Edited by Hawk Eye Gouge, 14 April 2017 - 12:09 PM.
New Skill Tree!
#1
Posted 14 April 2017 - 12:08 PM
#2
Posted 14 April 2017 - 12:10 PM
Hawk Eye Gouge, on 14 April 2017 - 12:08 PM, said:
True but unless they put it back on the test server and actually listen to the average persons concerns about the ridiculous issues I forsee it being a dumpster fire. A dumpster fire that they will then blame on the community as is standard practice.
#3
Posted 14 April 2017 - 12:10 PM
#4
Posted 14 April 2017 - 12:15 PM
#5
Posted 14 April 2017 - 12:18 PM
PGI is prone to change directions at the drop of a hat.
#6
Posted 14 April 2017 - 12:19 PM
Hawk Eye Gouge, on 14 April 2017 - 12:15 PM, said:
A new skill tree could be amazing. However, based on the last iteration (and the fact PGI didn't address the issues presented beyond cost) it is likely going to cause a lot of issues.
#7
Posted 14 April 2017 - 12:30 PM
Baulven, on 14 April 2017 - 12:10 PM, said:
Because you speak for all of us. As far as I'm concerned with the price addressed. It's ready to go. The rest is just nit picky BS. And people wanting them to completely rework it to their idea are just delusional.
Also the community is not infallible.
Edited by MechaBattler, 14 April 2017 - 12:31 PM.
#8
Posted 14 April 2017 - 12:39 PM
Baulven, on 14 April 2017 - 12:10 PM, said:
There is another test scheduled prior to the current targeted release date. Also, they DID listen, otherwise it would be live already. Just because the community has ideas does not mean that they will be implemented or are correct ways to handle the skill system. The fact that PGI takes feedback into consideration at all is a miracle. Most game companies ignore most things other than bug reports and community desire for special events (more so for those that generate revenue through ingame purchases).
Not saying the system is going to be PERFECT on first live iteration, but even the original test was better than the skill 'placeholder' we've had for so long.
#10
Posted 14 April 2017 - 01:47 PM
Should be pretty entertaining working toward skilling your mech how you like it.
They really should stop doing the testing in line with an event though. Last time i tried it I got bored waiting for a match...
I instead just used it to test drive potential mechs i want
Edited by Humpday, 14 April 2017 - 01:47 PM.
#11
Posted 14 April 2017 - 03:05 PM
We don't know for sure yet that this will remain the case but it looks likely.
#12
Posted 14 April 2017 - 03:18 PM
Humpday, on 14 April 2017 - 01:47 PM, said:
Should be pretty entertaining working toward skilling your mech how you like it.
They really should stop doing the testing in line with an event though. Last time i tried it I got bored waiting for a match...
I instead just used it to test drive potential mechs i want
What they should do is MAKE it an event. Provide an incentive for people to log in and play at least X amount of matches over the course of the testing period. Something simple like a Decal, MC/Premium/CBills, or even as far as a CBills boost mech variant (requirement of matches to reflect that) for a major testing of important mechanics (such as the skill tree) where a large number of people playing would improve the ability to test the mechanics and provide more material for freedback.
#13
Posted 14 April 2017 - 03:29 PM
Hawk Eye Gouge, on 14 April 2017 - 12:15 PM, said:
As one of those old players I don't feel the c-bill cost is even the slightest cause for concern and I'm not space rich. The new skill tree looks really good. I'm looking forward to the removal of needing 3 to master same as you. I can imagine it would make the game more New player friendly as well.
#14
Posted 14 April 2017 - 04:37 PM
MechaBattler, on 14 April 2017 - 12:30 PM, said:
Because you speak for all of us. As far as I'm concerned with the price addressed. It's ready to go. The rest is just nit picky BS. And people wanting them to completely rework it to their idea are just delusional.
Also the community is not infallible.
First I never said I spoke for everyone. Second the system nerfed IS mechs will simultaneously buffing Clan mechs that currently have no quirks for reasons. Please tell me how that in any way actually helps balance the game beyond the "I don't like the current skill tree" mentality that exists. Last I checked removing quirks on mechs that rely on them will buffing ones that have zero is not something that would be considered a smart plan.
And that was just ONE of the laundry list of complaints that the new system had. There is a list if you need me to go on.
Edited by Baulven, 14 April 2017 - 04:38 PM.
#15
Posted 14 April 2017 - 04:42 PM
MauttyKoray, on 14 April 2017 - 12:39 PM, said:
Not saying the system is going to be PERFECT on first live iteration, but even the original test was better than the skill 'placeholder' we've had for so long.
Yearning for something new does not automatically make it better. Like I said I want the new tree to come online, but in its current iteration I forsee it causing a **** storm and pissing a lot of people off instead of helping the game. Particularly the fact they didn't test things in 12v12 makes me leary as it doesn't actually portray how those changes are truly affecting the game play, since 4v4 only happens in scouting.
MauttyKoray, on 14 April 2017 - 03:18 PM, said:
This has been suggested pretty much every time they have a PTS event with no avail. It would get people to test, but I don't see them changing their minds now.
#16
Posted 14 April 2017 - 04:53 PM
Baulven, on 14 April 2017 - 04:37 PM, said:
And that was just ONE of the laundry list of complaints that the new system had. There is a list if you need me to go on.
Dude... the Skill Maze apologists do not want to listen to facts or logic. They just want to say it amazing with absolutely no intelligent rationale only emotional attachment to the idea that any & all change is good for the sake of change.
Edited by I_AM_ZUUL, 14 April 2017 - 04:53 PM.
#17
Posted 14 April 2017 - 05:26 PM
Quote
Of course not. But it's new, novel.
I like new stuff to try. That stuff allows tweaking and specially boating in very new different ways than anything currently, plus it has the advantage of dumping that old silly rule of 3, which unless you have been playing long, it's a hinderence to try out new mechs as many mechs benefit much particularly from the heat related skills(current implementation)
Edited by Teer Kerensky, 14 April 2017 - 05:26 PM.
#18
Posted 14 April 2017 - 05:36 PM
#19
Posted 14 April 2017 - 05:46 PM
The clan advantage with the skill system is valid, but that can be fixed with faction specific skill values (eg defense for IS gives larger bonuses than clan). There's always a way to fix things, but if you don't even try we'll never find out.
#20
Posted 14 April 2017 - 05:46 PM
Baulven, on 14 April 2017 - 04:37 PM, said:
He stated you spoke for everyone even though you did no such thing in a bid to lend strength to his argument - a common political strategy.
Personally, I tested versions 1 and 2 of the skill tree and no one lacking of knowledge of what PGI actually presented us is going to change my mind on the subject. The sheer scope of player accomplishment through hours of play that were going to be lost was going to set a record for Online gaming. I'm talking about the actual math - if you're too lazy to have done the numbers, don't respond.
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