tree for me. That is the one thing that Solhama's tree would address but having to assign a SP total to virtually every variant in the game would be a sizeable task and would cause a $hit$torm of protest from players who thought their special Mechs got shortchanged.

Anyway, now another promised feature has been either delayed indefinitely or cancelled. We have gotten two new things into the game in the last six months, That being, FP 4.1 and Escort. Maybe that is because PGI just went ahead and put them in.

Except for PTS testing, I have been on a break for the last two months. I think I will check back in a few months and see if any progress has been made on anything at all.

Edited by Rampage, 13 March 2017 - 08:59 PM.


#25 Y E O N N E

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Posted 13 March 2017 - 08:52 PM

Said it before and I'll say it again:

Perks and Drawbacks trees. Want a perk? Pick a drawback to balance it.

#26 Bishop Steiner

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Posted 13 March 2017 - 08:54 PM

View PostYeonne Greene, on 13 March 2017 - 08:52 PM, said:

Said it before and I'll say it again:

Perks and Drawbacks trees. Want a perk? Pick a drawback to balance it.

sadly, that will be resisted even worse, by the masses. I would certainly be down for it.

#27 Cy Mitchell

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Posted 13 March 2017 - 08:55 PM

View PostInspectorG, on 13 March 2017 - 08:49 PM, said:


Min/Maxing is pretty vital to competitive Zero-Sum games.



No, it is only vital if one person is doing it. Then everybody has to do it to keep up. If you make changes that limit min-maxing then they affect everyone so the playing field can be level without min-maxing being vital.

#28 Y E O N N E

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Posted 13 March 2017 - 09:15 PM

View PostRampage, on 13 March 2017 - 08:55 PM, said:



No, it is only vital if one person is doing it. Then everybody has to do it to keep up. If you make changes that limit min-maxing then they affect everyone so the playing field can be level without min-maxing being vital.


You physically cannot limit min-maxing like that. Min-maxing is not a single thing you can achieve, it's anything that gives you the best possible result for a set of conditions.

What you can do is make it such that min-maxing has to be more situational, i.e. a min-maxed long-range poke build can't brawl in a pinch (cERPPC+cGauss can currently do this) even a little bit.

#29 Y E O N N E

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Posted 13 March 2017 - 09:19 PM

View PostBishop Steiner, on 13 March 2017 - 08:54 PM, said:

sadly, that will be resisted even worse, by the masses. I would certainly be down for it.


I'm not so sure. Seemed to be received well by the people who saw the idea in the Skill Tree PTS sub-forum.

I would pitch it to PGI if I had any hope that PGI would consider it. I don't like Solahma's version because it, like PGI's take, still results in Mastered 'Mechs being flat-out better than fresh ones rather than specialized deviations.

#30 InspectorG

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Posted 13 March 2017 - 09:20 PM

View PostRampage, on 13 March 2017 - 08:55 PM, said:



No, it is only vital if one person is doing it. Then everybody has to do it to keep up. If you make changes that limit min-maxing then they affect everyone so the playing field can be level without min-maxing being vital.


MWO allows too much customization to minimize it. And there are too many vectors that allow Min/Maxing. Individual mech construction. Weight class choice. Unit composition. Map selection, Comms, Different objectives and vote stacking.../etc.

Best embrace it, and build around it. Expect Comps to use it to the point of almost breaking the game. Expect casuals not to understand it.

#31 Kanil

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Posted 13 March 2017 - 09:20 PM

As much as I'd like the new skill tree, I really didn't want to end up losing progress. I didn't want to have to grind out more crap to get back to where I currently was, and I wasn't looking forward to asking myself "I play this 'mech twice a month. It's a nice 'mech, but is it really worth spending the C-Bills to remaster?"

The acknowledgement that they'll come up with a system that will let you keep what you have has actually made me want to fire up the game and see if I can master a few more 'mechs now, and I don't think I've played a match since the first PTS went live and I realized this might kill the game for me.

That said, I am really looking forward to the skill tree, and I'm hoping the delay isn't a permanent one.

I don't know why PGI didn't have this meeting six weeks ago, though. It was already immediately obvious that some (significant?) quantity of the playerbase was going to be losing progression.

