R&r, Tech Fees, And Salvage Oh My
#261
Posted 28 July 2014 - 02:36 PM
>>>"It is a punishment"
Again, no it is not. No amount of semantic games of victimhood is going to change that. If we're going to play word games, let's call it a "stupid tax" because it taxes stupid play. I find that harsh, a mislabeling of the situation, but this is in the spirit of playing word games.
>>>"I don't care."
Actually, you care quite a bit or you wouldn't have responded to this threat to easy cbills and consequence free bad play.
>>>"New players can't make that statement, can't effectively compete with inferior equipment, don't get to choose their circumstance, and wouldn't be able to afford the equipment to make better build choices"
No veterans choose their circumstances either. They build them or react to them. All new players become veterans unless they quit. This is not a disincentive to play. It is a consequence of gameplay. Also, look at how Sandpit advocating protecting new players, easing them into the CW R&R environment. I suspect very few detractors from his position have read it, or the other posts supporting it.
>>>"I'll just buy more mechs and mech bays to circumvent the timers."
Good idea. PGI and their bank accounts will thank you for your support. Proves my point this doesn't damage the F2P concept, and moves more to Pay 4 Impatience, or Pay 4 Convenience business models.
>>>"It doesn't make PPC/Gauss/AC combos any less effective in combat"
Nope, but makes the more expensive to replace, repair, buy and own by pricing them appropriately. This is called a 'market force' able to be learned in any high school economics class. It will limit it's use on the field if suddenly a Gauss costs as much as an XL engine, that's for sure. Makes it very tasty to salvage whole too. I also never said this would change their functionality in the battlefield, only the number of them out there would be reduced.
>>>"As I pointed out further in my post, the costs of getting started with the game past trial mechs was so bad for new players that PGI implemented the cadet bonus just to give starting players a leg up on getting to customization and the real "fun" of MW:O. Your changes make the new player experience even worse which I will vehemently oppose."
Never saw anyone advocate getting rid of the cadet bonus. in fact, I've seen it hinted at EXPANDING or INCREASING it.
>>>"Even scaling the costs based on mech build doesn't matter. I don't care how much it costs for R&R, up to the point I just stop playing entirely because it becomes stupidly expensive to play due to bad R&R mechanics getting in the way of the game."
Okay. :::shrugs::: We do have the idea of 'arena' mode which would be just the same as old fashioned play we have now... just with lower payouts and longer grind since you're not really risking anything. So... there's that. In lieu of quitting.
>>>"How about we keep the R&R concept scrapped"
That's up to PGI, but my opinion is solidly 'no'. It's a 'bleep no!' for no R&R in CW.
>>>"Make balanced BattleTech tabletop type builds the best builds to take into combat and that's what you'll see in the game."
Because it's been shown time and time again, all the way back TO playing TT that the stock builds are not always best and should never artificially be made so. Ever.
Talk about killing one of the greatest benefits of this game: customization.
Yes, charging a new player 250k when you earn maybe 75k-100k for a bad match would be a big deal. You would drive all new player traffic away when they can't pilot the shiny new mech they just purchased with their cadet bonus because they are still learning the game and have consistently bad performance because they are still learning.
Then they should join a Faction/Clan/Merc unit that will pay their costs, OR stick to the Solaris VII arena and accept the lower payouts as standard till they feel they want to risk CW. Again, nobody's advocating getting rid of the Cadet bonus or reducing it.
>>>"Sure, you can throw in real money to get past the "pay wall" quicker, although if you want a good case study in what this looks like for new players, go look at the backlash over EA's Dungeon Keeper for mobile and the dig speed rates."
Never heard of that game or 'dig speed' issues. What you're talking about is P2W I suspect, and I'm against that. Real money should not give ingame performance bonuses beyond purchasing. And if people abuse the system, well, sorry to say this but PGI will have to choose either greed or balance for a dynamic economy, flooded with currency will suffer the effects of inflation. Of course, if the contracts are negotiable, then the contract payout would rise too like all other costs. Again, this is Economics 101.
