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Module's Should Be One Time Unlocks


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#21 Kmieciu

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Posted 13 September 2014 - 01:40 PM

I've purchased only 1 of each module type and have no intention to buy duplicates. It's a failed C-Bill sink, if you ask me.

#22 ArchMage Sparrowhawk

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Posted 13 September 2014 - 01:43 PM

Or at least for ***** sake make it so I can keep track of what mech has what module. I have lost modules and lost cockpit items and ******* hell do I not enjoy searching through every mech in the mechlab 2.0 interface and then going in to the module or cockpit displays for each of them.

(unless there is an easier way, in which case, please tell me)

#23 Pjwned

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Posted 13 September 2014 - 02:36 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 that's not a "privilege" that you should have to grind several dozen matches to achieve.

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.


The problem is that they're forcing the "incentive" way too much for such a simple yet important system.

View PostTorgun, on 13 September 2014 - 01:32 PM, said:


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.


That's a piss poor way of thinking if you ask me, forcing too much grind and asking for a lot of money to bypass it can easily make people just stop playing the game nearly as much or even completely.

Edited by Pjwned, 13 September 2014 - 03:02 PM.


#24 Alistair Winter

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Posted 13 September 2014 - 03:22 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 ?

If you want the privilege of playing another match when you just died by a cockpit shot in the last match, why shouldn't you have to start all over in the game, levelling all your mechs from scratch?

This isn't a simulator. We don't even have R&R.

Edited by Alistair Winter, 13 September 2014 - 03:23 PM.


#25 wolf74

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Posted 13 September 2014 - 05:34 PM

Until they started giving out Mech bays the "Free to Play" Players aka those who have not Given PGI anything. The F2P player only had 4 Mech Bays How Long did it take you get 4 mechs and get them to your play style? I Know Many of a Player who has over 80 to 90 mil (Me NOT being one). The Modules are an "End Game" Money sink for mechs.

#26 A banana in the tailpipe

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Posted 13 September 2014 - 05:36 PM

The fact modules are one per mech has me buying fewer mechs, thus fewer mech bays.

#27 DAYLEET

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Posted 14 September 2014 - 01:04 AM

View Postwolf74, on 13 September 2014 - 05:34 PM, said:

The F2P player only had 4 Mech Bays How Long did it take you get 4 mechs and get them to your play style? I Know Many of a Player who has over 80 to 90 mil (Me NOT being one). The Modules are an "End Game" Money sink for mechs.


Lets not balance a game based on the people who contribute nothing to the game in the first place.

#28 Quxudica

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Posted 14 September 2014 - 01:28 AM

View Postwolf74, on 13 September 2014 - 05:34 PM, said:

Until they started giving out Mech bays the "Free to Play" Players aka those who have not Given PGI anything. The F2P player only had 4 Mech Bays How Long did it take you get 4 mechs and get them to your play style? I Know Many of a Player who has over 80 to 90 mil (Me NOT being one). The Modules are an "End Game" Money sink for mechs.


As has been stated and shown however, it's not an effective one. Few use them to begin with, fewer still purchase duplicates to alleviate the annoyance of the system. It really doesn't matter if it's "End Game" or not if it's not being used. Also I'd argue that "End Game" is a really vague term in MWO. The amount of actual play time it takes someone to start investing in modules is going to vary greatly by player, even someone who plays casually may end up investing in them sooner (in terms of actual hours played) than someone who plays hours every day. And, regardless of it being End Game or not, it's hard to argue the system couldn't be greatly improved from its current state.

View PostDAYLEET, on 14 September 2014 - 01:04 AM, said:


Lets not balance a game based on the people who contribute nothing to the game in the first place.


This is not the best way to look at things, no player contributes nothing to a title like this. Even the player that will never spend a dime contributes their playtime, which helps enlarge the player base, which helps queues be shorter, which helps the game persist. The game, especially as a competitive title, should be balanced holistically and not just from one sub-groups perspective. The experience of the player that pays no money is just as important to the health of the game as the experience of the player that spends thousands.

#29 Remarius

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Posted 14 September 2014 - 02:53 AM

View PostQuxudica, on 12 September 2014 - 10:43 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.


