Jump to content

R&r, Tech Fees, And Salvage Oh My

Metagame Upgrades Balance

481 replies to this topic

#221 Squally160

    Member

  • PipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 295 posts

Posted 28 July 2014 - 10:56 AM

View PostCyclonerM, on 28 July 2014 - 10:50 AM, said:

Well, i have a very simple question.

Why i heard no one ever complaining in all the other countless free to play games in which there is R&R, such as War Thunder or World of Tanks? I have never had any problem for sure. It just makes no sense that no one pays for the ammo you are wasting and the damage you are taking.


I feel that this has been discussed and sufficiently gone ba k and forth on if you read earlier posts.

#222 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 28 July 2014 - 11:01 AM

View PostCyclonerM, on 28 July 2014 - 10:50 AM, said:

Well, i have a very simple question.

Why i heard no one ever complaining in all the other countless free to play games in which there is R&R, such as War Thunder or World of Tanks? I have never had any problem for sure. It just makes no sense that no one pays for the ammo you are wasting and the damage you are taking.

View PostSqually160, on 28 July 2014 - 10:56 AM, said:

I feel that this has been discussed and sufficiently gone ba k and forth on if you read earlier posts.

I will repeat myself :)

Those games use tier systems that prevent people with more powerful equipment from farming players with less powerful equipment. You can drop in a lower tier, and more profitable vehicle, and face others with similar vehicles. This is not the case in MW:O. Here, you would drop in your un-upgraded light mech to earn Cbills and be up against someone's fully tricked out killing machine.

#223 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 28 July 2014 - 11:01 AM

Tam, what you call 'off the rails' is called metaphor and parables for the sake of providing enhanced understanding. I also used the point that many against R&R are the same people crying about the LuRMpocalypse while engaging in the meta or other twitch based 'skill' arguments that prevent new player from enjoying the game.

as for your points:

Quote

- punishes people for playing the game


What you call "playing the game" is a misnomer. Playing the game without taking damage, you are rewarded with the full payout. Playing the game and dying or becoming extremely damaged ads a C-Bill value to your bad choices or bad play or just plain bad luck. It's when you win and salvage is possible you can really thrive or use it to make up for your losses. Not all gameplay styles are equal, good or smart. It's time to start acknowledging that.

This is not "punishment" this is the causality of choice and circumstance.

Quote

- easy to abuse, many examples were evident from beta

Which examples? Suicide farming? Dynamic pricing and R&R deals with it. Running LRMs to maximize damage? They'd have to pay to reload. Running with minimum armor/ammo? Dealt with by forcing full repair every match. What other problems do you know of that would be abused outside of going into the "Arena" queues without R&R to build up Cbills and then come back to CW with it?

Quote

- does't "fix" any issue


I see it correcting lots of gameplay issues. I've mentioned them 3 times before. Maybe our definition of 'fix' and 'issue' aren't matching.


Quote

- this type of model does not work well in a FTP game


Really? proof? I see no reason why it can't or shouldn't. Just because you can use real world money to circumvent a dynamic economy does not thwart the dynamic economy it will change it's shape to account for it. Shows me you have money to waste and are impatient. Perfect for the "Pay for Impatience" model going on the side of the F2P community.


Quote

doesn't bring much depth to the game other than forcing you to spend money and adding a mini-game to the mech lab

you've never tried to play an MWO unit campaign before. This is the problem with those who have never played TT battletech or even Mech Commander before or didn't like it because of this. It's not a 'mini game'. In reality, what we've been playing has been the 'mini game' of full blown MW campaigns. Learn about the TT game. Maybe download Megamek and MekHQ which are faithful emulators of the tabletop and unit campaign game to see what CW is supposed to be and why what we're doing now on MWO is the flashy and fun minigame of it all. MWO is far bigger than what we've been doing and PGI needs to step it up to make this.


Quote

- getting 150,000 cbills for a win is no different than getting 200,000 cbills for a match and paying 50,000 cbills to R&R, it just adds that extra step.


