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Consumables Ruin The Economy.


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#41 Lefty Lucy

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Posted 02 October 2014 - 12:44 PM

View PostDracol, on 02 October 2014 - 11:05 AM, said:

My premium time just ran out. Granted, I get the most out of my consumables, but I find they pay for themselves even on loses.

UAV in the middle of a pack of enemies with ECM, paid for itself.

Airstrike used near the later part of the match against a blob of mechs, paid for itself

Don't use anything but those two, and only in the situations I described.

If someone is not utilizing a module to its fullest potential, I can see how it can be viewed as a tax.


You need to get 80 UAV detections for the UAV to pay for itself. You might get a couple of counter-ECMs, and those give a bigger reward, but you generally get many fewer.

Similarly it would have to be an absolutely devastating arty to pay for itself. Doesn't really happen.

#42 Bilbo

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Posted 02 October 2014 - 12:48 PM

View PostLefty Lucy, on 02 October 2014 - 12:44 PM, said:



You need to get 80 UAV detections for the UAV to pay for itself. You might get a couple of counter-ECMs, and those give a bigger reward, but you generally get many fewer.

Similarly it would have to be an absolutely devastating arty to pay for itself. Doesn't really happen.

If it payed for itself, there would be no reason to make it consumable. It doesn't need to pay for itself to be useful.

#43 Hardin4188

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Posted 02 October 2014 - 12:49 PM

I haven't used a single consumable yet. I know I suck. I didn't even know the game had consumables the first few days I started playing again. They look expensive.

#44 Lefty Lucy

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Posted 02 October 2014 - 12:50 PM

View PostBilbo, on 02 October 2014 - 12:48 PM, said:

If it payed for itself, there would be no reason to make it consumable. It doesn't need to pay for itself to be useful.


I'm just correcting an incorrect statement. I realize that it doesn't need to pay for itself to be useful, but it does establish the lamentable conundrum that team play and personal gain are at odds with each other because of it.

#45 Scratx

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Posted 02 October 2014 - 01:21 PM

View PostLefty Lucy, on 02 October 2014 - 08:11 AM, said:


I wonder how many people saying stuff like this have premium time.

I play lights and mediums and on a *good* win, I make 120k. Use both consumable slots and that ends up being 40k.

For the same match with premium time it would be a net profit of 100k. So a bonus from premium time that is "supposed" to be +50% ends up being +150% in real earnings.


You just pointed out why premium time is so bloody awesome in World of Tanks, where repair and rearm at higher tiers punch you in the gut and often premium time is the only thing that puts you in the black.

And also why RnR is so potentially horrible. I don't want anybody to be forced to use premium just to break even........

#46 Lefty Lucy

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Posted 03 October 2014 - 12:35 PM

View PostScratx, on 02 October 2014 - 01:21 PM, said:


You just pointed out why premium time is so bloody awesome in World of Tanks, where repair and rearm at higher tiers punch you in the gut and often premium time is the only thing that puts you in the black.

And also why RnR is so potentially horrible. I don't want anybody to be forced to use premium just to break even........


Yep. Consumables are basically just R&R snuck back in to inflate the value of premium time and make the grind even longer without it.

#47 Alwrathandabout42ninjas

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Posted 03 October 2014 - 12:37 PM

View PostLefty Lucy, on 02 October 2014 - 08:06 AM, said:


It leaves the game with the sad state where the most effective way to farm c-bills is to die as quickly as possible while doing as much damage as possible, then immediately quit out of the match and pick a different mech.


Its been like this for years. Everyone knows how to cbill farm by now. Its not necessarily a bad thing. If anything it teaches random teams to be more aggressive instead of playing hide and wait for them to come warrior online.

#48 Killstorm999999

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Posted 03 October 2014 - 12:46 PM

View PostXtrekker, on 02 October 2014 - 09:03 AM, said:


Ha, no kidding. It's all pretty much a one way mech collector with obstacles to frustrate you into paying real money.



Indeed. It's a shame too, as it would be really nice selling/trading mechs and equipment in an open market place. I would really be in favour of a system where everything is cheaper and easier to acquire, but also much easier to lose. As it stands, everything is difficult too acquire, but thankfully you can never lose it.

#49 Scratx

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Posted 03 October 2014 - 12:48 PM

View PostDeltron Zero, on 03 October 2014 - 12:46 PM, said:



Indeed. It's a shame too, as it would be really nice selling/trading mechs and equipment in an open market place. I would really be in favour of a system where everything is cheaper and easier to acquire, but also much easier to lose. As it stands, everything is difficult too acquire, but thankfully you can never lose it.


The problem with letting players trade with each other.... "gold farmers". And the darker side of that, but I needn't go into that.

#50 LauLiao

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Posted 03 October 2014 - 01:18 PM

Just an idea here so please don't crucify: What if there was a system by which players were rewarded for effectively using their consumables? For example, damage an enemy mech with Arty strike, get x% of the cost back in C-bills. Get a spotting assist with a UAV, get x% of the cost back.

As it is, the choice of taking consumables or not should NOT be a Zero Sum proposition. I should not have to choose between taking consumables and making no money, and be making money and gimped, since those consumables have become such a part of the game that it's difficult to be competitive without them.

The other choice would be to go the other way and make them so expensive that they become much less common on the battlefield, but as long as the vast majority of players are taking them, it forces everyone to do so to keep up.





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