Jump to content

I Played Mwo All Night And Only Dropped 5 Times. (Fixes Suggested)


13 replies to this topic

#1 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,739 posts

Posted 19 May 2017 - 02:20 AM

while this sounds like an fp thread, its not. its a skill tree thread. this thing needs to be streamlined a little bit, i hope pgi likes point releases. im not going to whine about it, call it 'click warrior online' like some might. im actually going to suggest some ideas to fix it.


first annoyance, the clicks, and how to reduce them.

starting with a fresh tree i see the node i want to unlock buried about 10 deep in the tree. when i want that node i trace the path to it using the fewest nodes possible, potentially even ones that would be useless, but would cost more to go around.

using the mouse over event, how about highlight the shortest possible path to the node. there are two possibilities, you like the path, or you do not. if you do you click and all the nodes on that path are unlocked. if you do not, there are probibly a few alternatives that are easily determined algorithmically.

while moused over an islanded node, operating the scroll wheel would select permutations of the highlighted path, starting with the least amount of nodes, sister routes that take the same number of nodes, and then through each slightly longer route. then rather than click, click, click ... click, click, you just hover and spin, and click when you like what you see, or mouse off and try something else.


second annoyance, transfering hxp.

its annoying having to read how much hxp is there and then have to type it in to transfer it. its a small fix really, just add a transfer all button, confirm and done. also its kind of redundant because you can just use it when you are in the allocate sp screen, which brings me to...


third annoyance, allocating sp and transferring hxp.

the whole system of buying your quirks seems overly complicated. historical soruces, purchased sources, multiple ways to purchase. the fact that you have to pre-allocate before you can buy. seems it would be easier and faster if this was all done when you hit apply and do everything in one pass instead of 3.

a more streamlined approach might be to not grey out the apply button when the resources are available but need to be converted. if only one payment option is currently possible simply have a confirm popup, telling you what you are spending and how much, hit ok and done or cancel out and skip all the options you cant really use anyway. the only time you should have to fumble through all the panels is when you have a lot of different things to spend.

the screen where it asks if you want to spend sp you have or if you want to buy it is kind of pointless, and the two child panels are kind of redundant and should really be merged into one. this would save 2 steps in the checkout process by itself.

the goal is to get the required quantity of sp to pay for your specing. so 2 sliders allocate sp from the hsp/gsp pools and three more sliders allocate xp/gxp/hxp. this is not really that much of a stretch if you optimize the layout. the sliders take up a lot of space, and i think you can compact it down. like this (pretend the math works):
Posted Image

blocks of xp are matched with cbills automatically as needed, and you cant allocate more than you can pay for.

next to each slider is a shortcut button 'pay with this' so that instead of having to use the slider (which can be tedious), you can just hit one of these 5 buttons (hsp, gsp, xp, gxp, hxp). payment methods that are impossible are greyed out, like if you dont have the cbills or that resource is depleted. this way you only have to use the sliders if you want to pay with multiple sources, and checkout can be a 2 click process in most cases.

tldr: why do you even use the internet if you cant read.

e: censorship ruining my urls, every time someone tells me i live in a free society i got 10 other people convincing me through their actions that im in a dictatorship.

Edited by LordNothing, 19 May 2017 - 03:17 AM.


#2 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,700 posts

Posted 19 May 2017 - 02:28 AM

The thing is, if it doesn't appear/feel overly complex then everyone would realize that its the same exact terrible system as before and then no one would like it.

#3 Dracol

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Steadfast
  • The Steadfast
  • 2,539 posts
  • LocationSW Florida

Posted 19 May 2017 - 02:47 AM

View Postsycocys, on 19 May 2017 - 02:28 AM, said:

The thing is, if it doesn't appear/feel overly complex then everyone would realize that its the same exact terrible system as before and then no one would like it.

Wait, I still have to search for modules? I'm still limited to only seismic and radar derp? And those don't come with added benifits either? /s

Building mechs is complex with no other game (outside of older MW titles) providing a similiar system a player could be familiar with. Skilltree is piece of cake compared to mechlab.

Edited by Dracol, 19 May 2017 - 02:51 AM.


#4 Zigmund Freud

    Member

  • PipPipPipPipPipPip
  • 390 posts

Posted 19 May 2017 - 02:57 AM

Also revard players directly with 1n SP and 0.1n GSP per game (averegely). And refund also go right into DSP ans mech SP, so you don't have to sell, buy and do all this unnececary BS

#5 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,739 posts

Posted 19 May 2017 - 03:14 AM

annoyance four. the enhancements list. its a mess. similar elements arent being combined, and a lot of these things are not actually used by the build are mixed in with those that are. like magazine capacity to buff my ac20, yet showing every other gun in the game. maybe sort out unused enhancements into another section or use color coding, like make them grey to indicate that they are available but not in use by the current build, this will make rebuilding a mech to match the active skills a lot easier.

#6 Shifty McSwift

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,889 posts

Posted 19 May 2017 - 03:23 AM

View Postsycocys, on 19 May 2017 - 02:28 AM, said:

The thing is, if it doesn't appear/feel overly complex then everyone would realize that its the same exact terrible system as before and then no one would like it.


IKR the buying 3 mechs is the worst part, they totally stooged us... Oh wait..

