Jump to content

Too Complicated - Brain Exploding

skill rubbish system

68 replies to this topic

#61 Brom96

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • 213 posts

Posted 17 May 2017 - 03:25 PM

I am sorry, but I can't agree with you.If I had to start to play today, I would take one look at it and leave the game.

#62 Malifax

    Member

  • PipPip
  • Philanthropist
  • Philanthropist
  • 31 posts

Posted 17 May 2017 - 03:50 PM

View PostSavage Wolf, on 17 May 2017 - 02:47 PM, said:

Nah, the complexity and confusion of the skill tree is just in the spirit of Battletech. If you figured out the mechlab, you should be more than ready to handle the skill trees. The only reason the old tree was easier was because there was no choices to be made in it. Except for the confusing rule of three thing. Which is now gone so they did make some parts easier.

But yeah, it could be done better and simpler without losing depth and customization, but if they wanted to change the game to be more simple, the skill trees are far from the top of the priority list of features needed to be changed.

So it's not that I don't agree that it could be done more simple. It just sounds hollow when the same playerbase wouldn't want to change a single rule of the mechlab to make it simpler. I'd love a modern mechwarrior. Sadly, we are stuck in ancient overly complicated ways of doing game mechanics, and it's not about to change.

This latest change is so far from Battletech it is not funny.

PGI threw some manure against the wall, it didn't stick, now what?

#63 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 17 May 2017 - 04:06 PM

View PostMalifax, on 17 May 2017 - 03:50 PM, said:

This latest change is so far from Battletech it is not funny.


I did say, in the spirit of, not that it was battletech. But just like battletech it's overly complicated for no reason so it fits right in.

And really, on this forum, everything that isn't like battletech down to the very letter is considered not battletech at all, so excuse me if I take that with a grain of salt.

#64 Dan54

    Member

  • PipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 293 posts
  • LocationCanada

Posted 17 May 2017 - 05:02 PM

I HAVE OVER 265 MECHS AND i WILL NOT BE SKILLING THEM THE SYSTEM IS TO COMPLICATED AND YOU HAVE TO BY UNITS YOU DONT WANT, ALSO I CANNOT FIGURE OUT HOW TO BUY MORE NODES IF WE EVEN CAN THAT SAID i PROBABLY WILL NOT PLAY THIS GAME TO MUCH WHICH IS KIND OF SAD AS I PLAY 20 TO 30 HOURS A WEEK AND HAVE FOR THE LAST 4 YEARS. I THINK YOU FINALY BROKE IT TO WHERE IT WILL START TO FAIL

#65 Malifax

    Member

  • PipPip
  • Philanthropist
  • Philanthropist
  • 31 posts

Posted 17 May 2017 - 05:14 PM

View PostSavage Wolf, on 17 May 2017 - 04:06 PM, said:


I did say, in the spirit of, not that it was battletech. But just like battletech it's overly complicated for no reason so it fits right in.

And really, on this forum, everything that isn't like battletech down to the very letter is considered not battletech at all, so excuse me if I take that with a grain of salt.

Far be it for me to tell someone how to spend their time. But this is a crap sandwich and I am not buying it.

#66 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 17 May 2017 - 05:28 PM

View PostDan54, on 17 May 2017 - 05:02 PM, said:

I HAVE OVER 265 MECHS AND i WILL NOT BE SKILLING THEM THE SYSTEM IS TO COMPLICATED AND YOU HAVE TO BY UNITS YOU DONT WANT, ALSO I CANNOT FIGURE OUT HOW TO BUY MORE NODES IF WE EVEN CAN THAT SAID i PROBABLY WILL NOT PLAY THIS GAME TO MUCH WHICH IS KIND OF SAD AS I PLAY 20 TO 30 HOURS A WEEK AND HAVE FOR THE LAST 4 YEARS. I THINK YOU FINALY BROKE IT TO WHERE IT WILL START TO FAIL

Why do you have to skill all 265 of them right now? Do you even have the time to play 265 matches right now? Just skill them up later when you are actually wanting to play them.
Also stay of caps lock if you want to be taken seriously.

#67 Negaman1971

    Member

  • PipPip
  • Survivor
  • Survivor
  • 33 posts
  • LocationLakewood, WA...again

Posted 17 May 2017 - 05:53 PM

View PostSavage Wolf, on 17 May 2017 - 03:09 PM, said:

Oh I've had to be the manual for just about all of my friends I invited to the game.
Endo-steel and Ferro-fibrious are confusing and don't get me started on Artimis which is an upgrade that just replaces launchers and why aren't they just different types of launchers just like you can mix LL and ER LL. And why are do clans have mechs where I can't change things like the engine. Omnipods, what? And why does my mech burn when I fire 4 PPCs at once?

