On Heat And Modules
#61
Posted 20 August 2014 - 01:25 PM
The cost of modules in general means that new players are going to either buy fewer mechs, reducing the diversity and fun of play, or feel priced out of the full game experience.
#62
Posted 20 August 2014 - 01:35 PM
Postumus, on 20 August 2014 - 01:25 PM, said:
The cost of modules in general means that new players are going to either buy fewer mechs, reducing the diversity and fun of play, or feel priced out of the full game experience.
Please, it is just a Cbill sink, these delicate flowers of "new players" that all you nanny types keep pining about will save their Cbills and choose whether they want to spend them on more mechs, or for modules and upgrades, just like the rest of us do.
#63
Posted 20 August 2014 - 01:55 PM
Ed Steele, on 20 August 2014 - 01:35 PM, said:
...or get bored grinding for 40 hours to get one mech up to their design, realise they've got to do it twice more just to master the one chassis, and go play any of the dozen A-grade free-to-play games that don't waste your time like this.
Building, configuring and using mechs is fun.
Grinding endlessly so that you can is not. Being massacred by sniper mechs that are in no way penalised by ghost heat, while being unable to retaliate (or even see or lock your target) is not. Being a missile mech that goes the entire match without ever being able to fire (because the other team has two ECM mechs and there are no remotely good counterstrategies) is not. All of these things happen routinely to new players.
It's a competitive market out there in free-to-play, and PGI needs to stop squandering player goodwill by ignoring major issues while focussing on minor tweaks.
#64
Posted 20 August 2014 - 01:59 PM
ENS Puskin, on 20 August 2014 - 12:58 PM, said:
Yeah and PGI have been doing a cracking job of "tuning" so far . I am (genuinely) eagerly awaiting the day for PGI to amaze, I'm not holding my breath though.
#65
Posted 20 August 2014 - 03:02 PM
#66
Posted 21 August 2014 - 04:33 AM
With respect to the creators of the game.
#68
Posted 21 August 2014 - 06:33 AM
too bad they are removing the negative effects from the weapon modules, why not go for a positive with an accompanied negative effect more or less unique to the weapon
i.e.
ER-LL
range increase for longer recycle time
LPL
reduced beam duration
increased heat
SRM6
tightend missile volley
reduced ammo per ton
AC20
reduced recycle time
increased shell drop off
Clan Streaks
reduced recycle time
decreased range
and so on
2-3 different combinations could be offered for every weapon to support various playstyles
now it is just "buff for bills"
#69
Posted 21 August 2014 - 06:35 AM
Quote
That is a very interesting idea. Like it a lot
#70
Posted 21 August 2014 - 01:40 PM
Postumus, on 20 August 2014 - 01:25 PM, said:
The C-Bill cost is not why new players are not using modules, it is the GXP cost to unlock the module in the pilot tree. A player can easily grind the C-Bills for the modules but the grind is even worse in regards to GXP. I know that I used double XP weekends and half price XP-GXP conversion to unlock most of my modules with MC.
#71
Posted 21 August 2014 - 09:35 PM
#72
Posted 21 August 2014 - 11:23 PM
John1352, on 20 August 2014 - 05:01 AM, said:
Quoted for truth. I could have bought all the Locusts on sale and filled 6 mech bays for the price of radar deprivation.
#73
Posted 22 August 2014 - 08:40 AM
Kmieciu, on 21 August 2014 - 11:23 PM, said:
Quoted for truth. I could have bought all the Locusts on sale and filled 6 mech bays for the price of radar deprivation.
Yes...but would you have piloted them? I think not!
Thus your money was better spent on the module.
Edited by Gorgo7, 22 August 2014 - 08:41 AM.
#74
Posted 22 August 2014 - 08:50 AM
its down to us as a comunity to welcome and help new players, who knows u might even make a friend
long story short
modules yes keep it up
new players not an issue
my spelling not great ;]
#75
Posted 23 August 2014 - 01:53 AM
I know this is going to sound repetitive but this is really just another cash grab - making the pill sweet etc..
So maybe it's "buy buy buy buy - bye bye"?
We'll see
#76
Posted 23 August 2014 - 03:15 AM
Ok, I can squeeze what, at best 50m out of some guns. Probably not the guns people need to boost, and since the clanners get them TOO, nothing changes. It just raises the grind again, but since the adjustments aren't very noteworthy we CAN just skip the entire system and probably not suffer too badly.
Add to that, the modules at rank 5 probably cost around 5,000 gxp each, conservatively. I'm guessing more, which is a huge investment for a 50m increase. You lowered all the CB costs for weapon modules, bully...but kitting out a mech in a set of them could cost 20,000 gxp and 15m CB. For that price I can buy another variant and almost instant-level it through elite.
You've said before that modules are intended to be the "end game" content, then make them be worth using. I don't know of a single raid in World of Warcraft that provided "end game content" and dropped completely worthless loot.
#77
Posted 23 August 2014 - 03:22 AM
Are they worth 3m cb (unless you raise the costs again) and 5-7k gxp? I don't know, that's tough. I'm still going to get outranged by every clan weapon ever, and there are lots of other things to spend 9m CB on...like new variants.
Or just save it all for the 20-25m per variant costs for Clan mechs, because those are going to be the only cbill sink you need for a loooong while.
#78
Posted 23 August 2014 - 03:31 AM
#79
Posted 23 August 2014 - 08:29 AM
If it was just (a ridiculous amount of) c-bills then that's one thing; but high GXP too... ah no.
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