>>>"This is why I said you would have to prop up R&R with a percentage of free repairs to prevent players from going in the hole with a bad match and a "worst case scenario" of zero net gain after repairs if you truly had a dismal match performance."
You're ignoring the points made about having Factions/Clans/Mercs pay R&R costs as part of the contract. It's those who choose to lone wolf it who are going to have to foot their own bill like a trucker being an Owner Operator. Yes you get the freedom and higher pay, only the cost is responsibility. Sci Fi example? Firefly. Mal had to keep working harder and harder to stay free and ultimately, he was doomed because of the choices he made and would have had to knuckle under or find a way to become master of his own destiny.
>>>"For me, I'd still continue to run LRM boats and pin point damage meta builds because I can afford to do so. Again, what's the point of R&R when it doesn't stop the min-max builds and just burdens the new and unskilled player?"
Just like in the real world, success breeds copycats. The prices to be and maintain being a copycat rises and becomes harder and harder till people start dropping out because it is too hard or they find a more profitable way. SOmeone discovers the next awesome meta build. Prices on all things attached to it rise as demand goes up. Maintenance costs (something nobody's been paying attention to) go up too. This will decrease the amount of these monsters seen on the field slowly but surely the same way as making JJ less effective and more damaging landings are changing the meta now too.
>>>"No problem, myself and any other "whales" still playing MW:O at that point will circumvent your economy (If it is even required) and use real money transactions to purchase any weapons/equipment/ammo replacements we need regardless of the C-Bill price."
So you'd deliberately try to destroy the game out of spite because it's not consequence free? Hmmmmmm. I dunno. Sounds an awful lot like the Goons before they got banned. Also, go ahead and use real money. PGI will thank you for it, it proves my point that a dynamic economy is a good thing for PGI's finances, they can expand and do more stuff for us. Inflation hits, costs rise, contract payouts rise, the system equalizes over time. Again, Econ 101.
>>>"high skilled players and/or the ones with fat wallets with the top end equipment will eventually drive up the price high enough that you would damn near have to pay real money to get competitive mechs onto the field. If you limit the numbers available, the top end players buy up all the available stock, leaving nothing left for anyone else."
No, I've met more than a few noobs with thousands of dollars to spend on this game on a yearly basis who aren't good but are having fun. As has been pointed out, MC buys Cbills, ergo even new players can have the best toys. I'm sorry, but this undermines your argument. Also, inflation happens and deals with all the MC/CBill conversions along the supply and scarcity lines. Any pain is short term and temporary, because I doubt people will keep doing this out of spite either.
In any case, I do not see any evidence that a dynamic economy coupled with R&R and Salvage for a portion of the MWO universe will be harmful to new players. It will create a more full experience by introducing a life outside the cockpit which most players I know, want. We're bored with Mechlab - Drop - Mechlab - Drop - Skill tree - Mechlab - drop.
We want more, and CW is it but that means consequences. Big scary consequences for making bad decisions, or go hide in the gladiatorial arena.
#262
Posted 28 July 2014 - 02:38 PM
You want consequences for having control of certain planets and so on. That has nothing to do with an economy. Nothing. You want people to play cheaper mechs? Sure, that has to do with an economy. It's a bad goal and so anything that encourages it is bad, but that's a completely separate matter. It has nothing to do with CW's complexity. You don't even need CW to ruin the game with it.
#263
Posted 28 July 2014 - 02:42 PM
Wintersdark, on 28 July 2014 - 01:29 PM, said:
Hell, all of Phase 1 for community warfare can be summed up under one word, as it exists in MMO's everywhere: "Guilds" (except with, if anything, less functionality)
And the reason why they need much much more.
#268
Posted 28 July 2014 - 06:50 PM
Squally160, on 28 July 2014 - 06:45 PM, said:
Well, you did have to think about installing it at one point...
