vandalhooch, on 27 April 2017 - 05:07 PM, said:
I see your point but some counterpoints:
1 - Giving players the feeling of agency (choosing skill nodes) has been shown to increase player retention. Even if there is not really a whole lot of true variation in the choice, just the illusion of choice can be a positive to a game's design. Having said that, not all players will respond to the choices offered in the same way. Some player types (min/maxers) will quickly see through the choices and settle on the optimal route and stick with it. The player choices offered to them has less benefit to the game design compared to explorer players who will spend large amounts of time trying new combinations and looking for "interesting" results.
2 - I think the new system has the potential to be a much more useful tool in the near-constant balancing act that must go on in a game like this. Instead of a PGI developer, who has far less play time than most players, deciding what bonuses to apply to under-performers, the developer can just allow the mech to have 96 or 101 nodes. Let the players decide how best to give the mech more utility.
Counterpoints:
1) While choice or the illusion of choice is nice, the skill maze as shown is TOO COMPLICATED with TOO MANY choices. It is a tangled web with no logic whatsoever to its layout, and each choice has so little effect. Look up "analysis paralysis" or the Paradox of Choice.
https://en.wikipedia...radox_of_Choice
In short, the skill maze is too big, too complicated, and utterly off-putting to players. I'm dreading logging into the game and having to click through that stupid mess dozens of times just to make my mechs playable. It's not fun - it's work, and basically another form of grind.
2) Balancing mechs with more or less nodes is NOT balance. Compare an Atlas to a Kodiak. Without quirks, the Kodiak utterly destroys the Atlas. Leaving things that way, with no quirks or at least no major ones - means nobody will play the Atlas unless they want to die horribly. Adding more skill points available to the Atlas which they can eventually grind their way up to fixes nothing since the Atlas starts out horribly inferior and will stay that way for 95% of its career. Even after the Atlas player finally grinds out extra skill quirks to have more than the Kodiak player, the effects of each skill quirk are so small that the Atlas will STILL SUCK.
Go back and look at the rather staggering quirks many mechs have to remain remotely competitive in this game. Now, look at how small the skill bonuses are per skill node. You'd need a huge number of extra points to balance out the crappy mechs, and even then, you'll only achieve balance long AFTER the meta-mech has won nearly every confrontation for 90%+ of the time both mechs are played.
Edited by oldradagast, 27 April 2017 - 05:17 PM.