Then your argument is invalid. If all repair costs were 50k, you'd be right. But since bad players may have to replace their mech or repair 75% of it for 250k, it's a big deal. Sorry about the straw man.


Quote

- salvage could never be done properly as that could completely negate buying mechs/components


this assumes massively careless implementation. With a computer, maybe you can only get salvage from mechs you assisted on, and even then whole parts are rare, and you're only getting money from the scrap value. Regardless, this goes to the whole dynamic economy of supply and scarcity. Every piece of equipment in the system lowers the price. Every piece of equipment outside the system (by purchase or destruction) raises the price. With constant warfare, the need will outstrip the supply even with salvage. Them's the entropic breaks, boys.


Quote

&R works well with a game where you are the centerpiece. AKA: single-player or coop style games. This game it's you and 11 people vs. 12 other people. In most cases 23 people could care less about your goals, they are just there to shoot stuff. Often they are more than happy to rat you out and make sure you die as violently as possible if it means waiting five less minutes.

Where's that written as a law of video games that R&R only works for single player. As for the 23 other 'rats', let's face it, if people's character sucks so bad, do you really even want to play the game if you can't team up with people of similar agenda and or loyalty? I know team treason is bad for the guy who decides to lay in wait for an ambush when he's the last guy on skirmish but that doesn't excuse the treachery. It's why I don't like the solo queue. Too many self centered players who are vindictive, greedy and just plain selfish. If the Group Queue wasn't broken so bad with aggregate Elo issues, I'd be playing there more often. it's also why MW is not a game for lone wolves, but teams and factions.

Quote

From a personal point of view, I love R&R. I've loved it since the original mechwarrior in the mid 80s. I got so proficient at that system that I could headshot a battlemaster and repair the thing very cheaply. I've loved the R&R/salvage aspect of the game since then. Really REALLY loved salvage in the original tabletop game. My atlas was a hard-won salvaged chassis that I fixed up. Unfortunately I don't see a way add it into this game without breaking the core and losing/angering players. They will be much better served by finishing up community warfare and actually get someone that isn't arcade shooting into the game.



Then I would respectfully ask that you either do not come in to pee in the pool of those who are trying to find a way, or start looking at ways to do it?

#224 Sandslice

    Member

  • PipPipPipPipPipPipPip
  • 625 posts

Posted 28 July 2014 - 11:25 AM

View PostKjudoon, on 28 July 2014 - 08:00 AM, said:

Not that I want to see that, but let's face it, videogames have been doing this since Space Invaders hit the arcade in 1978. String of bad luck? Try again and put in another quarter. That said, It's also part of why I'd join a group and learn to play smarter. Human controlled units will keep you around a lot longer.


It's arguable that they've been gradually moving away from it. From no continues to limited - and from progress saves and passwords to the current trend of a large number of checkpoints and state saves. There are, of course, exceptions (which generally take on the character of challenge modes, such as Diablo's dead-is-dead Hardcore mode.)

I'd just be concerned about the implications of MW:O going in that direction. :)


View PostDavers, on 28 July 2014 - 08:02 AM, said:

That is my point. Everyone has these great ideas that make the game worse for new players while having little effect on veteran players. Every suggestion gives huge advantages to people with Hero mechs, Premium time, or money to spend directly on Cbills. It's like everyone secretly wants this game to be P2W.

I wasn't even considering P2W; like I said, the only thing I was going for was a basic non-economic R&R system, in order to try to blunt OP's dismissal of economy-based objections.

It's not a refined idea, and I actually want to explore it further (and maybe address P2W, if there's any chance of it being a non-Sisyphean task.)

@Sandpit:
The time-based R&R idea was something I cooked up in order to stop the "hurt my earnings" handwaves.

As for the other part, there is still a question of how you intend to troll-proof your R&R system (or any other R&R system) - because if it is not troll-proof, it WILL be trolled; cf: knockdown, which was removed because the goons trolled Paul.

-Is friendly fire R&R on the victim? The trolls will just limb and leg you, while running trials so that they avoid R&R for themselves.

