Jump to content

Yay Or Nay On Skill Tree.


308 replies to this topic

#81 NextGame

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,072 posts
  • LocationHaggis Country

Posted 16 May 2017 - 11:43 PM

logged in, took a look at how confusing it was, and logged right back out. I will probably wait for new weapons to come in, and rebalancing to happen before i play again or spend any points on any mech.

Edited by NextGame, 16 May 2017 - 11:44 PM.


#82 ForceUser

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 894 posts

Posted 16 May 2017 - 11:44 PM

Very much a yey. Lots of fun.

#83 NeoCodex

    Member

  • PipPipPipPipPipPipPip
  • The Predator
  • The Predator
  • 799 posts

Posted 16 May 2017 - 11:46 PM

View PostMechwarrior1441491, on 16 May 2017 - 11:39 PM, said:

I have more than a few friends who have very few mechs and couldn't stomach getting through a few to play tonight.

I think the ENTIRE skill tree is abysmal. Sure, make us unlock categories, but let us simply select the skills we want to apply to the mech we are making. Drop down menus would do just fine. This is clutter for the sake of player time sink. A flash screen we didn't need that succeeds in confusing anyone as to what is actually going on.


I would say it is barely a comparison to path of exiles. A poorly done, MSpaint atari skill tree.



I agree it looks terrible and is hard to use. But I still welcome the changes it brought with getting rid of module swapping, 3 mech system, free GSP for instant mastering of future mechs, and possibility of making some niche builds better, like the SHC poptart I mentioned in the earlier post.

View PostNextGame, on 16 May 2017 - 11:43 PM, said:

logged in, took a look at how confusing it was, and logged right back out. I will probably wait for new weapons to come in, and rebalancing to happen before i play again or spend any points on any mech.



I'll take the confusing looking skill tree every single time over the benefits I just mentioned.

Edited by NeoCodex, 16 May 2017 - 11:47 PM.


#84 Alexandros

    Member

  • PipPipPipPipPip
  • General
  • General
  • 153 posts
  • Facebook: Link
  • LocationStrana Mechty

Posted 16 May 2017 - 11:51 PM

Logged ,fiddled with my Huncheback 4sp : Made it an Atlas. Profit. Then bought an Atlas and made it 4x Atlas. Profit. Yay a thousand times.

#85 kapusta11

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 3,854 posts

Posted 16 May 2017 - 11:52 PM

Nay, because it favors cool long range builds like Gauss/PPC and UAC boating, which are already meta builds, that way you can skip Firepower and Operations trees and invest in Survival, Sensors, Mobility etc.

Edited by kapusta11, 16 May 2017 - 11:52 PM.


#86 NeoCodex

    Member

  • PipPipPipPipPipPipPip
  • The Predator
  • The Predator
  • 799 posts

Posted 17 May 2017 - 12:02 AM

View Postkapusta11, on 16 May 2017 - 11:52 PM, said:

Nay, because it favors cool long range builds like Gauss/PPC and UAC boating, which are already meta builds, that way you can skip Firepower and Operations trees and invest in Survival, Sensors, Mobility etc.


I'm a bit concerned about that too but at the moment the pros of getting rid of old systems benefit the small % buffs we're getting. The new weapon upgrades don't even match the old 15% gauss recharge module..

#87 justcallme A S H

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2020 Referee
  • CS 2020 Referee
  • 8,987 posts
  • LocationMelbourne, AU

Posted 17 May 2017 - 12:09 AM

View PostMischiefSC, on 16 May 2017 - 10:06 PM, said:


I thought that at first but I'm finding it's not so much the case. The Clan quriks are not quite as good. Result is that your GHR ERLL boat is actually more heat efficient with a shorter burn and comparable range to my HBR build. Wyvern kept range quirks for example which is still letting it out-range any Clan ERLL boat. Same with Rifleman, Dragons and a few others.

I took about 3 hours today to fill out almost 30 mechs, which included a lot of test-drops in the Training Grounds to see how impactful something actually was. It's still a lot of clicks and a bit clumsy but honestly Ash, it's not a bad thing. We've found a bunch of fun things you can do now that you couldn't before, new builds it makes viable, new things you can do. I was a huge critic of the new changes but I've really turned around on that. Yes, it's got a lot of room for improvement but it's actually added a lot of customization.



