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Module Heart To Heart


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#1 CtrlAltWheee

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Posted 15 March 2015 - 03:13 PM

These are the musings of a humble mechwarrior like yourself, I put my cooling vest on one sleeveless hole at a time.

This is the thing:

Charging 300mc for mechbays is one of the appropriate and reasonable ways that PGI makes money. It's a reasonable price point in my opinion.

As I make c-bills I want to spend money on mechs because it's fun. There are so, so many mechs to buy. Also I'm happy to pay 300mc for mechbays. It's a nice little microtransaction.

Looking at buying modules also. On top of being absurdly expensive, each size of each type of srm/lrm requires its own purchase. An srm2 cooldown module, an srm4 cooldown module, etc.

Instead of buying mechs--which is fun--and buying mechbays--which is good for PGI--I consider buying modules.

If modules were cheaper (100k c-bills), so I'd consider buying a set for each mech instead of buying one and tediously swapping it endlessly, I'd buy more mechs and spend more money.

I love you all.

#2 vettie

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Posted 15 March 2015 - 04:24 PM

C-Bill Sink

Modules, more or less, are meant to be end game items, altho they seem more like a requirement.

I have been around since there were only 2 maps (Closed Beta). I agree, buying mechs is Fun. Mechbays are Very reasonable.

Modules - well, many threads have been started about the cost and difficulty to find once you have several mechs .

Everyone deals with it in their own way.

I have 1 set for each of my CW mechs and those modules stay in those mechs, I only remove them if I change the mech out of CW rotation, or if I change the load out.

For the rest of my mechs (some 85 or so plus more on the way), I have bought a few modules that reflect the weapons and play style I use. When I finish using that mech, I remove the modules so they are ALWAYS in the inventory system available when I need them. I can only say, you have to do what works best for you, but you will go crazy trying to buy modules for every mech you own or eventually will own.

As for real $ spent on the game, Mechbays are very reasonable. I also suggest premium time (when you have time to use it - it runs when you activate it until it expires even if you are not playing). Premium Time nets you more C-Bills thus you can buy more mechs and / or module more quickly...

Edited by vettie, 15 March 2015 - 04:24 PM.


#3 Nothing Whatsoever

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Posted 15 March 2015 - 04:37 PM

What I'd consider is keep the current costs for the first module as-is, but then followup modules are available at some discount percent.

So have the first cost 6,000,000 C-Bills, but then subsequent Modules could be at say 600,000 C-Bills each after.

#4 CtrlAltWheee

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Posted 15 March 2015 - 05:30 PM

Agree, they were created as a c-bill sink. I wonder how well they thought it through. The game has so many mechs at this point that a sink isn't necessary.

It seems to diminish revenue by siphoning money from mech purchases. And diminishes fun.

#5 MoonUnitBeta

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Posted 15 March 2015 - 05:39 PM

Paul called modules being "end-game" (if such a term even exists in MWO), but the only thing that's "end-game" about modules it how expensive they are. I think the understanding is that once you have everything, you are expected to have a surplus of c-bills that you can spend to buy modules as a last resort to perfecting your mech. However, some modules are so good that players may see them as a requirement to enjoy the game. And this is where I think modules have gone wrong.

Except PGI's only content to push the "end-game" is adding more mechs. Similar to WoW just adding to more dungeons once everyone's got teh sweet 1337 gear.

I think all the weapon modules should be scrapped, and PGI should implement weapon manufactures that have trade off's of various ranges, re-fire speeds, heat, damage, duration, visual effects, etc.

And on top of that, PGI ought to implement a more complete list of modules. Such as advanced targeting modules that can "save" target information. So throughout the game it progressively becomes stronger.
Mine layers are regularly requested.
I think PGI can also use modules to flesh out role warfare more effectively. This will be invaluable to competative teams to gain that edge (assuming confining yourself (and thus your whole 12-man team) into a balance of specific roles is considered competitive, which it isn't, so GG PGI.)


I very rarely use modules. I have a few weapon modules, but mostly I use UAV and air strikes.

Edited by MoonUnitBeta, 15 March 2015 - 05:46 PM.


#6 Wildstreak

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Posted 15 March 2015 - 05:47 PM

Brought this up before, never heard anything.

Weapon Modules are cheap in GXP to get, you can go to Level 5 for 3500 GXP total except for 2, cheaper than the cheapest Mech Modules (5000).
C-Bill cost is usually 3 million, a couple at 4, this is the middle price for Mech Modules.

