Jump to content

Module Madness


70 replies to this topic

#41 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 19 May 2015 - 04:42 PM

View PostNightmare1, on 19 May 2015 - 03:13 PM, said:

Other games (most notably Star Trek Online) have an easy equipment switching feature that doesn't cause them any economic hardship. Why not MWO?

It's not an 'economic' hardship that it would cause PGI as modules only cost Cbills, not MC.. the purpose of the current module system is to give players an incentive to grind (keeping player numbers up) and also giving players another way to SPEND Cbills. This gives us a purpose to play because as it stands, the game modes are getting old and they don't offer much of a purpose on their own.

Edited by DAEDALOS513, 19 May 2015 - 04:44 PM.


#42 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 19 May 2015 - 04:47 PM

View PostDAEDALOS513, on 19 May 2015 - 04:42 PM, said:

It's not an 'economic' hardship that it would cause PGI as modules only cost Cbills, not MC.. the purpose of the current module system is to give players an incentive to grind (keeping player numbers up) and also giving players another way to SPEND Cbills. This gives us a purpose to play because as it stands, the game modes are getting old and they don't offer much of a purpose on their own.


So, your suggestion then, is this:

"The game is old and getting dull."

"Rather than make the game more utilitarian and player friendly to facilitate an improved gameplay experience by enabling players to locate their modules, or by adding in new content to make things lively again, let's instead make it even more difficult by hiding their modules!"

"This is a great idea because it makes it so hard for people to find their modules that they would rather buy them instead of looking for them."

"This is great because it helps PGI's finances!"

"Meh, I don't care how other, highly successful games do it. Let's keep on doing more of the same stuff that's proven to be so underwhelmingly successful in the past for MWO!"

...Tell me, from what planet are you again?

#43 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 19 May 2015 - 04:50 PM

View PostNightmare1, on 19 May 2015 - 04:47 PM, said:


So, your suggestion then, is this:

"The game is old and getting dull."

"Rather than make the game more utilitarian and player friendly to facilitate an improved gameplay experience by enabling players to locate their modules, or by adding in new content to make things lively again, let's instead make it even more difficult by hiding their modules!"

"This is a great idea because it makes it so hard for people to find their modules that they would rather buy them instead of looking for them."

"This is great because it helps PGI's finances!"

"Meh, I don't care how other, highly successful games do it. Let's keep on doing more of the same stuff that's proven to be so underwhelmingly successful in the past for MWO!"

...Tell me, from what planet are you again?

Before you make any more posts and embarrass yourself any further, please read our previous posts.. where you're going we've already been, AND BACK. We came up with a reasonable solution to the current inadequate module system. If you have a way to improve upon our suggestion or have an altogether new one, we are all eyes.

Edited by DAEDALOS513, 19 May 2015 - 04:52 PM.


#44 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 19 May 2015 - 04:54 PM

View PostDAEDALOS513, on 19 May 2015 - 04:50 PM, said:

Before you make any more posts and embarrass yourself any further, please read our previous posts.. where you're going we've already been, AND BACK. We came up with a reasonable solution to the current inadequate module system. If you have a way to improve upon our suggestion or have an altogether new one, we are all eyes.


I'm referring strictly to what you said to my original post in this thread. I simply agreed that it was reasonable for there to be an easy way to locate your modules. You attacked me for that. Now you want to insinuate that I am a fool for replying to your quotes of me?

Perhaps I am at that. You seem to be a waste of time. Good day then.

#45 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 19 May 2015 - 06:04 PM

View PostNightmare1, on 19 May 2015 - 04:54 PM, said:


Perhaps I am at that. You seem to be a waste of time. Good day then.

My thoughts exactly.

PS. you attacked me first when you asked me what planet I was from.

Good day to you.

Edited by DAEDALOS513, 19 May 2015 - 06:06 PM.


#46 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 20 May 2015 - 06:15 AM

View PostJody Von Jedi, on 14 May 2015 - 05:35 AM, said:

I would like to see an inventory/warehouse category for modules that will list all the modules you own including the modules installed in mechs. Add a column to indicate which mech the module is installed in. Gray out the "sell" button so it doesn't mess with the mech configuration. You still be able to sell anything not installed, but the modules installed couldn't be sold until you uninstall them from the mech.


Best.Suggestion.Ever

+99999

#47 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 20 May 2015 - 08:54 AM

Another suggestion that is win/win for PGI and players:

MORE MODULE SALES!