Well a HBR can get 10% duration, using your skillset. It never had that before.

So despite the GHP -15%, the HBR getting 10% means the nett result is the advantage over a HBR is only 5% now where previously it was 10%.

I've sat down tonight, given it a shot.

4hrs and I've done 8 mechs. I run so many varied load-outs that I have to actually think before I fit something. Then in/out of testing grounds for baseline and then adjustments after mods and repeat half a dozen times. I thought it would be 2 weeks work, I'm thinking it's going to be much longer to do everything from QP / FP to Comp mechs.

Hell we had roughly 20 guys on TS over the last 6hrs all using Tarogato's (Cheers bro) program and one by one going through mechs as best we could to try and get ready for comp drops starting tomorrow. Debating, working it all out etc etc. No chance we'll get it done, but that's life.

The issue most have mate - it just shouldn't be this hard. It's literally trying to learn a new game from scratch but you've already invested 1000's of hours to understanding it at a fine level. A good portion of that is now redundant. If a experienced player is confused, imagine someone new/super casual? They have NFI what's going on or how to get the best outta a mech.

I'm all for change, hell that's the main part of what I do all day as a job. But not all change are good/effective or well implemented/thought out.

Edited by justcallme A S H, 17 May 2017 - 12:12 AM.


#88 De Monte Alto

    Member

  • PipPip
  • Leftenant
  • Leftenant
  • 32 posts
  • Twitter: Link
  • Twitch: Link
  • LocationScotland

Posted 17 May 2017 - 12:16 AM

I had a good ramble on my assaults, and the assault class is now something i can see a change with, and will have to adjust to.
Medium and heavy mechs, now thats interesting, in a good way. I welcome the change to the game, i know its early days, and some further tweaks would probably come. But for now i am entertained

#89 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,445 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 17 May 2017 - 12:17 AM

Personally:

YAY on the skill tree as an idea.
NAY on how complicated they made it
YAY on making some cool things like extra consumables, jump jet tree, survival tree..
NAY on firepower tree

biggest beaf with the tree - you gotta buy alot of completely unwanted skill nodes to get to the ones you want.. why all the bullshait? Just give me the LRM skill, the Laser skills, the range skills.. not a bit of everything.. It's still a hard choice whether I pick firepower over durability or sensors or auxiliary.. why are you complicating it PGI?

#90 627

    Member

  • PipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 4,571 posts

Posted 17 May 2017 - 12:35 AM

Not totally sure yet but I think I like it, or at least the idea behind it. That you have to make choices now.

On the other side, I have the feeling that you could narrow it down a bit. Too much nodes essentially; I think a tree with 90 Nodes and only 30 Skill points would have been enough and would offer the same flexibility. You don't really need 1,5% of anything or 0,75% - if you want a real difference, you have to invest deep into a skill type anyway.

#91 KHAN ATTAKHAN

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 446 posts
  • LocationAustralia

Posted 17 May 2017 - 01:03 AM

Instead of this, Modules should have been available for all variants of a mech for MC the same as colours, if you can write the code for quirks then write the code to remove them, more time in map and game play development would have been a better option but I get the weird feeling this is why it was introduced, focus so much on the skill tree you don't notice the game is still bland and under developed with massive flaws in FP and total neglect in reducing hackers or developing new game modes, maps and other much needed tweaks that would make the game great.

#92 patataman

    Member

  • PipPipPipPipPipPip
  • Sho-sa
  • Sho-sa
  • 464 posts
  • LocationA Vindicator cockpit near you

Posted 17 May 2017 - 01:10 AM

Skill tree: Maybe, I did not have the willpower to use the UI. It could use far less nodes for sure, and the c-bills / xp penalty for respecs is going to kill variety. I did however take a look at the external website with the skill calculator (sorry, i'm at work and can't look for the link right now). It looks quite better without pgi's UI.

UI: Nay. Obtuse, overcomplicated, unintuitive etc

Currencies: Nay. Why do we need 6? Different xp types? Plus c-bills.

Overall: The skill tree has potential, but the implementation is terrible. NAY.




