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Balance Expendables With Cost Not Power


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#1 Glythe

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Posted 06 March 2013 - 06:24 AM

You can play this game without MC and it's just fine. That's true up until the point when the consumables hit and change the game dynamic.

I propose that you guys make the CB versions of expendables equal in power to MC versions. Let us the players decide if we want to pay MC for a permanent reusable module or pay for disposable CB versions. Now granted the module should cost 500-1000 MC if it is going to be permanent. On the flip side make the CB versions something that cut into players profits if they use them too often (maybe 15,000-25,000 per use or more).

This dynamic already exists in the game right now as I can walk into the game and buy an Atlas with $$$ if I want. Or I can wait through the grind and have one after I have earned enough CB. If you make either version function only once per match then both players have equal change to bring the same thing into the game.

To date there are no OP hero mechs that put all the regular mechs bought with CB to shame. You could have done that and we are happy that you have not. Please do not bring an imbalance of power between customers.

Please keep this game fair to all the players.

Also remember that expendables might encourage some players to buy premium so that they can afford to use them often.

#2 Lykaon

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Posted 06 March 2013 - 11:43 AM

I think your potential solution is elegant and still provides incentives to purchase the items with MC.

Buy a coolant pod for C-bills and it requires X amount of C-bills and 1 modules slot and cools for Y% of total heat for one use.

Buy a coolant pod for MC and it also requires 1 moduels slot and cools for Y% of total heat for one use per match as a permenant feature.


The MC purchase now falls in line with the previous dynamic of MC buys convienance while C-bills will earn you the same for more time invested.

I would likely make MC purchases for these items if they were permenant features I will not be spending MC for one shots that are slightly better than c-bill versions I get for free.

#3 MustrumRidcully

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Posted 06 March 2013 - 11:48 AM

The problem with the solution is - It provides no incentive to keep spending MC. And I believe PGI (or is it the publisher, IGP) really want something that people keep buying. That's probably why we started with non-permanent colors, too. But it didn't work, people didn't want that. Consumables are another try.

We need to give PGI a good idea for stuff they can keep selling. Not by getting more players, but by selling to the same player.

#4 Yokaiko

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Posted 06 March 2013 - 11:56 AM

View PostGlythe, on 06 March 2013 - 06:24 AM, said:

You can play this game without MC and it's just fine. That's true up until the point when the consumables hit and change the game dynamic.

I propose that you guys make the CB versions of expendables equal in power to MC versions. Let us the players decide if we want to pay MC for a permanent reusable module or pay for disposable CB versions. Now granted the module should cost 500-1000 MC if it is going to be permanent. On the flip side make the CB versions something that cut into players profits if they use them too often (maybe 15,000-25,000 per use or more).

This dynamic already exists in the game right now as I can walk into the game and buy an Atlas with $$$ if I want. Or I can wait through the grind and have one after I have earned enough CB. If you make either version function only once per match then both players have equal change to bring the same thing into the game.

To date there are no OP hero mechs that put all the regular mechs bought with CB to shame. You could have done that and we are happy that you have not. Please do not bring an imbalance of power between customers.

Please keep this game fair to all the players.

Also remember that expendables might encourage some players to buy premium so that they can afford to use them often.


What I have been saying all along.

#5 Monky

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Posted 06 March 2013 - 12:24 PM

There are a huge variety of paths that provide both profit for PGI and balanced gameplay unlike the one the Devs have currently settled on.

Just off the top of my head; limited # of uses free per day or week

In this option, a player receives about 5 or so consumables for free a day (or 15-20 a week). These are identical to the payed option and cannot stockpile past a certain number (if daily cap at 5 if weekly cap at 15-20). In order to keep using them, you can either pay a gold or c-bill price. The C-bill price is high, but balanced out by the presence of free ones so you don't feel it is mandatory (player happiness +1). The MC price is low and provides a steep discount in conversion rates, and feels like a good bargain (player happiness +1). If you have premium already, you have a further discount encouraging premium purchases.

this model allows free/casual players to try and get hooked on the items, and they have the choice whether to use the free ones or not. If they absolutely must refill without paying, they set themselves back c-bill wise. There are some people out there with millions of c-bills who this likely will not affect, but that is a pooch already screwed by poor prior matchmaking/economic management, and we can't sit there and screw over future players because of that. The incentives for premium accounts are key; save money and get more overall deals are winners, and it gets people exposed to having a premium account.

