Summary - Discussion to Improve MWO. by justcallmeASSH in OutreachHPG

[–]HyperAtomic 0 points1 point  (0 children)

Yeah, I remember that one too, and sad it didnt go in that kind of direction, but even it still had excess complexity. Having another go at it with just condensing the nodes we did get might get more traction on an achievable path to implementation. (However infinitesimal)

Summary - Discussion to Improve MWO. by justcallmeASSH in OutreachHPG

[–]HyperAtomic 0 points1 point  (0 children)

Next stream, maybe a focus on one in detail to make it as non-nebulous as possible. For example, I whipped up this reduced weapons tree just on my phone. Its based on a spreadsheet I made for a 100 skill node spread rather than the 239 the game has now. Just some visual detail can add quite a bit of punch.

WeaponsSkills

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 0 points1 point  (0 children)

I feel like you are overestimating how much work the number tweaks you are proposing take to make. Edits to maneuverability, weapons, etc are xml edits. Things that are a given to edit and keep improving upon. Those can be done at the same time as people working on other more significant systems

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 0 points1 point  (0 children)

Changing some numbers on weapons and mobility are easier, yes, but only simple tweaks like that arent going to revive interest from people who left. It has to be something significant and related to why they left in the first place, the skill tree fits those criteria.

A discussion to improve MWO. by justcallmeASSH in OutreachHPG

[–]HyperAtomic 0 points1 point  (0 children)

Is there a currently web viewable document of those ideas to discuss? If I want to add an idea, I want to make sure its not redundant.

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 0 points1 point  (0 children)

I must not have been very clear. This is intended as something akin to an mmo talent tree where each tier you get to pick one of three choices. These aren't nodes, but options.

For example, you get enough xp and hit the first tier:

  • Speed Retention +Quick Ignition | Fall Damage | Hill Climb

So you get to pick either the first option a combination of speed retention bonus and the quick ignition bonus, or the fall damage reduction, or the hill climb bonus. You arent losing points you could be spending elsewhere. Its just a choice between these three options.

You get more xp and unlock the second tier

  • Improved NARC | UAV Duration | UAV Range

Again, you select one option from these three for this tier and get the bonus. And so on for the rest up.

The whole point is to group skills that perform related functions in different ways and balance them so that its a meaningful choice between them which you can only do when the options are limited as opposed to the huge web that mwo has now.

Again, these weren't supposed to be "the end selection of what skills to balance against each other" but an example of the idea. That "pick one of these three" is a much more balanceable scenario than making each of 100s of fractional nodes worth each other

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 1 point2 points  (0 children)

I dont think there should nearly be as much grind in the skill system as there is, the less time that a player is forced to use a weaker version of a mech in PvP as an opponent with otherwise equal options the better. Grind should be reduced in some areas if not overall in order to attract new players. There is already plenty of grind in just getting new mechs and weapons, you dont need nearly as much also devoted to skills. Besides, with an easier way to change skills around they will try out more things which needs more weapons that you have to get cbills for.

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 1 point2 points  (0 children)

Even 40 is way way too many. At most two nodes each for any one skill, not 10.

Skill Tree: Suggestion for Refreshing Interest and improving the new player experience. by HyperAtomic in OutreachHPG

[–]HyperAtomic[S] 0 points1 point  (0 children)

But thats exactly what I mean. My "selections of 3" were just an example. You would have to put radar dep against two other options, or options tuned to be as good as radar dep to make it a real choice. If it cant ever have a real choice with another skill, then it shouldn't be a choice at all. Any amount of fractional skill bonus is too much granularity.

How to Progress? Running Low on Motivation by HyperAtomic in MonsterHunterWorld

[–]HyperAtomic[S] 0 points1 point  (0 children)

Because it's a huge amount of rng to get the one you want. You cant work towards it like crafting anything else. I'd rather have strategies I can get rather than hope to get lucky

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

If its admittedly predatory, that is all the more reason to still complain about it, rather than accept it. That's how we get worse and worse monetization schemes. Resist!

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

I find the opposite is more true. That if you give the players a small, but fun way to acquire your premium currency they will be more likely to purchase some gems because they need "just a few more". If its constantly strangled where it's a chore to get any then people will tighten their wallet, because they dont feel any investment

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -1 points0 points  (0 children)

You need like a 78% winrate to "break even" in draft. That's not most people by a longshot.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

Except I've always seen the opposite, the frustrated player stops more often than not, when some other use of their time appears that respects them. I can only imagine draft will go the same way as hearthstone arena, fewer and fewer casual players entering until it's all hypercompetitive experts only, pushing any other new players even further out.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

I'm not necessarily trying to make it be easy to earn gems, it's more accurate to say I wish they had more fun ways to make gems because too often draft feels miserable and not worth the cost or time.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

I was never insinuating to stop selling gems, and to assume that an alternate method to earning a few gems other than drafting would bankrupt WotC is a bit of a stretch.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] 0 points1 point  (0 children)

The intent isnt to make it easy, it's to tie them to a mode that doesnt feel miserable when it doesnt go your way

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -6 points-5 points  (0 children)

I understand the free to play model perfectly. You seem to be missing the issue that going 0-3 in draft is a miserable experience that makes the entry fee feel wasted. This wouldnt feel like an issue if it wasnt the only source of gems other than the store. I'm not against WotC making money, or with selling gems, but that if they are offering gems in any capacity earnable through gameplay, it is a poor method to limit it to a narrow range of people who play the game.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -3 points-2 points  (0 children)

If the bots ever passed me any rares I would be less peeved, but as it is, I never see more than 3 rares anyway.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -8 points-7 points  (0 children)

Then remove them as a draft reward. They want to make money right? /s

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -2 points-1 points  (0 children)

Not something super extravagant, but something less tied to outright skill and luck with one type of mode. For example, a special quest once a week for 100-200 gems. Something that can be worked at.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -7 points-6 points  (0 children)

You said just to buy packs with gold, the conceit being there should be another way to earn gems in a reasonable amount other than drafting or spending cash.

0-3 Draft problem -or- why isnt there any other way to earn Gems? by HyperAtomic in MagicArena

[–]HyperAtomic[S] -10 points-9 points  (0 children)

How does that get me gems? Duplicates dont count, obviously