LOL... and thought of uninstalling at points too.
Not quite the mental challenge I was looking for in a MW game. I would like a little more depth on that front, please. And hence why the desperate need for a dynamic Community Warfare beyond 'leaderboard' guilds.
BTW, my unit, the Seraphim, many of us got so fed up with waiting for Community Warfare, we decided to fake the funk and do our own blending the traditional RPG with the whole R&R costs, salvage, personnel costs, transport costs and other aspects of the old TT game in with MWO drops and making our own mini-merc corps.
So far, so good.
Edited by Kjudoon, 28 July 2014 - 07:48 PM.
#269
Posted 28 July 2014 - 07:55 PM
Kjudoon, on 28 July 2014 - 06:50 PM, said:
LOL... and thought of uninstalling at points too.
Not quite the mental challenge I was looking for in a MW game. I would like a little more depth on that front, please. And hence why the desperate need for a dynamic Community Warfare beyond 'leaderboard' guilds.
BTW, my unit, the Seraphim, many of us got so fed up with waiting for Community Warfare, we decided to fake the funk and do our own blending the traditional RPG with the whole R&R costs, salvage, personnel costs, transport costs and other aspects of the old TT game in with MWO drops and making our own mini-merc corps.
So far, so good.
I agree. Im excited for what CW could be. Ive been waiting for it. I think if they implement even a fraction of some of teh community ideas it will be a good thing.
Sadly, I do not have very high hopes. I wish it was different, but well... PGI.
#270
Posted 28 July 2014 - 11:13 PM
Sandpit, on 28 July 2014 - 01:18 PM, said:
And this will almost always be the case if there ever is an economy in CW... no wait, forgive me for saying that, i meant to say that it will always be the case for people that win consistently and will end up pushing everyone towards having to run every single bell and whistle, or have superior numbers, but since MWO's matchmaking is hardcoded for 12v12 the latter will never happen.
P.S. most of my experience with this matter comes from my couple years playing Tinywarz/Drop Shock, and talking to it's high profile players there.
#271
Posted 29 July 2014 - 03:09 AM
Repair and rearm.
It makes them care about not getting wrecked.
It makes them hesitate about the suicide rush, for the sake of it.
It makes them more tactically competent with their machine and they may actually feel the value of their Million dollar mech.
It makes people ponder cautiously about their mech loadouts, as missiles and ammunition can be expensive. More careful shots. More careful maneuvers.
Economy effects the player, to effect change in the way the game is played. Who cares about the ticker number climbing. If you want to feel for your machine and experience you HAVE to pay the piper.
With the current economy, we have an arcade pew pew with mechs. Things change when your ammunition and armour needs to be replaced.
CW must have a RR system or we'll have the drops we are currently spamming.....and all the raise that little %.
Create a large achievement roster with ACTUAL rewards, not the piddly crap we currently have and you'll have a good system.
Edited by KOMMISSAR KITTY, 29 July 2014 - 03:13 AM.
#272
Posted 29 July 2014 - 03:41 AM
Probably this has been suggested countless time. If this is the case, think of this as my agreement to this proposal..
A way to introduce R&R in CW in a simple and effective way could be this:
-Loyalists: their House produces some 'Mech designs (like Dragon, Jenner and Catapult K2s for Kurita, Awesome, Stalker, Spider for Marik..) as they have factories in their territory. Thus, a Marik MechWarrior would have as standard issue one of such 'Mechs; this is translated in game terms by NOT having to pay any repair and rearm fee, as the regular army would have supposedly an abundance of spare parts and ammo and will replace standard military 'Mechs and ordnance, as well as paying for repairs.
However, if a Marik MechWarrior pilots a Catapult C1, salvaged during one of many Marik-Liao border skirmishes, he will have to pay from his own pocket for rearm (and maybe also repair) as the Free Worlds League Military will not replace any non-standard equipment. However, if the FWL manages to capture one of the few factories that produce Catapults in the Capellan Confederation, the Cat will be available as standard issue for FWLM units, thus the military will be able to replace damaged or destroyed 'Mechs and will replace ammo and destroyed equipment, as well as repair them. The MechWarrior will not be required anymore to pay personally for R&R.
