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Soapbox Sunday: Make Cockpit Decorations And Modules Shared Items


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#1 Homeless Bill

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Posted 03 August 2014 - 05:53 PM

Children of the forums, it's been a while. I usually avoid the brown sea, but I'm braving it today to ***** about a long-standing flaw in MWO that hurts all but the wealthiest of players and costs PGI/IGP money.

The Collector

I think I speak for a lot of people when I say I'm a collector. I own a large, diverse stable of 'mechs, and it will continue expanding until I quit playing this game. I want all of my Clan favorites from MW2 and MW2: GBL. I want the Mauler and some other IS favorites from MW2: Mercenaries. I ******* need the Black Knight (even used that as a screen name for a while). Who doesn't want to own a Blood Asp or Timber Wolf Mk2 eventually?

I keep everything I buy, and I try to avoid buying **** I'm never going to use. The more selective people tend to keep at least one variant unless they hate the 'mech. Hell, even players that specialize and prefer one chassis tend to own multiples with multiple builds (Jman and his 15+ Hunchbacks comes to mind).

Progression to me is just buying another chassis, kitting it out, and leveling it up. That's my end-game.

The Problem

But that path of progression is in direct contention with the way modules (the other end-game) and cockpit items currently work. For each new 'mech that I pick up, every module and cockpit item becomes less valuable. When I had four 'mechs, I was rocking my cockpit items 1/4 of the time and bothered switching modules. Now, I'm far too lazy to go look through my 70 variants for Target Info Gathering - let alone aesthetic garbage.

Sure, everyone has a couple favorites that they play more often, but every single 'mech that gets a slice of time decreases the amount of time I spend in a module- and cockpit item-equipped 'mech. Alternatively, you've got to go track them down and spend time switching them through a clunky, slow process.

Let's be honest here: no one aside from the hardcore players with metric fucktons of money is going to blow 20,000,000+ C-Bills to get the four 'Mech and Weapon Modules for each variant. That's two fully customized 'mech's worth of money. Instead, they're going to:
  • Be like me, and be too lazy to move things around at all.
  • Spend stupid amounts of time trying to find modules (time that increases with the number of 'mechs you own).
It's not "end-game content." It's lazy, and it's just a hassle for everyone but the 1%. The top players are always going to have an obscene amount of money lying around; tuning the economy around trying to prevent that is extremely counterproductive. If a player saves up enough money to buy Advanced Target Decay, he should be able to use that on any of his 'mechs without a huge hassle.

You Want My Money, Quiaff?

I really loved my Christmas lights when I first got them. But my love has faded over time, mostly because I never know where they are. I thought about getting the Disco Light and Disco Ball, (equally abrasive items that I would love to own), but I ended up taking a pass. That Isobaric Warhorn had my name all over it, but I knew it would never get used.

Ultimately, until cockpit items are sharable, I'll never buy another one. It takes minutes to move modules around; why the **** would I spend an equal amount of time for something that's purely aesthetic? And I'm certainly not going to buy $10.00 of decorative tchotchkes for each of my 70 robots (which, again, is a number that will continue to grow).

Every single 'mech I pick up makes every cockpit item I own that much more redundant.

By trying to be stingy and forcing players to buy duplicate items, they're really only robbing themselves of money. I'll blow $50.00 on aesthetic bullshit without blinking, but it has to be worth something. Right now, $50 would be enough to make 10% of my stable shiny - an almost hilariously bad value. It's a shame, because I'd buy three or four sets of cockpit items if I could mix-and-match between all my different 'mechs.

Modules with Value

We don't need a "module viewer" or "module finder" - they just need to be shared between 'mechs; there's no reason for the inconvenience. If PGI insists on modules being a per-variant C-Bill sink, they should decrease the cost of each module dramatically (to around 1,000,000 C-Bills).

Especially with most variants now having four (20,000,000+ C-Bills) permanent module slots, the cost to equip a single 'mech is ridiculous. PGI should be focused on releasing a large body of diverse, useful modules that encourage role specialization - not forcing players to buy duplicate items out of sheer inconvenience.