#7 Blackhound

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 130 posts

Posted 19 May 2017 - 04:28 AM

I can't understand why people are legitimately complaining about having to click through their skill trees once to get their 'Mech set up. How many times do you click during a match? Do you play a different 'Mech every single match? I've sold a lot and am down to only 99 'Mechs and I still can set up a full, carefully considered skill tree in 4 minutes or less.

And yes, the SP point buy screens were confusing the first time but now I don't even think twice about allocating or buying SP. Because I've set up multiple 'Mechs that I actually enjoy playing more than once a week.

#8 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 19 May 2017 - 04:49 AM

View Postsycocys, on 19 May 2017 - 02:28 AM, said:

The thing is, if it doesn't appear/feel overly complex then everyone would realize that its the same exact terrible system as before and then no one would like it.


so it is only bling bling for soem fools? Thats ok, soemthimes thats neede,d ht eissue is you scare away all the newbies who look at this and their brain decides to say: NOPE.

accessability isn't exactly PGI's friend, but it is the closest buddy of many gamers.

#9 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,700 posts

Posted 19 May 2017 - 05:59 AM

View PostDracol, on 19 May 2017 - 02:47 AM, said:

Wait, I still have to search for modules? I'm still limited to only seismic and radar derp? And those don't come with added benifits either? /s

Building mechs is complex with no other game (outside of older MW titles) providing a similiar system a player could be familiar with. Skilltree is piece of cake compared to mechlab.


1. Its the same unbalanceable buff only for no actual balancing cost system. It doesn't matter if you had to search for modules before or just used your infinite supply of c-bills to put them on all your mechs.

2. It LOOKS and FEELS complex. At the end of the day it is the same poorly thought out system the game had before, the mechs that needed quirks before still need the same quirks (skills) applied to even have a hope of being competitive. Look and feel of the ui fool some people into thinking this is somehow different, new or magically better - its the same system with the same problems.

3. Armored Core, Front Mission, and Heavy gear all have had similar if not more customization options, oddly they also all had balance built right into those options even for PVM only modes. Bigger engines meant more speed and more heat generated/ larger energy supply but less space or limited selections of weapons, bigger weapons meant less weapons, faster legs/arms mean less armor, more armor mean you moved slower --- you know actual things to balance out their different mechs and builds so they could incorporate specialized roles that had roughly equal values but could be wildly different rigs.

Past that a lot of PVP only games where you run heroes implement the same balancing systems, you just swap clothes and swords and selections of usable skills and stats for what you put on mechs. The difference again being that they actually put in place limits and offsets for buffs so that their games have actual balance.

Edited by sycocys, 19 May 2017 - 06:00 AM.


#10 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,739 posts

Posted 19 May 2017 - 04:33 PM

View PostBlackhound, on 19 May 2017 - 04:28 AM, said:

I can't understand why people are legitimately complaining about having to click through their skill trees once to get their 'Mech set up. How many times do you click during a match? Do you play a different 'Mech every single match? I've sold a lot and am down to only 99 'Mechs and I still can set up a full, carefully considered skill tree in 4 minutes or less.

And yes, the SP point buy screens were confusing the first time but now I don't even think twice about allocating or buying SP. Because I've set up multiple 'Mechs that I actually enjoy playing more than once a week.


im only suggesting a way to streamline the process. the skill tree is functionally a graph data structure, and algorithms exist to trace shortest path and iterate over all possible routes between any 2 nodes. algorithms exist to sort those by length, and the gui provides events for mouse overs and scroll wheel operation. and nows the time to implement these things while they are still fresh in the mind of whoever coded the gui.

#11 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 19 May 2017 - 04:44 PM

View Postsycocys, on 19 May 2017 - 02:28 AM, said:

The thing is, if it doesn't appear/feel overly complex then everyone would realize that its the same exact terrible system as before and then no one would like it.

The fact you think that? Means either you really haven't taken the time to understand it, or you are just slinging hyperbole to foment unrest.

Ignoring the things it does do, such as allow one to focus on specifics roles, etc, the simple fact it removed things like Pin Point, which had done nothing, already puts the lie to your claim.

But keep on selling what you are selling.

View PostLordNothing, on 19 May 2017 - 04:33 PM, said:


im only suggesting a way to streamline the process. the skill tree is functionally a graph data structure, and algorithms exist to trace shortest path and iterate over all possible routes between any 2 nodes. algorithms exist to sort those by length, and the gui provides events for mouse overs and scroll wheel operation. and nows the time to implement these things while they are still fresh in the mind of whoever coded the gui.


I think there is merit to your ideas, in some ways it makes me think of google maps. Pick the destination, it maps the shortest way, but also allows you to highlight alternates, in case there are other things to consider that the shortest route doesn't.

I'm all for streamlining and increasing efficacy. How much programming it would take, IDK, not being a programmer, but the idea itself seems worth considering.

#12 Cy Mitchell

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 2,688 posts

Posted 19 May 2017 - 04:47 PM

Yes, I agree it could use some refinement.

#13 Blackhound

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 130 posts

Posted 20 May 2017 - 02:50 AM

Definitely can use improvements. I play Windowed and I have an unpleasant time navigating between trees because the UI doesn't get account for that so buttons are categories are covered up for me unless I collapse some info panels down.

#14 metophisical

    Rookie

  • Ace Of Spades
  • 4 posts

Posted 20 May 2017 - 04:53 AM

I hate it, but apparently you aren't allowed to have that opinion.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users