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Gxp Is A Stupid Unnecessary Double Grind Wall.


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#1 Rando Slim

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Posted 05 January 2015 - 12:59 PM

And it kills the enthusiasm of new players so fast its not funny. All modules need to have their prices cut in half and their gxp requirements cut in half or removed entirely. This game is the grindiest game currently on the market and it isn't particularly close. Id post it in suggestion forum but nobody ever reads that. Tell me Im wrong till you are blue in the face but it won't change the fact I'm right. I'm not trolling either. Someone posted a thread a while back about how long It takes in real life hours to elite out an Atlas......it was a long damn time and then on top of that your gonna put modules behind some arbitrary double grind wall? I mean Im not a new player, I'm just voicing the problems here of a few friends and new players that I know and have tried to help. Its a problem. Thanks and flame away.

Edited by Scrotacus 42, 05 January 2015 - 01:00 PM.


#2 operatorZ

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Posted 05 January 2015 - 01:03 PM

I agree...module costs and mech costs are prohibitive to getting and retaining players...I know its a $$ maker for PGI but even a little relief would help.

#3 AlmightyAeng

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Posted 05 January 2015 - 01:06 PM

Researching modules comes pretty quickly...paying 3-6 million cbills to BUY one? I'd say that's the more prohibitive half.

#4 FupDup

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Posted 05 January 2015 - 01:06 PM

One of its main purposes is to give you an option to speed-level variants that were "coincidentally" made less effective than their peers...

It also serves as the gateway to exciting endgame content like adding 13.5 meters to your Small Laser's range.

Edited by FupDup, 05 January 2015 - 01:06 PM.


#5 TyphonCh

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Posted 05 January 2015 - 01:07 PM

It would be cool to see sales on modules and equipment. Just sayin.

#6 Deathlike

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Posted 05 January 2015 - 01:10 PM

View PostFupDup, on 05 January 2015 - 01:06 PM, said:

One of its main purposes is to give you an option to speed-level variants that were "coincidentally" made less effective than their peers...

It also serves as the gateway to exciting endgame content like adding 13.5 meters to your Small Laser's range.


You forgot about the 1m 9m e-peen Flamer increase bro.

Edited by Deathlike, 05 January 2015 - 01:11 PM.


#7 ShadowWolf Kell

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Posted 05 January 2015 - 01:12 PM

View PostDeathlike, on 05 January 2015 - 01:10 PM, said:


You forgot about the 1m e-peen Flamer increase bro.



I actually want that for my Adder.... so I can toast marshmellows and stuff.

#8 Water Bear

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Posted 05 January 2015 - 01:13 PM

View PostScrotacus 42, on 05 January 2015 - 12:59 PM, said:

Tell me Im wrong till you are blue in the face but it won't change the fact I'm right.


srsness level under 9000.

#9 Deathlike

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Posted 05 January 2015 - 01:15 PM

View PostShadowWolf Kell, on 05 January 2015 - 01:12 PM, said:

I actually want that for my Adder.... so I can toast marshmellows and stuff.


I think the Banshee hero is better for that. :P

#10 627

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Posted 05 January 2015 - 01:33 PM

it's actually a paywall because in the end you need xp>gxp conversion for mc which means hard money if you want those nice modules that cost 15k to unlock. Just think about how long it would take to get something like 50k GXP and you'll see what I mean.

On the other hand, I'm sitting on something like 300k GXP and have no idea what to do with that. And speed-leveling new mechs takes out the whole fun ofthe game so no I don't do that.

#11 CygnusX7

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Posted 05 January 2015 - 01:37 PM

I have barely any time to play MWO and I don't think it's all that bad.

#12 Mcgral18

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Posted 05 January 2015 - 01:39 PM

My new account has 15k GXP after 41 matches, while running Premium.

Premium is 50% extra XP? So, 60 matches for a one time unlock? Doesn't seem terrible.


It's the mechs that get to me, even with that 50% Cbill bonus...grinding mechs is just painful when you don't have a stable of mechs, armour and equipment. I remember being able to buy and sell mechs at a whim when I started, I didn't even buy more mechbays for months, until the Cbill nerf.

I would have difficulty getting someone to play without getting a mechpack, because the grind for new players is pretty rough. I never had it that bad when I started.

#13 Lily from animove

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Posted 05 January 2015 - 01:40 PM

the whole "skill" system is crap because its just upgrades and not a real skill system.

maybe when CW is finished we get soem reworks on this.

#14 Deathlike

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Posted 05 January 2015 - 01:41 PM

View Post627, on 05 January 2015 - 01:33 PM, said:

it's actually a paywall because in the end you need xp>gxp conversion for mc which means hard money if you want those nice modules that cost 15k to unlock. Just think about how long it would take to get something like 50k GXP and you'll see what I mean.

On the other hand, I'm sitting on something like 300k GXP and have no idea what to do with that. And speed-leveling new mechs takes out the whole fun ofthe game so no I don't do that.


It's a PITA when you start as a new player. Once you gain the critical modules (Radar Dep and Seismic) and upgrades to consumables (Coolant, Arty/Airstrike, UAV), then you have no real need outside of the occasional weapon module to splurge on with GXP.

