Fut, on 10 April 2014 - 08:30 AM, said:
God dammit. People need to stop trying to force the idea that MWO is P2W.
Hell, even in your own comment you mix up the meaning of P2W. Unless these paying-players are buying things that I don't even know about in game...
Sure people who pay $$ can afford things quicker than those who don't, but that's all - everything is still available to the F2P group.
Whoo, wait.
I only said that a specific element of this game (consumables) has some P2W attributes. I never said that MWO itself is pure P2W. I would not play the game if this would be the case. And i also said that those P2W attributes are acceptable as long as they are the only ones.
I thought i made it clear enough that the P2W in this feature lies not in it's general availability. You are right, a free player has access to everything. But you ignore the psychological factors i tried to explain in my post.
When a feature like consumables is expensive enough to shrink the cbill-income to a degree that a player needs to play twice as much or even longer to buy the next thing on his wish-list, then he will likely not use the feature unless his wish list is empty.
Or he will use it only very conservatively. But i guarantee you that most free players will NOT spam expensive consumables because they rather want to earn some cbills to progress further in the game.
2 strikes cost 80K, so you need quite a good game to net more than a few bucks. Most players will not receive 80K for a loss and many will not receive this amount even for a win.
And a strike needs to hit very hard to generate significant cbills, you can be glad if you receive 5-10K for damage and component destruction. The average strike will probably generate less than 5K cbills.
But the paying player can always afford to spam such consumables without having to worry about his progress.
To make it very clear to the point:
Free player: not motivated to not spam consuables because it greatly reduces progress or even negates it
Paying player: has no problem spamming consumables because progress is not influenced
And because consumables are very powerful (especially the strikes) and can easily influence the outcome of a match, i indeed see a problem when only payers are motivated to use them frequently.
You can buy power which the free player is also able but unwilling to do. And for me such psychological barriers are almost equally problematic as availability barriers and therefore are P2W too. Maybe on a smaller and acceptable scale, but it stays P2W.
Edit:
And to repeat myself: I'm okay with such small P2W elements. But i'm not okay with adding more of those elements like the implementation of RnR we had in beta because those small P2W effects add up.
Edited by Daggett, 10 April 2014 - 10:08 AM.