Yeonne Greene, on 27 April 2017 - 06:30 AM, said:
Sure, but if you can still get what you want even now then what is the tangible issue? I am only seeing a problem if your goal is to get more than you are able to get now, but clearly PGI doesn't want you to. If they go to a system with less filler, they are going to give you correspondingly fewer resources to work with to the point where you are just as limited, but you don't get any extra benefits with your intended allocation.
I have no real opinion on the skill tree, it simply is. I would have preferred a perk-drawback system, but we didn't get that. What we did get is a mess, but it really doesn't change the game much from what we have now. That is my only real problem with it. The loss of double basics and quirks are having a much heftier impact than the architecture of the trees.
My goal is not to get more than we can get now. My goal is to get close to the same amount of skills as current, but the skills are all chosen by me instead of a dev. If they are going to give us a skill tree and tell us it's so we can customize our mechs then they need to let us customize our way, not theirs. Otherwise there's not much point in having a tree because we're all pretty much going to be getting the exact same skills similar to what is on live. Yes, there will be some differences as people don't get armor or firepower, but if you do go the armor route then you'll have pretty much the same armor skills as everyone else because the devs are forcing you to hit certain gates.
Those gates aren't "free" skills. They are a tax on the skills you really want and in the end that tax prevents you from truly customizing.
Take a look at this picture I made of the sensor tree. This is the ideal of what I think the tree should end up being if we have to use a 1 point cost for 1 node. Not the best solution IMO but if that is how it has to be then so be it.
In the current test version it takes a minimum of 17 skill points to get all of radar deprivation. Those 17 skill points get you pieces of four other skills. Which means everyone who takes radar dep is going to have the exact same set of skills for those 17 points and then you might pick and choose to round out retention or range depending on if you are LRMs or a scout. There's not much different between the skills taken for your light mech and the skills taken for your assault mech because the devs have predetermined what you have to click in order to get radar dep.
In a linear tree however you pay the cost for radar dep and then you have a few points left for the items you like. In my picture I went with 11 points for radar dep leaving six points for the other skills. I could still get pieces of four other skills if I choose, or I could go down one of them completely to fit my build. I would be in charge of customizing my skills instead of the devs and I can spend my point on whatever I prefer. Maybe I don't want any other sensor options and would rather those six points go somewhere else.
What if 11 points isn't enough for radar dep? What if it needs to be 15? Then it's so easy to add a few more nodes to the one that needs an increase in price. It's also really easy to reduce the number of nodes on the less used skills so they only take one point to max out. There is a lot of room for adjustments in a linear tree that are much harder to make happen in a tangled web.
Imagine going into the tree on PTS and making an adjustment to sensor range so that it costs more. Move one node farther down the list and you have to worry about all of the nodes above it. You also have to constantly adjust the shape and layout of the tangled web to accommodate any changes instead of simply adding or removing a hex in a linear system.
What happens when civil war comes out and they realize they need to adjust the skills for PPCs because the stub nose are too stronk? In the tangle web you have to make massive adjustments to add in a new series of nodes to make sure you aren't accidentally screwing over something else. Alternately adding in a new line now makes the AC nodes cheaper and a lot of people move to ACs because it frees up five points and ACs are used too much. With a linear system you just figure up how much you think PPC boosts should cost, drop in that line of nodes, and ACs remain the exact same as before with only PPCs being affected.
I see so many reasons for using a linear tree. One of which is the fact that I literally resent being forced to take skills I don't want in order to get to the skills I do want. I'm fairly certain I won't play a game where I actually get pissed off every time I have to click on something I have no interest in picking up.
I've seen people talk about other games that do this and I can use Rift as an example. When I go through the tree in Rift and hit a line of skills I don't really want I can at least see each of them are of relative equal value and it's just a matter of which one suits my play style best. I'm not losing out on anything when I select one of those skills because they are all pretty much the same value but fill different roles. The tree on PTS doesn't give me equal value skills to fit my play style though. It gives me lesser skills I have to wade through in order to get to the skills I value. That is why so many are upset at the PTS tree and why the comparisons to other game trees don't hold water. It's apple juice and apple pie being compared. Just because they both have apple in them doesn't mean they work the same.
Edited by Ruar, 27 April 2017 - 08:15 AM.