This PTS ... doesn't seem to fix a lot of things.
Come on PGI. I've been playing MWO since late 2012 (I think) and have been a ... lets says "aggressive" supporter at times, but this is something where I'm on the side of the complainers.
Although I'm firmly on the side that MWO needs a Skill Tree. So you're absolutely on the right path.
The Skill Tree should provide meaningful choice ... but if I'm upping my Armor Structure and must select AMS Overload while not carrying an AMS ... that's not a meaningful choice. And being reminded that I have nodes unlocked that don't affect my loadout because I must select them? Yeah, that's a stupid thorn I don't want, need, nor should accept.
Same for things like Hill Climb. I never used these modules before ... why would I want them now? And how do you think I, and every other player, feels about being forced to take them?
So some suggestions:
Look at the modules that are low use/low value.
Consider how to add value so the node unlocks are valuable.
And that does not mean "valuable" because they're roadblocks to actually used/valuable nodes but are in and of themselves valuable.
That may mean merging nodes or partially merging nodes. So Hill Climb 1 would also include a small Speed Tweak bonus or something like that.
So Hill Climb 1 can still be a Blocking Node for Heat Containment, but it is still worth having in and of itself.
Similar with AMS Overload, give it a small ROF Bonus to all other weapons. Not necessarily huge, but enough to be valuable on its own.
This would also create Inter-Tree connections so the, hopefully, the whole is greater than the sum.
Sensor System nodes could boost Missile/LBX spread.
I'm sure there are other ideas and Inter-Tree crossovers that can be applied to add depth to the Tree Ecology.
Change Re-specing.
Once a node is unlocked by Cbills ... that's it. It's unlocked.
Activation, at least after initial, should cost only XP. It should be a XP sink.
Also, it would allow players to fully unlock a bunch of nodes or even every single node, and change up their Skills and Equipment without prohibitive costs.
Changing loadouts in MWO is a great mini-game in itself and should be promoted.
Unlock as CB and Activation as XP (5thhorseman_ via reddit).
This would solve the 'problem' of having 100K XP just chilling on your mastered mechs!
Take a good, hard look at player Tree ideas.
There are some good ideas out there.
Namely So1ahma's (reddit link) or Duckfright's (reddit link).
This is your baby. It's an idea that has long been needed.
But right now ... it's kind of an ugly baby (sorry papa Russ).
But but! It has a lot of potential. It has a lot of potential to be great.
Just keep in mind, what it really needs is:
Meaningful choice.
Added value, especially for the low value/low use nodes (and parent modules).
Inter-Tree Ecology.
Separated node Unlock (CB) and Activation (XP), to promote the loadout-mini-game.
Utilize your player base and their ideas, they're happily and freely providing things.
And finally, minor additional point related to the Node Unlock/Activation.
Maybe it's also worthwhile providing some bonuses (additional max active nodes or such) for having a more than 91 nodes unlocked.
e.g.;
Unlocking 121 Nodes provides 92 Active Nodes.
Unlocking all 242 Nodes provides 93 Active Nodes.
Or such.
Also also:
Add "useless node" notification to individual nodes (small red dot in a top corner, etc) instead of just the yellow notification at the top of the tree.
Red notice for useless tree is fine as is.
Edited by Snowseth, 27 April 2017 - 02:59 AM.