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C-Bill Income Changed. And You Think That Would Tie Users To Your Game Better?


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#41 LiquidDivide

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Posted 24 August 2015 - 10:08 PM

View PostLunatic_Asylum, on 24 August 2015 - 08:21 PM, said:

The economy is perfect, and I never even wanted to buy Premium time. I am sure that Premium time might feel as "too much". Stop asking for free stuff for participation! This is a game, not a charity event. You have to work your way without weaponry gifts for losing or winning or boosts for first victories.
I am a casual player who plays as little as 1-2 hours per four days, and I understand that hardcore veterans would get insane loads of money. PGI managed to balance the C-Bill income for both sides.
P.S. Typing in a larger font will not give you more attention and only displays impatience.


That's why I like my idea with salvage. Completely depends on how you play and the opponents equipment. Might change your strategy on how you face a mech if you think it has equipment you may want. Just makes the game more interesting. And who doesn't like random loot?

#42 Lunatic_Asylum

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Posted 25 August 2015 - 12:09 AM

View PostLiquidDivide, on 24 August 2015 - 10:08 PM, said:


That's why I like my idea with salvage. Completely depends on how you play and the opponents equipment. Might change your strategy on how you face a mech if you think it has equipment you may want. Just makes the game more interesting. And who doesn't like random loot?


If the C-Bill income is reduced drastically, then salvage might be a good idea. Maybe 1xMG ammo instead of 2,000 C-Bills. But why? You get the C-Bills you can use to buy that already.
For example: 130,000 C-Bills right now would bring 100,000 C-Bills and 15 tons of MG ammo with the offered change (if you shot 7 hands of locuts with MGs in the match). What would you prefer? I would not pick the latter.

People would always aim for the most expansive parts, ignoring the central torso, legs, and the head. Is that a good change? No.

Edited by Lunatic_Asylum, 25 August 2015 - 12:15 AM.


#43 Cyberiad

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Posted 25 August 2015 - 06:13 AM

Giving away paid content being a detriment to game success both financially and by popularity is a misconception about f2p games in general imo. I've seen hugely successful f2p mobile games such as Puzzle & Dragons give away otherwise paid content to free players on a daily basis just for logging in.

From wikipedia about Puzzle & Dragons:

Quote

It has an estimated daily revenue of between US$2 million[46] and US$3.75 million.


#44 FlipOver

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Posted 25 August 2015 - 06:28 AM

If we are all worried about the new players why not add a second stage of starter bonus?
First 25 matches - current phase of bonus
From match 26 up to 150 - lower amount of cbills bonus
From match 151 forward - welcome to the grind!

This would help the ones who really need it.
After 150 matches, if they feel this is too hard for them to keep going, then I don't think increasing cbills would matter anyway as in the future more cried for another increase would show up.

#45 LiquidDivide

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Posted 25 August 2015 - 07:32 AM

View PostLunatic_Asylum, on 25 August 2015 - 12:09 AM, said:


If the C-Bill income is reduced drastically, then salvage might be a good idea. Maybe 1xMG ammo instead of 2,000 C-Bills. But why? You get the C-Bills you can use to buy that already.
For example: 130,000 C-Bills right now would bring 100,000 C-Bills and 15 tons of MG ammo with the offered change (if you shot 7 hands of locuts with MGs in the match). What would you prefer? I would not pick the latter.

People would always aim for the most expansive parts, ignoring the central torso, legs, and the head. Is that a good change? No.

Sure, use MG ammo as the example, but what if you're getting XL engines on occasion? And even with the machine gun example, if there is a UI window that pops up after returning from a match that lets you check and sell all the items you don't want quickly (Think of RPGs that let you selectively loot items after a fight, only in this case you're selling it.), how different is it really?

I don't think the C-Bills should be drastically reduced. Most games you'll salvage inexpensive basic equipment, like medium lasers or heatsinks (think like the random grab bag events). Other times you salvage an XL Engine. I'm not saying you salvage absolutely everything that wasn't destroyed every match. I said you get a chance to salvage it. You still have a loot table on the non-destroyed equipment. Inexpensive, common equipment drops more frequently. Expensive and rare equipment drops more rarely. Explaining away or selling a no-drop scenario is pretty simple. Just because you shot the legs out doesn't mean the engine wasn't damaged by the mech falling to the ground, or other mechs stomping on it during the fight, or it was just in a in a difficult location where it would 'cost' more for the clean-up crew to salvage than it's even worth.

