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Patch Notes - 1.4.115 - 16-May-2017


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#241 Semper Fi

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Posted 16 May 2017 - 12:02 PM

For a player since the beginning of this game, I cannot wait to play and tweak mechs. I will love to get in a match and not find everything meta, and more skill and uniqueness.

The fact you can have one mech LRM boat and the same mech laser boat, and act different is going to be cool.

I am also happy to see a little RPG coming in, with this patch.

Congrats PGI for the long overdue rework of this.

I don't know what the actual game play will be like, because I don't know I have not played it yet, but even if I find issues I will overcome and adapt, as most self respecting gamers would.

Until then, will my Raven be a sniper, an ECM spotter, or a capturing fast mech? Who knows... this is going to be fun.

Semper Fi

#242 PanzerTC

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Posted 16 May 2017 - 12:06 PM

This is all I am really excited about:

Quote


In addition to the usual 'Mech-related Decals, seven of the original Clans are also receiving emblem and word Decals in this patch. We'd like to thank all Clan pilots for their patience waiting for these long-requested Decals. We'd also like to note that Decals for the five remaining Clans active in the current timeline are already complete and will be released this June, along with the missing word Decal for Clan Star Adder.

Quote



Can Hell's Horses are here! (Sort of.)

#243 Horseman

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Posted 16 May 2017 - 12:10 PM

And so, we see... most players hate the new system because it's overtly complicated and did not account for user experience.

I told you this would happen.

#244 Torezu

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Posted 16 May 2017 - 12:12 PM

View PostKaethir, on 16 May 2017 - 11:41 AM, said:

If I understand what you are suggesting, you are saying that you can deactivate, say, Range 1 (the root node of the firepower tree) after activating a bunch of other nodes, and still keep all the other nodes active?

If you are saying that, I do not believe that it works the way you think it works. And if I am wrong, and it does work that way, that is utter failure on PGI's part, because a few measly extra SP and a couple thousand XP respec cost and one of the stated goals of the skill tree goes away completely...


I'm looking at the skill tree display in the patch notes, and I see nothing indicating that deactivating a single currently active node will also deactivate everything following that node in the tree. If it does, that's something that would be nice to know before planning tree paths and final activated skill sets.

By contrast, it does say that either an entire tree or a single node may be deactivated at any time, for no cost. That tells me that what I mentioned above can be done, though of course one doesn't gain the benefit from any paid-for nodes that are no longer active.

#245 Axeface

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Posted 16 May 2017 - 12:12 PM

Why do we still have the superfluous XP (and by extention HXP/GXP) instead of them just changing it so we now earn SP? It's such a mess.

Edited by Axeface, 16 May 2017 - 02:25 PM.


#246 Kaethir

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Posted 16 May 2017 - 12:17 PM

View PostTorezu, on 16 May 2017 - 12:12 PM, said:

I'm looking at the skill tree display in the patch notes, and I see nothing indicating that deactivating a single currently active node will also deactivate everything following that node in the tree. If it does, that's something that would be nice to know before planning tree paths and final activated skill sets.

By contrast, it does say that either an entire tree or a single node may be deactivated at any time, for no cost. That tells me that what I mentioned above can be done, though of course one doesn't gain the benefit from any paid-for nodes that are no longer active.

If you can deactivate a node and keep the nodes below it, what is the point of having a tree at all?

#247 Falconer Cyrus

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Posted 16 May 2017 - 12:18 PM

PGI, thank you very much!!
You have made my evening! I am laughing (looking to all that stuff) for a half of an hour already and can't stop :))))))))))))

#248 Zodie

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Posted 16 May 2017 - 12:19 PM

Now we need browser mechlab... I want to skill everything at work on my notebook

#249 Sarsaparilla Kid

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Posted 16 May 2017 - 12:20 PM

View PostTorezu, on 16 May 2017 - 12:12 PM, said:

I'm looking at the skill tree display in the patch notes, and I see nothing indicating that deactivating a single currently active node will also deactivate everything following that node in the tree. If it does, that's something that would be nice to know before planning tree paths and final activated skill sets.

By contrast, it does say that either an entire tree or a single node may be deactivated at any time, for no cost. That tells me that what I mentioned above can be done, though of course one doesn't gain the benefit from any paid-for nodes that are no longer active.


Won't be able to test it until I get home tonight, but that's not how it worked on the Public Test Server...if you deactivated a node that was one or more levels higher than others below it, it deactivated all the nodes below it. You have to keep the "tree" intact...if you cut a limb, the whole branch comes down.

