

Yay Or Nay On Skill Tree.
#201
Posted 17 May 2017 - 11:38 PM
Could have been a little slimmed down though.
#202
Posted 17 May 2017 - 11:46 PM
Flip40, on 17 May 2017 - 11:30 PM, said:
Pros
- Choice via skill trees. Old skills were just flat "I played my mech more, therefore it is better", here you have choice of what exactly you mech is better at.
- Ridiculously convoluted. Many players (myself included) do not want to spend 30 minutes to figure out how to best spec my mech before I can play it. I have barely played since patch almost solely for this reason.
- Cost to respec (i.e. reactivating nodes. Cost to unlock a new node for the first time that you might need in your respec is fine). Why stop players from trying new things as often as they like?
- UI is very unclear (in part caused by, but not the same as, con #1). I would use Path of Exile's skill tree for comparison, which groups nodes into clusters of similar type, and more unique / powerful nodes are denoted by increasing levels of size and notable design differences so they are easier to find. All node clusters have a "highway" route of skills that can be navigated to each node. What we have here is really just a jumbled mess of skills.
While people often don't like cross-game comparison, there is lots of lessons to be learned from other games here.
On the simplification / streamline end, lets look at WoW. They have progressively simplified skill trees and skills, streamlining your choices to active abilities, or skills very closely tied to how certain abilities work.
Things we can learn:
- Passive skills trees are not fun. Unfortunately, not much we can do here because of restrictions on how the game works.
- Many players are not interested in making 80+ skill point decisions. 10-12 is much more manageable. Not everyone is a master strategist. Of course, this perhaps screws the strategists who love this kind of thing, but you at least need something accessible to players who are not (which is most people, though not necessarily in this player base, I don't have stats on that).
- Let people respec for free for goodness sake. I really can't think of a good reason to put a cost on this.
Things we can learn:
- Make your tree an actual tree instead of a mess of skills with no clear path through.
- Grouping nodes by type helps users navigate a huge number of nodes to find the ones they want.
- Adding nice color or other effects to special nodes helps users find the big ones (laser / missiles, etc. would benefit from an overall color to the node to help identify, not just a tiny icon).
This is a FPS / MechSim, not an RPG. I can barely even get any of my friends to play because building a good mech loadout is not exactly easy for a new and inexperienced player. Do we really think these people are going to want to worry about choosing skills for their mechs from an overwhelmingly large selection of nodes, and 7 different trees? I don't think so.
Even worse, the whole idea of statistical bonuses added to a mech based on how much you have used it is directly counter to PvP gameplay balance. Trying to implement this system forces you to walk an impossible line, choosing between creating bonuses that are worth investing in, and also having to be sure these bonuses do not overwhelm those without them. Of course, the only reason players will invest in skill points is to gain an advantage over other players, and thus your problem. I do believe WoW actually recently completely removed higher level PvP gear because people decided being able to crush other players just because you did good in arena sucked and was anti-competitive. New players will have a hard time sticking with the game if they have to spend X number of hours before their mech is able to compete. On the other hand, if your skilled out mech is no better than an unskilled mech, why have a skill tree at all?
At least, that is my opinion. Sorry for the 832 word essay.
Don't be sorry. You said what PGI needs to hear. Only problem is, they don't lessen to reasonable common sense. They're only able to hear the subjective tier 2 and under White Knights who kisses PGI's a$$ and tells them they're great.
#203
Posted 17 May 2017 - 11:51 PM