This means that the more factories you capture the more 'Mechs you will have easily available for your faction instead of being only available at high prices on the black market and having to pay R&R for them. This should give more meaning to capturing planets with factories.
New players choosing to be loyalists could choose either Trial 'Mechs (which would be free of R&R) or standard issue 'Mechs, also free of R&R. The latter would let them having customized 'Mechs without paying any fee. When they start getting more money, they will be able to buy more 'Mechs on the black market and afford their R&R fee.
I am not sure about how it works in the current real world militaries, but i believe that if you lose your rifle in combat, you should get a replacement, but if you want to use your own rifle you bought or a weapon you might have taken from the enemy and you lose it, you will always get your standard issue rifle, so i hope the Loyalist system makes sense.
-Merc Units: if you are part of a merc corp, your unit should pay for your equipment, however in MWO part of a unit's maintenance cost will be paid via "taxes" that the players who are part of that unit will pay. In this way, they indirectly pay for R&R , though this system ensures that poorer players can pay less taxes (if this will be allowed for the unit leader) and the richer ones more. It also gives more meaning to the maintenance expenses of a merc unit, literally a price the players will have to pay to have their own unit controlled by them rather then by the faction.
Another way would be just to make mercs pay full R&R as they are not Wolf's Dragoons and they do not have orbital factories producing their own 'Mechs. This would reflect the difficulty for mercs to keep efficient their equipment. The first system, however, makes more sense from a logic, canon and real word point of view.
-Lone Wolves: they are an interrogative. As new players are in this category (and i expect many players who are not interested in factions or part of an unit will stay in this category) they may be penalized too much if they had to pay R&R. However, as they are basically lone mercenaries, using maybe a 'Mech handed down in their family generation after generation, it would make sense to have them pay for repair and rearm.
Do you have any ideas for them?
#273
Posted 29 July 2014 - 04:58 AM
#274
Posted 29 July 2014 - 07:21 AM
A campaign game mode would like this. One side is considered the Attacker and the other the Defender. The match consist of a multiple maps and game modes. The attacker must beat the defender on all of the maps to win or be able out last the opposing team. The defender must beat prevent the attacker from winning on the last map. Once the attacker wins on the first map, they advance to the next map. If the attacker loses they go back to the first map. If the defender wins on the first map they keep playing on the first map until the attacker runs out of R&R or the defenders wins 3 time in a row without the attacker leaving. It the attacker wins on the first map and is pushed back to it, the defender winning on that map ends the game. If the attacker wins on the last map, the attacker wins. If either team runs out of R&R on a middle map, the team with the most R&R remaining wins.
Example:
The Nurf Herder mech company has a contract to attack planet Hoth which consists of the following maps and modes. First map is Forest Colony Snow Assault, then Alpine Conquest, and then Frozen City Skirmish. To accomplish this the Nurf Herders are given a 5 million c-bill R&R budget that can be used between battles. At the exact same time the Imperial mech company has a contract to defend Hoth with the same 5 million R&R budget. Some example battles:
Outcome 1
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Forest Colony): Imperial defeats Nurf Herders. Imperial wins the game and gets any remaining R&R from both sides as a bonus.
Outcome 2
Battle 1 (Forest Colony): Nurf Herders defeat Imperial. Nurf Herder gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Alpine): Nurf Herders defeat Imperial. Nurf Herder gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Frozen City): Nurf Herders defeat Imperial. Nurf Herders wins the game and gets any remaining R&R from both sides as a bonus.
Outcome 3
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Nurf Herders defeat Imperial and Nurf Herders get a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Alpine): Nurf Herders defeat Imperial and get a salvage bonus. Both sides R&R.
