Charlie Pohr, on 30 June 2015 - 04:31 AM, said:
What many of you here fail to understand is that its not what we veterans think that is important. Remember that he is referring to his newbie friends.
Try to see it from their perspective instead of from your tweaked meta mech.
The only way for MWO to expand and gain a larger player base is if newbies don't feel intimidated and are willing to stick around, and that 'holier-than-thou' attitude really doesn't help.
It might not be P2W but you will only realize that after you've had sufficient exposure to the game and than you'll see that its actually 'Pay 2 skip grinding'.
However, from their perspective, they are piloting a standard build mech vs our meta mechs where they get roundly trounced. Can you see how it feels P2W for them now?
The problem is that MWO doesn't have a matchmaker that will only pit newbies against each other, and its hugely discouraging to the point where many will just call it quits rather than put up with the grind that its needed to catch up. Of course, they can skip the grind...if they are willing to pay. You get it now?
So yeah...its P2W, at least when viewed from the newbie perspective.
This occurs in ANY game that has a mix of new and experienced players. Is any leveled MMO out there pay to win because some folks start before you do and are higher level? In my opinion no.
A game is pay to win when spending real money obtains an advantage that is unavailable to other players.
The pay for early access model that PGI uses can be considered by some folks as pay to win if PGI doesn't do a good job on balancing the new content. In the early release phase, folks can often pay to obtain access to mechs that outclass existing ones due to power creep. The Timberwolf and Stormcrow are prime examples ... I think PGI took so long to apply any nerfs to these not because they did not need them but to avoid people complaining about the mechs being pay to win rather than pay for early access. PGI waited to nerf them until a substantial time after they were available for cbills so that everyone who wanted to play the more powerful mechs had an opportunity ... THEN they nerfed them a bit. Nerfing sooner might well have drawn a lot more criticism (some of it justifiable).
From a new player perspective ...
... they have not unlocked any XP on any mechs ... these mechs end up being underpowered compared to fully unlocked mechs. However, this is the level system at work and there is no way to pay to get around it.
... they have a huge selection of mechs these days ... and it is hard to know what you would like to play. The cadet bonus allows you to purchase one or two mechs ... the problem is that the cheapest light mechs may very well not be the play style you will prefer.
Personally, I think a new player experience is required (I and many others have been saying this since closed beta so I won't hold my breath
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
). Ideally, for a new player they get a chance to pilot mechs of each class and at the end they can choose a starter mech (that can't be sold) from the weight class that they preferred playing. The current system is easier to code but the pricing favours putting new players into light mechs which are great fun but require a play style that is not suited for many players. Lots of folks starting might choose to buy a commando or locust for example because they are cheap ... but this is a recipe for a dissatisfied new player since many folks won't have fun playing them.