Module's Should Be One Time Unlocks
#1
Posted 12 September 2014 - 10:13 PM
Additionally, modules aren't really equipment, the way I see them they are improvements to preexisting systems on the mech (except for consumables.. but those shouldn't be modules at all imo, they should be equipment we actually have to put in our mech). As such it doesn't really make much sense needing to "transfer" them between chassis.
The module system could be streamlined into a simple unlock system. You grind the GEXP, you grind the Cbills, you buy the module - done, you may now use it with as many mechs as you wish. I'd argue the sheer amount of grinding needed to unlock every module (or even just the modules one might use for their current load outs) is enough of a barrier without needing to buy multiple copies of them just to alleviate an annoyance.
Thoughts?
#2
Posted 12 September 2014 - 10:16 PM
#3
Posted 12 September 2014 - 10:32 PM
#4
Posted 12 September 2014 - 10:43 PM
sneeking, on 12 September 2014 - 10:22 PM, said:
Because I did earn it, I did the excessive grinding for 15,000 GEXP and payed enough Cbills to buy an entire heavy mech. Because transferring modules between mechs is unnecessarily fiddly and tedious even when they aren't locked out, because it can be annoying to even remember what mech has what modules when you have a lot of mechs, and because the lockout system itself is arbitrary and serves no practical function. The only reason for the lockout system to exist is hampering suicide grinding, but that's easily circumventable by purchasing a couple cheap chassis. The only thing the lockout system accomplishes is hurting people that like to focus on a single mech at a time (this is a tangential argument though and not what the threads about).
Even ignoring the lockout system, making a player purchase multiple copies of modules (especially in their current expensive state) adds nothing of value to the game. It doesn't make the game better, more interesting or more enjoyable in any way, and only serves as an annoyance. It's an unnecessary complication that serves no beneficial function in the game play experience. Even the "Grind" aspect is unnecessary since plenty of grind remains to unlock them to begin with, and there are plenty of other grind focused systems in the game.
#5
Posted 12 September 2014 - 11:13 PM
either modules should be unlocks, or make weapon modules 300k and 'Mech modules 600k, then we can equip them on lots of 'mechs and not keep swapping them over.
This is what Blizzard has done multiple times in Diablo3, they look at systems that cause unnecessary hardship to the player base and make adjustments for the sake of FUN
#6
Posted 12 September 2014 - 11:37 PM
#7
Posted 13 September 2014 - 06:05 AM
#8
Posted 13 September 2014 - 06:45 AM
#9
Posted 13 September 2014 - 08:19 AM
PGI needs to do one two things.
1. Make the module swapping process a shared feature, so the only time you couldn't drop in a mech sharing a module would be if another mech that is using the module is still in a match.
2. If the intent is to be a cash sink, lock the modules to the chassis you bought it for, or at least the same chassis name or weight class, then drastically reduce the cost.
Edited by Zypher, 13 September 2014 - 08:25 AM.
#10
Posted 13 September 2014 - 09:04 AM
So yeah, I agree, the Cbill costs need to be a lot less, especially compared to Mechs, which should be the big part of this game. They really do need to be priced more like weapons.
#11
Posted 13 September 2014 - 09:26 AM
What do you think?
#12
Posted 13 September 2014 - 09:34 AM
#13
Posted 13 September 2014 - 09:38 AM
BUT, The item (mods & cockpit tchotchkes mostly) moving system in this game feels like a relic from an old 8-bit WWII sim. game.
It is so painful, tedious, and downright embarrassing.
It will not, however, move me to buy duplicates of items that cost real money or more credits than many hours worth of play.
I just use less items.
My friend, a founder, simply doesn't use mods because the process is so absurdly burdensome.
#14
Posted 13 September 2014 - 09:44 AM
Luckily, the GXP requirement is a one-time purchase.
#15
Posted 13 September 2014 - 11:21 AM
Same with the mech. If i could buy and master the mech i want without having to buy 2 burdens with it i'd for sure buy more mechbays in order to store the mechs i like, now i say why bother.
Edited by M0rpHeu5, 13 September 2014 - 09:12 PM.
#16
Posted 13 September 2014 - 12:30 PM
DocBach, on 13 September 2014 - 09:44 AM, said:
Luckily, the GXP requirement is a one-time purchase.
I'd argue there are more than enough grind focused systems in the game to consider this one redundant. The mech mastery system alone is a massive source of the games grind that would still exist and modules would still require grind to unlock.
#17
Posted 13 September 2014 - 01:00 PM
#18
Posted 13 September 2014 - 01:23 PM
Edited by Torgun, 13 September 2014 - 01:23 PM.
#19
Posted 13 September 2014 - 01:30 PM
Torgun, on 13 September 2014 - 01:23 PM, said:
I'd say it isn't an effective one though. I for one have bought four modules since their initial introduction over a year ago or something like that. I've never bought a duplicate, and I'd wager the number of people who do buy duplicates is so small as for the impact to be negligible. Many in this thread have said they barely use modules because of the exorbitant costs. It's just a system that needs an overhaul, either streamlined into an unlock system or have a global price reduction. Personally I'd prefer an unlock system so you don't have to fiddle with juggling them at all.
Edited by Quxudica, 13 September 2014 - 01:31 PM.
#20
Posted 13 September 2014 - 01:32 PM
Quxudica, on 13 September 2014 - 01:30 PM, said:
I'd say it isn't an effective one though. I for one have bought four modules since their initial introduction over a year ago or something like that. I've never bought a duplicate, and I'd wager the number of people who do buy duplicates is so small as for the impact to be negligible. Many in this thread have said they barely use modules because of the exorbitant costs. It's just a system that needs an overhaul, either streamlined into an unlock system or have a global price reduction.
I guess it depends on how many mechs you own. THe more mechs, the bigger the chance is you lose track of where you left it etc. Either way things that can lead to the game being less grindy is waaaaayyyy low on the priority list.
Edited by Torgun, 13 September 2014 - 01:32 PM.
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