So I'm about to make a lengthy post about the comparison between TF2's 'economy' and MWO's economy.
I suggest people look at this page, as it goes in-depth as to how the item drop system works in TF2:
https://wiki.teamfor....com/wiki/Drops
For this argument, I'm assuming 'weapon drops' from TF2 are equivalent to using C-Bills to purchase a Mech.
In TF2, after playing long enough, I will get a drop. If it is something I don't have, I can use it immediately without any need to customize it. If it is a duplicate, I can either trade it away or use it in crafting (which is like selling it for less than its original value).
In MWO, most of the mechs require extra investment outside the initial purchase and this is my primary problem with the economy in this game as the pricing scheme was designed around this problem. The amount of time it takes to actually build up a mech is much more on average than it takes to earn a non-duplicate weapon (granted it may not be the one you want) in TF2 which makes the buying of a mech A LOT less satisfying than it should be, especially for those mechs that cost upwards of $15. This game outright taxes customization which is a primary feature of the game, after all how many of us have spent as much time playing this game as we have in the mechlab or theorycrafting using some sort of program (SSW, Smurfy's, or otherwise)? This is a major flaw with the current model as it is self-defeating.
So now let's look at time spent getting items and a certain issue with that. The problem is simple, skill is a factor in how fast you earn content. This is another reason that the NPE is sooooo bad is because you have people who are veterans who regard the current grind as ok are completely unaware or unable to remember what it was like to be new and how harmful a skill-based economy can be to the time spent to gain access to content. TF2 did incredibly well here, you are limited to X many drops per week, but you get on average, a drop an hour. No skill involved so veteran or newbie, you get access to content at around the same pace. The best part in my mind with regards to TF2 is the increased number of drops per week if you spent a week not playing the game for whatever reason. This allows those who were unable to play one week due to RL, to make up for the missed opportunity.
Now someone ironically brought up Pokemon saying this game isn't like Pokemon (Joseph Mallen I think it was). So let's go ahead and look more in depth at that.
- We currently have more variants (I call them models) than there were Pokemon in Generation I.
- You can go through a game of Pokemon without ever using/capturing all the Pokemon.
- Not all Pokemon are equal, in fact some are down right worthless (SDR-5V I'm staring at you)
Considering all the above, Pokemon and MWO have a lot more in common. The question is, should free players pretty much be paywalled from becoming collectors, which unless cadet bonuses increase with the amount of content, this goal becomes ever more distant for those new 'free' players. This is what that specific debate is over, whether being a collector is a convenience or a feature, and imo, it is definitely a feature.
This is not including the fact you can be a competitive player with just 4 mechs in your garage which leads to more issues with people willing to drop money for new mechs, let alone $20 for one. This is a game design problem that really does hurt the sale of new mechs, at least if the current game population consisted more of players who weren't BT fans before playing the game.
Edited by WM Quicksilver, 16 October 2014 - 02:10 PM.