Shifty McSwift, on 28 April 2017 - 01:33 PM, said:
So suddenly it is not about choice anymore, but what you personally consider to be the best selection of choices, your meta ideal, that would so automatically kick my butt all day. Is that right? Sorry it's hard to keep up with a changing discussion base. Maybe it will be because its too ugly to you next, and how can anyone say you are wrong in thinking it ugly, you are the beholder right?
Way to try and shift the goal post.
It's really simple. Customization that makes a bad mech isn't customization, it's just the ability to make poor choices. Good customization would be to have a variety of good choices to choose from.
What works best isn't my opinion in MWO. It's what statistically and mathematically and historically, both through application and observation, works best. I hate poptarting. Not a big fan of laservomit. However those have their specific values and the circumstances where they work best.
My opinion or yours doesn't change that germs not evil humors cause sickness or that the earth orbits the sun. There's no opinion here. Making bad choices and the ability to design something that works worse with no real useful tradeoff isn't real customization any more than the ability to put a STD engine in a Clan mech is a real option.
As I said before. The goal isn't to make just 1 good path - that's my absolute core complaint with the current Skill Tree, that's what it really does and that path is the exact same thing we've got right now, which is so pointless. The goal is to make real tradeoffs; The granular ability to adjust one value directly for another. Have you seen Solahams example? It would let you really make useful variations. I could make 2 of the same mech with different paths that are both approximately equal in value but very different performance profiles. It also reduces the value in boating while giving a lot of opportunity for value in mixed loadouts.
This current PTS has none of that. You go in, click through the same stuff you've got to have to be baseline viable in ops and agility, spend your 19 points on the right or left side depending on you being a laser boat or not and away you go.
Modules give me more useful decisions to make on a mech.
My point is that the new skill tree just puts us exactly where we are now. All this **** storm over refunds, irrelevant. Why are we doing it? It's a lot of change, time, cost and energy to get back into the same spot.
Add a cbill cost to the XP cost on existing skills. Remove modules. Refund people. Build hill-climb into all existing mechs. Boom. Better than the skill tree because it doesn't create yet another way for terribads to make their mechs even worse than they are now compared to everyone else.
Or make the skill tree something worthwhile. That's the irritation with the pointless unlocks. Their very existence reminds, every time you're unlocking a mech (and many of us have a lot) of how bad the skill tree is compared to what it should be. I don't want to have to look bad choices in the face 144 times. If I wanted constant reminders of other peoples bad choices and how they negatively impact me I'd friend my crazy ex on Facebook.