First of all, I want to make clear that I’m not against an implementation of a skill tree and would really enjoy the addition of being able to customise/specialise mechs further. I may sound harsh at some points or objecting certain parts, this is directed at the current concept of a skill tree, not the skill tree idea itself.
With that said, let’s jump into the meat of the skill tree; I will divide this up in the following sections :
- News post observations and initial thoughts
- The Good : Items which are in a good enough condition and need minor or no improvements The Bad : Items which require changes for improvement
- The Ugly : Items which are best described as a “Disaster”
- Neutral / No Opinion
- Personal thoughts and conclusions
News post observations and initial thoughts
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Now, the biggest change I can see is more regarding the economic model which includes the keeping of progress, refunds, etc… The skill itself is relatively unchanged, which is part of where the issue lays.
Previously I’ve mentioned that I’ve noticed the “baby syndrome” in this skill tree, this observation still holds true as the main issues were the tree itself were not tackled, with only minor changes on a superficial level.
To start;
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There was no change compared to previously, once more we have a skill tree system which is designed around filler-choices combined with a flawed structural layer.
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I can’t see where this design goal has been fulfilled. There is no high initial investment, nor is there a reduced cost; everything is split by mostly filler nodes making either the investment not worth the effort, or said investment is a full-on requirement for gameplay.
There is no choice present in the system on offer. It remains a “Find-the-best-general-path”-meta, someone will find the optimal way to fill out this skill tree, it will be copy-pasted from mech to mech with slight adjustments where necessary.
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Now, a lot of people will disagree as I’ve seen in some other threads; however I do feel like there has been significant improvement in the addressing of this issue that was previously present, and personally I am content with the work put into the system. My Basic-mechs will remain somewhat basic’d, my master-mechs will remain fully skilled out without an extra price tag added to this.
No longer do I feel as if the entire work I’ve put into this game is completely being taken away, yes, it is different, but it’s not as much of a disaster as the previous iteration was.
The next part of this thread will order items in 4 sections, these will not be chronological, but each sub-title will hopefully be a searchable term in the news post, so hopefully won’t be an issue for readability.
The Good : Items which are in a good enough condition and need minor or no improvements
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I. Love. It.
It shows me exactly what I wanted to know, what I’m getting back, how many cbills, MC, global xp, modules, consumables, mech mastery returns, …
We need more of these full-open displays of data! Can we get a statistics screen like this, ingame? So I can see all my weapon accuracy, … statistics in a neat and accessible format?
Refunding consumables, both CB and MC? Amazing.
Refund from modules, cbills/skill points depending on data purchased? I can live with this, I’ve heard concerns from other people, but for me I don’t have an issue. [doesn’t mean it’s perfect, /I/ just don’t have an issue with it].
‘Mech Mastery Breakdown? Yes, I like it.
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Finally, one good thing about this skill tree- It is finally clear which nodes are active, which nodes are available for purchase and which nodes are locked. That said, that’s the only good thing about it.
The Bad : Items which require changes for improvement
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I’m neutral on the lowering to 1 consumable slot standard on a mech, I’d prefer more testing in a full environment to form an opinion on this. However, I’m opposed to the new maximum number of 5 consumable slots. Yes, this requires a skill point investment, but 5 consumables will have a massive effect upon the game as it is played, and I doubt it will it will be a positive light. This also makes it possible to spend around 200K cbills in a single match on consumables.
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Now, it appears that ECM is considered a low investment/high reward equipment; I disagree. Not all mechs can equip ECM, it takes a slot, it takes 1 ton for clan; it takes 2 slots and 1.5 tons for IS.
Does ECM require some sort of nerf? Perhaps, I don’t know for sure, but this just seems a bit over-the-top; OR it is because the ECM boost nodes are too much of a hassle to actually get to.
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As I’ve stated in previous feedback threads, this is something which should be handled separately from the skill tree implementation; there are too many variables to account for, making the entire impression rather muddled.