What on earth heavy mech costs 3m c-bills out of interest? :o

#30 Quxudica

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Posted 14 September 2014 - 03:03 AM

View PostRemarius, on 14 September 2014 - 02:53 AM, said:


What on earth heavy mech costs 3m c-bills out of interest? :o


None, however almost all of them cost less than six million.

#31 Chemie

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Posted 14 September 2014 - 04:20 AM

that is main reason for dropship mode ; they want to force you to buy at least 4 of everything

#32 Impyrium

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Posted 14 September 2014 - 04:25 AM

No. I never liked how the new modules are pure advantage and no longer have any disadvantage. It makes no sense as a game mechanic. It needed to have its buffs boosted, but its negatives retained. The high purchase price is the only reason it's not a 100% necessity to have atm.

#33 Mudhutwarrior

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Posted 14 September 2014 - 04:34 AM

The current pricing is far out of reach for a newb or casual player. I for one think they should at least halve it. The XP requirement maybe high too but for me its the cost that stops me from using many of them. As a solo only player I cant farm xp and cbills and considering the ever changing environment my money is better spent at being able to reequip my mechs to keep up with meta changes.

#34 Quxudica

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Posted 14 September 2014 - 04:37 AM

View PostAUSwarrior24, on 14 September 2014 - 04:25 AM, said:

No. I never liked how the new modules are pure advantage and no longer have any disadvantage. It makes no sense as a game mechanic. It needed to have its buffs boosted, but its negatives retained. The high purchase price is the only reason it's not a 100% necessity to have atm.



These concerns are something that could be addressed along with the overhaul to how they function

#35 KamikazeRat

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Posted 14 September 2014 - 06:42 AM

I think a better UI for switching them, and i'd buy more. i have too many mechs to go through and find my advanced zoom module when im looking for it, the frustration alone of that experiment has turned me off to most of the modules.

as for the money...i get it, its a cash sink, working as intended, but maybe half the price. or have modules go on sale for weekend events or something, some of them are just too much for what little they add.

#36 Nick Makiaveli

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Posted 14 September 2014 - 07:12 AM

How about just the ability to save mech configs like we were promised?

In other words, when you put a mech in storage, all it's gear is available to another mech, but it's configuration is stored, Then when it's activated, as long as there isn't a conflict with another mech, ie one still in a match, you just launch and go.

#37 Quxudica

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Posted 14 September 2014 - 02:37 PM

View PostNick Makiaveli, on 14 September 2014 - 07:12 AM, said:

How about just the ability to save mech configs like we were promised?

In other words, when you put a mech in storage, all it's gear is available to another mech, but it's configuration is stored, Then when it's activated, as long as there isn't a conflict with another mech, ie one still in a match, you just launch and go.


That's definitely another possible solution, though in such a case I would also like to see price reductions.

#38 Postumus

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Posted 14 September 2014 - 04:53 PM

So far I have managed to unlock somewhere around 45k GXP worth of modules, but the only module that I've ever actually bought was the advanced sensor module, which is one of the cheapest at 2 mil Cbills. I would much rather spend 6m Cbills on a new mech than pay for a single module that I have to constantly swap around. I don't get so much enjoyment out of the game that I want to grind the 5-10 hours necessary just to purchase a module.

#39 AdultPuppetShow

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Posted 14 September 2014 - 05:06 PM

The only modules I have unlocked and purchased are Advanced Zoom and Target Decay, and I only have one of each. They add up to 8 million c-bills, and enough GXP to be 2/3rd's the way to basic efficiency on any mech. I could have a nearly fully kitted out Shadowhawk for the price of those two modules.

IMHO that is patently ridiculous.

#40 Josef Koba

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Posted 15 September 2014 - 07:48 AM

I would personally be okay with just having a system that allows me to find in the rare case that I do not strip them out of the mechs I was using when I log out. I try to be as disciplined as possible in that because, with 95 mechs and sometimes going a week between games, it's hard to remember where they are. Heck, I have a Davion bronze that I can't locate and don't want to waste 20 minutes trying to find it. It would be great to have some sort of equipment locator, though the community has asked for this before to no avail.





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