There's too many bad module options in the game as it is, which is another part of the problem.

C-bills are really at a premium from the start, and only when you just keep "buying" your way into reducing that effect, you're going to be behind the 8-ball up to a point.

Edited by Deathlike, 05 January 2015 - 01:44 PM.


#15 LordKnightFandragon

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Posted 05 January 2015 - 01:48 PM

The grind in this game is stupid bad. and if you are cursed to be on the losing side, its even worse. I played 8 games earlier and made less then 500K......ofc, I only won 2........dear god...even the wins combined I made like 160K.....Oh, and lets add in the fact I was on my 30% Warhawk(I)......didnt make ****...

Rewards system in this game is derpy...

Make no cash at all, need 30-50million just for the 3 mechs, need another maybe 10-15 million to gear each of those mechs out, if you want modules, you need 3-6 million per, you need like 40K xp per mech to elite it out, meanwhile even on a good run, you net maybe 200k.....

Only one Premium, with a 30% champ mech, and with some insanely good luck, you might net a single battle of 400K........but that isnt ****...

The norm in this game should be 100K for a loss, 200K for a poor game, 300K for an avg game, 500K+ for good games and if you just do outstanding with all the money boosting bonuses, make upwards of 1.5-2million.....and then on top of that, lower the damn mastery requirement to ONE(1) DAMN MECH. Cut module prices in half, so 1.5-3 million each, cut the XP costs to unlock the big modules from 15K to 5-7.5K.

Yeah...sounds about right....

Then, for new players, increase the "Cadet bonus" to 100 games, 1st 25 games give 100% income, next 50 give 50%, next 10 give 25% and the last few give no bonus to prepare people for the poverty lvl of income in the normal games.

Edited by LordKnightFandragon, 05 January 2015 - 01:49 PM.


#16 Barkem Squirrel

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Posted 05 January 2015 - 01:51 PM

Yes, it may take years.

Then again it is end user content and if it takes years so be it, but I have a few hundred thousand XP that I could convert to GXP and finish out all the unlocks for all of the modules right now. That or play for another year.

#17 That Dawg

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Posted 05 January 2015 - 01:55 PM

View PostScrotacus 42, on 05 January 2015 - 12:59 PM, said:

`1 All modules need to have their prices cut in half and their gxp requirements cut in half or removed entirely.

2 This game is the grindiest game currently on the market and it isn't particularly close.

3 Someone posted a thread a while back about how long It takes in real life hours to elite out an Atlas....\

4 I'm just voicing the problems here of a few friends and new players that I know and have tried to help.



1. no. hellno. those modules dont make an uber player. I have...lord..A LOT OF THEM and I wind up leaving them on other mechs, in the inventory. ALWAYS ALWAYS amazed when I have an insane good game, and realize cause I clicked "strip mech" trying a new build, I ran that game with NO modules! Equally, when I have a crap, get rolled do 15 damage game (yes, those happen, not as much as before, but I go full stupid occasionally) I immediately go to see what modules I clearly had to leave out...and...ooops...theres siesmic, radar dep, ERLL range, TC compIII (or command module..what a pos that is)

2 uhm....you should hear the complaints about Battle over Stalingrad...makes this game seem like they give crap away..oh wait

3 takes even longer to get a kingcrab or almost any clan heavy..you know what one of my crazy ATM's is? Kintaro! Cicada! And I can't believe my numero uno killer, I'm talking dozens of battles and STILL maintains nearly a 3 to 1 kill to death ratio...the lowly Stalker..no modules, four lasers and a butt ton of DHS's...7,412,420 is the cost, and 4-5 nights (I have a real life, kids, job, wimmin) and its got the DHS's and most of the thing grinded out. Its not that big a deal, I bet I could stomp if I played 4 hours a night.

4 yeah, this game has problems, but mainly with matchmaker, NOT the current module system. Those are for the real uber tards who have millions of xp sitting in a particular mech and equal sum of cbills...looooooosers who should be OUT instead of playing this absurdly stupid game.
Please ignore my Richer than Blake (1 percenter badge) and those other stupid badges...I have NO idea how I got them.

#18 LORD TSARKON

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Posted 05 January 2015 - 01:56 PM

View PostFupDup, on 05 January 2015 - 01:06 PM, said:

One of its main purposes is to give you an option to speed-level variants that were "coincidentally" made less effective than their peers...

It also serves as the gateway to exciting endgame content like adding 13.5 meters to your Small Laser's range.


LOL.... I just spent 3 million on Small Laser Range Module..... damn you Pirate's Bane Mech!! lol

#19 That Dawg

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Posted 05 January 2015 - 01:56 PM

increase cadet bonus to 100 or 150 games. that would help

#20 blood4blood

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Posted 05 January 2015 - 01:57 PM

Modules are not necessary to play or to enjoy the game. Modules can be helpful, and may be necessary as an entry requirement for competitive 12-mans and the like (if your team makes you take certain modules), but they are not necessary for game play. Neither are consumables. Given that premise, there is no grind except the grind you accept for yourself by deciding you have to unlock modules.





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