Ok We Know The New Sys Does Not Work Can We Get Our Modules Back
#101
Posted 06 October 2017 - 05:47 AM
3 drops is about all I can stand before I log off
you guys ruined a great game with the constant
crying
wonder what it will be this week
#102
Posted 06 October 2017 - 05:52 AM
#103
Posted 06 October 2017 - 07:20 AM
#104
Posted 06 October 2017 - 07:59 AM
No, actually. Quiet down. Some people enjoy the new system, and people who don't understand sacrificing one stat to gain in another should learn how to play the freaking enhancement game instead of whining incessently months after the fact.
Edited by Catten Hart, 06 October 2017 - 08:02 AM.
#105
Posted 06 October 2017 - 09:25 AM
Natred, on 06 October 2017 - 05:52 AM, said:
You know what takes even more time? Playing the click game to skill new mechs out.
Without templates I much prefer the module swap game than this crap, especially given that most mechs I don't really need to change the skills on or have very slight differences. Laser boats for example are all pretty much built the same (range, duration, and heat gen in firepower, either survival or whole hog on ops, and then aux).
I still don't understand the need for a skill tree either, isn't mech customization supposed to be what defines your role? Why do I need an additional system on top of that to reinforce roles? Just bake those into the mechs and equipment and stop adding unnecessary complexity.
Edited by Quicksilver Kalasa, 06 October 2017 - 09:28 AM.
#106
Posted 06 October 2017 - 09:30 AM
#107
Posted 06 October 2017 - 09:43 AM
#108
Posted 06 October 2017 - 09:54 AM
#109
Posted 06 October 2017 - 10:09 AM
The new system is a steaming pile of dung, but going back to the old way isn't the answer.
Employing designers with a clue, that don't just sit at a freaking computer looking at stats,and having them play the freaking game, so they understand how it works is....
#110
Posted 06 October 2017 - 10:14 AM
Davegt27, on 06 October 2017 - 05:47 AM, said:
3 drops is about all I can stand before I log off
you guys ruined a great game with the constant
crying
wonder what it will be this week
You know, we don't have to read the forums and all of the whining.
#111
Posted 06 October 2017 - 10:37 AM
Quicksilver Kalasa, on 06 October 2017 - 09:25 AM, said:
Without templates I much prefer the module swap game than this crap, especially given that most mechs I don't really need to change the skills on or have very slight differences. Laser boats for example are all pretty much built the same (range, duration, and heat gen in firepower, either survival or whole hog on ops, and then aux).
I still don't understand the need for a skill tree either, isn't mech customization supposed to be what defines your role? Why do I need an additional system on top of that to reinforce roles? Just bake those into the mechs and equipment and stop adding unnecessary complexity.
WTF? Once you get to know the Skilltree it takes less than a minute to skill the mech exactly as you want it and then your done.
Especially if you, as you said yourself 'don't really need to change the skills'. Then you do just the same for every mech and should be done with a Skilltree in <20 seconds.
Swapping modules meant dealing with the clunky, unresponsive UI, no thanks (Nevermind remebering where all the modules were... .)
#112
Posted 06 October 2017 - 10:40 AM
Mr Snrub, on 06 October 2017 - 10:37 AM, said:
Especially if you, as you said yourself 'don't really need to change the skills'. Then you do just the same for every mech and should be done with a Skilltree in <20 seconds.
Swapping modules meant dealing with the clunky, unresponsive UI, no thanks (Nevermind remebering where all the modules were... .)
I don't know how you do a skill tree in 20 seconds. The game locks you or from clicking nodes every once in a while as it tries to keep up with you.
Once you add in how long it takes to go from mech to mech (30-50 seconds as the game loads them) and menu to menu (Again, chugging), it adds up to a long while.
Hell, I only have 30 mechs, and I had to dedicate and evening to skilling them when I came back to the game. The people with hundreds of mechs are really up the creek.
Once you catch up, though, it aint bad.
#113
Posted 06 October 2017 - 10:44 AM
Mr Snrub, on 06 October 2017 - 10:37 AM, said:
It's irritating to still have to do given it requires AT LEAST 91 freaking mouse clicks.
Mr Snrub, on 06 October 2017 - 10:37 AM, said:
Sure, if I'm doing 4 clicks per second. Either way it is a nuisance which previously wasn't near as problematic given I used to just have to drop modules in which was at most something like 7 clicks.
Mr Snrub, on 06 October 2017 - 10:37 AM, said:
Clunky, unresponsive UI, hmmmm, sounds familiar, not sure I can place it......oh wait, sounds just about like the skill web which was developed by the same people who did the unresponsive and clunky module UI. Oh don't forget the issue where you can get your skill resets because the save mech button doesn't save skills, just equipment (some sequence of tabs blocks you from actually going back to save them as well).