#204
Posted 18 May 2017 - 12:05 AM
Flip40, on 17 May 2017 - 11:30 PM, said:
Pros
- Choice via skill trees. Old skills were just flat "I played my mech more, therefore it is better", here you have choice of what exactly you mech is better at.
- Ridiculously convoluted. Many players (myself included) do not want to spend 30 minutes to figure out how to best spec my mech before I can play it. I have barely played since patch almost solely for this reason.
- Cost to respec (i.e. reactivating nodes. Cost to unlock a new node for the first time that you might need in your respec is fine). Why stop players from trying new things as often as they like?
- UI is very unclear (in part caused by, but not the same as, con #1). I would use Path of Exile's skill tree for comparison, which groups nodes into clusters of similar type, and more unique / powerful nodes are denoted by increasing levels of size and notable design differences so they are easier to find. All node clusters have a "highway" route of skills that can be navigated to each node. What we have here is really just a jumbled mess of skills.
While people often don't like cross-game comparison, there is lots of lessons to be learned from other games here.
On the simplification / streamline end, lets look at WoW. They have progressively simplified skill trees and skills, streamlining your choices to active abilities, or skills very closely tied to how certain abilities work.
Things we can learn:
- Passive skills trees are not fun. Unfortunately, not much we can do here because of restrictions on how the game works.
- Many players are not interested in making 80+ skill point decisions. 10-12 is much more manageable. Not everyone is a master strategist. Of course, this perhaps screws the strategists who love this kind of thing, but you at least need something accessible to players who are not (which is most people, though not necessarily in this player base, I don't have stats on that).
- Let people respec for free for goodness sake. I really can't think of a good reason to put a cost on this.
Interesting view on these details.
I think that neither the complexity nor the prices are of real concern and only make the choices have more "consequences".
I left WOW when the talent system got more "dumbed down". WoW (choice 1 of 3 active skills) works only because they "baked in" all the passive talents into the "role" choice (e.g. holy priest vs shadow priest), because the trees were tiered (req. 5 points per level) and you could spec 95% of the talents every time and the last 2-3 skills were usually never choosen.
It might turn out similar way in our skill tree with things like hill climb (being one of the never-used skills), but to reduce the whole tree into wow-style seems not to be a possible option without baking in all passives into some kind of "role" as wow did.
Quote
I do believe WoW actually recently completely removed higher level PvP gear because people decided being able to crush other players just because you did good in arena sucked and was anti-competitive. New players will have a hard time sticking with the game if they have to spend X number of hours before their mech is able to compete. On the other hand, if your skilled out mech is no better than an unskilled mech, why have a skill tree at all?
At least, that is my opinion. Sorry for the 832 word essay.
I also liked the way GW2 gave every PvP player the same level and gear (you get put to lvl 80 even if you are lvl 10.).
But I think for MWO that system would not work.
I've played MPBT: Solaris and MBTP:3025 where you had NO mechlab and only progressed by buying stock mechs (IS tech level1 only).
There you already had some level of balance rock-paper-scissor as some mechs /loadouts/weapons are simply better than others.
To conclude:
I am for adding "Role presets" to the Skill tree that will select all the notes to do a specific "role" (e.g. survivial, scout, skirmish, brawler).
It could be a "simple view" on the Skill tree, while the current nodes are the "advanced view" where you can select nodes separately.
This not only give new players an easy way to select the role before playing, it could also be possible to use this for champion mechs or as default skill set when you buy a new mech.
In addition, this will reduce the amounts of clicks and time you spend in the mechlab.
imho, this would solve a big part of the "problem".

#205
Posted 18 May 2017 - 01:17 AM
#206
Posted 18 May 2017 - 01:21 AM
Reno Blade, on 18 May 2017 - 12:05 AM, said:
Maybe the cost of respeccing is lower than I realize, but I think it hurts players who haven't yet figured out the system and set up a bad set of skills. Again, I just don't see any good reasons for keeping it, while there are good reasons to remove it.
Reno Blade, on 18 May 2017 - 12:05 AM, said:
It might turn out similar way in our skill tree with things like hill climb (being one of the never-used skills), but to reduce the whole tree into wow-style seems not to be a possible option without baking in all passives into some kind of "role" as wow did.
True, though I would argue that this is very difficult to solve. Often, there is one statistically correct choice, then the cookie cutter skill selection begins (though this usually happens with more complex trees too, just a bit more room to finesse your cookie). If all choices are statistically equal, then why have a choice (to be honest, this paradox is really annoying, but it seems to come up a lot anyways). The trick is to find non-comparable changes and make that your choice. For WoW, they could balance the 3 skills between leveling (permanent 5% speed buff), PvE (less up front damage, but more total damage as an added DoT), and PvP (15% speed boost for 3 seconds). Of course, I'm not fully sure how that could apply here.
Also reducing the tree to a "role" style for MWO is perhaps an oversimplification. I intended to use the examples to analyse why they made their choices, not to imply MWO should follow the example directly.
Reno Blade, on 18 May 2017 - 12:05 AM, said:
But I think for MWO that system would not work.
I've played MPBT: Solaris and MBTP:3025 where you had NO mechlab and only progressed by buying stock mechs (IS tech level1 only).
There you already had some level of balance rock-paper-scissor as some mechs /loadouts/weapons are simply better than others.
I think you misunderstood me here. Mechlab is good, and the choices made there are nice. What I meant was that, in an identical mech and loadout, a long time player will statistically beat the new player every time, only because he played longer and acquired the skill points (disregarding actual player skill). The GW2 PvP solution is simply that a new and old player in an identical mech (and loadout) will have identical stats. There is no advantage given to the experienced player simply for having played more, allowing for a level playing field where skill will determine the victor.
Another way of looking at it is that your GW / MPBT: Solaris and MBTP:3025 comparison would only work if GW didn't have a variety of weapons (and related skills) for each class to use. The weapons and associated skills in GW are equivalent to the mechlab / loadouts in MWO, and classes are mechs.
Reno Blade, on 18 May 2017 - 12:05 AM, said:
I am for adding "Role presets" to the Skill tree that will select all the notes to do a specific "role" (e.g. survivial, scout, skirmish, brawler).
It could be a "simple view" on the Skill tree, while the current nodes are the "advanced view" where you can select nodes separately.
This not only give new players an easy way to select the role before playing, it could also be possible to use this for champion mechs or as default skill set when you buy a new mech.
In addition, this will reduce the amounts of clicks and time you spend in the mechlab.
imho, this would solve a big part of the "problem".

