AngrySpartan, on 27 April 2017 - 03:31 PM, said:
I am still amazed and thrustrated that some of the community members still pushes STree as it is, cause I am struggling to find any advantages it has over current system (except rule of 3 removal). So I'd like to ask all of the supporters of new tree and other players:
"What does it offer to you? What advantages new Skill Tree design has over current Skills+Modules+Quirks mechanics?"
Couple of my thoughts on it:
1. Yes, rule of 3 removal is welcomed
2. Yes, you may call it a steeper progression (45k*91 versus 15+mn C-Bills for a module set) though it's still debatable.
3. NO, new skill tree does not provide any meaningfull choices, instead it provides an illusion of choices. There are certain skills that will be pursued anyway (armor, structure, Radar derp, etc.) and the only choice is "What poison to pick (what junk nodes I'll tolerate) before receiving what I want?"
4. Yes, it's a PTS and the STree is not finished, bla bla bla. There are things in the core design of the tree which will not be fixed (like spiderweb abomination we still have). And knowing PGI track record it's not likely anything will be fixed the way it should.
5. Change for a sake of change or to shake things up is not a valid argument. Especially if that change opens a huge can of worms.
Speaking of worms...just some of the problems new skill tree brings:
1. Ruined mech balance
2. All sort of messy things related to 5 consumables slots
3. Mech nerf across the board (this is debatable though)
4. Unintuitive and just scary for many people interface (anyone else hates hexagons?)
5. Grind
7. 91 clicks of doom and all the time wasted, while being lost in the spiderweb (lack of) structure
Thus I am sincerely curious if I am missing something. What else does it have to justify it's existense?
Personally I am looking foward to being able to setup up mechs with bonuses relevant to the weapons I want to use on them and the role I might use them for.
Or in some cases, actually having bonuses. (Though that is something else to discuss)
Going to chat about your other items as well.
1. Didn't mind the rule of 3 myself. While it did feel painful to progress through some variants, I understood the concept there. Getting to know the basics of one mech variant as a pilot, then learning the basics on 2 others before being able to progress a bit further was like understanding the basics for that mech chassis. That said, I'll enjoy the tree and not having to take that approach but will still probably get the variants anyway.
2. Meh. For a new starter initially unlocking 91 nodes for just over 4 mil c-bills instead of having what might have been a hidden cost with the modules seems acceptable. That cost will obviously increase should a player wish to unlock more, but it's all very visible and upfront. The only thing you then need to worry about is the equipment changes on the mech.
3. I'll agree with this from the point of view that being able to allocate 91 points reduces how meaningful those choices are. Right now, can pretty much get anything I want regardless of what nodes I have to go through to get them and then just keep on getting more. I would be quite happy if we streamlined the tree and were able to pick exactly what we wanted but we should only have 50 points we can allocate. That will make those choices meaningful, will make our selection have real consequences and therefore give mechs points of differences and different roles on the battlefield.
4. Not worried.
5. Usually, but the current status quo is to get the mech with the best quirks, master it to make it better, add on modules to make it even better. If that gets dialed down and our fights become a bit grittier, that's fine. We can all adjust to getting a bit less damage and lower scores or what ever.
Worms:
1. If this is about the removal of the offensive quirks, maybe. What I am seeing is that these adjustments are getting moved onto the skills and then can be dealt with on the individual weapons (which is easier than managing 500+ mechs) The differences between the Clan and IS trees may not be that much on face value but when applied to the weapons where the base lines are different it might be more noticeable. Not sure.
2. Not sure what the problem is here. I'm actually thinking we could expand on the consumables and use this as an opportunity introduce some new options.
3. Meaning the Engine Decoupling? I think this is really good. Tried out a bunch of different mechs last night with no skill enhancements. Only had the Urbie for a light and it felt quite responsive, no real difference from what I could tell. Upped that to the Ice Ferret which as a 45 ton mech felt fast and agile. Didn't turn as tightly perhaps but felt like I wouldn't need to do anything with it. Same for the other mediums. The Heavies for the clans were really interesting as most have the same top speed. A Maddog felt about the same, still fairly responsive but as I worked up through the tonnages and got up to a Timberwolf the performance was more noticeable. The Timberwolf really felt like a 75 ton mech and it's turn rate felt quite different. Same for the accel and decel. I've always thought the mech felt like it was overly agile for it's size, this change made it feel like it is a bigger mech. With the Assaults, due to low top speeds there really wasn't much difference. The way they moved and were a bit slow to get started and slow down felt a bit more like the mechs handled in earlier MechWarrior titles. They felt like big war machines. I liked it.
4. Found it pretty easy to use and navigate personally... and I like hexes.
5. Grind..... given the way the refund is setup, even if the modules instead go back to a c-bill refund.... with all the points and available general XP/C-bills... what grind? But that's old player talk. New player, meh, not really. Given you could now just stick with your 4 starting mechbays and only ever have 4 mechs that you level up it's not overly significant. Then again, I'm not keen on the 91 points and would like that reduced significantly so that would affect the grind. It's really just if you want to keep going on more mechs or unlock more than you can allocate.
6. Yeah. 91 clicks is a fair bit. If the structure was more streamlined we could use a 'click on level 5 to allocate 5 points and max that skill'. I can see why the drag approach is nice but doesn't work in a screen that you can also drag around. Having a couple of options to filter and then allocate by the filter might be a good addition. eg. Filter to laser nodes. Click to allocate max available points. Save.
I can see a few UI benefits from having a different structure but didn't have any problems with spending some time reworking my favourite mechs or navigating through. Not going to be doing them all at once mind you. Just when I want to.... I probably only use about 1/4 of what I have anyway.