-Is friendly fire R&R disregarded or on the attacker? Now the trolls will cross your stream, accumulating damage on themselves that they don't have to R&R and/or, worse, putting their R&R on you on top of your own.

#225 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 28 July 2014 - 11:28 AM

View PostKjudoon, on 28 July 2014 - 11:01 AM, said:


you've never tried to play an MWO unit campaign before. This is the problem with those who have never played TT battletech or even Mech Commander before or didn't like it because of this.


But MechCommander is a poor example since after you play it a while you are super rich, with every pilot available in the game, with totally customized mechs and plenty of cash left over. R&R ceases to mean anything.

#226 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 28 July 2014 - 11:46 AM

View PostDavers, on 28 July 2014 - 11:28 AM, said:


But MechCommander is a poor example since after you play it a while you are super rich, with every pilot available in the game, with totally customized mechs and plenty of cash left over. R&R ceases to mean anything.

yep. the challenge/reward level was too low. Happens in all finite games as well as real life.

#227 Squally160

    Member

  • PipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 295 posts

Posted 28 July 2014 - 11:55 AM

View PostKyrie, on 28 July 2014 - 10:08 AM, said:


Unfortunately, the value of a full economy with a virtual currency is limited by the ways it can be bypassed by using real-money to acquire virtual goods, currencies and the like. The entire monetization model for this game works against an implementation of a real economy.

Scarcity of mechs/parts/supplies available for c-bills being easily bypassed with MC breaks the economy pretty hard. And there is no way IGP can resist keeping the "collect'm all!" approach (i.e., selling Clan tech to I.S.).

It is also hard to imagine a full economy that does not have any form of player to player transactions; but this is basically required by the fact that the F2P model can be so easily abused.

I honestly do not think it is realistic to expect that much depth in MWO's future "economy".


Ahhh but there are examples of f2p with player trading. And I actually think it would add more incentive to use the shop. That heavy metal you bought but decided you dont want? Sell that to another player for cbills. Do like eve does, make premium time a tradable item you can sell for ingame currency. Pgi still makes money, and players with more playtime can buy premium or heros from players with more real money. I rhink it would be interesting and exciting.

#228 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 28 July 2014 - 12:46 PM

View PostKjudoon, on 28 July 2014 - 11:01 AM, said:

Tam, what you call 'off the rails' is called metaphor and parables for the sake of providing enhanced understanding. I also used the point that many against R&R are the same people crying about the LuRMpocalypse while engaging in the meta or other twitch based 'skill' arguments that prevent new player from enjoying the game.
Really, you ought to avoid attacking the people, and just focus on their arguments. Yeah, you said "many", not "all", but the link you imagine here is both irrelevant and imaginary.

I know I've never, ever complained about LRM's (they aren't particularly good weapons) nor have I ever advocated more twitch based elements. Hell, I prefer a more sim like experience. Never assume just because people disagree with a given suggestion means they're somehow terrible people out to trash every good idea. Hell, R&R in general would be a huge net benefit for me, as I'd earn a lot more than I earn now.

Quote

What you call "playing the game" is a misnomer. Playing the game without taking damage, you are rewarded with the full payout. Playing the game and dying or becoming extremely damaged ads a C-Bill value to your bad choices or bad play or just plain bad luck. It's when you win and salvage is possible you can really thrive or use it to make up for your losses. Not all gameplay styles are equal, good or smart. It's time to start acknowledging that.
My concern is that right now, the poorer play styles (LRM boating, brawling for example) are at least viable or somewhat viable in many places. With an R&R system in place, less ideal play styles become even worse.

Quote

This is not "punishment" this is the causality of choice and circumstance.
And here's where you fall victim of game design vs. idealism. You *want* as many different playstyles to be at least usable as possible, because if everyone plays the same way the game gets really stale, really quick.


Quote

I see it correcting lots of gameplay issues. I've mentioned them 3 times before. Maybe our definition of 'fix' and 'issue' aren't matching.
The problem with this - and it's on both sides of the fence, here, and rampant - is that there's both no consensus on which of those "gameplay issues" are even issues to start with, nor that these suggestions will actually fix them.