Compared to all that a skill tree is much more familiar to new players.


Something to remember though--Artemis, Endo Steel, Ferro Fibrous, Omnipods, etc. are hold-overs from the old table-top game customization rules (granted, alterations may have been made for play-balance and blah, blah, blah). My point is that a lot of us older mechwarriors who bought into this game started with that table top era, so even with deviations the mech customization system here is not so unknown to us as is the new skill tree.

Last night I finally gave it a try (after much griping). I didn't want to waste a lot of time figuring out what did what necessarily, so I took my FANG and split the 91 nodes to give me the ability to put 13 nodes into each category (then I nicked the jump jet node section entirely and used those 13 to add to weapons chasing down anything that specifically boosted my lasers and AC-20). I was able to save some on the accessories section that lets me buy nodes for consumables and such because I only really thought I would use about 6 of them. I put the 13 in each of the other sections and pretty much filled the top 13 nodes in each section and used the remaining 7 I had left from the accessories node to bolster nodes that support my seismic sensor.

Other than the specifics mentioned above, I didn't really pay attention to the nodes purchased.

I took it out for a spin on Alpine Peaks and found pretty much that I was going up and down hills better than before but that the cooldowns on my weapons were longer. My weapon range on my 4 ML and AC/20 were 297. It IS taking a bit of adjustment on my targeting, because for some reason my arms (mouse pointer) are moving much faster than before the patch.

Overall, my team won the majority of matches I was in, but I felt that my ability to lay down the smackdown was worse than before.

I still would like a button that would pre-select the nodes to match was what there before as closely as possible if that could be done (I had modules for max range and best cooldown for that AC/20 and my MLs, and I liked switching them around from time to time).

So about 1 hour to experiment (my original gripe) and not quite get what I wanted, with over a 100 mechs to go...

Unhappy.

#68 ManusDei

    Member

  • PipPipPipPipPipPip
  • 200 posts

Posted 17 May 2017 - 06:18 PM

The troll force is strong with this one. Why would someone complain about having too many mechs? Some of us have been here since day 1 supporting this game. We have gone through starting over more than once or twice with this game. Three major start overs. In fact, this is start over number 4 if I'm counting correctly. So cowboy up.

I guess those folks are just happy with the status quo, and not really interested in the really good features, content, or ideas that are going to come out of the new skill tree. I can't wait this is the start of something really good. The game will only get better now that that the shackles have come off. I can't wait to see how PGI will top itself with this one.

#69 Negaman1971

    Member

  • PipPip
  • Survivor
  • Survivor
  • 33 posts
  • LocationLakewood, WA...again

Posted 17 May 2017 - 06:55 PM

View PostManusDei, on 17 May 2017 - 06:18 PM, said:

The troll force is strong with this one. Why would someone complain about having too many mechs? Some of us have been here since day 1 supporting this game. We have gone through starting over more than once or twice with this game. Three major start overs. In fact, this is start over number 4 if I'm counting correctly. So cowboy up.

I guess those folks are just happy with the status quo, and not really interested in the really good features, content, or ideas that are going to come out of the new skill tree. I can't wait this is the start of something really good. The game will only get better now that that the shackles have come off. I can't wait to see how PGI will top itself with this one.


Trolling? How so?

I didn't say scrap the new system or threaten to leave the game (though for those who have I think they have a RIGHT to)...and I don't think telling people I'm unhappy with new patch and why I'm unhappy with it is trolling. Guess what? I'm a founder too, I've been playing through beta and some of the resets too...usually the resets don't occur OUTSIDE of beta, but telling me to cowboy up invalidates my opinion, which I'm entitled to.

That said, I'm hoping that PGI is listening, because in this thread and several others what I'm seeing is a lot of disappointment with this patch, and some of us are offering suggestions as to what we think could make it better.

My main suggestion is a button that pre-selects the nodes to make our mechs as close as possible to what they were before the patch OR a path (which I saw in another thread--cool idea) that would save us time in the skill tree by pre-selecting nodes by role, and then allowing us to tweak that initial allotment to our tastes. Either way would be seem to be a huge time-saver, and let us get back to playing the game.

Also, I second many others when I also suggest getting rid of the costs associated with having to re-select nodes if we screw up.





13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users