Addressing your targeting concerns, you only get to salvage when you win so winning is still the top priority. Are you really going to worry about legging that CT cored Dire Wolf if it's a 1-on-1 fight with victory hanging in the balance? I don't think it would change the targeting much unless you're winning with a pretty good advantage or it's very early in the match.

CW could be similar, but I think you should salvage everything there and it goes in a unit pool to be sold or awarded/given to members of the unit as the unit leaders see fit. This could be the way you fund invasions, possibly.

Edited by LiquidDivide, 25 August 2015 - 07:37 AM.


#46 GalmOne

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Posted 25 August 2015 - 08:17 AM

imo , the current economy penalizes the "good" players

playing with guys from JGx or BMMU it becomes evident how matches end up with quick stomps where even if there's a drawn out fight you will see all players with around 300-500 damage at most at the end of the fight and that also translates in lower rewards.

Personaly if i wanted to make players more engaged in the game without altering the current economy too much i would add the concept of a "random reward" at the end of the match.

Some games do it already, like CSGO or Team Fortress II and others, where you obtain an item at the end of the match that when opened grants you a random item or reward, we actualy already have something similiar in the game and you can see it in the current event.

By using the concept of "gambling" it is easy to push players to play more and earn more, if rewards that can "satisfy" the player exist.

Just by making it possible to have a chance to obtain maybe a random engine or an expensive weapon / module would push players to either purchase new mechs or grind for skills, or even just giving them a good economic boost by selling uneeded items.

#47 X T R E M E

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Posted 25 August 2015 - 08:27 AM

http://mwomercs.com/...n-game-rewards/

Look here

#48 TheLuc

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Posted 25 August 2015 - 08:45 AM

Like GlamOne wrote, random items at the end of a victorious match the players could get based on match score. This kind of reward would boost interest by a big margin

Edited by TheLuc, 25 August 2015 - 09:19 AM.


#49 LiquidDivide

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Posted 25 August 2015 - 08:53 AM

Random items would work. I still like salvaging more, just because it feels more like battletech to me.It's the same concept, just not purely random and you'd get multiple items per match rather than just one. Match score can factor into the chances of the item dropping for you. Or have an auction at the end where the highest match score on the victors picks the item he wants first and down list. Lots of different implementation ideas, but the point is loot after matches to increase C-Bill or just equipment in general.

Edited by LiquidDivide, 25 August 2015 - 08:55 AM.


#50 Scanz

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Posted 25 August 2015 - 12:51 PM

economy sucks cuz no repair, no ammo buying - since open beta. Where is semulation ?

#51 Lunatic_Asylum

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Posted 25 August 2015 - 07:54 PM

Giving away free items does hurt the playerbase. Veterans and hardcore players usually turn away from the title and look for something more challenging and harder. New players get bored and quit fast, generating quick revenue.
It has happened to many games.
Look at the model of World of Tanks: revenue generated without premium at higher tiers can be negative! Maybe Mechwarrior Online can learn from that, as, for example, the current daily XP and cadet bonuses are insane freebies that should be removed.

#52 Vervuel

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Posted 27 August 2015 - 04:44 PM

Lower economic rewards will be BAD for Steam release. Even with mastery bundles (for non-op mechs lol) there will be a lot of grief. Even if they release the bundles for real world direct purchase rather than for MC, only IS mechs are in there. Or a new player can buy a Clan mech pack, and then find out the fresh hell of the grind for skills and modules. INCREASING cbill payouts would soften the blow to new players, and encourage them to spend more money, e.g. mechbays, decals.

#53 Lunatic_Asylum

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Posted 27 August 2015 - 08:54 PM

I had several games last night. Common Assault 'Mech with no premium time: 230 C-Bills (a Gauss build)... This is an extremely high number if we add premium time, a noncasual player (I am very casual), and a hero 'Mech (4 matches, and you are over 1 million!) Clan Wars yield insane amounts of cash too.
This is preposterous! What "grind" are you talking about?! Yes, there are matches with lower payouts, but they are just (you died fast, you were swiped, you did not coordinate the team, etc.)
Adding more payouts will only scare the population away.
Nothing should be changed with the Steam release (some people want the payouts lowered, and some want it increased; therefore, the golden middle is fine).
Arguments for demanding money for UAV/Artillery simply do not work, as those are fully optional and were intended to be used with precaution and only on rare occasions.
Plus, what do you need money for? You can always concentrate on four 'Mechs and have fun. Additionally, you have a lot of very much viable Trial 'Mechs.

That being said, payouts have not been noticeably changed; payouts should not be increased.

