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Supply Crates, Explained!


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#41 A banana in the tailpipe

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Posted 11 May 2016 - 09:49 AM

This "explanation" of how loot crates work has me wincing already. Instead of scouting enemy team positions... jackwagons will be spread out across the map searching for crates while wolfpacks devour them.


View PostStefka Kerensky, on 11 May 2016 - 01:32 AM, said:

again:..... this .....

Posted Image
Posted Image

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I go to play othre games if I want to search for crates.....


Card Hunter is one of the best F2P games out there. Great business model. Great pvp. Great loot system.

Edited by A banana in the tailpipe, 11 May 2016 - 09:49 AM.


#42 Percimes

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Posted 11 May 2016 - 10:20 AM

The future threads of people complaining about the great efforts and time they spent looking for the cache only to have another team mate be awarded the crate will hilarious though.

#43 Zolaz

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Posted 11 May 2016 - 10:25 AM

View PostDAYLEET, on 10 May 2016 - 09:20 PM, said:

Hats wouldnt be worse than warhorn and people didnt want warhorn in the first place.


Speak for yourself, I love killing you and making you listen to my warhorn.

#44 Wintersdark

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Posted 11 May 2016 - 10:38 AM

View PostPercimes, on 11 May 2016 - 10:20 AM, said:

The future threads of people complaining about the great efforts and time they spent looking for the cache only to have another team mate be awarded the crate will hilarious though.

Yes. I admit, I'm eagerly anticipating their sweet, sweet tears.

#45 DAYLEET

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Posted 11 May 2016 - 10:40 AM

View PostZolaz, on 11 May 2016 - 10:25 AM, said:


Speak for yourself, I love killing you and making you listen to my warhorn.

unless you're point blank i wouldnt hear it.

Edited by DAYLEET, 11 May 2016 - 10:41 AM.


#46 Tuebor

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Posted 11 May 2016 - 10:54 AM

View PostMechaBattler, on 10 May 2016 - 08:04 PM, said:

Really? We're gonna have lockboxes now? Like so many other Free to Play games?

How about instead "Salvage"? And you have a tech team who has to restore the salvage to usability. This takes time. So it goes on a timer. And you offer the player the chance to speed up the process by paying MC. It better fits the theme of MWO. You can even have better quality salvage drops. And still allow players to sell their salvage.



i like the salvage idea. but how about a new skill tree for your techs .tear 1. energy weapon repair . ballistic weapon repair. . chase repair. ECT. tear 2 speed of repairs. .it could also be set up so each mech has its own tech specialist. you will need separate tech trees for your WVR tech and your CDA tech.

#47 KHETTI

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Posted 11 May 2016 - 10:59 AM

Pffft i may start caring about loot crates , once all my mechs have decals on them!.

#48 GreenHell

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Posted 11 May 2016 - 11:03 AM

I don't like the "Ghost Loot" part of it the most. Overall I don't like the idea, but the "you get to see what's in it, but when you open it you get ONE random part" is what really kills it for me.

Ghost Loot indeed...

#49 Malleus011

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Posted 11 May 2016 - 12:57 PM

Finding and fighting over a secret cache or supply dump should be a mission type, not a loot crate drop. This would also fit better into the lore of the IP that PGI holds the license to.

Gathering battlefield salvage would be more effective and immersive than a loot crate drop. This would also fit better into the lore of the IP that PGI holds the license to.

Finding a random crate of paint on the battlefield, awarded randomly, but opened with a key?

Not very Battletech, is it?

#50 Alistair Winter

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Posted 11 May 2016 - 01:37 PM

I just did the math. The odds of not getting a supply crate 10 times in a row is 40%. So if you manage to find and cap the crate in every match, 10 matches in a row, and you lose those 10 matches, there's a 40% chance you will not get the crate even once. And of course, if you win 5 matches in a row (getting double the number of crates), there's a 40% chance you won't get the crate once.

In other words, it's fairly likely that people will get some long streaks without ever getting the crate, no matter how much you cap. Just like people right now are getting 10-match losing streaks, even though the chances of winning are ~50% per match, you will see probably see some people going dozens of matches without ever getting the crates they captured.

Should be funny.

#51 Johnny Z

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Posted 11 May 2016 - 02:09 PM

View PostTuebor, on 11 May 2016 - 10:54 AM, said:




i like the salvage idea. but how about a new skill tree for your techs .tear 1. energy weapon repair . ballistic weapon repair. . chase repair. ECT. tear 2 speed of repairs. .it could also be set up so each mech has its own tech specialist. you will need separate tech trees for your WVR tech and your CDA tech.


If the entire mech bay was upgrade to include 1st person and mechbay crew that can be upgraded and lvled up, that would be amazing.

View PostMalleus011, on 11 May 2016 - 12:57 PM, said:

Finding and fighting over a secret cache or supply dump should be a mission type, not a loot crate drop. This would also fit better into the lore of the IP that PGI holds the license to.

Gathering battlefield salvage would be more effective and immersive than a loot crate drop. This would also fit better into the lore of the IP that PGI holds the license to.

Finding a random crate of paint on the battlefield, awarded randomly, but opened with a key?

Not very Battletech, is it?


This is my only problem with this. Patch notes/road maps, who cares how it is explained but if it is just dumped in game the same way without some effort put into realism and atmosphere then that's just uncool.

This game needs a giant effort put into realism and atmosphere anyway.

Edited by Johnny Z, 11 May 2016 - 02:12 PM.


#52 MischiefSC

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Posted 11 May 2016 - 03:08 PM

So long as it's nothing I can't buy for cbills I don't care. If they start putting uniques in then we're gonna have a problem.