Battle 4 (Frozen City): Imperial defeats Nurf Herders and get a salvage bonus. Both sides R&R.
Battle 5 (Alpine): Nurf Herders defeat Imperial but Nurf Herders do not have enough R&R to refit. Imperial wins the game
Outcome 4
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Nurf Herders defeat Imperial and Nurf Herders get a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Alpine): Nurf Herders defeat Imperial and get a salvage bonus. Both sides R&R.
Battle 4 (Frozen City): Imperial defeats Nurf Herders and get a salvage bonus. Both sides R&R.
Battle 5 (Alpine): Nurf Herders defeat Imperial but Imperial do not have enough R&R to refit. Nurf Herders wins the game.
This type of game mode makes the loadouts matter but does not punish the players between games.
#275
Posted 29 July 2014 - 07:45 AM
One thing I wanted to chime in on that many have given in their examples. Based on PGI's entire business model, I sincerely doubt we'll ever have full mechs salvaged. You run into issues with hangar bays, losing revenue (lets face it, the mechs are the big money makers for PGI), etc. So I don't see us ever salvaging a full chassis.
LP:
Remember, PP buyers got FIVE medallions. It was also discussed that jumping form faction to faction and maxing out those LPs was a way to work up to Wolf's Dragoons so I don't see PGI making LP into a "currency" but more of a way to "rank" up in a faction to earn discounts on certain chassis. It would be nice if THAT were tied to planetary control as well but no idea at this point.
This is mostly theorycrafting but it's based on what's been said by the devs thus far and how they run their business model.
SirMad, on 29 July 2014 - 04:58 AM, said:
nope to....?
salvage?
techs?
R&R?
Economy?
stuff like that is "funny" but it hardly contributes anything to the conversation
VanillaG, on 29 July 2014 - 07:21 AM, said:
A campaign game mode would like this. One side is considered the Attacker and the other the Defender. The match consist of a multiple maps and game modes. The attacker must beat the defender on all of the maps to win or be able out last the opposing team. The defender must beat prevent the attacker from winning on the last map. Once the attacker wins on the first map, they advance to the next map. If the attacker loses they go back to the first map. If the defender wins on the first map they keep playing on the first map until the attacker runs out of R&R or the defenders wins 3 time in a row without the attacker leaving. It the attacker wins on the first map and is pushed back to it, the defender winning on that map ends the game. If the attacker wins on the last map, the attacker wins. If either team runs out of R&R on a middle map, the team with the most R&R remaining wins.
Example:
The Nurf Herder mech company has a contract to attack planet Hoth which consists of the following maps and modes. First map is Forest Colony Snow Assault, then Alpine Conquest, and then Frozen City Skirmish. To accomplish this the Nurf Herders are given a 5 million c-bill R&R budget that can be used between battles. At the exact same time the Imperial mech company has a contract to defend Hoth with the same 5 million R&R budget. Some example battles:
Outcome 1
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Forest Colony): Imperial defeats Nurf Herders. Imperial wins the game and gets any remaining R&R from both sides as a bonus.
Outcome 2
Battle 1 (Forest Colony): Nurf Herders defeat Imperial. Nurf Herder gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Alpine): Nurf Herders defeat Imperial. Nurf Herder gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Frozen City): Nurf Herders defeat Imperial. Nurf Herders wins the game and gets any remaining R&R from both sides as a bonus.
Outcome 3
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Nurf Herders defeat Imperial and Nurf Herders get a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Alpine): Nurf Herders defeat Imperial and get a salvage bonus. Both sides R&R.
Battle 4 (Frozen City): Imperial defeats Nurf Herders and get a salvage bonus. Both sides R&R.
Battle 5 (Alpine): Nurf Herders defeat Imperial but Nurf Herders do not have enough R&R to refit. Imperial wins the game
Outcome 4
Battle 1 (Forest Colony): Imperial defeats Nurf Herders. Imperial gets a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 2 (Forest Colony): Nurf Herders defeat Imperial and Nurf Herders get a salvage bonus for controlling the battlefield. Both sides R&R.
