Q2 Features And Improvements Dev Log
#21
Posted 07 April 2022 - 09:53 AM
xp should change into sp automatically, same as gxp should turn into gsp as soon as you cumulate enough of the xp to be a sp. You just don't bother to mess around with xp, xp only tells you how far is for the next sp.
#22
Posted 07 April 2022 - 09:57 AM
"One of the key reasons we wanted to keep the exact same number of nodes is we didn't want to create a process of us refunding, doing some form of conversion on XP and Skills, and everybody having to go back and reskill mechs."
No.
I understand why you don't want to do it. It's a fair reason.
But the main complaint about the Skill Tree ALWAYS has been that it has too many nodes. Addressing THAT problem first should be the #1 primary goal here. If you're only going to half-rework the skill tree like this proposal, than I'd rather you not touch it at all. Rip the bandaid off, you're going to have to yank some hairs to do this properly. It needs fixed, not tickled.
#23
Posted 07 April 2022 - 10:01 AM
Tarogato, on 07 April 2022 - 09:57 AM, said:
"One of the key reasons we wanted to keep the exact same number of nodes is we didn't want to create a process of us refunding, doing some form of conversion on XP and Skills, and everybody having to go back and reskill mechs."
No.
I understand why you don't want to do it. It's a fair reason.
But the main complaint about the Skill Tree ALWAYS has been that it has too many nodes. Addressing THAT problem first should be the #1 primary goal here. If you're only going to half-rework the skill tree like this proposal, than I'd rather you not touch it at all. Rip the bandaid off, you're going to have to yank some hairs to do this properly. It needs fixed, not tickled.
The issue with the amount of nodes is 1) the amount of clicking and 2) the cost of getting all of the nodes. and they have worked to help those issues without making everyone re-skill their mechs. by Reducing the amount of clicks, money and XP needed to fully skill the mechs they reduced the impact of having so many nodes.
#24
Posted 07 April 2022 - 10:01 AM
How about a "Career" overlay (2nd layer) on top of these skill trees?
(similar to StarTrek Online does its skill trees):
For example:
(1) Achieving >75% of Sensors Nodes:
---------------------------------------------------
a) Endgame Career Skill #1: "Flanker"
~Hitting enemy from sides/behind gives +2% bonus all damage for 10 seconds
b ) Endgame Career Skill #2: "Tunnel Vision"
~Each successive hit on enemy reduces -5% enemy sensor range for 10 seconds, cumulative to -20% for 40 seconds.
~At the same time, each successive hit on enemy reduces your own damage -5% for 10 seconds, cumulative to -20% damage.
c) Endgame Career Skill #3: "Divine Sight"
~Cannot be unequipped during a QP/FP/Event fight.
~ +3% all damage, +5% velocity during the entire QP/FP/Event fight.
~ -10% Sensor Range during the entire QP/FP/Event fight.
d) Endgame Career Skill #3: "Enhanced ECM"
~Cannot be unequipped during a QP/FP/Event fight.
~Enhanced ECM affect target/victim's sensor -10% Range
~Your own mech +3% heat dissipation (ie: runs HOTTER, cools down slower)
(2) Achieving >75% of Consumable Nodes:
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
(3) Other Career skills based on the more revamped complex Skill Trees
------------------------------------------------------------------------------------------------
~It's up to your imagination!
Edited by w0qj, 07 April 2022 - 10:02 AM.
#25
Posted 07 April 2022 - 10:04 AM
w0qj, on 07 April 2022 - 10:01 AM, said:
How about a "Career" overlay (2nd layer) on top of these skill trees?
(similar to StarTrek Online does its skill trees):
For example:
(1) Achieving >75% of Sensors Nodes:
---------------------------------------------------
a) Endgame Career Skill #1: "Flanker"
~Hitting enemy from sides/behind gives +2% bonus all damage for 10 seconds
b ) Endgame Career Skill #2: "Tunnel Vision"
~Each successive hit on enemy reduces -5% enemy sensor range for 10 seconds, cumulative to -20% for 40 seconds.
~At the same time, each successive hit on enemy reduces your own damage -5% for 10 seconds, cumulative to -20% damage.
c) Endgame Career Skill #3: "Divine Sight"
~Cannot be unequipped during a QP/FP/Event fight.
~ +3% all damage, +5% velocity during the entire QP/FP/Event fight.
~ -10% Sensor Range during the entire QP/FP/Event fight.
d) Endgame Career Skill #3: "Enhanced ECM"
~Cannot be unequipped during a QP/FP/Event fight.
~Enhanced ECM affect target/victim's sensor -10% Range
~Your own mech +3% heat dissipation (ie: runs HOTTER, cools down slower)
(2) Achieving >75% of Consumable Nodes:
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
(3) Other Career skills based on the more revamped complex Skill Trees
------------------------------------------------------------------------------------------------
~It's up to your imagination!