#32 The6thMessenger

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Posted 13 March 2017 - 09:32 PM

View PostAlistair Winter, on 13 March 2017 - 08:21 PM, said:

From what I've seen, this is 100% inaccurate. There are several reasons, and the economy is just one of them. For me, economy means relatively little. The most important part is whether or not the new skill tree makes the game more fun or less fun. I am happy because this leaves a tiny sliver of hope that PGI may actually make some substantial changes to their skill tree. I could care less if PGI figures out an algorithm that gives me 50 million fewer or more C-bills. That stuff doesn't matter if I'm bored to the point where I stop playing the game.



I'm happy because there's a tiny chance they can have a second look at Solahma's proposal and understand how many players would be happy to see it tested.

PS: I can't really prove that the majority of players (80%) are unhappy with PGI's complex, random web of skills and want something that gives them more freedom and choice. But I would say that there's clearly more evidence pointing towards this than there is evidence of the majority of players (80%) actually preferring PGI's model. I've seen basically no quantifiable evidence to support the latter.


I actually want to see ST to end up like that, at least in spirit. The current iteration is nice, but still a damn mess.

#33 Alistair Winter

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Posted 13 March 2017 - 09:38 PM

View PostYeonne Greene, on 13 March 2017 - 09:15 PM, said:

You physically cannot limit min-maxing like that. Min-maxing is not a single thing you can achieve, it's anything that gives you the best possible result for a set of conditions.
What you can do is make it such that min-maxing has to be more situational, i.e. a min-maxed long-range poke build can't brawl in a pinch (cERPPC+cGauss can currently do this) even a little bit.

Having read a bit about this as part of my studies, I think it's useful to look at the distinction between paidia and ludus as concepts to describe gameplay. Paidia is sometimes described as fun and carefree play, like when you're decorating your home in Skyrim, whereas ludus is described as playing a game to win it, according to a certain number of explicit or implicit rules. Paidia has no objective except the fun play in itself, whereas ludus has a clear objective that is supposed to stimulate fun indirectly (e.g. trying to score a goal). Now, almost every game has elements of both. But almost every game can be played differently. I can play a game of soccer by doing my utmost to win the match, or I can try to have a bit of fun and do some fancy things, just for the sheer pleasure of playing.

I think a lot of the min-max debate is simply confused about the idea that in any game, people are going to fall in different places on the paidia-ludus continuum, and they're going to play the game differently. The only way to completely remove the min-max mentality is to create a game where there are no commonly accepted objectives, like a sandbox game. Even then, people may try to game-ify and create various objectives for themselves (e.g. getting the biggest Sim City populations or making the longest Rollercoaster Tycoon rollercoaster ride), so ludus will still be an element to some degree, even if it's not encouraged by the game itself.

On the flip side, any game with a lot of rules and objectives that conforms more the ludus-type of play is still going to have elements of paidia. In the case of MWO, you'll see people do a lot of non-optimal things, just for fun. Like playing stock mechs. There's no external reward for stock mechs, people just have an impulse to do that sort of stuff for fun. Which may be annoying to certain players, for the opposite reasons of min-maxing.

Judging other people for how they have fun with games is just.... well, it's not particularly constructive. I read about a case about the first person to reach the gold cap in WoW. A german player called Tyram. He just decided that trading was the most enjoyable part of WoW for him, so he managed to accumulate the max amount of gold possible in the game, which the devs supposedly did not think would happen so soon, because it didn't occur to them that anyone would play the game like that.

#34 Bogus

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Posted 13 March 2017 - 10:42 PM

I'm happy it got delayed because while the basic idea was good, it was abundantly clear that it would not only fail to achieve any of its stated goals but actively work against most of them. I do wish the discussion, and PGI's response, was more about those balance issues than the whale salt. Leaves me wondering if they'll just try to bribe the whales with free stuff and Full Steam Ahead...wouldn't be the first time an MMO shot itself in the foot by doing that.

Hopefully Skill Tree 2.0 will be developed with the input of some folks who understand how metagaming actually works and ways to counter it.





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