I agree with this as well. Many of my complaints could be silenced quite a bit by allowing a simple setup for new players or those less interested, and an advanced set up for those so inclined to min-max every little detail.

Edited by Flip40, 18 May 2017 - 01:30 AM.
#207
Posted 18 May 2017 - 02:05 AM
The nodes on the ui need to be more responsive... well the UI needs a few qol changes... but needing to double click half the time is annoying.
Maybe at another time in my life where I wasn't spending so my time working on complex projects, I would enjoy the challenge... atm the I just want to relax and unwind...
Edited by chucklesMuch, 18 May 2017 - 02:07 AM.
#208
Posted 18 May 2017 - 03:39 AM
Nay on Skill UI, needs polish.
As an owner of lots of mechs, like a great many other players, the proposition of having to re-skill all those mechs eventually, ug! With that said, some way to make that re-skilling a bit less daunting would be welcomed, Save Skill Loadout as a general thought.
#209
Posted 18 May 2017 - 04:09 AM
#210
Posted 18 May 2017 - 04:12 AM
I've tinkered with it a bit, and originally the prospect of re-skilling everything seemed overwhelming but I figured I'd do them slowly as I decide to play a certain mech. So far have gotten through 5 and though the initial ones were quite a bit longer it really only takes 5 minutes once you get to know the paths. That being said I've been around for a while and I know how I want to play the builds I have so deciding between going down the survival or mobility trees is a quick decision.
I also tried most of my mechs before applying any points in the skill tree just to get baseline performance and feel for how it handles. After that the choices become easy.
The thing that irked me most was really the fear of getting analysis paralysis... and then chasing all the possibilities to no end. I honestly don't even hate the UI, its not the prettiest thing but its serviceable.
#211
Posted 18 May 2017 - 04:35 AM
#212
Posted 18 May 2017 - 04:53 AM
DAYLEET, on 17 May 2017 - 09:54 AM, said:
#213
Posted 18 May 2017 - 05:22 AM
The skill tree allow me to customize my mech even more so...
Yay.
Altougth, UI could be a lot better by adding color or some kind of filter.
#214
Posted 18 May 2017 - 05:24 AM
#215
Posted 18 May 2017 - 05:28 AM
#216
Posted 18 May 2017 - 05:42 AM
The skill trees look too much like...well...trees. Too complicated and too much spending on skillups you don't really want to get to the ones you do. Not enough information or a modeler that you can work with and save without committing your SPs.
Honestly I logged in Tuesday night, fiddled for 40 minutes with the skill trees for one mech, played one match and logged off to play something else. My feeling is to wait for the community to work out the bugs and modelers like Smurfy's to put this together without wasting SPs. I was hoping for something that would draw me in. Instead it put me off.

#217
Posted 18 May 2017 - 05:44 AM
#218
Posted 18 May 2017 - 05:51 AM
Sorry but the new skill tree is a horrible mess for the longtime Players- we spent a lot of Money in buying mechs, played a Long time These mechs and now i feel like it is a new game- not the game i wanted to Support with my Money: my Jenner IIC feels like a completley new machine for example...
Many of us have more than 200mechs in their Garage: now imagine how much tim it will take to find the Fitting Setup to have the same Feeling on a mech as before this mess:
At least it would help a lot (not only old veterans but also new Players) if there would be a Option like:
Press here to get the skills similar to old skill tree!!!!
#219
Posted 18 May 2017 - 05:53 AM
BigJimJack
#220
Posted 18 May 2017 - 05:56 AM
Even though I have thousands of clicks before me, I rejoice in the min/maxing excercise I'm offered!
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