I very much Dislike this, Just a lot of skill bloat imo
#26
Posted 07 April 2022 - 10:04 AM
#27
Posted 07 April 2022 - 10:05 AM
#28
Posted 07 April 2022 - 10:07 AM
Lizardman from Hollywood, on 07 April 2022 - 10:04 AM, said:
They said in the video that The Cauldron wanted some nodes to still be locked behind other skills to increase the buy in for those nodes. Seismic, ECM, and speed skills are very powerful
Edited by minnowzzz, 07 April 2022 - 10:07 AM.
#29
Posted 07 April 2022 - 10:08 AM
Edited by ENOVA, 07 April 2022 - 10:11 AM.
#30
Posted 07 April 2022 - 10:13 AM
#31
Posted 07 April 2022 - 10:13 AM
with how it's looking rn, players with a lot of mechs, but still in the grind, will have to probably pay an extra ~30-40% for their skils, or about 800k CB / 17k XP per mech. for someone with lets say 100 mechs (which is reasonable for someone not having "beaten the grind" yet) this'd mean a straight 80mil CB setback.
it's not just the new players or the space-rich we should look at imo
#32
Posted 07 April 2022 - 10:26 AM
#33
Posted 07 April 2022 - 10:32 AM
Well, first, glad to see the color coding of Quirks+Skills done and the Skill Tree finally seeing some attention, thank you for that,
Now, what I'm curious about : is there some sort of internal tracking possible for PGI to know which skills are the "most popular/used" VS the "least popular/used" ones?
If that exists, especially with the new tree, that could help to further re-balance some nodes, making them more desirable instead of automatically ignored,
Thank you for your answer in advance,
Cheers,
#34
Posted 07 April 2022 - 10:33 AM
#35
Posted 07 April 2022 - 10:34 AM
PraetorGix, on 07 April 2022 - 10:05 AM, said:
yep this
Oh look they discovered different colours^^...Is it so damn hard to get it that we want to see the Quirks the Mech comes with after skilling it without going in the ingame store to take a look on the Factory quirks???
What da f## are helping different colours if i still cant see the Quirks on the first look the Mech comes with after skilling it.
PGI why doing it easy when we can do it so much more complicated that the few players left here have a reason to say forever goodbye..
Make a damn window "Factory QUIRKS" make it red blue purple mixed or whatever if you want but make a damn Window "Mech´s Factory Quirks",write the quirks in that window and voila DONE
cause THATS what the people want since a few years and no damn colours..Jeez really really hard the whole thing to get it
sorry but I dont get it that a few guys need years and still dont get the simplest things people want
Edited by Mighty Spike, 07 April 2022 - 10:41 AM.
#36
Posted 07 April 2022 - 10:38 AM
TheUltimateGhost, on 07 April 2022 - 10:13 AM, said:
with how it's looking rn, players with a lot of mechs, but still in the grind, will have to probably pay an extra ~30-40% for their skils, or about 800k CB / 17k XP per mech. for someone with lets say 100 mechs (which is reasonable for someone not having "beaten the grind" yet) this'd mean a straight 80mil CB setback.
it's not just the new players or the space-rich we should look at imo
I'd like to second this POV. Short term I'm going to have to spend more money "fixing" skill trees on mechs I used to be done with. That's a net CBill sink for me, even with the nodes being cheaper.
#37
Posted 07 April 2022 - 10:41 AM
PraetorGix, on 07 April 2022 - 10:05 AM, said:
I second this, while it's true that while getting them color-coded is already great, differentiating between 'mech Quirks and then bought Skills would be even better.
#38
Posted 07 April 2022 - 10:46 AM
minnowzzz, on 07 April 2022 - 10:01 AM, said:
They could've doubled the impact of each node and just reduced the number by half.
You still need to click just as much with the new system. The grind is irritating but not nearly as irritating as clicking through pointless menus ~30x per mech.
Also, this new change likely means 800K cbills per currently owned mech to respec to optimal once the changes go through. So it's not actually a grind reduction...
800K cbills * 283 for me anyways is 226,400,000 cbills or about 114 hours of grinding. So maybe in 3 months I'll get it done. Sweet...
Edited by mytilus edulis, 07 April 2022 - 10:49 AM.
#39
Posted 07 April 2022 - 10:50 AM
mytilus edulis, on 07 April 2022 - 10:46 AM, said:
They could've doubled the impact of each node and just reduced the number by half.
You still need to click just as much with the new system. The grind is irritating but not nearly as irritating as clicking through pointless menus ~30x per mech.
Also, this new change likely means 800K cbills per currently owned mech to respec to optimal once the changes go through. So it's not actually a grind reduction...
If they reduced the amount of nodes by half, they would have needed to refund everyone and make everyone reskill possibly 100s of mechs.
Additionally, the amount of clicking did go down, as seen in the video any nodes you click on will automatically select any nodes needed to get to that node, by clicking on node cooldown 7, the game will automatically spec points into cooldown 1 to 6 as well, saving six clicks on that part alone.
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