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Like To Keep Funding Mwo? Pgi Here's How!


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#41 El Bandito

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Posted 07 February 2016 - 07:22 PM

View PostMetus regem, on 07 February 2016 - 01:06 PM, said:

I'd love to see full combined arms, mechs, artillery, tanks, Infantry, close air support (Helicopters) and Aerospace assets.... But then again I want MWO to be more like EVE online in terms of scope.



MWLL crew did that with even less resources than PGI. Combined arms is completely feasible. PGI simply lacks vision.

Edited by El Bandito, 07 February 2016 - 07:24 PM.


#42 Metus regem

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Posted 07 February 2016 - 07:48 PM

View PostEl Bandito, on 07 February 2016 - 07:22 PM, said:



MWLL crew did that with even less resources than PGI. Combined arms is completely feasible. PGI simply lacks vision.


Well I never got the chance to play MWLL, never knew about it... But I do agree PGI I think is too busy chasing the pipe dream of E-sports, and I think that is going to hurt them long term, as it will come at the expense of the people that are here because it us a Battle Tech game.

#43 Johnny Z

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Posted 08 February 2016 - 07:15 AM

I will refer to my replies on the first page as an answer to this topic. Again.

Basically if anyone read what Titanfall is doing on the first page, they are in fact stealing MechWarrior Onlines roots of its story.(well not stealing but point made) Because MechWarrior Online didn't bother to bring those roots into its game, its open season on this sort of thing.

This topic is worth like a page but its quite obvious most aspects. The importance of story and atmosphere for players, for every aspect of a game, etc

Edited by Johnny Z, 08 February 2016 - 07:34 AM.


#44 Bud Crue

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Posted 08 February 2016 - 07:42 AM

I know nothing of game design, so I will not attempt to instruct PGI on how they should or should not change the game so as to maximize player investment. I can speak to my own desires regarding the game and what I would be interested in funding. I can also speak to my real world experience of being a part of a service industry.

You want customers to keep coming back and spending money for essentially the same service/product? Then make the person feel special. And no I am not talking about loyalty rewards.

I have thrown a ton of $ at PGI for the joy of having lots of mechs, even lots of the same mech with different builds; and I am totally happy with that. But at some point to get more cash from a whale like me, they will need to make ME feel special as opposed to the mech. How do you make the player feel special on a continual basis in a game about stompy robots? Give the player a tangible element of the game that make them feel like they are part of it. Specifically, I would suggest some element of player development and customization.

Having nerfed the skills tree MWO is essentially without any sort of "leveling" mechanism. If we had some sort of leveling mechanism or even something like an "area of expertise" (e.g. wherein you only have really noticeable performance buffs in a certain class or even in a specific mech or mechs). That is to say, anything giving the player a sense of uniqueness or character as opposed to the mech alone is something I would throw money at.

But more than just a leveling mechanism, the whole idea of making your players feel like they are part of a bigger picture (Lore? Units?...CW?) than just "this robot has x features and this one has y" is to me the thing PGI needs to focus on to get a renewed (greater) revenue stream from me.

#45 Johnny Z

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Posted 08 February 2016 - 07:50 AM

Well Titanfall got their foot in the door with that announcement. It could have been worse.
As it is they are quite literally coming at the MechWarrior universe story from behind.

Interesting really.

Edited by Johnny Z, 08 February 2016 - 07:52 AM.


#46 Ted Wayz

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Posted 08 February 2016 - 02:17 PM

View PostBud Crue, on 08 February 2016 - 07:42 AM, said:

I know nothing of game design, so I will not attempt to instruct PGI on how they should or should not change the game so as to maximize player investment. I can speak to my own desires regarding the game and what I would be interested in funding. I can also speak to my real world experience of being a part of a service industry.

You want customers to keep coming back and spending money for essentially the same service/product? Then make the person feel special. And no I am not talking about loyalty rewards.

I have thrown a ton of $ at PGI for the joy of having lots of mechs, even lots of the same mech with different builds; and I am totally happy with that. But at some point to get more cash from a whale like me, they will need to make ME feel special as opposed to the mech. How do you make the player feel special on a continual basis in a game about stompy robots? Give the player a tangible element of the game that make them feel like they are part of it. Specifically, I would suggest some element of player development and customization.

Having nerfed the skills tree MWO is essentially without any sort of "leveling" mechanism. If we had some sort of leveling mechanism or even something like an "area of expertise" (e.g. wherein you only have really noticeable performance buffs in a certain class or even in a specific mech or mechs). That is to say, anything giving the player a sense of uniqueness or character as opposed to the mech alone is something I would throw money at.

But more than just a leveling mechanism, the whole idea of making your players feel like they are part of a bigger picture (Lore? Units?...CW?) than just "this robot has x features and this one has y" is to me the thing PGI needs to focus on to get a renewed (greater) revenue stream from me.

This guy gets it.

And I love the ideas guys, keep them coming.

#47 jaytar

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Posted 08 February 2016 - 05:11 PM

I would be willing to pay a fair amount of mc for modules after I unlock them.
6 mil for the radar dep is too much but say 1000mc or less? I'd go there





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