wanderer, on 28 November 2012 - 09:49 AM, said:
The Trial 'Mech mechanic is a mechanic by which new F2P players are stuck in inferior machines with a matchmaker that pits them against experienced opponents in superior customized designs, who then play kick the can with their shiny metal butts until they grind their way up to something they can actually rebuild themselves. Which nowadays, you see people rapidly not-playing to get to the point of having their own customs, because any fool can figure out in a hurry that the guy in the custom is playing at a clearly different level than they are in a Trial.
The entire experience would be entirely superior in player retention if they'd just have smiled, given new players a Commando (later, the Flea as another option) and let them build their own ride from the ground up. Like they originally planned. And hey, they'd have more people already ready to paint their own ride and slap a hula girl in it.
Cause y'know, that sorta microtransaction is useless to people in Trials. Oopsie.
Then suggest an alternate system which has the same limitations in place (Players without money to buy Mechs or afford repairs have an ability to earn money by putting time and effort into a process rather than having something handed over to them)
I don't see placating to the "I want something for nothing" crowd. It's like people saying "Why am I not a rock star" when they haven't even learned how to play a guitar yet. You gotta walk before you can run.
And at ANY given point they can spend money for the convenience of getting the Mech they want.
I'm not saying there may not be a better way vs. how PGI has implemented it, but nobody has even suggested a viable alternative IMO.
Killkie, on 28 November 2012 - 09:57 AM, said:
When I triple the damage of my next best teammate, It's kinda obvious who carried the match. 800 points is not an exaggeration.
I'm not sure what it means to quote me after you make a response (usually you quote someone and provide a response after it) but assuming your statement before my quote was in response to my message:
Yes, damage is a more accurate method of determining your value in the game. My point is that kills are not. A lot of people put emphasis on their KDR, but a Kill in this game simply means "I got the last shot in". I'd be more interested in knowing a person's DDR (Damage/Death Ratio) as an indicator of their abilities.