CURRENT SKILL POINTS COSTS | TARGET SKILL POINTS COSTS | TRANSTITION PLAN |
800 XP and 45,000 C-bills | 500 XP and 25,000 C-Bills | Will we be Refunding C-bills and XP? |
PURCHASE SKILL POINTS 'Mech Experience Points 800 'Mech Exp + 45,000 CBills = 1 Skill Point General Experience Points 800 GXP + 45,000 CBills = 1 Skill Point Historic Experience Points 800 HXP + 45,000 CBills = 1 Skill Point | PURCHASE SKILL POINTS 'Mech Experience Points 500 'Mech Exp + 25,000 CBills = 1 Skill Point General Experience Points 500 GXP + 25,000 CBills = 1 Skill Point Historic Experience Points 500 HXP + 25,000 CBills = 1 Skill Point | NO - We are changing the pricing to reflect the current goals of the game. |
Q2 Features And Improvements Dev Log
#1
Posted 07 April 2022 - 08:35 AM
#2
Posted 07 April 2022 - 08:37 AM
#3
Posted 07 April 2022 - 08:44 AM
#4
Posted 07 April 2022 - 08:50 AM
Like:
- Skeletal Density: 3/10 --> 10,5 % (unlocked a max of 6)
- Reinforced Casing: 5/8 --> 7,5 % (unlocked a max of 5)
The only thing I thought was good in a certain way, was the need to diversify in order to max out certain skills. But AFAIK, not everybody thought this was useful in any way.
#5
Posted 07 April 2022 - 08:53 AM
#6
Posted 07 April 2022 - 08:57 AM
Really nice feature, but not the one everyone has been begging for all the years.
#7
Posted 07 April 2022 - 08:58 AM
#8
Posted 07 April 2022 - 09:08 AM
#9
Posted 07 April 2022 - 09:11 AM
#10
Posted 07 April 2022 - 09:11 AM
Wormflush, on 07 April 2022 - 08:50 AM, said:
Not sure if you watched the video, but they demostrated you could click the bottom node and all the nodes above get automatically selected.
I am liking the changes to everything so far, the coloured quirks will help alot as does the new font too. Improved legibility is always a good thing. I assume the font change was necessary to support the cyrillic alphabet for the upcoming Russian localisation?
Any chance the Leave Group button could be coloured something other than what the Launch button is. Perhaps red? Seems like a silly little thing I know. But will make that screen more intuitive for casual players.
#11
Posted 07 April 2022 - 09:14 AM
considering that with this change our skill trees will be full of bad nodes that arent needed anymore, evrything will need new trees anyways, so you should have used this chance to reduce maximum amount of nodes we can use
while you are at it, remove the old clutter stuff from skill tree launch, convert all HSP and HXP to globals, it doesnt serve any real purpose anymore besides making a mess
#12
Posted 07 April 2022 - 09:23 AM
#13
Posted 07 April 2022 - 09:28 AM
#14
Posted 07 April 2022 - 09:37 AM
2. It seems that the time-to-kill will go down in MWO.
Essentially, no matter what battlefield role your 'Mech has, you will be able to more or less disregard all skill nodes not relevant for your role and unlock only those nodes that will make your 'Mech more lethal. I guess that many players will start to ignore all those Hill Climbs and similar nodes.
#15
Posted 07 April 2022 - 09:40 AM
My initial comments are as follows:
- It would be nice to distinguish a 'Mech's quirks (in-built enhancements) from its skills. I can see this might not be best done by colour coding as you have introduced in the video (as the colour coding is done by armament type for example), but some way of seeing only the quirks would be splendid. At the moment one has to go into the store to see the quirks on an unskilled mech.
- Regarding the skill tree. I personally really enjoy the richness that the current skill tree brings to the game. I love spending time optimising in the mech lab and embrace the compromises one needs to make to take a build to the next level. I'm not entirely against the simplified skill tree but it might not be to everyone's taste. Putting it another way, 'dumbing the game down' will take away what many enjoy in the game - that being complexity. As the player base for MWO is on the more mature end of the spectrum, I personally don't think it will go down well. As a somewhat related example, over many decades Games Worskhop proceeded to dumb all of their games down which led to a mass exodus of the veteran players. I'm not sure the current skill tree scares new players away, but if the question is how to cater better for new players perhaps a better in-game description of the game mechanics (and the skill tree) would be better. If we're being honest, a lot of the game mechanics are not properly understood by the player base.
- The event queue looks interesting and a good way to consolidate all game modes. Perhaps quick play should be in the event queue too? Be warned, providing too many game modes will stretch the player base thin.
Edited by Titan Prometheus, 07 April 2022 - 09:58 AM.
#17
Posted 07 April 2022 - 09:44 AM
FallGuy0815, on 07 April 2022 - 08:57 AM, said:
Really nice feature, but not the one everyone has been begging for all the years.
From what I understand from Matt's comments while he was talking to NGNG, the UI doesn't get a breakdown by source--just some compressed file of total bonuses. Sounds like splitting it out was too much of a can of worms to fit into their update.
But we should keep asking for it, since it'd be super handy to have it shown somehow in the mechlab.
#18
Posted 07 April 2022 - 09:44 AM
Wormflush, on 07 April 2022 - 08:50 AM, said:
Beadhanger, on 07 April 2022 - 09:08 AM, said:
Kodan Black, on 07 April 2022 - 09:11 AM, said:
#19
Posted 07 April 2022 - 09:45 AM
Some examples:
Node: Range + 2%, Heat + 1% (5 nodes)
Node: Range + 2%, Cooldown - 1% (5 nodes)
Node: Heat - 2%, Cool Down - 2% (4 nodes)
Node: Heat - 2%, Range - 3% (4 nodes)
Node: Cool down + 2%, Range - 3% (5 nodes)
Node: Cool down + 2%, Heat + 2% (5 nodes)
Node: Velocity +5%, Cool Down - 2% (2 nodes)
Node: Velocity +5%, Range - 3% (2 nodes)
Node: Velocity +5%, Heat + 2% (2 nodes)
Node: Armor + 2%, Accel/Decel - 2% (5 nodes) adjusted for tonnage
Node: Armor + 2%, Turn/Twist - 2% (5 nodes)
Node: Structure + 4%, Accel/Decel - 2% (5 nodes) adjusted for tonnage
Node: Structure + 4%, Turn/Twist - 2% (5 nodes)
Node: Accel/Decel+ 4%, Armor - 1% (5 nodes) armor modifier cannot be lower than 0%
Node: Accel/Decel + 4%, Structure - 2% (5 nodes) structure modifier cannot be lower than 0%
Node: Top Speed + 1%, Accel/Decel - 5% (5 nodes)
Node: Top Speed + 1%, Armor/Structure - 1/2% (5 nodes)
etc etc... If you screw up with your nodes you can end up where you started but you have much greater choice not only by chosing which bonuses you want but also which penalties you're willing to exchange.
Edited by Nightbird, 07 April 2022 - 10:33 AM.
#20
Posted 07 April 2022 - 09:48 AM
this tbd ( to be determined ) crap needs info asap....not weeks or months ahead...
where and what is to be the Easter event? or is it still a april fools joke that the corgi is it....
is there any chance of new mechs? not just new versions of previous mechs but actual mech types? beyond the crusader....something beyond the current time line...
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