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Skill Tree Constructive Feedback Ideas


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#1 Katastrophy Kid

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Posted 17 May 2017 - 03:11 PM

I'd like to begin by saying thanks for all the hard work the team there does to make this game happen, it is appreciated.


I'd like to address two things. First, I know a lot of time, effort and deliberation went into making this skill tree, however, I believe it's format leaves out an important categorization element. The old system had Basic, Elite, and Master skills which could have been implemented into skill tree node system as tiered prerequisites leading up to more advanced upgrade choices. The master nodes could have been where specialized customization could have taken place. Perhaps X number of basic nodes would have to be taken before advancing to the elite nodes with the same kind of requirement needed to advance to the master nodes. Also, separating out the old skills from the modules and new upgrade paths would have minimized the feeling of being arbitrarily forced to invest skill points that are unnecessary. To reiterate: all or most of the basic and elite skills from the old system could have been arranged in such a way as to be prerequisites to the advanced customization options found in the old modules (like radar deprivation) and new upgrades (like armor hardening) rather than leaving everything completely open.

It would also be nice to have equipment slots (similar to the modals system) where advanced equipment could be mounted. There could be advanced jump jets from different manufacturers (from lore) that have different properties. The same goes for engines, weapons, targeting computers, actuators, etc. It would be pretty cool to be able to say that I bought my fusion engine from Majesty Metals and Manufacturing and be able to say, "I went with this particular manufacturer and modal because it focuses on speed and acceleration over torso twist and turning radius, and that's what I wanted for my locust."




Well, that's my two cents for now.

Edited by Katastrophe Kid, 17 May 2017 - 03:20 PM.


#2 Damnedtroll

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Posted 17 May 2017 - 05:24 PM

Two simple thing would make me happier:

1: I would write the enhancement with a list that summarize effect, list is too long

2: I want to see effect on my heat management value... nothing presently...

#3 Wilhelm Kerensky

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Posted 17 May 2017 - 07:25 PM

I am somewhat digging the skill tree, although some of the required unlockables aren't my cup of tea... There is one BIG problem I have seen so far, and it isn't just me:

WTF are the node unlocks that don't apply to my mechs when I try to Apply Changes? All I see in the general skill tree sections are red or yellow warning triangles (triangles with an exclamation point inside them) in the upper-left corner, but NO FURTHER DATA! The documentation on this skill tree implementation has been scarce already, so please explain WTF are the color designations about (Yellow = some nodes irrelevant, Red = entire tree irrelevant, maybe... which would make no sense), and if only certain nodes in any trees are irrelevant to the mech, then LABEL THEM with the little yellow triangle over the irrelevant nodes so we know which ones NOT to unlock! Also, if the nodes which don't apply are blocking access to nodes which DO apply, then make sure we have a valid route to those that do!

Example: Locust Pirate's Bane - one skill tree has the red triangle, and two more have the yellow - that's half (or more) of the possible enhancements that I have no idea which ones apply or don't, and spending SP is an expensive proposition anyway, so I can't skill out my mech until there is some clarification performed...

I would also ask for a node-trial-run simulation before we commit to our SP unlocks, but gotta address one thing at a time.

#4 MAX3D2

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Posted 17 May 2017 - 07:48 PM

Put it back the way it was before PGI screwed it up!!!

#5 soapyfrog

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Posted 17 May 2017 - 08:38 PM

They can have their skill tree. Just consolidate it. 30-40 nodes tops. Fit it on one screen.

Remove respec costs.

Then you have something that allows choices to be made, takes a short amount of time to configure, and allows you to experiment without added cost.

#6 Strapped McGee

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Posted 17 May 2017 - 08:43 PM

how's this for constructive? suck my balls... both of them

#7 Masterfunnkey

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Posted 17 May 2017 - 10:38 PM

The lrm base range has been lowered to 925m instead of the 1000m the skills should bring the upgraded area higher than the origonal base amount , we see it in speed and heat managment. Also it would be nice to skill up what I want without having to put skill points in mods like speed retention on a locus when legged runs at max speed of 40mph . The new skill tree needs a bit of seperation of the node paths , otherwise its a great way to realy get into a full customization depth I haven't seen on any other game.





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