Edited by MischiefSC, 11 May 2016 - 03:09 PM.


#53 MechaBattler

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Posted 11 May 2016 - 03:43 PM

View PostTuebor, on 11 May 2016 - 10:54 AM, said:



i like the salvage idea. but how about a new skill tree for your techs .tear 1. energy weapon repair . ballistic weapon repair. . chase repair. ECT. tear 2 speed of repairs. .it could also be set up so each mech has its own tech specialist. you will need separate tech trees for your WVR tech and your CDA tech.


Considering they have yet to do anything with our pilot skill trees, to the point of still having that convergence skill. That might be a long shot.

#54 Alex Morgaine

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Posted 11 May 2016 - 05:20 PM

View PostMechaBattler, on 10 May 2016 - 08:04 PM, said:

Really? We're gonna have lockboxes now? Like so many other Free to Play games?

How about instead "Salvage"? And you have a tech team who has to restore the salvage to usability. This takes time. So it goes on a timer. And you offer the player the chance to speed up the process by paying MC. It better fits the theme of MWO. You can even have better quality salvage drops. And still allow players to sell their salvage.


Expansion on idea:
1) you have a crew that you can upgrade with mc ( whatever is a decent value)
2) they can only salvage one item at a time.
3) items take real life days-months to repair (an xl 400 should take longer then say a flamer, and a bare Mech less time then a fully loaded Mech), time on item value (higher cost = more time)
4) time is standardized by cbills (a 6 mill Mech takes the same time as a 4 mill xl and a 2 mill light Mech combined)
5) at the end, a roll its made for the item (the chance of success is shown at all times)
6) for a "reasonable" mc cost ( say keep cost of items equivalent to no more then mc/cbill values based on 15 dollars worth of top cbill packs, or less even) you can pay to have a speedy and successful repair(100%), or sell it whenever you want at value inn cbills being some formula or other that's at least allows you to sell unpaired junk for a decent sum, or near full amount if you'd wait until it's 90% done then sell it.

#55 Alex Morgaine

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Posted 11 May 2016 - 05:27 PM

View PostFiona Marshe, on 10 May 2016 - 10:43 PM, said:

The keys there [STO] are $1 each for approx 1% chance of a grand prize. They also have a secondary trade market in game to offload the duplicates.

The majority of established MMOs have since copied the concept as a revenue stream. Some are more cash grab than others.


See we need a market like this. Just make (_) Mechs non tradable and hero/ (c) Mechs cost mc instead of cbills with the standard 1-10% cost to place a market item and out practically self regulates. Gets to pricy o.k. market? Hah, you can just buy a new one from pgi then stock, instead of a customized one and fix it up yourself then. Worst case, it'll ensure more people don't just sell Mechs anyway.

Edited by Frosty Brand, 11 May 2016 - 05:28 PM.


#56 1453 R

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Posted 11 May 2016 - 05:37 PM

The issue is that Russ' version of 'reasonably priced' and the playerbase-at-large's version of 'reasonably priced' have, many a times, been in sharp conflict.

Unfortunately, the Loot Crate Lunacy will continue until we find out what is in the crates, what the odds are of getting anything useful are, and what the price of the keys are. All things we won't learn until either just before release or, in the case of Odds, for some time after.

Blegh.

#57 monk

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Posted 11 May 2016 - 07:07 PM

I get the need to generate more money for the game, but there are way better ways. I agree with people who say this should just be integrated into the game in a less obstructive manner. I don't want my teammates scouting for salvage unless that's what the mission is about. Why not simply integrate it into the game like this (or one of a billion other more interesting and immersive ways):

SALVAGE: Parts of a disabled/destroyed enemy mechs have a chance to be salvaged by the winning team. Each player on the winning side gets a salvage roll at the end of the battle. What you get is somewhat random. Good rolls will get you mostly undamaged parts of high value. Low rolls will get you damaged parts of lesser value or possibly even ammunition (you could easily tie the gathering of salvage reward to various factors in the battle that we already use: assists, tag bonus, etc.)

When salvage is earned, it has a timer on it before it is ready to be used. This simulates the salvage being cleaned up and repaired. If you want to get the salvage faster, you can hire outside help (i.e. pay some MC to instantly recover it). The MC cost is negligible for low cost items and reasonable for more expensive items (still cheaper than the money to MC conversion because you have the "item" already. It just needs to be "fixed up" before it can be used.

There could also be rare cases of getting a chassis which would probably require MC to repair, but would be a significant discount from purchasing the mech outright with MC.

Suddenly the game has a salvage system that is cool, adds to the immersion, and also will raise some extra money. I mean, I'd strongly consider repairing a salvaged mech with MC if the discount was reasonable.

ANOTHER IDEA: Conquest could be about capturing salvage points. The more you capture, the more salvage you and your team get if you win.

ANOTHER IDEA: Ok, I think you get the point. Anyhow. Loot crates are obvious money generators in many games. I get that they make developers eyes light up, but at least integrate them in a non-obnoxious way. Also, note that a lot of games give lots of the "loot" away for free. There's no reason to tie everything up with MC costs. Hence the timer idea. Or maybe some is "damaged" and therefore can't be used without an MC cost. So some is fine and you get to use it and other things are damaged, but repairable with MC. A billion ways this could work and add more economy to the game. A BILLION. I wrote in caps for emphasis not hyperbole.

#58 GovernmenTTrash

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Posted 11 May 2016 - 07:36 PM

"reasonably priced" to pgi is 29.99 each

#59 Rocket2Uranus

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Posted 11 May 2016 - 08:44 PM

LOL.

Instead of spending money and resources on fixing the game.
They are like "hey... how can we rip off more players?"





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