Edited by Lunatic_Asylum, 27 August 2015 - 09:05 PM.


#54 Mikex88

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Posted 30 August 2015 - 07:18 AM

View PostLunatic_Asylum, on 25 August 2015 - 07:54 PM, said:

Giving away free items does hurt the playerbase. Veterans and hardcore players usually turn away from the title and look for something more challenging and harder. New players get bored and quit fast, generating quick revenue.
It has happened to many games.
Look at the model of World of Tanks: revenue generated without premium at higher tiers can be negative! Maybe Mechwarrior Online can learn from that, as, for example, the current daily XP and cadet bonuses are insane freebies that should be removed.

I can not agree to that, at least not for now.The only motivation for me to do some challenges, is to get either some c-bills,MC's, Premium time, Mechbays and some other free stuff, which I usually have to buy with real money.
At least , this is how I feel now. And I've been playing this game nearly every day...for at least two years now. got over 70 Mechs aswell, and still not getting bored.
Another thing which keeps me here, is my aswesome unit, and the cool guys who I drop with just for fun. And most of us don't give a rats ass about being competitive and such. We got families , we got a life... and we just want to enjoy running stomping mechs after work.
And we also think, that running this "who is the best in a certain Mech" competitions are to tiring, because they are just too long.
A comnpetition like that should run only a few hours or a day and not 4 days.... where you wake up the next morning and realize You just dropped 20 Position , cause you had to sleep for a few hours.

Edited by Mikex88, 30 August 2015 - 07:19 AM.


#55 Miles McQuiston

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Posted 30 August 2015 - 10:56 AM

Losing has so few cbills it is disgusting. Winning can earn cbills. Since the system is kinda gamed to be a 50/50 W/L give or take it means that half of the matches played practically nothing. Hell if you use expendables in those matches you operate at a negative.

I like the game, but honestly as a free to play I understand where people play a bit and then leave the game.

#56 Suntech

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Posted 30 August 2015 - 01:25 PM

Hello sorry for my English, but i try. Yes at first for beginners it will be hard time to earn or grind cbill just like before. I dont know what they beginner getting now of bonus or something? But i am playing MWO since i think 2 years? But i have to say they are willing to improve. Most every week or 2 weeks there are events who everybody can earn minimum of MC or more cbills or something. This event motivate me to play go on in MWO. And yes i have bought Clan or IS Packages. ( Not all ;) ) Bcos i want support this game and want see what future will bring. They have to finance their workers and in bringing new stuffs etc. That game has motivate me to think in right mech and best fit to me. Yes i know i was so angry i have often spend cbill in wrong mechs, but today i know which mechs suits me best. And second i think in warfare community is doing not so much. My personal opinion you get more cbill if you take turn into CW. Maybe thats a way for PGI to bring more players into CW. And it is still working to grind cbill 5-8 Millions a week. It is still possible, but yes need more time to get it. But all trial mechs are available for cbill. The exciting is not to buy all mechs, so to look closer which mech would fit me best. And my opinion, if you buy packages you comes cheaper if you buy mechs single or al a carte. Bcos you can sell items and mechs which you know you will never play or doesnt suit you and get you a huge cbill to spend for upgrade your mech ;). Short to say i cant feel so much disadvantage. Yes it is true for free player it will take longer, especially you will want buy an assault mech. ;). Yes it is true that a person who has family hasnt much time or change to get so much cbill earning. I can understand. But please Players who are playing solo or bad playing, dont complain about too few cbill hihi ;). I was a bad player too. i have improved. So keep going on PGI, but dont loose focus to make game more motivation and bring new fair stuffs. I still keep going on to play MWO. Have a nice day. MECHWARRIORS :)

#57 Ironwithin

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Posted 30 August 2015 - 01:58 PM

View PostBAHS, on 30 August 2015 - 10:56 AM, said:

... Since the system is kinda gamed to be a 50/50 W/L give or take ...


That's a myth, it is not.
The 50/50 balance simply happens naturally if you play in the solo public-queue alot and is caused by the randomness of the teams' compositions. MWO shares this with many other teamplay-shooters.
For example; I play Battlefield 4 almost exlusively solo on ranked public servers. There is no Elo-matching or PSR or whathaveyou in BF4. You just pick a server that strikes your fancy and shoot people.
Yet, my W/L ratio is nearly perfectly balanced at 50/50 even though I almost always am among the top 3 players of the match.
Individual skill only gets you so far in teamplay-oriented games so you tend to lose just as often as you win.





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