But really, here's the thing.

I'll concede and agree that R&R, in CW specifically, can have a great place, and that a dynamic economy would be a marvelous thing.

But too many answers here - particularly Sandpit's - come to "Well, it would have to be tweaked, and balanced right". I'm not saying this in a "PGI SUCKS!" way, but quite frankly I just can't see them doing a good enough job of it. And if not balanced right, then all those potential issues become very major issues.

Implementing a dynamic economy in a game with no economy at all to speak of is not a trivial task. Particularly when the game hasn't been designed with that in mind.

It's not really relevant, though. I'd love to see such a thing in CW, but we won't see it. We won't see CW being anywhere near that involved or complex. We've all seen the presentations and what they want to do, but know this: They will deliver less. Not because PGI is terrible, but just because it's not realistic, even given how they've been performing recently. Maybe in years to come, but it's just not going to happen now.

The CW we do get is going to be worlds simpler.

Edited by Wintersdark, 28 July 2014 - 12:47 PM.


#229 Kyrie

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,271 posts

Posted 28 July 2014 - 12:49 PM

View PostSqually160, on 28 July 2014 - 11:55 AM, said:


Ahhh but there are examples of f2p with player trading. And I actually think it would add more incentive to use the shop. That heavy metal you bought but decided you dont want? Sell that to another player for cbills. Do like eve does, make premium time a tradable item you can sell for ingame currency. Pgi still makes money, and players with more playtime can buy premium or heros from players with more real money. I rhink it would be interesting and exciting.


If MC-only content is made available for c-bills, the entire monetization plan for this game needs to be redone. Unlike EvE, MWO lacks significant sinks to absorb c-bills as mechs are indestructible (unlike EvE ships). The entire model is premised on developing an urgency in customers to acquire content, this in turn links revenues to expensive stuff like new content.

The key revenue streams for MWO can be traced directly to specially developed content, with Clan Packs being a prime example. This is a fairly expensive way to generate revenues, the moment you stop planning for the next big Clan-pack type sale your potential revenues plummet. As an example, I am sure we will have a special CW themed Clan Pack offering a 10% loyalty boost.

Had this game been subscription based, I can imagine selling the equivalent of PLEX here. Premium-time is a poor equivalent though.

#230 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 28 July 2014 - 12:55 PM

View PostScrawny Cowboy, on 26 July 2014 - 11:00 AM, said:

Any CB vets remember how much repairs cost for us assault pilots?
I already feed a 7.3l diesel for work and play, now you guys want me to feed my hungry fatlas again?

I do. But I also remember it was possible to get a multi-million cbill payday in a light mech and medium mechs made great money.

A single Atlas could change the tide of the battle, but most people would be in smaller mechs.

Now my Fatlas was pretty cheap to repair. Regular structure, regular armor, standard engine. Single heatsinks. Lasers for emergencies, and I just had to pay the upkeep of ACs (which 5s were cheaper than 20s) and missiles, which LRMs were cheaper than SRMs.



#231 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 28 July 2014 - 12:58 PM

View PostDavers, on 28 July 2014 - 11:01 AM, said:

I will repeat myself :)

Those games use tier systems that prevent people with more powerful equipment from farming players with less powerful equipment. You can drop in a lower tier, and more profitable vehicle, and face others with similar vehicles. This is not the case in MW:O. Here, you would drop in your un-upgraded light mech to earn Cbills and be up against someone's fully tricked out killing machine.

Eh, I think that actually hurts your argument

That means from day one every player, new and old alike, have equal footing. You can't face an opponent with "better" gear because you've got access to the same exact gear. So there's no discrepancies among the players. Now that means the primary concern of this is new players. Since this is a CW based suggestion, they shouldn't be part of the equation. If they want to participate in CW they'll have to take the training wheels off a little earlier unless they want to learn first. Either way, CW cannot and should not be catered to the limitations of new players. They need to have their own experience that doesn't throw them directly into a planetary war with other factions just so they can get yelled at for being the reason their team lost the planet. That's exactly what CW will be if new players are just chunked in there with everyone else and it will quickly become a VERY unfriendly game environment for new players.

