Sudden Reversal, on 06 April 2013 - 02:31 PM, said:
Your missing the point. There are ways to wrought the system regardless of R&R not matter the number so using it a reason to refute it is futile.
I am not boiling R&R down to a 'stupid broken thing' however, I believe implemented properly it adds way more to this game. In actuality, in my case it gave me more reason to play smart in game as there was a real cost for not performing at peak and maintaining concentration and having some restraint when the situation demanded it.
Now if the phone rings or the cooking needs attention there is zero negative consequences (for me) to my just walking away from the PC. It's only your game play that is impacted. With R&R it is a different story.
By the by, I never used the 75% ammo refill and always auto repaired and rearmed. I also ran whatever build I wanted regardless and more often than not was sporting an XL engine. Sure, dying cost me...meant I had to play smarter. It also meant that I had a better load out than many equivalent mechs I was facing because they didn't want to take the risk.
R&R added depth and that can only be a good thing. Detractors just want a simpler game for the lowest common denominator.
And I could argue that pro-R&R individuals just want an easy pay-2-win solution, too. No, you people simply refuse to come to terms with the facts, those being:
A) This is not a game that allows complex planning or strategy ahead of combat, or large maps with smaller, randomly segregated zones and random entry points. This is an arena-styled game with solid, fun-to-play MechWarrior combat...in its current stage. This may or may not change, but the game is no worse for it. When it works, and the HUD isn't scrambling all over my screen, I have a grand old time with the game, I really do. But what this means is the risk and reward aspect is as someone described earlier: entirely based on your mech loadout, your approach to the combat, your skill level, and a little bit of luck. And that's EXACTLY what it needs to be. When we have enough of a tactical investment in the game to say with confidence that getting killed is entirely based on a player's tactical failures, then we can talk R&R.
B ) There's already a punishment for losing: disappointment, wait time, crappy rewards equaling slower progression. You can take your grind-tacular nonsense in a game like WoW if you really need your fix. It's bad enough already trying to grind up to better gear and experiment with different loadouts, and that's with losing causing you to miss out on 100,000 c-bills that you would have gotten otherwise. I consider my time precious. I have plenty of experience grinding. It's called a job. Get one and see what I'm talking about.
C) There are ways to provide an incentive for playing well and staying alive that don't involve punishing players for having a bad match or a spot of ill fortune.
Edited by Master Maniac, 06 April 2013 - 03:15 PM.

























