KodiakGW, on 19 May 2017 - 09:51 AM, said:
Problem is, yes they are stifling recommendations. We have provided solutions to the problem. Maybe it is not happening in this thread, but check the onther ones.
Anyone who dares to call into question the skill tree has been labeled "toxic" by the pro-skill tree ones. Yet they are the same ones dropping such useful comments like "I LOVE THE SKILL TREE. LEARN TO SKILLZ!" So, who is being toxic?
They are also the ones claiming that those of us who oppose it are trying to "hijack the game to the way we want to play it." Are they not doing the same? They are not even willing to listen and compromise.
The thing the really gets me is one of the ones who was one of the biggest proponents of the new Skill Tree, who claimed to me that he did "extensive testing" (and suggested I didn't) on the three PTS, started a post requesting PGI for special programming for one mech because he "just noticed" that nodes were useless in one tree. Yes, one mech, "just noticed", and requesting special programming be done. The same thing can be accomplished by rearranging the skill tree, like many of us have requested multiple times, to take useless nodes out of the way of useful nodes. Now which would make a larger amount of the player base happy, and take the least amount of time for PGI to do?
You want constructive feedback? Here, I'll post up two. But, this is the last time because I KNOW that it will be ignored AGAIN.
1) Remove gating useless, or near useless, nodes from accessing useful nodes. I already gave the instance of the Locust wil Hill Climb and Advanced Gyros. I've seen the Locust skate up hills without Hill Climb. And, pretty much any mech under 40 tons trying to fire through getting hit enough to make Advanced Gyros useful, is dead. How about Speed Retention? Any mech running fast enough will be over the 50KPH cap by unlocking one node. Also, why is the upgrade to ECM gated behind Radar Deprivation, twice? You have full ECM, Radar Derp is useless.
Should I instead ask PGI to make special programming that if my mech can run over 100KPH that when I unlock one Speed Retention, the other ones are set so I can bypass them. Or, if my mech is 40 tons or under, that Advanced Gyros are set to be bypassed? No, that would be ridiculous. But, rearranging the skill tree to take into account every mech seems to be a reasonable request.
2) Consider different values for Range, Cool Down, and other generic nodes on the weapon tree. Short range weapons benefit the least from 1% range increases. They figured out how to make Magazine Capacity change for every ballistic weapon type, why can't they give short range weapons a 2% boost, while keeping longer ranged ones at 1%. Same goes for Cool Down and high recycle weapons, etc.
There. I've suggest both of those before and was ignored or met with pro-skill tree vitriol. I'm done with arguing with those people, because PGI evidentially only listens to them. If those seem reasonable to you, claim them as your own idea and copy/paste whenever you see fit. Maybe you will get noticed. I'm done trying to help keeping player retention for this game.
I think skills should not be gated, personally, but that more useful skills should cost a lot more points. The key is that no mech should be able to have everything, and in fact, no mech should even be able to have most of the best skills.
I, personally, would argue for more sidegrades, and then this becomes even less an issue. The problem is that everyone had vastly overpowered mechs with the x2 basics and modules, so that a fresh, unskilled, un-moduled mech just got demolished by the min-maxed meta build. It took the already large advantage us experienced players had over the new guys and increased it tremendously. That's a bad system.
Skills should have a benefit and a drawback. You shouldn't get something for nothing. And in that sense, these should be customization to specialize. If you want to regear your car for more top end speed, you will lose some acceleration. If you want a wider wheel base for more stability, you will have a reduced turning radius.
So, I see your points, and generally agree. I think there's a good, middle-of-the-road solution wherein the skill tree can be further simplified but also not cause the vast discrepancy between skilled and unskilled mechs.