Battle 3 (Alpine): Nurf Herders defeat Imperial and get a salvage bonus. Both sides R&R.
Battle 4 (Frozen City): Imperial defeats Nurf Herders and get a salvage bonus. Both sides R&R.
Battle 5 (Alpine): Nurf Herders defeat Imperial but Imperial do not have enough R&R to refit. Nurf Herders wins the game.
This type of game mode makes the loadouts matter but does not punish the players between games.
CW is supposed to be a campaign though, that's where the need for an economy come in. Just to clarify, again, this is a CW suggestion
#276
Posted 29 July 2014 - 07:55 AM
My suggestion FIRST AND FOREMOST IS:
MAKE IT OPT-IN, TWEAK #S CONSTANTLY UNTIL IT WORKS RIGHT, THEN APPLY IT TO ALL.
Otherwise, this will continue to be a cluster**** of mass proportions when the key issues that plagued the system (abuseable, anti-newbie friendly, reinforce winning vs tanking).
That is all.
#277
Posted 29 July 2014 - 08:27 AM
Sandpit, on 26 July 2014 - 10:18 AM, said:
Completely agree, and made a detailed post of this myself, though I am too lazy to look it up right now.
Sandpit, on 26 July 2014 - 10:18 AM, said:
Interesting idea. I was initially against it, but it grew on me as I read your explanation. Still not fully on board, but it is a good start.
Sandpit, on 26 July 2014 - 10:18 AM, said:
I completely support, except for one notable distinction: Component destruction should not give a bonus to salvage. Instead, the only items available for salvage should be items that are NOT destroyed. I know this would be a slightly more complicated system, but it would be VERY good for the game, as you would have a reason to target certain mechs in certain places.
On top of what you described, salvage provides a way to unlock technology in CW, which I believe is a crucial process to bridge the gap between lore purists and Pokemon gamers. By making the unlock system a part of salvage, you can unlock the ability to pilot mechs outside of your faction, such as a Kuritan piloting a Dire Wolf, or a Ghost Bear piloting a Victor. It should involve a good amount of time to unlock a full chassis, but is sorely needed to make CW successful long term.
#278
Posted 29 July 2014 - 08:37 AM
I only continued because they got rid of it.
#279
Posted 29 July 2014 - 08:41 AM
KOMMISSAR KITTY, on 29 July 2014 - 03:09 AM, said:
Repair and rearm.
It makes them care about not getting wrecked.
It makes them hesitate about the suicide rush, for the sake of it.
It makes them more tactically competent with their machine and they may actually feel the value of their Million dollar mech.
It makes people ponder cautiously about their mech loadouts, as missiles and ammunition can be expensive. More careful shots. More careful maneuvers.
Economy effects the player, to effect change in the way the game is played. Who cares about the ticker number climbing. If you want to feel for your machine and experience you HAVE to pay the piper.
With the current economy, we have an arcade pew pew with mechs. Things change when your ammunition and armour needs to be replaced.
CW must have a RR system or we'll have the drops we are currently spamming.....and all the raise that little %.
Create a large achievement roster with ACTUAL rewards, not the piddly crap we currently have and you'll have a good system.
So you want the game to slow to a crawl to the point I mine as well just read a book for half the match? Nah people hide enough as it is, you want everyone afraid to engage as one? Cuz you know team play is so amazing in this game.
#280
Posted 29 July 2014 - 08:59 AM
Kjudoon, on 28 July 2014 - 09:59 AM, said:
Unfortunately, Paul is the current economist, and is responsible (again) for the Great Mech Depression of 3050.
Wintersdark, on 28 July 2014 - 01:17 PM, said:
Simple concepts are not necessarily simple to implement. And PGI doesn't exactly have a great track record with balance.
Holy ****, I'm more cynical than Sandpit is! Dear god. What has happened to me?
Yea... sad days when all things are lead back to Paul...
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