So lets take new players out of the equation even though extending the cadet "protection" to 50 or 70 or even 100 matches would solve that.

#232 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 28 July 2014 - 01:01 PM

View PostSandpit, on 28 July 2014 - 12:58 PM, said:

Eh, I think that actually hurts your argument

That means from day one every player, new and old alike, have equal footing. You can't face an opponent with "better" gear because you've got access to the same exact gear. So there's no discrepancies among the players. Now that means the primary concern of this is new players. Since this is a CW based suggestion, they shouldn't be part of the equation. If they want to participate in CW they'll have to take the training wheels off a little earlier unless they want to learn first. Either way, CW cannot and should not be catered to the limitations of new players. They need to have their own experience that doesn't throw them directly into a planetary war with other factions just so they can get yelled at for being the reason their team lost the planet. That's exactly what CW will be if new players are just chunked in there with everyone else and it will quickly become a VERY unfriendly game environment for new players.

So lets take new players out of the equation even though extending the cadet "protection" to 50 or 70 or even 100 matches would solve that.

I dearly wish CW would end up being what you envision it to be.

#233 Squally160

    Member

  • PipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 295 posts

Posted 28 July 2014 - 01:02 PM

View PostKyrie, on 28 July 2014 - 12:49 PM, said:


If MC-only content is made available for c-bills, the entire monetization plan for this game needs to be redone. Unlike EvE, MWO lacks significant sinks to absorb c-bills as mechs are indestructible (unlike EvE ships). The entire model is premised on developing an urgency in customers to acquire content, this in turn links revenues to expensive stuff like new content.

The key revenue streams for MWO can be traced directly to specially developed content, with Clan Packs being a prime example. This is a fairly expensive way to generate revenues, the moment you stop planning for the next big Clan-pack type sale your potential revenues plummet. As an example, I am sure we will have a special CW themed Clan Pack offering a 10% loyalty boost.

Had this game been subscription based, I can imagine selling the equivalent of PLEX here. Premium-time is a poor equivalent though.





Except, you are not paying pgi in cbills for these goods. They are still bought with mc somewhere, so pgi makes a sale on them. Thwy just can be purchased later (make it a one time only thing, once you drop into x it cant be sold even) for cbills from another player.

And why is premium a poor example of plex? I can bet you there are people who either cant or choose not to buy prem who want it. Why shouldnt there be a system for people with excess premium time to sell it for cbills?

I think though, this particular debate belongs in its own thread rather than derailing rhis one further.

#234 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 28 July 2014 - 01:07 PM

Quote

QUESTION: What Merc in his right mind would take a contract that did not benefit him.??
ANSWER: None.


Not if you read the Mercenary's Handbook. These costs are negotiable. Negotiation is a core to CW.

#235 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 28 July 2014 - 01:08 PM

View PostFupDup, on 26 July 2014 - 04:35 PM, said:

1. Buy any mech with MC (preferably a Champion Cicada).
2. Sell that mech for C-Bills.
3. ???
4. Infinite profit!


Dumbest thing i ever heard.....use real money to buy something then sell it for fake money so you can spend said fake money. RIGHT.....this guy^^ :)

Why don't you just buy the C-bills straight up with MC if you wanna buy fake money with real money?

Edited by DarthRevis, 28 July 2014 - 01:09 PM.


#236 Kyrie

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,271 posts

Posted 28 July 2014 - 01:09 PM

View PostSqually160, on 28 July 2014 - 01:02 PM, said:


Except, you are not paying pgi in cbills for these goods. They are still bought with mc somewhere, so pgi makes a sale on them. Thwy just can be purchased later (make it a one time only thing, once you drop into x it cant be sold even) for cbills from another player.

And why is premium a poor example of plex? I can bet you there are people who either cant or choose not to buy prem who want it. Why shouldnt there be a system for people with excess premium time to sell it for cbills?