TL;DR

The requirement of buying duplicate modules directly contends with being a 'mech collector, which is the end-game for a large portion of players. It is a miserable choice: spend two fully customized 'mech's worth of money to make a single 'mech more effective, constantly suffer the needless hassle of switching modules around, or just don't use modules.

Cockpit items, for the same reason, have become nearly worthless; who has the motivation to find and switch around purely aesthetic items? I'd buy some more cockpit items, but they're a total joke right now.

The solution is to make modules and cockpit items shared between 'mechs. It makes cockpit items worth something and relieves players of the frustrating module hunt. If PGI really wants the modules to be a constant, per-'mech C-Bill sink, they should decrease the cost of each module to around 1-2,000,000.

#2 FupDup

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Posted 03 August 2014 - 05:59 PM

My dashboard Urbie demands this change at once.

#3 orcrist86

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Posted 03 August 2014 - 05:59 PM

I have similar feelings

#4 Tw1stedMonkey

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Posted 03 August 2014 - 06:10 PM

I wholly agree but I think PGI is too money grubbing to ever do anything to reduce prices or ease consumer tedium. like how they removed being able to change/view modules other thna consumables in the select mech menu thing for no reason other than f%^& you or incompetence.

Hmm seems a bit harsh but i'm not too happy with pgi atm.

#5 Airic Gryphon

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Posted 03 August 2014 - 06:34 PM

Completely agree. I'd love to select a cockpit item from my inventory and have it bring up a checklist with all my mechs, and could then check off which mechs I want that cockpit item to show in.

PGI's current modules system causes me to sink less of my c-bills back into the game. I have 4 radar dep modules, one for each weight class, and that's only because it was a pain to search 75 mechs to find the one I was looking for, otherwise I only would have ever bought one.

If they were to cost one 1 million c-bills I would grind out one for each mech even tho it would cost me way more c-bills in the long run. 1 mill doesn't feel like a grind, but for 6 mill I just say screw that and only buy a couple and switch them around while grumbling about the inconvenience.

#6 Wabbit Swaya

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Posted 03 August 2014 - 06:41 PM

I agree with OP whole heartedly, because, just purchased my 80th mech this morning, and it is a TOTAL pain. When I forget to strip a mech before going onto another and have to backtrack till find the one I left all the **** I'm looking for in.
Even if they feel they can not give up the need to greed, they can give us a strip all mechs button ad add a strip cockpit items tick box to both that new button and the old strip mech button.
And while they are at it give us an option to save builds for quick load out.


That is what they are supposed to be able to do with this crap UI, add things with ease

Edited by Wabbit Swaya, 03 August 2014 - 06:46 PM.


#7 L e x

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Posted 03 August 2014 - 06:41 PM

Just having an easier way to find/switch modules and cockpit items from one mech to another would be nice.

Or at least make some of them cheaper to purchase *COUGH* Weapon modules *COUGH*


I would love it if they were somehow shared between all mechs, but I don't think it's going to happen simply because it doesn't fit with their monetization system/plan. Their plans seem to be heading toward making it harder and harder to get C-Bills by creating one new C-Bill sink after another.

Technically now you have to spend an extra 6M C-Bills then last month to fully equip and upgrade your mech because of the weapon modules.

Soon some people will have to spend even more C-Bills on creating and managing units. Who knows when they will stop creating new C-Bill sinks.

#8 Kamikaze Viking

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Posted 03 August 2014 - 06:50 PM

I love it and agree that Bill's idea would be the best option as I'm now up to 83 mechs and its such a pain finding and moving things around.
But I'd be willing to settle for a Modules tab on the inventory screen that showed either what mech they are located in or that they are unequipped.

#9 Impyrium

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Posted 03 August 2014 - 06:56 PM

Yup, I fully want this. I bought a Davion holographic thingy once. ONCE. Now it sits in my Hunchback, doing nothing, and my other 'Mechs aren't about to be treated to one, oh no. I don't see the point of spending real money on such a useless, pointless system.

Though I fully expect PGI's management to be gleefully counting their cash rather than considering ways to make their paying customers happy.

#10 Wintersdark

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Posted 03 August 2014 - 07:14 PM

I support this idea.

And no, this is not a money losing suggestion for PGI: Does anyone, anyone buy multiples of cockpit items? I know I won't.

