What is up with optimization tree___
#1
Posted November 22 2012 - 12:12 AM
#2
Posted November 22 2012 - 12:15 AM
Pretty sure devs have gotten the message by now.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#3
Posted November 22 2012 - 04:07 AM
#4
Posted November 22 2012 - 08:20 AM
Now i dont really feel any change at all during play.
So,yes buff please (atleast a little)
H.P. Lovecraft
#5
Posted November 22 2012 - 08:22 AM
http://community.pla...ee-comparision/
#6
Posted November 22 2012 - 08:27 AM
#7
Posted November 22 2012 - 08:41 AM
The tech tree (or at least a large portion of it) should be enabled for all mechs from the get go. Have each mech start with 10 points and add 1 more for each level or something.
Right now you have this problem:
Option a > Buff tech tree:
- Results in balancing and "fairness" issues. High lvl mechs get too much of an advantage over low level ones. Unfair to new players.
- Widens the gap between an old mech and a new one. Discourages buying new mechs.
- Need more grinding to be competitive (see above item)
Option b> Nerf tech tree or leave it as it is:
- No real feel of progression. bonuses too small to be felt in game.
Both are bad
#8
Posted November 22 2012 - 08:47 AM
Hipnox, on November 22 2012 - 08:41 AM, said:
The tech tree (or at least a large portion of it) should be enabled for all mechs from the get go. Have each mech start with 10 points and add 1 more for each level or something.
That's actually a fantastic idea. We need to get the devs to see that. I'd also appreciate them giving back the buffs from CB2.
Edited by Silk_Sk, November 22 2012 - 08:48 AM.
#9
Posted November 22 2012 - 09:02 AM
#10
Posted November 22 2012 - 09:15 AM
Last betas % and +attributes gave certain mechs (infiltrators) a night and day performance boost.
#11
Posted November 22 2012 - 09:17 AM
Coot, on November 22 2012 - 09:15 AM, said:
#12
Posted November 22 2012 - 09:37 AM
Coot, on November 22 2012 - 09:15 AM, said:
Last betas % and +attributes gave certain mechs (infiltrators) a night and day performance boost.
If that is the case, just get rid of it and put in a "placeholder" graphic. maybe something that hints at changes to come.
I say keep optimizations as they are (or were in earlier versions), but get them out of the leveling mechanic. It gives some leeway in modifying playstyle.
For mech leveling the sidegrades come into play, further adjusting what you did in the tree or changing game mechanics to further suit your style.
Either that or get rid of them altogether.
#13
Posted November 28 2012 - 06:41 PM
#14
Posted November 28 2012 - 07:07 PM
Keep in mind, even after all that, you'd still be unable to get more than a 10-20% boost to the stats you were putting points into. Right now, they're so trivial they may as well not exist, except for that small unnecessary edge they give to high level players.
Edited by Immie, November 28 2012 - 07:09 PM.
#15
Posted November 28 2012 - 07:33 PM
An idea that randomly popped into my head would be to have a set number of tech points that never changes to use in the tree right off the bat (with the values set to something that actually has something of an effect), and then have it that levelling up the mech unlocks new, specialized options in the tree to put points into. So, for example, say that "increase all weapon damage" skill would be locked until a certain level, but then upon unlocking it you get an actual significant boost in damage (maybe 10%, just throwing numbers out there, don't take it as a serious value) at the cost of a chunk of your armour strength and/or movement speed.
I dunno, didn't put too much thought into the idea, but as it is the skill trees definitely still need work.
Edited by DM30, November 28 2012 - 07:34 PM.
#16
Posted November 29 2012 - 12:17 AM
I like the idea of starting a mech out with 10 points and rewarding more per level, but I would suggest going even a bit further. Have each mech start with a full predetermined build, specific to each mech or each chassis size, and then as you lvl up you gain more freedom to alter that build as you like.
Not really sure of how well this would work, but just throwing it out there. The way optimizations were handled in alpha 2 was a big part of what drew me into this game (for those that remember)
#17
Posted November 29 2012 - 12:41 AM
#18
Posted November 29 2012 - 12:43 AM
And besides, this is temporary while they are trying to work on a more horizontal optimization system, that gives variety, not power.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#19
Posted November 29 2012 - 05:00 AM
It’s far too late in the day to theorycraft about this but I’m going to do it anyway, because I like theorycrafting. If you’re not interested in theorycrafting then save yourself some blood pressure and don’t bother to read on.
Picture it, a three category Optimization tree as it is now with the exception that each category had no branches, you put points in at the top and they all trickle down vertically. Players all begin with the maximum set of points, but as is the case with the current tree those points are only enough to reach the bottom in one category. Factor in mech level by opening up branches on either side of each core category stack but do not award more points. With a bit of careful tree construction this would mean that experience opens up more options without merely granting more power.
For example, lets take the top few rows of an illustrative, mini-Mobility category as seen at mech level 0:-
Tier 1:....[+1m/s Dodge (0/3)].........[+0.5m/s Walk (3/3)]......[+0.5m/s Acceleration (0/3)]
Tier2:.....[+10m Radar (0/2)]...........[-5m Signature (2/2)].....[+20 EU (0/2)]
Tier3:.....[+1 Fuel Regen (0/1)].......[+3 Fuel (1/1)]................[+2m/s Boost (0/1)]
At level 0 the player has points enough to reach the bottom of this table but crucially, at mech level 0, only the green column is available. As the player gains mech levels (s)he is given the option to unlock one red buff and reallocate his points within that tier if (s)he so chooses. For example, let’s say that after some mech levels have been gained, and some new Optimizations have been unlocked, the above table might look something more like this:-
Tier 1:.....[+1m/s Dodge (0/3)].........[+0.5m/s Walk (1/3)].......[+0.5m/s Acceleration (2/3)]
Tier2:......[+10m Radar (1/2)]...........[-5m Signature (1/2)]......[+20 EU (0/2)]
Tier3:......[+1 Fuel Regen (0/1)].......[+3 Fuel (1/1)].................[+2m/s Boost (0/1)]
Edit: come on, you knew this would happen.
Edited by defekt, November 29 2012 - 05:06 AM.
#20
Posted November 29 2012 - 10:24 AM
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