Elephant In The Room: Module Prices
#1
Posted 31 January 2015 - 08:16 AM
I understand that PGI is trying its best to make money. After all, this is a business. But I think they are not leaving us any options on the module front. There should be an incentive for us to spend MCs on modules. Since mechs have "Mastery Packs" for various chassis, I don't see why we would have options to buy multiple modules in one package. There could be a "Targeting module package" which includes Target Info Gathering, Radar Deprivation, 360' Retention, and Advanced Target Decay. A package like this could go for 1500 MC. I imagine that people would end up purchasing multiples of such packages as they keep on acquiring more and more chassis.
The number one reason I enjoy continuing on Mechwarrior Online is because I look forward to starting my next chassis to grind. But that is happening less and less frequently. It's not like I don't buy mech packs. I am eagerly awaiting my Resistance (Wrath) pack! But I still want the option of earning more CBills or having a relatively inexpensive option to buy my modules since my precious CBills have been sent to that rather than populating my empty mech bays.
PGI, more mechs means more mech bay purchases and more module purchases. If you make us waste millions of CBills on modules which we end-up misplacing in some errant mech we forgot about, how do you expect us to purchase more mechs (mech bays)?
Please come up with some solution to the module pricing issue. I remember Russ was considering making a new sort of module that would cost less Cbills but would be permanently affixed to a specific mech. This is "a" solution. But I still feel like a better one (which doesn't preclude the former proposal) is to make module packages available via MC purchase.
#2
Posted 31 January 2015 - 08:20 AM
People would start moaning about p2w though like there was no tomorrow
#3
Posted 31 January 2015 - 08:38 AM
#4
Posted 31 January 2015 - 08:50 AM
tortuousGoddess, on 30 January 2015 - 04:16 PM, said:
I feel okay with pretty much every other pricing setup applied to this game through various packages and store prices, but this one particular "feature" which has stood for far too long and only gotten worse with the addition of new modules is a huge, glaring black mark in my eyes. The longer it has stood, the more disgusting and suspicious it looks.
#5
Posted 31 January 2015 - 08:55 AM
tortuousGoddess, on 31 January 2015 - 08:50 AM, said:
Really there's no excuse as to why modules can't be shared between mechs once you purchase them in the same way many games do these days. Especially now that it costs ~20 million cbills to apply modules to a SINGLE mech, the implication that I should have to shell that out for every single mech I have AFTER buying it and building it just so I don't have to hunt them down and switch them around every time I change mechs is absurd and insulting, and simply reeks of being a dirty way to try and nudge players into spending more on MC. The truth is I would be inclined to spend more on this game if this frustrating issue was addressed, and I don't even care about being refunded for duplicate modules. As it stands it just looks like pure laziness at best and devious coercion at worst, and I feel obligated to refuse to dump money or cbills into avoiding this nuisance.
I feel okay with pretty much every other pricing setup applied to this game through various packages and store prices, but this one particular "feature" which has stood for far too long and only gotten worse with the addition of new modules is a huge, glaring black mark in my eyes. The longer it has stood, the more disgusting and suspicious it looks.
#6
Posted 31 January 2015 - 09:01 AM
BUT... we need the little window in the UI that pops out to show the mech loadout... we need that to show equipped modules as well. Plain and simple. (and that pop-out needs to appear faster... it's so bloody slow!)
#7
Posted 31 January 2015 - 09:05 AM
- Keep the price or even inflate it, but let them be used across all mechs like an unlock. This becomes "end game" pursuit and will give people plenty to spend XP and cash on.
- Drop the price significantly; give people multiples of any module they currently have and steer the game more towards trying to kit out each mech and keep it kitted. If they were 25% of the cost (say) people might think of them as more part of a mech build and keep it somewhat static rather than swapping them around.
Both solve the issue of module loading, finding and waiting for the mech to save.
#8
Posted 31 January 2015 - 09:13 AM
#9
Posted 31 January 2015 - 09:19 AM
But an option for searching modules, that would be amazing.
#10
Posted 31 January 2015 - 09:22 AM
NextGame, on 31 January 2015 - 08:20 AM, said:
C-bills are available for MC. However, I think someone worked out the prices and found that the most efficient way to turn MC into c-bills is to buy and sell off a Champion Jenner.