Edited by Monky, 06 March 2013 - 03:40 PM.


#6 Homeless Bill

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Posted 06 March 2013 - 01:04 PM

This is the best solution I've seen proposed for this problem. It ensures that the MC-only version isn't functionally better, but the continued cost of the C-Bill model encourages players to purchase the MC version. Bravo.

#7 Enig

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Posted 06 March 2013 - 02:00 PM

I also like Monky's solution to where you have a certain number of uses per week for free (once per match as well), and anything past that limit would need to be paid for with MC.

#8 Nonsense

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Posted 06 March 2013 - 03:06 PM

View PostMustrumRidcully, on 06 March 2013 - 11:48 AM, said:

The problem with the solution is - It provides no incentive to keep spending MC. And I believe PGI (or is it the publisher, IGP) really want something that people keep buying. That's probably why we started with non-permanent colors, too. But it didn't work, people didn't want that. Consumables are another try.

We need to give PGI a good idea for stuff they can keep selling. Not by getting more players, but by selling to the same player.


*GASP* I guess PGI will have to continue releasing actual content if they want people to keep spending $$ on MC!

#9 Tombstoner

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Posted 06 March 2013 - 03:17 PM

View PostNonsense, on 06 March 2013 - 03:06 PM, said:


*GASP* I guess PGI will have to continue releasing actual content if they want people to keep spending $$ on MC!


or just make it so its attached to one mech bind on equip if you will.

Edited by Tombstoner, 06 March 2013 - 03:17 PM.


#10 Zerstorer Stallin

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Posted 06 March 2013 - 03:49 PM

How about we stay away from expendables and keep this game less like MechAssault?

Edited by Zerstorer Stallin, 06 March 2013 - 03:49 PM.


#11 Glythe

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Posted 06 March 2013 - 05:27 PM

Don't be hating on MechAssault..... that game actually had clan tech and double heat sinks in the mechs. While the picking up of powerups did ruin that game for a mech experience it was still fun for what it was.... an arcade game.


As for making you want more than one there is an obvious solution: Assault mech coolant flush, Heavy mech coolant flush, Medium mech coolant flush (see a pattern?) and light mech coolant flush.

There is also the 4 mech drop mode coming out. If you don't have 4 sets of modules/engines (some people have that 300XL that really get around) then you're going to be behind the curve.

I think most people have no problem with a permanent item that is equal to the other version. This proposal presents the need for up to 16 permanent modules for one person. Let's say the new module in a permanent form was 500 MC. That's at least an extra 2000 MC from every player assuming they have one mech of each type.


Start adding new modules and you've got an endless supply of things for people to use MC to buy permanently.


Got any more problems PGI? I'll be your man.

Edited by Glythe, 06 March 2013 - 05:49 PM.


#12 WolvesX

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Posted 09 June 2013 - 11:26 AM

I don't understand this.

#13 PEEFsmash

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Posted 09 June 2013 - 11:32 AM

View PostWolvesX, on 09 June 2013 - 11:26 AM, said:

I don't understand this.

I don't get it either. Is this thread a call for pay-to-win functionality?

#14 Levi Porphyrogenitus

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Posted 09 June 2013 - 02:20 PM

This thread is a necro and references an obsolete set of rules for consumables.

Since every consumable in-game currently has an MC version, a weak C-bill version, and an upgraded C-bill version (that requires GXP to unlock and matches the MC one exactly), the basis of this thread is no longer relevant. Let it die in peace.

Edited by Levi Porphyrogenitus, 09 June 2013 - 02:21 PM.


#15 Homeless Bill

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Posted 09 June 2013 - 02:26 PM

View PostWolvesX, on 09 June 2013 - 11:26 AM, said:

I don't understand this.

I don't understand why you would feel the need to necro an obsolete thread. You are a terrible person.

#16 Zerberus

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Posted 09 June 2013 - 03:20 PM

Let the expendables have power. the more the damage the others cause before dying, the less I have to mop up. :D

Oh, you mean CONSUMABLES :(





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