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Noob Mistake...allow Player To Immediately Break Contract

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#1 Chopsaw

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Posted 15 December 2014 - 07:27 AM

So I went ahead and picked Clan Wolf because I like wolves. Seriously...that's all the thought I put into it. I have ONE clan mech... :wacko:

So, before I played even one match after committing to a 7-day contract AND within 10 minutes of making the contract, I broke it after realizing my mistake.

There should be a 30-minute time period where a player can be free to FULLY back out of a contract to protect from noob mistakes like that. Even if there are monetary consequences, the 48 hours that is forced to be left on the contract sorta sucks.

Edited by Chopsaw, 15 December 2014 - 07:28 AM.


#2 Felix7007

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Posted 15 December 2014 - 07:30 AM

Made the exact same mistake, faction and everything. I sucked it up. Wasn't fun.

I think a 30 min window is a good idea but only if the user doesn't engage in combat for that faction.

Edited by Felix7007, 15 December 2014 - 07:31 AM.


#3 Rhaythe

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Posted 15 December 2014 - 07:32 AM

Given that the contract system doesn't explain this up front at all within the game itself, I would agree. A casual player should not have to come to the forums to get an explanation about why it costs him 1.2 million c-bills to drop with his friends.

In addition, it's *extremely* odd that I can't invite a fellow Kurita to my unit because his contract length is different than mine - by a whole five minutes. That he had to drop his current contract, join the unit, and then *inherit* the unit contract is odd to say the least.

#4 Mister Blastman

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Posted 15 December 2014 - 07:32 AM

I'd say RTFM but there is no manual to RTF out of. So for the uninformed, I can see how it might be confusing, especially if you haven't been reading Paul's developer updates. It's probably something they need to improve/explain better in the game itself--perhaps with a blurb... or even better... make a .pdf manual!

#5 Lily from animove

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Posted 15 December 2014 - 07:33 AM

make the contract breakable as long someone has not dropped under the contract.

#6 Hydrocarbon

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Posted 15 December 2014 - 01:39 PM

I'm having a similar issue. I was a PUG that wanted to explore CW, then realized it's damn near impossible to even get a match that way. I decided to try joining a unit so I first broke the contract. I'm okay with the lost C-Bills, but now I have to wait another 2 days before I can drop with a Steiner. Seriously? No warning on what was coming after breaking the contract, which had ~3 days on it. I'd have chosen to let it expire by itself and save some C-Bills if I'd had a clue.

Why didn't they allow ONE freebie broken contract within the Beta period, or even just the first week?? Even just a reduced cool-down period would be fine.

#7 Deathlike

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Posted 15 December 2014 - 07:28 PM

TBH, they should actually spell out the obvious terms in the contract, so that people can make an informed decision...


Except, noone reads contracts, amirite?

#8 Scratx

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Posted 15 December 2014 - 07:30 PM

Speaking of inheriting contracts, does that mean if somebody happens to join a "Loyalist" unit they get stuck forever in that faction?

#9 Deathlike

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Posted 15 December 2014 - 07:48 PM

View PostScratx, on 15 December 2014 - 07:30 PM, said:

Speaking of inheriting contracts, does that mean if somebody happens to join a "Loyalist" unit they get stuck forever in that faction?


That is not possible with the faction reset.

There are no Lone Wolves, Mercs, or Clan Loyalists at the moment.

#10 Scratx

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Posted 15 December 2014 - 08:05 PM

View PostDeathlike, on 15 December 2014 - 07:48 PM, said:


That is not possible with the faction reset.

There are no Lone Wolves, Mercs, or Clan Loyalists at the moment.


... Way to miss the point. Ok, let me rephrase for clarity.

What happens if somebody happens to join a unit with a PERMANENT CONTRACT? They inherit it and become permanently stuck to that faction?

#11 Tennex

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Posted 15 December 2014 - 08:06 PM

russ said he was thinkinga obut lowering it to 1 day

#12 Khobai

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Posted 15 December 2014 - 08:11 PM

if you can freely break contracts then theres no point in having different contracts with different lengths.

And if you only allow players to freely break a contract for upto 1 hour after its accepted then they should not be able to benefit from that contract until 1 hour has passed, in order to prevent abuse.

