VorpalAnvil, on 20 May 2015 - 08:15 AM, said:
What the hell is this crusade to make the game " fun again " and " less boring " by making people play mechs that they don't wanna play?
A sincere question for you: What makes you not want to play the mechs you don't want to play?
Does it have anything to do with them being not very good for winning? If so, an approach like this fixes that by making them just fine for winning, because they'll only cost you what they're actually worth and other players will be bringing equal value. The point is making more mechs desirable and worth playing, not making people play undesirable mechs.
Hydrocarbon, on 19 May 2015 - 07:49 AM, said:
However, I'm sure PGI may jump on this if they love money, as that will be the required solution for the majority of MWO'er ...The only people that [continue to] win are the truly organized: the people that can arrange to have a set-number of players on and maximize the BV system & drill with those mechs 60hrs a week. The partially-organized are penalized even more, while the pug's still suck as they bring 4 direstars because TheB33f's 11xERPPC video was uber.
This idea is aimed at creating balance and diversity in mech selection, not at enabling bad teams to win. Please see my earlier comments in this thread concerning
n00bz and
buy-in costs for explanations of why the dynamic system should be better, or at least no worse, than the current one where affordability and skill dynamics are concerned. Is there something you think is lacking in my explanations there?
warner2, on 20 May 2015 - 11:59 AM, said:
Do you really think PGI can implement anything pretty easily?
My confidence in PGI is indeed shaky, but the idea is really quite fundamentally simple, all the necessary data is already being collected, and "PGI will just screw it up" isn't really a reason not to keep pushing for an improved game. I mean, it's not like anyone
else is going to fix the game.
Edited by Freebrewer Bmore, 21 May 2015 - 01:50 PM.