Makes no sense at all.

#7 JohnnyWayne

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Posted 15 March 2015 - 05:54 PM

You know what really would help the game? The ability of buying MC with C-bills from other players. PGI wins, player that don't want to spend money win.

Make like a marketplace of it.

Take a look at Guildwars 2.

Edited by JohnnyWayne, 15 March 2015 - 05:55 PM.


#8 Xetelian

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Posted 15 March 2015 - 05:59 PM

Next person that justifies these ridiculous prices by calling it end game content has to buy my modules.

#9 LordKnightFandragon

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Posted 15 March 2015 - 06:12 PM

View PostCtrlAltWheee, on 15 March 2015 - 05:30 PM, said:

Agree, they were created as a c-bill sink. I wonder how well they thought it through. The game has so many mechs at this point that a sink isn't necessary.

It seems to diminish revenue by siphoning money from mech purchases. And diminishes fun.



Cbill sink? there has to be a Cbill printer first.....buff income and modules prices wont seem so bad.

#10 Rick Rawlings

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Posted 15 March 2015 - 06:13 PM

View PostXetelian, on 15 March 2015 - 05:59 PM, said:

Next person that justifies these ridiculous prices by calling it end game content has to buy my modules.


...because...no one has done so in the thread so far? You seem to have a low threshold for people not doing stuff you don't want them to do... :)

#11 KraftySOT

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Posted 15 March 2015 - 06:45 PM

Consider that there are those of us with 8 sets of derp, adv zoom, every cooldown, range, info gathering, seismic, etc.

Plus a godawful number of mechs.

Heck ive got twenty mech bays and never actually 'bought' any.

#12 CtrlAltWheee

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Posted 15 March 2015 - 07:08 PM

View PostKraftySOT, on 15 March 2015 - 06:45 PM, said:

Consider that there are those of us with 8 sets of derp, adv zoom, every cooldown, range, info gathering, seismic, etc.

Plus a godawful number of mechs.

Heck ive got twenty mech bays and never actually 'bought' any.


True. It'd be nice to see the numbers they look at.

#13 Zordicron

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Posted 15 March 2015 - 07:22 PM

Every time someone says on these forums :buying a mech pack or hero for MC is great, it reduces the grind" then PGI says "See it is working! We have C-bill earnings right on the money."

There is a HUGE disparity between people like me that have been here forever and have over 150 mechs, and a new player when it comes to assets in game and ability to tinker with things. After while, you build up a stockpile of **** you can swap onto new mechs you buy(XL engines, weapons, etc) which in turn reduces grind.

At first, I was keeping every mech ready to drop. Right up prior to Pheonix pack, where for the few months prior to their release in the summer, I was just grinding my inventory of mechs to master, knowing that I had this big pile of mechs showing up that would all need DHS tax. Then thye nerfed the c-bill earnings. I was really, really glad I had restraint and had earned a little bank worth of C-bills.

Since that time, it has been master----> strip mech and mothball, move to next. Use inventory of **** to load up the next. I buy modules as I want them if I have the cash, and swap those around too.

I have no idea how a n00b goes about this game. I feel like it would take months to master one chassis. maybe that was appropriate when we had like 8 chassis. We have more now, and I feel like time to master it should be lower. NOTE, time to master translates directly to time to grind c-bills to buy and kit the 3 mechs. Heaven forbid you don't want to sell any and buy additionals outright.

#14 Xetelian

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Posted 15 March 2015 - 07:42 PM

View PostRick Rawlings, on 15 March 2015 - 06:13 PM, said:

...because...no one has done so in the thread so far? You seem to have a low threshold for people not doing stuff you don't want them to do... :)


Skimmed vettie's post and he does call it end game content, lots of people are saying this since Paul.. Roleplaying games have end game content they literally run out of content...team deathmatch FPS doesn't have end game content. Getting to the point of Mastery and Modules does not qualify at least in my opinion as end game content because you can literally buy it all day one.

Edited by Xetelian, 15 March 2015 - 07:46 PM.


#15 Lily from animove

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Posted 16 March 2015 - 06:51 AM

I still buy many modules, whatelse should I do with the cbills?

they could make one way modules for 50k tha you can build in and are fixed,if you replace it, its lost. Yet most modules are alos GXP expensive, which is another problem for newer players or some that do not play a lot.





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