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Module's Should Be One Time Unlocks


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#1 Quxudica

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Posted 12 September 2014 - 10:13 PM

Just as a quality of life improvement. It's tedious having to swap modules between mechs, the overly clicky interface doesn't help this either. Modules already don't stack with themselves (to my knowledge) so the only reason to own more than one of the same module is to outfit multiple mechs, but the cost of modules means getting multiples just for that reason adds unnecessary grind, I can buy entire mechs for what modules cost. Considering I've bought a grand total of.. four (I think) modules since they were introduced I can reasonably argue that they aren't an overly effective "grind carrot" anyway, not for me at least.

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 Carrie Harder

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Posted 12 September 2014 - 10:16 PM

I would personally like it, but PGI probably sees it as an arbitrary money sink and thus is unlikely to change it. :\

#3 DAYLEET

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Posted 12 September 2014 - 10:32 PM

Id rather see a very drastic price lowering, like 600k for a 6million module. The Cbill sink would still be there, better maybe, and i wouldnt have to change the loadout of my mech everytime i change mech.

#4 Quxudica

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Posted 12 September 2014 - 10:43 PM

View Postsneeking, on 12 September 2014 - 10:22 PM, said:

if you want the privilege of launching a second mech while your fully equipped one still lay on the battlefield why shouldn't you have to earn it ?


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 Honiara

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Posted 12 September 2014 - 11:13 PM

I agree,

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 Master Pain

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Posted 12 September 2014 - 11:37 PM

Modules definitely fall into the category of tedious work. An unlock or drastic price reduction would help restore the fun factor here. They are a grind to acquire and a pain in the ass to juggle between mechs.

#7 ACH75

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Posted 13 September 2014 - 06:05 AM

Agree... Please Stop this tedious swapping and C-Bills waste then refund the multiple copies already acquired...

#8 El Bandito

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Posted 13 September 2014 - 06:45 AM

I very much agree with the OP.

#9 Zypher

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Posted 13 September 2014 - 08:19 AM

At this point is just detracts from gameplay as I bet most people waste the time swapping modules out when switching mechs. I certainly do because I can't just can't afford to throw away 3-6 mill here and there. As a result it fails to act as a cash sink and more of a time sink.

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 Dulahan

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Posted 13 September 2014 - 09:04 AM

Yeah, if anything I find Modules to be very much a haves and have nots thing. They're prohibitively expensive for even a reasonably dedicated player, so much so that only the most frequent, non-stop player (The sort who already owns almost every mech that's been released) can really get them all... yet they've becoming increasingly important too, the sort of thing that also separates 'good builds' from bad, and even being used for balance uses.

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 Ngamok

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Posted 13 September 2014 - 09:26 AM

They should be one time unlocks say costing 6,000,000 C-Bills with maybe a 100,000 C-Bill installation cost? Much like going from SHS to DHS.

What do you think?

#12 Sorbic

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Posted 13 September 2014 - 09:34 AM

I'd be fine with spending money on modules, if after you buy one that same module becomes cheaper for subsequent purchases. Of course I would love to see the same thing for engines but that's a pipe dream.

#13 Sethliopod

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Posted 13 September 2014 - 09:38 AM

I really love this game, and have happily, with no regrets sunk far more money into it than many polished, complete games.

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 DocBach

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Posted 13 September 2014 - 09:44 AM

As much as I want to agree with the OP, and I find remembering where I put what pretty annoying, I understand why they've chosen to make each module a purchasable item -- to give incentive to either pay for premium time to quicken the grind or to buy a c-bill package and be done with it. Such is the nature of F2P games.

Luckily, the GXP requirement is a one-time purchase.

#15 M0rpHeu5

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Posted 13 September 2014 - 11:21 AM

If the modules were unlock like the OP suggest i would play more so i could unlock them and buy them, now i just do not care.

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 Quxudica

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Posted 13 September 2014 - 12:30 PM

View PostDocBach, on 13 September 2014 - 09:44 AM, said:

As much as I want to agree with the OP, and I find remembering where I put what pretty annoying, I understand why they've chosen to make each module a purchasable item -- to give incentive to either pay for premium time to quicken the grind or to buy a c-bill package and be done with it. Such is the nature of F2P games.

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 Josef Koba

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Posted 13 September 2014 - 01:00 PM

I have no problem having to swap out modules, necessarily, so having it be a one time purchase isn't something I like from a philosophical stand point (though if it were implemented I would most certainly use it). However, the costs as they are now are very prohibitive and I'm quite picky on what modules I purchase and when. I'm by no means as rich as some pilots in game, but I'm not destitute either. Buying a handful of weapons modules would put a world of hurt on my finances, especially when I think about the prices that will no doubt be associated with CW. So yes, I'd be okay with a downward adjustment in prices, absolutely. I simply see no reason to spend another 3 million Cbills on a second C-ERLL range increase. It's definitely a pain to switch them out, but...not so much of a pain that I will blow 3 mil without a thought.

#18 Torgun

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Posted 13 September 2014 - 01:23 PM

There's one question you should ask yourself before asking for PGI to change a certain thing. The question is: "Is it an effective CBill/GXP sink?". If the answer is yes, then no way are the going to change it. That's all

Edited by Torgun, 13 September 2014 - 01:23 PM.


#19 Quxudica

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Posted 13 September 2014 - 01:30 PM

View PostTorgun, on 13 September 2014 - 01:23 PM, said:

There's one question you should ask yourself before asking for PGI to change a certain thing. The question is: "Is it an effective CBill/GXP sink?". If the answer is yes, then no way are the going to change it. That's all



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 Torgun

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Posted 13 September 2014 - 01:32 PM

View PostQuxudica, 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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