#11
Posted 31 January 2015 - 10:00 AM
#12
Posted 31 January 2015 - 10:05 AM
Personally, I think consumable prices are fine. The other modules, however, I'd rather see priced at 50% of what they are now. That prices Weapon modules at the same level as the DHS upgrade, and Mech modules would more in the range of an engine. As things stand now, you wind up paying more for a module than you do for a fat XL.
Alternatively, add equipped modules to the Salvage calculation. It'd bump up income, helping with the grind and making modules as they're currently priced more affordable. Note, though, that I prefer the price reduction to this alternative.
#13
Posted 31 January 2015 - 10:07 AM
Escef, on 31 January 2015 - 09:22 AM, said:
C-bills are available for MC. However, I think someone worked out the prices and found that the most efficient way to turn MC into c-bills is to buy and sell off a Champion Jenner.
Cicada, actually. I think the Jenner was second most efficient?
http://mwomercs.com/...e-is-math-here/
#14
Posted 31 January 2015 - 10:52 AM
Module cost reduction - NO (As someone who owns only a few modules so far I see them as the end of the line for mech improvement. They're meant to be endgame content after you've XPed the mech out and do not actually cost that much. By the time you've modified and XPed it out, you should have at least half the CBills for modules depending on the mech and what you want in it.)
In my opinion modules are a bad concept in combination with quirks and the terrible balancing we've had. Weapons being nerfed only to be brought back up by the two. It also means that if you don't use modules you're at a disadvantage and the old trade off system was a much better balanced concept (though needed fine tuning) especially with the multiple types of weapon modules available.
#15
Posted 31 January 2015 - 11:10 AM
#16
Posted 31 January 2015 - 11:20 AM
PurpleNinja, on 31 January 2015 - 11:10 AM, said:
I like it from the perspective that it emulates real time 'tinkering' of systems. However the trade off design was much better and more realistic. A laser beam or ballistic weapon that hits farther will have to produce more energy, thus creating more heat. A weapon firing faster (cooldown) would have less time to produce energy, meaning it would go as far.
Improved/Trade Off
Range/Heat
Cooldown/Range
Heat/Cooldown (would allow a great number of weapons to fire at a higher cooldown)
These weren't supposed to be the endgame 'must-have'. They were supposed to be tweaks to the mech's performance in order to tailor a weapon more to a player's style or weapons loadout, to improve the variety of builds.
Edited by MauttyKoray, 31 January 2015 - 11:20 AM.
#17
Posted 31 January 2015 - 11:22 AM
MauttyKoray, on 31 January 2015 - 11:20 AM, said:
Improved/Trade Off
Range/Heat
Cooldown/Range
Heat/Cooldown (would allow a great number of weapons to fire at a higher cooldown)
These weren't supposed to be the endgame 'must-have'. They were supposed to be tweaks to the mech's performance in order to tailor a weapon more to a player's style or weapons loadout, to improve the variety of builds.
The reason the tradeoff design didn't work in the past was because mech modules and consumables never had a downside in the first place, they were just direct upgrades. If you want weapon mods to be sidegrades that's okay, but you're gonna have to make EVERY module like that or else people will just use the ones that don't have weaknesses (like how nobody used the original implementation of weapon mods).
#18
Posted 31 January 2015 - 11:26 AM
master level
"Cooldown" levels 1-5. affecting all weapons
"Range" levels 1-5 affecting all weapons.
make the skill tree a bit more interesting especially since skill points on some mechs are entirely wasted.
C-bills should go to equipment and mechs.
Skill points should make you feel like you are piloting your mech better. knowing its limits and how to tweak it to run better.
#19
Posted 31 January 2015 - 11:30 AM
Brody319, on 31 January 2015 - 11:26 AM, said:
master level
"Cooldown" levels 1-5. affecting all weapons
"Range" levels 1-5 affecting all weapons.
make the skill tree a bit more interesting especially since skill points on some mechs are entirely wasted.
C-bills should go to equipment and mechs.
Skill points should make you feel like you are piloting your mech better. knowing its limits and how to tweak it to run better.
The skill system was supposed to be entirely reworked to become an actual tree requiring a pilot to decide how they wanted to play the mech, gaining better attributes at one thing in trade off for not being better at something else, or a general jack of all trades mech that's slightly better at everything but not great at anything. This change never came and we still have the place holder skill system.
#20
Posted 31 January 2015 - 11:37 AM
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