I think though, this particular debate belongs in its own thread rather than derailing rhis one further.


We are probably wandering into a need for our own thread, I concur with you :).

#237 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 28 July 2014 - 01:09 PM

View PostKoniving, on 28 July 2014 - 12:55 PM, said:

I do. But I also remember it was possible to get a multi-million cbill payday in a light mech and medium mechs made great money.

A single Atlas could change the tide of the battle, but most people would be in smaller mechs.

Now my Fatlas was pretty cheap to repair. Regular structure, regular armor, standard engine. Single heatsinks. Lasers for emergencies, and I just had to pay the upkeep of ACs (which 5s were cheaper than 20s) and missiles, which LRMs were cheaper than SRMs.



Of course, I'll take a DHS Atlas up against your SHS Atlas, and if I don't win 4 out of 5 battles or more (and I'm not claiming to be a better pilot than you), earn more overall and pay less, I'll *************.

What's more, I sure as hell don't want a whole bunch of SHS mechs on my team, nor do I want a bunch of unrepaired zombie centurions (both of which happened very regularly when I was new).

That's really the core of what gets me. Yeah, R&R does adjust player behavior in a lot of good ways, but it also adjusts it in a lot of really, really bad ways too, because unfortunately the majority of players don't care about getting a "canon correct", sim-like experience. They'll farm the game as efficiently as possible.

Right now, there ARE farming methods used - but all of them are less efficient than simply playing the game normally. You'll never make close to the c-bills per hour disconnect/suicide farming that you will just climbing into a decently built mech and playing the game, even if you're bad at it.

I'm really not trying to be a killjoy here. I want what you guys want. I just don't think it'd happen the way people want it to happen. Maybe I'm just overly cynical, though, but I've got to admit: In my mind, there's virtually no chance PGI would get it right, and a truly, horrifically massive chance, approaching 100%, that it'd be f***ed up and make the game dramatically worse for all but a small subset of players.

Anyways, that's my two bits. I can't really say anything more beyond that.

#238 Caviel

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 637 posts

Posted 28 July 2014 - 01:10 PM

View PostKjudoon, on 28 July 2014 - 11:01 AM, said:

What you call "playing the game" is a misnomer. Playing the game without taking damage, you are rewarded with the full payout. Playing the game and dying or becoming extremely damaged ads a C-Bill value to your bad choices or bad play or just plain bad luck. It's when you win and salvage is possible you can really thrive or use it to make up for your losses. Not all gameplay styles are equal, good or smart. It's time to start acknowledging that.

This is not "punishment" this is the causality of choice and circumstance.


It is a punishment, or more accurately negative reinforcement, for brand new players that don't yet have good skills, or good parts, or both. You are not effecting the veteran established players that are running the LRM boats or dual PPC/Gauss, or dual PPC/(U)AC/5 builds in any significant way. Make my net income zero after a match with these builds you seek to deter, or even a loss if I really derp a match. I don't care. 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. Limit the time availability post match, whatever, I'll just buy more mechs and mech bays to circumvent the timers.

Quote

I see it correcting lots of gameplay issues. I've mentioned them 3 times before. Maybe our definition of 'fix' and 'issue' aren't matching.


It doesn't make PPC/Gauss/AC combos any less effective in combat. It doesn't stop the players with the C-Bills (Or willing to use real money transactions) from playing the "expensive" builds you are looking to deter in the first place. They make no changes to the mechanics that make these builds so clearly the most effective min-maxed builds.

Making things more expensive via R&R doesn't solve any problems, it creates problems. So no, it doesn't really fix any gameplay issues, gives PGI a potential additional revenue stream at the cost of shifting toward "pay to win" when Community Warfare hits, and drives players away.

Quote

Then your argument is invalid. If all repair costs were 50k, you'd be right.


The costs of the repairs are irrelevant. The net effect of R&R is that it just lowers the per match earnings which is the point I was making. There are much simpler ways to do this (If it was even needed) without R&R. 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.

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.

