CBill earnings are bad, and have been bad for a while now. Earning between 80,000-120,000 cbills a match is just not enough, and it's costing the game players, and PGI money.
Uh oh, here comes a bunch of numbers
Your average player without premium time (PT) rakes in the fore mentioned 80,000-120,000 cbills a match (Good players may earn more, bad players may earn a bit less, this is ultimately an average over hundreds of matches for an average to below average(AKA New) player). We'll put that number at 100,000 for math purposes. We'll also assume that, say, from hitting play to getting back to the mech lab takes about 10 minutes on average. Sure, it can take over 20 sometimes, and sometimes it can be under 5. 10 is a nice, round number we can do some math with.
So, how much does it cost to kit out a mech? That can vary, but I'll throw some numbers out here.
Using the Shadowhawk 5M as a baseline for IS mechs (because it comes with all the upgrades and an XL Engine stock), and throwing around a little extra money to customize the weapons a bit, we get to around 10,000,000 cbills to kit it out (8.5 for the mech, 1.5 for extra stuff to mount on it). Some mechs will cost more, some will cost less, but we'll use this.
But that's not all. We now get to modules, that have become a nessessity in the group queue if you want continued success. You get 2 weapon modules at 3,000,000 each, and 2 regular modules at 2,000,00 to 6,000,000 each. We'll ignore consumables, as they eat at your earnings more than cost for the mech build. So, that's around 10,000,000-18,000,000 cbills for modules. WHile it's usually closer to 18 mil, we'll take the middle number of 14,000,000.
So, the mech build is 10,000,000, and the modules are 14,000,000. That's 24,000,000. For one mech.
But wait, don't you need 3 mechs to master a chassis? So, that's 2 more 10,000,000 purchases. We'll even be kind and share the modules, so no extra cost. So that's 44,000,000 cbills for 3 mechs, only one of which is fully kitted out with modules.
So, back to our earnings, at 100,000 a drop, that's about 440 drops to earn the cbills to build those mechs. At 10 minutes a drop, that's 4400 minutes, or 73 hours, 20 minutes of game time. To build 3 medium mechs, and outfit modules on one of them.
Think I was low on earnings? if we go up to 120,000 a drop, you're at about 367 drops, or just over 61 hours of game time.
How about we ignore the modules? Plenty of folks don't drop with those. Well, now we're down to just 30,000,000 for the 3 mechs, or 300 drops, or 50 hours of game time (or 250 drops and 41 hours 40 minutes with 120,000 a drop).
But wait, what about the 8,000,000 bonus CBills from being a new player?
So, that's 80 (or 67) fewer drops needed, saving a new player a little over 13 (or 11) hours. Once.
So, Bront, what's your point? That's a lot of numbers
My point is this. The lowest amount of time spent in the game with the above numbers is just under 42 (31 with the new player bonus) hours to master 3 medium mechs. 3. Part of the fun of this game is playing many different mechs, building them out, trying new things, and collecting them. With the current CBill grind, it's hard to keep new players interested long enough for them to start getting the payoff for their play (owning 3 of the same chassis so they can master out all the skills, forget putting modules in). That's an awful lot of grind to get so little for it in the game.
But how does that hurt PGI?
It hurts them in several ways.
1) Mechbay sales. I've argued
in another thread about them being available for CBills, but at the moment, they aren't, and they're the very definition of a micro-transaction that MWO is looking to encourage. If it takes me a day of playing the game in order to even need one of these, that could be anywhere from a week to a month of actual time before I need to spend a miniscule amount of money on them. So it's seriously hampering a potential money-making transaction.
2) Customizations. There's little need to buy camo on mechs I don't own. Much like Mechbays, camo is hurt by the ability to get mechs in the first place.
3) Gaining free players. Free players help keep a game alive, and provide content for players who pay in a PvP F2P game. If the grind it so taxing, free players simply won't stick around.
4) Converting free players to paying players. Allowing players something to show in the game they play for free will tend to make them comfortable opening their pocket books for the game. The more free players you keep, ultimately you get more that end up becoming paying players.
Won't raising CBill earnings prevent money players from buying mechs with MC?
Yes, and without CBill mech purchase data, I can't say if that's a big income stream with PGI outside of the pre-sale packages they've been working on (which clearly are a big income stream, because they keep doing them). It may cut down on MC mech sales for standard mechs (which most players feel are too expensive anyway), but it could easily make up for it with mechbays and camo costs, or in premium time/hero mech sales.
Remember, we're also growing the player base by making the game more accessable, so there could be high volume small item sales increases to make up for lost MC Standard mech sales. They could also find other ways to let players spend money (can be discussed elsewhere).
But I own everything I want. I don't need CBills anymore.
Modules were aimed at this crowd, but that's a possible end game in every game anyway. Folks with all the CBills that are still playing will continue to play anyway, and aren't really effected by a potential CBill boost.
That's a lot of text, can you sum it all up (TL;DR)?
The grind in MWO is currently pretty bad. It can take days of real game time to earn the in game currency to afford all the things that make the game fun, let alone the top tier gear that competitive players need (Modules). Reducing this grind will ultimately help increase the number of players who come and stay, increase paying players, give folks better reasons to buy the small items, and provide for a better game experience for new and current players alike. I think PGI needs to consider raising CBill earnings to help the new player as well as the long time current player experience, particularly as they have worked on adding things for players to spend their CBills on that are extremely expensive (more so than many mechs). I think they have a lot to gain, and very little to lose by making such a change.