91 Skills Is Just Too Many
#21
Posted 26 April 2017 - 04:20 PM
#22
Posted 26 April 2017 - 04:27 PM
Edited by Devils Advocate, 26 April 2017 - 04:28 PM.
#23
Posted 26 April 2017 - 08:46 PM
#24
Posted 26 April 2017 - 09:32 PM
Thaddeus Necromancer, on 26 April 2017 - 08:46 PM, said:
The problem with this approach is that it means bad mechs will be strictly worse than the good ones until you grind out all of the skills. Better to buff baseline stats than give it a higher skill cap.
#25
Posted 27 April 2017 - 12:49 AM
Edit: I'm much happier and have a better sense of progression in the current system... too many meaningless choices isn't fun
Edited by chucklesMuch, 27 April 2017 - 12:51 AM.
#26
Posted 27 April 2017 - 12:54 AM
MookieDog, on 26 April 2017 - 02:26 PM, said:
yeah ... you got it, you get more!
Thaddeus Necromancer, on 26 April 2017 - 08:46 PM, said:
+1
#27
Posted 27 April 2017 - 04:07 AM
Ced Riggs, on 26 April 2017 - 05:37 AM, said:
The difference is, you're talking about skills for one character in those games vs 91 * your mech count in MWO. 16,835 skills await my unlocking. I get to play the skill web (it's not a tree) waste-of-time "minigame" 185 times.
I bet the trees in the games you mention were organized in a logical manner, something the current skill web lacks. I am not looking forward to skilling up anything even once under the coming trainwreck.
#28
Posted 28 April 2017 - 12:28 AM
oldradagast, on 26 April 2017 - 02:57 PM, said:
I remember your suggestion from the previous test.
Forcing roles is one option, but how those roles are defined could vary wildly to player concept of what they could/should be.
Not sure that restricting us to roles is beneficial in that we have a great deal of choice and it would prevent us from making those choices.
A lot of people want a simplified system, something very visible and easy/quick to use.
At the same time, we do want those choices to mean something.
If we do take the existing system and streamline it that will mean removing some excess skills particularly in the firepower tree. It also means we could select exactly the nodes we want and not feel like we are 'wasting' points.
We can do that, BUT, there is no way we should have 91 points.
If overall the mechs are weaker than what we have in live now, that is also ok as it affects all of us and all the mechs. We'll get use to it.
But the important bit is making those choices difficult. 50 points would be roughly 1/5th of what we can unlock and allocate right now on the test server.
That will be tough, but I feel it's necessary.
Otherwise, yeah, perhaps a 'field configuration' for roles is something we should explore.
#29
Posted 28 April 2017 - 04:55 AM
CapperDeluxe, on 26 April 2017 - 05:33 AM, said:
What if instead the total number to master was a cool round number like 50? To accommodate that change the number of nodes would need to also be decreased, and the individual node % increased to have similar affect with fewer nodes.
How about 150? or 200
#30
Posted 29 April 2017 - 05:07 PM
Kaeb Odellas, on 26 April 2017 - 09:32 PM, said:
The problem with this approach is that it means bad mechs will be strictly worse than the good ones until you grind out all of the skills. Better to buff baseline stats than give it a higher skill cap.
That's easily handled, give that under performer the additional skills free up front.
#31
Posted 30 April 2017 - 11:37 PM
oldradagast, on 26 April 2017 - 02:57 PM, said:
After a further thought on this and after looking at various other posts about 'templates', being able to go through one mech, select the skills (doesn't have to be all 91 nodes) and then have a number of templates that we could save that selection as. That would be nice.
It's a bit like the drop decks.
We pick a number of options and then save it. An option to name the template and boom. Off we go.
That way you can configure for the roles, if that is how you would like to identify the templates, but are not restricted.
#32
Posted 01 May 2017 - 03:03 PM
#33
Posted 02 May 2017 - 02:47 AM
Buuuut.... to the point.
If at the moment everyone takes the same skills on all their mechs because we have the points to do so, how does that promote roles or diversity?
If allocating nodes from one tree means you can't take nodes in another because you simply don't have enough then we won't have the same problem we have now of just stacking bonus after bonus on top.
I'll enjoy 91 points.
I'll certainly notice how difficult it will be to leave some nodes out if I only had 50 to allocate.
Not locked into that though, can respect if it doesn't work. But at least the selection will give the mech a specialty.
#34
Posted 02 May 2017 - 09:09 AM
I don't feel there is enough skill points. I know that the 91 skill point cap can be adjusted, but after playing around on the test server I could barely get mechs back up to the current agility, mobility, and chassis heat mitigation quirks. Seismic and Radar Deprivation skills are mandatory for most of my mech builds, so I found that after that was mastered there was only 8-10 points to differentiate the mech builds. I decided to forgo armor hardening or weapons upgrades because the point investment isn't worth the reward to most mech builds, especially lights.
A better solution for players that know they are going to always pick the first 80+ skill points in the same tech trees is to add template functionality to the Skill Tree. They really should rename it to Mech Augmentations or Mech Upgrades, because everything is mech specific. PGI Dev's could then create an actual pilot based skill tree with ever increasing levels and minor adjustments to reaction time and management of critical mech systems. As you level up each successive level requires more EXP to be earned in order to unlock the next tier or percentage bump.
The main problem with the old skill tree wasn't necessarily its setup or layout...it was the lack of diversity and once you had maxed out a master module slot, what was a pilot to do with the 1,000,000+ mech EXP they earned on their favorite mechs? Converting to GXP was a complete waste of your MC, which could be used for more important things like new mech bays or for making your drab IS green or boring Clan grey mechs pop with new one shot skins and colors.
At this point a change is needed to breath new energy into the game; and helping the developers support their vision and goals for MWO moving forward is better than putting a stop to progress.
Edited by Tekamen, 02 May 2017 - 09:20 AM.
#35
Posted 02 May 2017 - 09:31 AM
Please DO note that this is just a way ahead prediction of mine, nothing accurate and thusly could turn out totally nonsensical once SkillTree TM drops live .
#36
Posted 11 July 2017 - 12:42 PM
Edited by Captain Grayson Lighthorse, 11 July 2017 - 12:45 PM.
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