How about we keep the R&R concept scrapped and just address the real core gameplay issues of weapon balance, heat mechanics, and a real solution for point point high alpha damage instead? Make balanced BattleTech tabletop type builds the best builds to take into combat and that's what you'll see in the game.

Quote

But since bad players may have to replace their mech or repair 75% of it for 250k, it's a big deal.


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.

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.

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.

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?

Quote

this assumes massively careless implementation. With a computer, maybe you can only get salvage from mechs you assisted on, and even then whole parts are rare, and you're only getting money from the scrap value. Regardless, this goes to the whole dynamic economy of supply and scarcity. Every piece of equipment in the system lowers the price. Every piece of equipment outside the system (by purchase or destruction) raises the price. With constant warfare, the need will outstrip the supply even with salvage. Them's the entropic breaks, boys.


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. The 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.

That's great for PGI and the players with the means to get parts, sucks for players that don't want to or are unable to invest that much on the game (i.e. everyone else). I suspect the active player count would be dramatically crushed by that point. That's your free market economy entropic breaks you wanted, though.

View PostSandslice, on 28 July 2014 - 11:25 AM, said:

like I said, the only thing I was going for was a basic non-economic R&R system, in order to try to blunt OP's dismissal of economy-based objections. It's not a refined idea, and I actually want to explore it further (and maybe address P2W, if there's any chance of it being a non-Sisyphean task.)


There in lies the problems with negative reinforcement money sinks. Economy based penalties cause problems because it would be a "pay wall" to be circumvented with RMT reeking of P2W. The only other option besides economy is time which is a game quitting irritant for players: "What do you mean I can't play this new mech I just bought again for 10 minutes unless I pay a bunch of C-Bills or MC for better techs?" (Again, see EA Dungeon Keeper)

Neither option hurts established players that can afford C-Bill penalties, or for the later case buy and outfit multiple carbon copy mechs to circumvent timers.

#239 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 28 July 2014 - 01:12 PM

View PostWintersdark, on 28 July 2014 - 01:01 PM, said:

I dearly wish CW would end up being what you envision it to be.

so do i, what I want really isn't that complicated. Just a little depth, a little immersion, and a little strategy. I've seen the equivalent of what most people expected when PGI said CW and gave their vision of it. It's basically ingrained in every iteration of a Btech game. It's the battle for the IS.

Every PC game based on Btech has had CW in it, even the single player modes showed and told the story of CW. The player ran stuff was even more in-depth and it was all created for free by fans who loved the series. It was done seamlessly a couple of times as well. The roadmaps were laid down for a decent CW decades ago, and have been refined ever since. There's plenty of examples to show what did and, more importantly, did NOT work. PGI knew without a doubt, when they took in this IP (there's no way you're a fan of this IP and the TT game and not have history with this franchise as a whole) that it would be challenging, but also knew they were bringing 3 decades worth of fans along for the ride.

Time will tell but I still have my fingers crossed

#240 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 28 July 2014 - 01:17 PM

View PostSandpit, on 28 July 2014 - 01:12 PM, said:

so do i, what I want really isn't that complicated. Just a little depth, a little immersion, and a little strategy. I've seen the equivalent of what most people expected when PGI said CW and gave their vision of it. It's basically ingrained in every iteration of a Btech game. It's the battle for the IS.

Every PC game based on Btech has had CW in it, even the single player modes showed and told the story of CW. The player ran stuff was even more in-depth and it was all created for free by fans who loved the series. It was done seamlessly a couple of times as well. The roadmaps were laid down for a decent CW decades ago, and have been refined ever since. There's plenty of examples to show what did and, more importantly, did NOT work. PGI knew without a doubt, when they took in this IP (there's no way you're a fan of this IP and the TT game and not have history with this franchise as a whole) that it would be challenging, but also knew they were bringing 3 decades worth of fans along for the ride.

Time will tell but I still have my fingers crossed

The balancing would be complicated. Balancing is hard. And poor balance would be really bad in this case, for reasons that have been well argued throughout the thread.

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?





23 user(s) are reading this topic

0 members, 23 guests, 0 anonymous users