I do agree that this can be another method of balance, which I support, but there are so many changes coming with this skill tree that it’s difficult to pinpoint issues with the desync itself because the entire concept of changes as a whole is too large.
The Ugly : Items which are best described as a “Disaster”
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… You are completely and utterly nerfing the underperformers who previously relied on their quirks to have even a slight impact;
I shall include a quick image to detail what I mean here.
There is a complete lack of understanding the role that quirks play for underperforming and bad mechs; there is absolutely no reason to nerf the Vindicator or Trebuchet or Victor, these mechs are already bottom of the barrel.
If you’re nerfing ahead of time for the new technology coming into the game, WHY? You’re going to make these already terrible mechs almost completely unplayable for the duration between the skill tree and the new technology being released.
And most of these mechs have issues that new technology won’t even solve, I have absolutely no idea what kind of logic was used to come to the conclusion to nerf almost every quirked mech; while top performing mechs such as the Marauder IIC and Kodiak will be gaining extra advantages from the skill point spending. Good mechs are becoming better, bad mechs comparatively even worse than they were before. Just take a look at the two listed PDFs, aside from the engine desync quirk removals, almost EVERY weapon-based quirk is getting nerfed. Victor, Vindicator, Dragon, Centurion, …
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Yeah, it pains me to put this here yet again, but it’s just not up to snuff; it remains bloated and oversized, barely impactful and a mess to traverse. The same issues still remain from my previous feedback session
The design of the tree does not conform to any of the design goals that were stated; there is no meaningful choice, there are too many nodes with too many skill points with too many small numbers which don’t matter, and there is too much filler.
Having 242 Skill Nodes where you can use 91, is not a good number. Bigger numbers aren’t better, it just needlessly complicates things.
And, once more, any system which has a number such as “91” as an “optimal” number, is fundamentally flawed in its design and no matter what you try with said design, it won’t solve the glaring issues present with it.
Trying to make this work, is both pointless and a waste of time and effort; please go back to the drawing board, it doesn’t need to be complex, it needs to be functional where it matters. Heck, if I were living anywhere close to Canada, I’d offer to do it myself..
The UI is… messy? It’s easy to lose track of things, there are some bug and issues; as an example, let’s play a game : In the following screenshot, how many historical skillpoints do I own on this mech, and how many skill points do I need to buy to get exactly 91? Leave your answer in the comments, because I sure as hell don’t know.
Album detailing the issue is here.
Neutral / No Opinion / Not enough information to work with
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Not enough data to work with, I don't know if this is good, bad, no effect or superficial.
Personal thoughts and conclusions
While I can see the positive effort that was put into the entire refund system, which was one of the main issues of the previous iteration; the main glaring issue that is the skill tree design itself, is still present and is as bad if not worse than before.
Regarding quirks, I don’t think anyone currently in charge of balancing actually realises what role these quirks serve on bad mechs, what the quirk accomplishes and what should be done before removing said quirk. In some cases, removing the quirk is not an option, nor is lessening it because all it will do is make a bad mech into a terrible mech.
Making the quirks matter worse, is that quirkless top performing mechs suddenly gaining boosts. If everything gets the same boost, you can talk that things will remain similar to eachother, however in this case, the result is that the great mechs become amazing, widening the gap between the bad<->underperformers<->good mechs even further. I’m sure that this is not something that is actually intended, atleast, I hope it isn’t.
Tinkering is punished; if you want to swap from a PPC to an LPL, it will cost you around 6-10K experience each time; experimenting is still punished.
The Skill Tree UI, aside from node colouring, is terrible. It’s a mess, it’s overly complex, far too many numbers and repeats and … Yeah, there is not more I can really say.
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I’m honestly starting to feel burned out on this tree, it’s not changing, the majority of my feedback is still the same as it was for PTS1 and I doubt what I’m saying will actually get considered or reach the right ears.
Edited by Anatidaephobia, 26 April 2017 - 05:20 AM.