

Yay Or Nay On Skill Tree.
#121
Posted 17 May 2017 - 09:21 AM
#122
Posted 17 May 2017 - 09:23 AM
#123
Posted 17 May 2017 - 09:23 AM
A firm believer in putting time and effort into skills you WANT and will USE.
It's better than scanning the tree over and over for the bonuses you want. It isn't user friendly or even new player friendly. They've taken steps back in this regard. Could cost them new player retention. I guess only PGI will know.
#124
Posted 17 May 2017 - 09:24 AM
Edited by Rhent, 17 May 2017 - 09:25 AM.
#125
Posted 17 May 2017 - 09:31 AM
Trees can be added, cut, modified... great system. Great Idea.
Love it,
#126
Posted 17 May 2017 - 09:33 AM
Dread Render, on 17 May 2017 - 09:31 AM, said:
People need to understand they will be VERY resistant to any change outside adding to this one due to the fact they will have to give refunds somehow otherwise (for example fixing the stupid amount of nodes in all the trees).
#127
Posted 17 May 2017 - 09:33 AM
Individual mech setups - good.
Desync engine - good.
Customizable variables - good.
Same b.s. power buff levels - terrible.
No zero-sum balance - terrible.
UI - f'n terrible.
6 kinds of xp where you only need 1 - terrible.
NPE is going to be incredibly worse..... how was that even possible to do?
No role warfare or weapon balance will be obtained. - because PGI refuses still to listen to the players.
Basically they just repackaged the old system and didn't accomplish much good for the gameplay at all. Something did need to be done, but they needed someone with actual game design/balance experience to contract this out to because they should have figured out from years of total failure to do any meaningful balancing that they weren't capable of it in-house.
#128
Posted 17 May 2017 - 09:42 AM
#129
Posted 17 May 2017 - 09:44 AM
The interface has a lot of room for improvement, however, and anyone with a lot of mechs would benefit from some kind of templates custom templates to sabe, load and tweak
#130
Posted 17 May 2017 - 09:45 AM
#131
Posted 17 May 2017 - 09:48 AM
#132
Posted 17 May 2017 - 09:48 AM
#134
Posted 17 May 2017 - 09:50 AM

Need I say more about the Skill Tree Change?
#135
Posted 17 May 2017 - 09:52 AM
I played around with a summoner too, and same thing. Was able to tweak it very nicely. feels lots more mobile with the move/JJ tweaks and a bit of weapons to round it out. I can see the structure/armor tree work well on mechs that boost it already. Should be fun.
As for ease, It looks complicated at first, but after messing around with it for 20 mins, its really super easy. I play mechs for a bit, see what i think they need then add it quick. Already have 3 mechs tweaked, But i also made a copy with different tweaks to see how different set ups play. I am sure once i get the feel of it more, deciding what to do will be easy.
Play the mech and see what you think its lacking. Does it run hot? is it slow? is it tanky but could use a bit more? do you need a unique weapon addition. It's kinda strait forward after you play around a bit.
#136
Posted 17 May 2017 - 09:54 AM
#137
Posted 17 May 2017 - 09:54 AM
#138
Posted 17 May 2017 - 09:59 AM
The UI is a little bit clunky and doesn't register all my clicks, even saw my frame rate drop below 8 while just sitting in the lab (usually above 50), but over all I'm happy with the changes. Now if we could only get them to take a look at faction specific mechs
#139
Posted 17 May 2017 - 10:00 AM
#140
Posted 17 May 2017 - 10:01 AM
How to get to meh:
1) Get rid of respec penalties
2) Show the ACTUAL value change instead of 11% more (when you have 20 armor total 11% for 20ish skill points is jack ****)
3) Tidy up the skill trees or increase the skill point maximum by at least 20% so you can pick about half of what is in the trees in total. There will be no customization if you force people into 60ish points of "must haves".
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