I have a couple, which I got long ago. I don't even equip them in mechs anymore.

Why not? Because I have 66 mechs. I pilot different ones all the time. I just lose track of them, and couldn't be bothered moving them back. Hell, even my warhorn that I kinda like sits and rots because I get tired of moving it between mechs. I won't buy new cockpit items for that very reason, too... they'll just sit and rot because I have too many mechs, and cockpit items (while reasonably inexpensive) are WAY TOO expensive to consider buying 66 of 'em.

#11 Biglead

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Posted 03 August 2014 - 07:22 PM

Agreed.

#12 Wabbit Swaya

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Posted 03 August 2014 - 07:45 PM

I did accidentally buy two peace medallions, and bought a hula girl just a week before we got one from that one tournament. But no, priced the way they are, two of any them is silly.

#13 Deathlike

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Posted 03 August 2014 - 07:46 PM

View PostHomeless Bill, on 03 August 2014 - 05:53 PM, said:

Wrote a very sensible post


I hate to say this... because the simple fact that it makes too much sense, it won't happen.

#14 EgoSlayer

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Posted 03 August 2014 - 07:55 PM

100% agree, especially about the module costs. With the number of module slots at least doubling, some more than double, the module costs should have been at least halved.

But, I also 100% expect no changes from PGI on either item.

I don't buy cockpit items, which are the only cosmetic I can see while playing and thus some value to me - meaning I *would buy them*. The reason I don't buy them is because they cost too much and are too hard to locate and move around even in my stable of ~40 mechs with the promotional items I have received.

Edited by EgoSlayer, 03 August 2014 - 07:55 PM.


#15 NovaFury

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Posted 03 August 2014 - 07:58 PM

I concur. There are a few cockpit bobs I like, but several are abrasive and I really just can't be bothered to own many of them if they're going to get lost.

Owning 4-5 separate sets of modules is just tedious.

#16 Kadreal

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Posted 03 August 2014 - 09:03 PM

One solution would be a new inventory system. Item aren't actually equipped, and instead when you load out a mech, it's more of a blueprint of the items it needs.

When you take a mech into battle, each item it requires is marked as 'in use' in your invetory until that mech leaves the battle.

That way you could have 2 mechs equiped with your single Target Decay Module, and you can enter battle with any one of these at the drop of a hat and they will have your target decay module equipped.

However if you then leave that battle early, and try to enter a battle with the other mech that has target decay 'equipped' you'd get a warning that no target decays are currently available, launch without? And you could launch without the item, or wait for your target decay to free up.

This effectively automates the tedious switching of items, while still giving reason for people to buy more then one (if they often run multple mechs)

This system can work for equipment (no more XL switching), modules, and doodads.

#17 Sandslice

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Posted 03 August 2014 - 09:43 PM

It feels like we've had this type of discussion with PGI before - and they WERE, in fact, receptive to it. Only back then, it was paintjobs...

#18 Wabbit Swaya

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Posted 03 August 2014 - 10:17 PM

Wellll, speaking of paint-jobs, we could sure as hell use more of those too.

#19 Scratx

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Posted 03 August 2014 - 10:45 PM

There is also the uncomfortable fact that many of the cockpit items actually are a detriment in that they block view or distract the pilot.

They're fun, until you realise that 3050 banner or flashing lights over your cockpit prevented you from seeing that boomjager popping out and blowing your head component off.

But... yeah, the main issue is the high cost of vanity items that are then a pain to actually move around if you hop around with mechs. But meh. I complained the prices were too high. Most expensive thing I remember buying is the dropship. That's it. I don't buy colors or patterns out of sale, either, and even then I have trouble justifying. But at least they're far better now than they used to be.

... And speak not of those vile weapon modules that are both worse than useless and ridiculously expensive. They couldn't have been made worse without trying.

#20 Alistair Winter

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Posted 03 August 2014 - 10:50 PM

You know what I just realized after skimming through the OP? It's not just that I don't care about my own cockpit anymore. It's been ages since I bothered moving them around.

But it's very rare to spectate other players and see them having cockpit items. And the ones I do see, are usually the ones awarded from weekly challenges, or Founder items. I would wager that cockpit item sales could be improved drastically with OP's suggestion.





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