#250 Gernot von Kurzmann

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Posted 16 May 2017 - 12:30 PM

This skilltrees are labyrinths with no minotaur and no escape!

I need a map too find a way through this hell.


Game over...

Will their be a money refund with an mega money bonus for all the 1000s of houers i played for nothing?

#251 Dorci

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Posted 16 May 2017 - 12:31 PM

Why dont we just earn SPs in the end of the match??? So many kind of XPs, Im really confused...

#252 Torezu

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Posted 16 May 2017 - 12:36 PM

View PostAxeface, on 16 May 2017 - 12:12 PM, said:

Why do we still have the superlative XP (and by extention HXP/GXP) instead of them just changing it so we now earn SP? It's such a mess.

How you perform in a match determines the amount of XP you get, while SP are each worth the same (and not in as small of units as XP). This question is the equivalent of asking why we still have coins and smaller bills when everything could just be in $10 increments.

View PostSarsaparilla Kid, on 16 May 2017 - 12:20 PM, said:

Won't be able to test it until I get home tonight, but that's not how it worked on the Public Test Server...if you deactivated a node that was one or more levels higher than others below it, it deactivated all the nodes below it. You have to keep the "tree" intact...if you cut a limb, the whole branch comes down.

Then there shouldn't be quite so many otherwise useless nodes in the "tree" for a mech dedicated to a particular purpose. I see no reason for the AMS Overload and Shock Absorbance nodes early in the Survival tree for mechs that can neither jump nor mount AMS, just for example.

The firepower tree seems okay, because most/all of the weapon-specific skills are at the "bottom" and not prerequisites, or can be routed around, but some of the others...why?

#253 meatpill

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Posted 16 May 2017 - 12:47 PM

Are you serious? Who has time to read let alone figure out this encyclopedia? I like the game but it is not my life. Perhaps you could provide a game geek to manage all these changes for MC?

#254 Sarsaparilla Kid

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Posted 16 May 2017 - 12:47 PM

View PostTorezu, on 16 May 2017 - 12:36 PM, said:


Then there shouldn't be quite so many otherwise useless nodes in the "tree" for a mech dedicated to a particular purpose. I see no reason for the AMS Overload and Shock Absorbance nodes early in the Survival tree for mechs that can neither jump nor mount AMS, just for example.

The firepower tree seems okay, because most/all of the weapon-specific skills are at the "bottom" and not prerequisites, or can be routed around, but some of the others...why?


The last iteration of the trees on the PTS, and the modifications to the firepower tree mentioned in the patch notes, are better than they were initially, where you had to take even more useless skills to get the ones you wanted. They still seem to want us to have an extra cost associated with acquiring the more desirable nodes, by having to buy one or more you really didn't want just to get to the ones you really do.

#255 Meldric Ward

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Posted 16 May 2017 - 12:48 PM

This is completly insane! How can one really see this as an approvement?
And the FW Map still looks COMPLETELY wrong (and will forever).

#256 Gernot von Kurzmann

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Posted 16 May 2017 - 12:48 PM

Iam done - that destroyed MWO for me!

I fought in 18.000 Matches!
Killed over 15.000 Mechs in Quickplay!
Was an MDD Legend in CW!
And have 154 Mechs!

But this Patch killed all my Love for MWO.



Cu in hell!

Edited by Gernot von Kurzmann, 16 May 2017 - 12:55 PM.


#257 CMetz

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Posted 16 May 2017 - 12:51 PM

400,000,000 on chills spent on modules and I get 32,000,000 back. I'm disappointed. Severely.

#258 Galenthor Kerensky

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Posted 16 May 2017 - 12:53 PM

don't have time to read through all of hte posts, but I noticed that I didn't get on my acct what this patch promised, the refunds... any idea why that is? ( gotta take the wife out for a bit, she is showing signs of cabin fever )

#259 tee5

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Posted 16 May 2017 - 12:53 PM

View Postmeatpill, on 16 May 2017 - 12:47 PM, said:

Are you serious? Who has time to read let alone figure out this encyclopedia? ... Perhaps you could provide a game geek to manage all these changes for MC?


And suddenly a new business idea was born!

#260 Torezu

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Posted 16 May 2017 - 12:55 PM

View PostGernot von Kurzmann, on 16 May 2017 - 12:48 PM, said:

Iam done - that destroyed MWO for me!

I fought in 18.000 Matches!
Killed over 15.000 Mechs in Quickplay!
Was an MDD Legend in CW!
And have 154 Mechs!

But this Patch killed all my Love for MWO.



Cu in hell!

I would ask if I could have your stuff, but they don't allow that here, so...bye?





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