Edited by Khobai, 15 December 2014 - 08:13 PM.


#13 wobbles3285

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Posted 15 December 2014 - 08:22 PM

U.S.M.C. =U Signed the M'f'ing Contract. Suck it up, buttercup.

It's not like they didn't explain this stuff beforehand to a reasonable degree. Reading instructions is kinda a good idea in just about every area of life and here is no exception. Take it as a life lesson and move on once your contract expires. If it's a longer term contract put in a ticket. Just sayin..

#14 Hydrocarbon

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Posted 15 December 2014 - 08:57 PM

View Postwobbles3285, on 15 December 2014 - 08:22 PM, said:

U.S.M.C. =U Signed the M'f'ing Contract. Suck it up, buttercup.


I signed it in the USA with a Canadian-based company:

http://www.canadaone..._contracts.html

Just like USA laws, if it ain't in the contract, it ain't a valid point! I could also argue that the memory crashing could create an "impossibility of performance" in many ways, and I have no way to "sue" when they slip additional non-negotiable termination terms.


The fact is they did NOT list any of the finer points when presenting the contract, and it's that fact that has most people riled up. I can see constant INSTANT faction flipping to be a huge issue in the future, but not once or even twice in the first week or two. To name the most important part about CW - it's in BETA! It is very common for BETA testing to have much more relaxed rules that help reduce the learning curve at the cost of certain abuse because nearly everything gets reset to ZERO once BETA is finished with.

#15 Deathlike

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Posted 16 December 2014 - 01:56 AM

View PostScratx, on 15 December 2014 - 08:05 PM, said:


... Way to miss the point. Ok, let me rephrase for clarity.

What happens if somebody happens to join a unit with a PERMANENT CONTRACT? They inherit it and become permanently stuck to that faction?


Leaving the unit usually implies breaking the contract.. which will probably have to invoke a penalty (2 days min).

I'm sure it could be improved though.

There's some people who've wanted to join, but couldn't because they had to break out or finish their current contract first.

That's the best one can do for now.

Edited by Deathlike, 16 December 2014 - 01:57 AM.


#16 Tarmok II

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Posted 16 December 2014 - 02:00 AM

View PostRhaythe, on 15 December 2014 - 07:32 AM, said:

In addition, it's *extremely* odd that I can't invite a fellow Kurita to my unit because his contract length is different than mine - by a whole five minutes. That he had to drop his current contract, join the unit, and then *inherit* the unit contract is odd to say the least.


they said they are working on this will be likly in next patch

#17 Codestar

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Posted 16 December 2014 - 02:05 AM

If you haven't yet fought for your contracted faction then you should be allowed to break contract without penalty.

Codestar

#18 Willard Phule

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Posted 16 December 2014 - 02:57 AM

On one hand, I agree with the OP.

On the other hand, I'm pretty much POSITIVE that the all-inclusive "new player experience" tutorial PGI has put out covers everything from unzooming to move, to locking targets, to taking and breaking contracts.

I guess the best suggestion is to go back and re-do the tutorial. I'm relatively certain it'll help figure out all those things you think you have to figure out on your own.

#19 WildVector

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Posted 24 March 2016 - 06:24 AM

I'm sorry to state this.. BUT the current descriptions DO NOT offer the necessary BASIC info regarding accepting those invites.

1-when someone is invited to a unit the ONLY info presented is the faction, NOT the time limit NOR the type of said contract
2-MOST players that suffer from this are NEWBIES, so EVEN with the completed tutorial they are merely told to EXPLORE the factions, not HOW to do it NOR the implications of actually doing it
3-MOST NEWBIES i get to talk and even invite myself, ARE NOT ready to pass trough 4h-6h of browsing TEXT content scattered EVERYWHERE on the web, BEFORE they even test the game itself and decide if they actually LIKE the game or not

MOST of what newer and older players request is NOT a big wall of text, merely a 200 character info box with KEY info WHEN JOINING the starting faction panel AND the display of the CONTRACT TYPE/LENGHT on the existing description

#20 Tasker

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Posted 24 March 2016 - 06:39 AM

The contract system is terrible. It is one of many game mechanics that exists to address a problem that doesn't even exist, and therefore creates an entirely new and unnecessary problem.





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