#93 Gusevich

    Member

  • PipPip
  • Civil Servant
  • Civil Servant
  • 43 posts

Posted 17 May 2017 - 01:13 AM

I'll just leave it here :



#94 Knighthawk26

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 131 posts
  • LocationBlack Forest

Posted 17 May 2017 - 01:25 AM

I'm sorta Meh for now. I l love not having to buy three variants to get past basic skills and no more module swapping - Yes!

Hate that I have to buy junk nodes to get what I want and cannot respec without paying more xp. And the whole system is too convoluted.

#95 Tordin

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 2,937 posts
  • LocationNordic Union

Posted 17 May 2017 - 01:28 AM

Yay for sure!
But still need tweaking and care for individual mechs that get hit. Yeah I know the ST wasnt meant to such balance feature per to per chassis, but still.
For example Lights in general could get more buffed nodes and or down to a specific chassi, like the Locust to help em out.
Also, I imagine they will add new nodes for existing weapons/ equipment in the future.
Needs alot more work for sure however.
ALOT could indeed be more simplified regarding amount of currencies and nodes ( but still have the same depth) but still Im careful optimistic.

I just dont get most of the raging salt, some behave like spoiled kids, with a dead set vision on how THEIR MWO should be like.
Cancel your pre-order, quit whatever. You knew very well that at least for this F2P game there will ALWAYS be changes. You dont own the game if you pay cash for its content.
You pay the people who develops it.
Its totally ok to stop playing, if you werent satisfied with how the progress and communication went.

But spewing poison and sabotage the impression who are having fun and want to keep playing among other things, arent going to help anyone!

I'll keep on playing MWO, MW4mercs, MC Gold & 2, MA, the upcoming MW5mercs and Battletech. Because of one simple reason, they give me THAT factor of great fun I just CANT stop being interested in. Few game franchises does that for me.


View Post627, on 17 May 2017 - 12:35 AM, said:

Not totally sure yet but I think I like it, or at least the idea behind it. That you have to make choices now.

On the other side, I have the feeling that you could narrow it down a bit. Too much nodes essentially; I think a tree with 90 Nodes and only 30 Skill points would have been enough and would offer the same flexibility. You don't really need 1,5% of anything or 0,75% - if you want a real difference, you have to invest deep into a skill type anyway.


My guess is that it will be easier to balance factors out from the smaller percent increments than big ones? Who knows.

Edited by Tordin, 17 May 2017 - 01:34 AM.


#96 Dashen

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • 154 posts

Posted 17 May 2017 - 04:42 AM

YAY. I'm mostly loving the new skill tree, there's a much better role definition for your mech now, you can do skirmishers,fire support, brawlers, snipers, and much more, and you dont need quirks, you just take what you need to make your role.

My only problem is having to shell cbills for new skill points, cbills i could use to buy new mechs.

And i also didn't find it so convoluted , took some time to look at the abilities and that was it.


I really do appreciate the change, though it could use some more work.

#97 Skanderborg

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • 411 posts

Posted 17 May 2017 - 04:58 AM

The UI is dumb , but the result is good. A big yay from me.

#98 spottiedogman

    Member

  • PipPipPipPipPip
  • The Determined
  • The Determined
  • 174 posts
  • LocationTexas

Posted 17 May 2017 - 05:00 AM

Would be a nay to the skill tree for me. I just don't get any pleasure from this type skilling and have passed on games that others have recommended to me just because they had skill building or character building similar to this.

From what I can tell it also fails to fix one of the problems that it was sold to us to fix and that is boating weapons. You use way fewer sp's to skill out a one weapon platform as apposed to a more diversified build.

#99 Conan Librarian

    Member

  • PipPipPipPipPip
  • 109 posts
  • LocationCimmeria

Posted 17 May 2017 - 05:02 AM

Witnessed more brawling, even on maps like Polar.

I enjoy slower pace of fights, feels more like a proper Mechwarrior game.

#100 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 12,062 posts
  • LocationKansas City, MO

Posted 17 May 2017 - 08:19 AM

View Postkesuga7, on 16 May 2017 - 10:47 PM, said:

At least with this skill tree , once you get the clicks out of the way and the mech the way you like it , you dont have to constantly swap modules anymore and can just drop in your mech knowing its good-to-go

Except it's worse because I will still have to constantly respec because the modules are in-grained into the trees, except now I have to pay 500 XP or something per node with each respec and I will have to swap more skills potentially.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users