WarHippy, on 14 March 2017 - 08:31 AM, said:
The tree isn't dead only delayed as they workout some of the very real problems. We all want to see the game improve and change, but you need to get over the idea that any and all change is good. The fact that they have delayed the tree so they can improve upon it is a good thing.
Information Warfare was "pushed back for review". It hasn't been heard from since.
ED was "pushed back for review". It hasn't been heard from since, nor has anything related to the number of excellent player ideas the ED PTS incited. Still holding a torch for Scarecrow's dual heat bar system.
Now the Skill Tree has been "pushed back for review". What're the odds we're going to hear from it in the future?
The community as an aggregate whole has a habit of screaming down any major change to the game and demanding it be dismembered and buried, with the handful of voices calling for reasonable adjustment drowned out by the "KILL THE WITCH!!" crowd that hates new ideas. I've been there, I pitched my fit over the engine decoupling change and suffered for it. In the end it didn't help.
I maintain that if Piranha keeps throwing these PTS initiatives out there and players keep unilaterally shooting them down, we'll stop getting PTS initiatives. Yes, the Skill Swamp implementation of the tree was not great. The layout needed to be changed, and null-value nodes like Improved Gyros or Hill Climb needed to be fixed so they didn't leave a bad taste in your mouth when you unlocked them. But Solahma's oft-championed Skilltree redux took things too far the other way. Completely spoke-styled Skill Wheels, with absolutely no lower-value nodes required in order to maximize devastating capstone abilities like sextuple artillery, is not the way to go.
I personally favor a more Borderlands-styled approach, with higher-value nodes locked behind a minimum investment, either in pathing or in overall number, of lower-value nodes in a tree.
LOWER value, not no-value-whatsoever like Hill Climb and Gyros. Nevertheless, allowing a a player to dip into a Sensors tree, pick up Radar Derp and Seismic for free without having to take a single node of anything else, or allowing players to dip into Auxiliary and spend three nodes on triple consumables, is no good. No build should be able to get the best of everything, and Solahma's tree made it far too easy for any given 'Mech to obtain the best of everything.
A solution in the middle is what was called for, with a more linear set-up allowing players to avoid things they absolutely didn't want, but which still required significant investment in a given branch of the tree to gain the strongest benefits of that tree. Skill Swamp was the wrong implementation, Solahma Spokes were the wrong implementation, but both would've been better in a number of ways than our current crappy filler system that people only cling to because it's bland, inoffensive, and familiar.
Now we get
no implementation. Are we going to do that to FutureTech, too? Because I'll be that guy and say it, I suppose: if the community screams down FutureTech, I'm probably as close as I'm going to ever get with being done with MWO. I'll never abandon it entirely, but I haven't put any serious, non-PTS playtime into the game in a good few months now because I just cannot work up the interest anymore. Discussing on the forums is much more engaging than actually playing the game, and I'll likely never stop doing that, but we
cannot keep shoving every single game update in the game under the rug and then hitting it with hammers until it's so flattened out nobody remembers it's down there anymore.
I
wanted a new skill tree. I wanted, and still want, Information Warfare more than I have
ever wanted Commodity Warfare. I want FutureTech so badly it hurts, even with my expectations drastically damaged by this recent fiasco. I can't keep dealing with the rest of everybody shouting down everything that might make the game worth patching up and playing again, man.
I just can't.