Hotthedd, on 17 May 2013 - 01:33 PM, said:
BUT THERE MUST BE A GRIND. It HAS to exist. People can spend MC to reduce the grind. You make the assumption that grinding is some sort of punishment to be endured.
going to disagree with you here. grinding isn't good design - it is, however, risk-averse and proven to encourage microtransactions. the way it does this is through, practically by definition, making the 'advancement' aspect of the gameplay a tedious task that a scrub must will themselves to power through, or break down and shell out cash. To its credit, though, MWO doesn't take every visible opportunity to monetise the advancement process, perhaps acknowledging what must be a temporary system, borrowed wholesale from the working model of World Of Tanks and adopted to flesh out the combat system at early stage of development and deployment.
Unfortunately the borrowed system puts PGI in a difficult spot: should they continue to expand upon just what it is that constitutes 'gameplay' in mechwarrior online, or embrace the comfortable, proven WOT model. And why not? WOT has a lot of subscribers, makes money, and the continuing expansion of the game is comparatively low-effort: introduce some new maps here, some new mechs there and there you go. Every month you publish a mech and raise the end-level gameplay. When one of the producers dropped that 'epics' buzzword in the reddit thread, I nearly shot hot coffee out of my nose. I mean, grind at this point is a kind of excuse for not having much of a clue as to what gameplay proper constitutes beyond team deathmatch. even the 'assault' or 'conquest' modes were sort of hacked together real quick-like.
They've worked out a great combat engine wrapped in battletech IP, but with respect to the actual gameplay, or what makes this an MMO instead of a 24-player team deathmatch with a lobby that harkens back to the days of Mplayer and gamespy.. yeah, there's sort of not much coming there. And any time they answer player questions, the few pearls of wisdom dropped as to how the broader systems set to give any of it any real meaning or sense of purpose are going to work, stuff looks anywhere from 'underwhelming' to 'are you f-ing kidding me?' Case in point, the bits dropped about factional warfare essentially consisting of the same stuff we're already doing now, except that - ARE YOU READY FOR IT? - some faction gets POINTS out of it. And if they have MORE POINTS than some other faction they are at war with - holy jesus, you can..buy a leet flavour of magna hellstar ppc? presumably somehow better than the off-brand variety. or something. Let alone the whole "merc corps running premium time having to bid mc to possibly win MC" - the whole bit where you've to infuse cash into a system to play for make-believe money.
Ayway, I havent seen any of it so far, none of us have really. But what is on the table for the first roll-out of community warfare does not appear to be much besides what we have right now, except with an imaginary starmap of the inner sphere (but you're dropping on..the same maps and it plays same as instant action.. And maybe as an 8 or 12 man against another at a set time with money wagers.)
and thats all so far. tl;dr: grind is all we have because, deathmatch aside, no actual gameplay has been designed yet. to make things worse, current model discourages developers from ever investing serious resources in creating that gameplay. instead they can create hero mechs, champion mechs, epics or whatever the f- else, some maps, ????, profit
[Redacted]
Edited by Egomane, 18 May 2013 - 01:00 AM.
Removed image