I think both PGI and some players are wrong in their beliefs that adding layers of complexity into the game is the solution to balance. The fixes only serve to make the game less accessible and more unattractive to new players. The best solution to the problem is NOT more resource management or added layers of artificial depth. From my experience trying to get people interested in playing MWO, most people who come from WoT or other FPS games already complain that the game is too complicated, hard to understand and not newb-friendly. I understand that to us Battletech fans it doesn't seem that difficult but to a player new it is quite daunting. PGI does not want this.
I enjoy playing this game and I want it to last, I want new players to keep joining and buying MC so that PGI can make money and continue to develop and expand on the game. I don't want it to be a small obscure game driven by the wishes of entitled and elitist hardcore fans.
Let's take a well known example in the F2P gaming community, LoL vs DotA:
DotA is well regarded to its fanbase because of the complex and deep levels of strategy involved. But the downfall is that the systems involved are so esoteric that it is unfriendly towards new players, one needs to learn systems such as denying the opponent CS, leashing jungle camps to reset spawn timers, and complex heros etc which are ESSENTIAL to winning.
LoL is similar to DotA but simplified the model to make it more accessible to new players by removing the more tedious elements and streamlining the interface. This is GOOD because although the game is easy to learn at face value, it is still difficult to master. People start having fun right away and it scales in difficulty as you get better.
Right now the problem is that MWO is difficult to learn and easy-medium to master. New players either can't get past the hump of figuring out how to build a decent mech, or once they figure it out, they get bored because there's nothing to strive for afterwards. Adding a artificial heat limiter (PGI's idea) or a target computer overload value (Player idea) will just add another unnecessary layer of information that will only serve to frustrate and confuse players.
I think that after the initial balance problems, PGI has learned their lesson in that making broad sweeps and big changes results in disaster (ECM, PPCs, LRMs). They have recently taken a much more measured approach to game balance (recent LRM patch) which has been successful in my opinion.
Demanding that PGI make big changes that some random guy thought up is not what I want. I want PGI to keep doing what they are doing, making small balance changes and tweaks and spending their development time on things that matter like CW and 12v12 because that is what will make me spend money on the game. I don't want them to waste time on a new system that may or may not work to improve the quality of my
BOTTOM LINE:
The problem with this game isn't balance, the problem is that there is no endgame or content for people to strive for. People just whine and cry about balance because that is all they have to focus on since due to the nature of how easy it is to max yourself out in this game: all there is to do is endlessly grind c-bills/xp on the same maps over and over again. That's why new content is badly needed.
If the MWO team focuses on constant player requests for balance and implementing complex arbitrary systems it will leave them with less time and resources to expand this game in the areas that it needs to be expanded. If PGI gives in to the wishes of the loudest complainers, then they will be setting a bad precedent of appeasement instead of working on adding content to give veterans something to achieve and streamlining current content to attract new players.
Edited by Duck Butter, 24 June 2013 - 05:09 PM.



























