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"endgame Content"


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#21 Davers

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Posted 30 July 2014 - 10:33 AM

View PostViktor Drake, on 30 July 2014 - 07:09 AM, said:

But I currently have 41 mechs which means I would have to come up with 615 miilion just to outfit all my current mechs in modules.

This is why they are too expensive. Basically every mech needs modules and most players are going to have dozens of mechs. Right now you CANNOT earn enough C-bills to buy new mechs, upgrade then AND equip them with modules at anywhere near the pace PGI is releasing the new mech content. Therefore people end up just buying maybe a couple sets of modules that they then transfer between their mechs as they play them.

This is very inconvenient and adds nothing to the game. In fact it is a nuisance that adds frustration to playing because you can't just pick a mech and hit the play button, rather you have rebuild your mech each time you switch which isn't fun.

Lastly even as a C-bill Sink, if they made modules 1 million each, they would still end up with the average player spending probably 20 million more of them than they do now, just for convince.
the easy solution of course is to only worry about the 6 variants that are actually competitive. :P

#22 Davers

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Posted 30 July 2014 - 10:37 AM

View PostAphoticus, on 30 July 2014 - 10:03 AM, said:


Well, it doesn't seem to work that way with me; I elited 4 mechs, and mastered 2 and it looked like my GPX was around the 12k mark or a little higher.

Anyways, the point is, that if you concentrate on getting there, it will take you longer; before I knew it, I had enough GPX to open a module and lots of the weapon ones and pay for them too. If I was tallying it up and waiting for it, I would probably have gotten sour after a while too.

Point being, I played Eve Online for 8 years (have some 7 trillion in assets and that is low; some 80 million skill points) and due to lack of dedication, I am nowhere near end game).

Playing this game since open Beta (what is, 2 years now), I have 89 mechs, most of them mastered, 1 of every engine type, 10's to nearly a 100 in every weapon and various do-dads, and almost one of every module (opened and bought) - I see no reason to have more than any one thing that is expensive, and about 50mil in cbills at present.

The point is, it comes in time, and it all came far faster in this game for me then EveOnline, but then again, getting use to that made this game feel casual, timid, and fast to achieve.
I agree this game doesn't have any kind of 'end game'. While I would hate to see a system where a player is told they can't pilot x mech because you aren't high enough level or something, but there does need to be something worth striving for, and moduals just don't cut it.

#23 Willard Phule

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Posted 30 July 2014 - 10:59 AM

View PostNikolai Lubkiewicz, on 30 July 2014 - 01:33 AM, said:


Many people have mentioned the cost of Modules as a concern. It's important to keep in mind modules are intended to be a late-game / veteran stage item. Though I don't advise against those seeking strategy: Looking for the most cost-effective solution in modules is intended to be a moot point. Where a traditional RPG might cut off players from access with level requirements, we have been setting the bar only based on the amount of currency you have accumulated over your many missions without any restriction except ownership of the Mech.



If this is the case, then why is the matchmaker set up to put new players in with experienced (veteran) ones?

I mean, seriously. Do you expect new pilots that don't have any modules at all to be able to keep up with the Arty/Air strike spam and all the other bells and whistles we have?

For what it's worth, this is the main reason Elo simply doesn't work. Skill levels based on GXP earned will absolutely separate people that don't have the modules from the ones that do.

#24 Alistair Winter

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Posted 30 July 2014 - 11:24 AM

The word "endgame" doesn't belong in MWO, I think. It implies that our goal is to all be piloting Dire Wolves with max amount of modules. And indeed, that is exactly what PGI is suggesting too, when they explain their vision of endgame.

Mechs and modules in MWO should be like unlocking characters for Street Fighter or Tekken. None of them should be better than others, they should just be different. The joy of unlocking new modules and new mechs should just be to get a new experience, trying something new, getting new content. It shouldn't be all about "Oh, I need to unlock the gauss module for my Dire Wolf so I can pwnzors the noobs in their Locusts"

Edited by Alistair Winter, 30 July 2014 - 11:24 AM.


#25 Artgathan

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Posted 30 July 2014 - 12:10 PM

View PostGhost Badger, on 30 July 2014 - 10:13 AM, said:


Wouldn't it be even more expensive, though, since you can't take full advantage of this 'end game' content by having your additional pilot module without mastering the chassis...which requires you take two OTHER mechs of the same chassis to elite?

I think your number of hours is low.


I'm not sure what you're saying (well, I understand that you think my estimate is low, I don't understand why you think this is the case. I might be having a mental block - sorry!)

If you're saying it will take longer because you have to master three mechs: it won't because the amount of GXP you'll earn from mastering three mechs is less than the cost of a single module unlock. That said, all the numbers I posted were for a single mech.

There's also an important distinction between Short-Term and Long-Term costs that I didn't consider in the OP. For example, while the module unlocks are expensive in terms of GXP, once unlocked they're good for all your mechs. As someone else pointed out, the problem becomes trying to gather enough C-Bills to equip your mechs with their own modules when you have a large stable.

Everyone criticizing me for using the words "Endgame Content": those are PGI's words, not mine. I agree that currently there is no real end-game for MW:O.





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