Then there is the fact that duplicates are treated as different mechs so you have to grind even more XP to deal with duplicates. Oh yes, this skill tree is perfect, so much more streamlined than before.
Edited by Quicksilver Kalasa, 06 October 2017 - 10:47 AM.
#114
Posted 06 October 2017 - 11:03 AM
vandalhooch, on 23 September 2017 - 01:33 PM, said:
In other words, you couldn't actually come up with an example of a game with free respecs. You opted instead to respond with a red herring.
Diablo 3. Guild Wars 2. Guild Wars 1. Marvel Heroes. The online-shooter part of Elite:Dangerous.
You still get the initial sink, but having you not lose skill points by respeccing would mean you'd only pay it once and could try out alternatives.
The skill tree is sooo much better than the horrible modules. The modules were HORRIBLE! Instead of a minute or two setting up a mech while spending time setting up a mech (I assume you change the loadout too, which takes way more time) I'd have to go and fiddle with the modules before *each drop*. The time taken isn't even comparable, it's so much better now. God, setting up the entire skill tree is faster than swapping modules once if you forgot where one of your modules ended up.
That said... wow so much filler. x.x Divide the number of nodes by 5 and give everyone 18 skill points to spend. Or if you want the illusion of constant progress and granularity, let people fill up the nodes partway with proportional benefits?
EG, new firepower tree:
Tier 1: Range (5% up to 3 ranks) Velocity (10%, 1 rank) Cooldown (3.75% up to 3 ranks)
Tier 2 (requires 2 points in Tier 1): Heat (3.75% up to 3 ranks)
Tier 3 (requires 3 points in Tier 1 or 2): Ammo (1 rank), Ballistic Bonus (1 rank), Laser Bonus (1 rank), Missile Bonus (1 rank)
Edited by terrycloth, 06 October 2017 - 11:22 AM.
#115
Posted 06 October 2017 - 03:37 PM
Quote
an example
dropped in a FP match as we pushed for the gun I found that my LRMs no longer
looked on to turrets
WTF is it me, my computer or what
well after some investigation on the forums I found that someone cried about
the LRMs locking onto turrets and after two years that was a bad thing
and they demanded PGI change it
a ton of players have a lot of money and time invested in the game
and to have changes without warning because a few have more political pull
is BS
down with political pull
down with sneaking around trying to change the game
unless we get an e-mail vote I am against what ever stupid ideas
the cry babies come up with
now if there's a vote and we all get a say
sure I am down with that
whats wrong with voting
#117
Posted 06 October 2017 - 04:52 PM
#118
Posted 07 October 2017 - 04:30 AM
Quicksilver Kalasa, on 06 October 2017 - 09:25 AM, said:
Not for me at least, swapping modules took me much more time and more importantly was disruptive while playing with my friends/unit. So many times we wanted to do something specific for group queue or FW and then half the team had to go search for modules to move around.
Skill tree I can plan when to do, and generally I always do it in conjunction with buying or building a mech, so that mech will be ready to play when me and my friends wants to do whatever it is we want to do.
Even if the total time spent would turn out to be equal or more skill tree would still be better for me for this reason, but I skill mechs out real fast now that I have all my archetypes sorted out and knows exactly what to take without thinking, it's probably less time in total though I'm not sure.
Plus there is 0 grind now, still have 10000+ GSP.
Now I do agree that the game would be fine and possibly better without neither skill tree or modules, but if I have to choose I choose the tree.
#119
Posted 07 October 2017 - 04:46 AM
Quote
all they had to do was add a "remove all modules from all mechs" button
that was really the only problem with the module system
it was vastly superior to the skill tree system in almost every other regard
they couldve greatly expanded on the module system and given us something awesome that truly differentiated mechs by giving each mech different categories of module slots. similar to warframes mod system.
all the skill tree has done is genericized everything... they couldve at least had different skill trees for each role of mech. instead of all mechs sharing the same skill tree and picking all the same skills.
Edited by Khobai, 07 October 2017 - 04:48 AM.
#120
Posted 07 October 2017 - 04:52 AM
Khobai, on 07 October 2017 - 04:46 AM, said:
that was really the only problem with the module system
it was vastly superior to the skill tree system in almost every other regard
The Skill Tree allows for options the Module system did not. There is nothing the Module system could do that the Skill Tree can not, aside from a slightly higher % on some attributes, which now apply to all weapons, as opposed to just 1 or 2.
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