Nightmare1, on 20 May 2017 - 09:46 AM, said:
A few things:
1) I do get what it is you are trying to say, and I am telling you that you are wrong because you are using bad, inadequate comparisons while intentionally ignoring much of the underlying foundations for both trees.
Then let's make the apples to apples.
Old system:
Basics(14250) + Elites (21500) + Module slot (21500) = 57250 per mech
+ spare variant Basics if necessary (2*14250) = 85750
+ spare variants Elites if necessary (2*21500) = 128750
So depending on whether you keep and master all three variants, or only one want and sell the others, and also depending on whether or not it's your first mech in a weight class, you need between 57250 and 128750 xp per mech.
In order to to remove the rule of three, we need to make a compromise somewhere in between, which is the expected "average" per-mech grind that the "average" player endures. Once you figure out what the number is, you can remove the rule of three.
No need to change the skill tree. Modules stay the same, GXP costs don't change, C-Bill costs don't change*... the only thing that changes is the only thing that matters - the per-mech XP grind. No more rule of three.
*edit, well maybe up the C-Bill cost of all mechs in the game, to make up for the fact that you don't have to buy as many mechs with no rule of three. Gotta keep the per-mech costs similar.
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Like I said, that's your opinon. Neither one of us can prove or disprove it, which makes your take on it irrelevant.
I don't think it's opinion, I think it's fact. The fact that PGI made many related but independent changes all at one time seems to have you and others in a tizzy. The point I'm trying to make is that in order to remove the rule of three, you don't have to convert the XP system into a 237 node maze of which you can only choose 91. I'm not sure how you could possibly see that as anything other than a statement of fact. But you seem hung up on it.
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3) The new level of customization is good. Under the old system, you had a handful of viable Mechs, and an even smaller number of builds. While some narrow-minded people will build their Mech and then skill it out to complement that build, more creative people will be able to synergize between building and skilling to make truly unique, interesting, fun, and refreshing builds that are actually viable too. That's a good thing.
4) The Skill Tree isn't perfect, but it's substantially better than what we had and a good step forward in the right direction. Naysayers would hold us back, but it's time we threw off their shackles and strode forward to a new era of MWO. There will be mistakes. It's impossible to please everyone, so some people will be unhappy. However, I think everyone can agree that the game is stagnant and in need of change. This Skill Tree is a breath of fresh wind for which many of us have been begging since Beta.
Yeah, I'm not going to argue this. This is subjective. If you're casual minded, or just bad at the game, you'll see more viable options, and you might enjoy spending time exploring them - provided you have the patience to even dive into it. But if you're competitive minded, it's only a waste of time as you try to figure out the one best option.
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Let's seize the ball, run with it, push PGI to improve it, and keep heading towards the goal line rather than screaming at the coach to take everyone off the field and send them to the showers.
PGI can start improving it by reducing the 237 node count by an order of magnitude.
Edited by Tarogato, 20 May 2017 - 12:22 PM.