#48 h0UNd

    Member

  • PipPipPip
  • Giant Helper
  • Giant Helper
  • 81 posts
  • LocationAdelaide, South Australia

Posted 20 May 2015 - 03:18 PM

I have never been a fan of the module shuffle mini-game tbh.

..what its not a mini game..?

#49 ExoForce

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 775 posts
  • LocationFields of the Nephilim

Posted 21 May 2015 - 12:58 AM

View PostDAEDALOS513, on 20 May 2015 - 08:54 AM, said:

Another suggestion that is win/win for PGI and players:

MORE MODULE SALES!


Sure one will come soon.
That is the reason why weapons/mechs/omnipods are buffed/nerfed so often.

#50 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 22 May 2015 - 06:56 PM

i have separate module sets for all my mechs bwahahaha, it's good to be space rich! (and having only 12 mechs at the moment)

#51 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 23 May 2015 - 03:53 AM

When you have 88 mechs, manging them and your modules and engines etc. is a totally different ball game.

It is an absolute nightmare.

#52 WANTED

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 611 posts
  • LocationFt. Worth, TX

Posted 23 May 2015 - 12:12 PM

Wow are you kidding me the new Mech lab does not fix this?! Seems like and easy code fix to me and why is it not at the top of their list yet? One of the main time sinks in game when playing is looking for those modules. When grouped up most of the time you are waiting on someone to find their modules in the mech lab. I thought this was going to be addressed in the new mech lab...sheesh

#53 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 23 May 2015 - 05:16 PM

View PostWANTED, on 23 May 2015 - 12:12 PM, said:

Wow are you kidding me the new Mech lab does not fix this?! Seems like and easy code fix to me and why is it not at the top of their list yet? One of the main time sinks in game when playing is looking for those modules. When grouped up most of the time you are waiting on someone to find their modules in the mech lab. I thought this was going to be addressed in the new mech lab...sheesh

Read the previous posts to see why they aren't 'fixing' this.

#54 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 23 May 2015 - 09:51 PM

I use - buy - less modules because it's such a pain in the ass to find - remove and reuse them.

#55 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 24 May 2015 - 05:34 AM

View PostMavRCK, on 23 May 2015 - 09:51 PM, said:

I use - buy - less modules because it's such a pain in the ass to find - remove and reuse them.


Agreed!


I would rather see a large fee, like we have now, to unlock them but a smaller fee, say 10% of purchase price, to buy and slot the module.

Example, Radar Dep is 3m c-bills.

Pay the 3m to unlock the Module, then to slot one is 300k and 300k for each mech now that the module is open.

Something like that with proper numbers to make idea viable...

#56 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 24 May 2015 - 12:25 PM

http://www.reddit.co..._all_strip_all/

http://imgur.com/7dUZOKt

Edited by MavRCK, 24 May 2015 - 12:26 PM.


#57 Eldamar

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • 102 posts
  • Facebook: Link
  • LocationPleasant Valley, NY

Posted 24 May 2015 - 12:33 PM

Lets make the stupidity of this thread even easier make the mech lab strip your mech of everything each time a game is over that way all your stuff is in one place


#58 IceHawk00

    Member

  • PipPip
  • Stone Cold
  • Stone Cold
  • 30 posts
  • LocationEllwood City, PA

Posted 24 May 2015 - 12:43 PM

View PostMcMatt, on 07 May 2015 - 09:43 PM, said:


That's right. But you still have 100 or more clicks to do if you have 100 or more mechs. And now you can't directly click on mech. You have to open dropdown list first.

I HATE the dropdown list... What was wrong with keeping the same mech selection we had and just going with an indicator icon for modules and maybe a loadout editing setup like smurfys?

View Posth0UNd, on 20 May 2015 - 03:18 PM, said:

I have never been a fan of the module shuffle mini-game tbh.

..what its not a mini game..?


It sure seems like one!

#59 DAEDALOS513

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 2,629 posts
  • LocationArea 52

Posted 24 May 2015 - 03:21 PM

View PostIceHawk00, on 24 May 2015 - 12:43 PM, said:

>>I have never been a fan of the module shuffle mini-game tbh.
>>
>>..what its not a mini game..?

It sure seems like one!


Life is a mini-game.

Edited by DAEDALOS513, 24 May 2015 - 03:22 PM.


#60 Corbenik

    Member

  • PipPipPipPipPipPipPipPip
  • The Fallen
  • The Fallen
  • 1,115 posts

Posted 24 May 2015 - 05:25 PM

I rather get a "Strip all weapon and mech module" button for all mechs. not for a single mech but for all mechs at least that way i can always just keep adding when i mechlab up before i drop out.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users