vandalhooch, on 09 December 2016 - 12:33 PM, said:
Think about the current system of modules. Why are they so exorbitantly expensive for what is at most a minor buff?
Because instead of allowing everything to be purchased through c-bills (at incredibly inflated costs) they decided to do that with c-bills. Their problem has been the inflexibility of the various resources to be used in place of each other.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
The three-mech rule was another tool to remove C-bills from the economy and ensure that players increased their drop rate in game (free-to-play viability).
It was a forced grind that was used under the misguided idea that progression is needed for player retention when in fact it can run counter to that if viewed as too long to prospective players.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
You have to have C-bill sinks in the game. You have to.
Never did I disagree with that. One of the many leaps you make on my behalf throughout this discussion.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
No. It doesn't. It solves your particular problem, a lack of GXP reserves.
I will say this again, it won't be my problem, I guarantee you. I may only have 20,000 GXP on hand, but between all my mechs (most of them are mastered) that won't be a problem with this change.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
The only reason? Once again, this is you projecting your particular situation onto everyone else.
Once again, you are projecting your situation on everyone else. You don't have the resources to repeatedly change all of your mechs because you spent all your GXP already. This is your problem, not everyone's.
Nope, that's all you.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
BTW: Your claim that comp teams drop in public queue in order to get "better as a team" is laughable. It that were true, then tell me why so many teams schedule private lobby scrimmages.
Scrims are great, but you can't always line them up between other teams and inner scrims aren't always useful. Sure if you have 16+ players that are willing to commit scrims are great to do during practice, but for warming up and after drop fun time guess where we all play.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Those scrimmages remove players from the public queue and reduce the viability of the free-to-play system.
Generally any practice time is going to be during prime time for whatever region that team is in so if there were ever a time to be outside of the queue, it is during that time. That said, the benefit of that is stronger teams to help drive the player leagues. You can't have competitive player leagues without some way for these teams to scrim/practice, so if competitive player leagues are considered an overall plus for the game, then these teams practicing outside of the queue must not be that much of a problem.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
A new player will have the resources to change the build because in the course of learning that it's a bad build they will be earning those resources. Their path to "complete mastery" will be delayed but they won't be "grinding."
They will be grinding anytime they have learned but are unable to adjust the build. This happened many times when I was a free player (which I stopped being 2 years ago, and was since CB). So that happened more than you seem to lead on.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Here's how I see your situation. You personally have two conflicting goals. On one side you have your collector mentality of owning as many mechs as possible and having all of them completely mastered. On the other side you have your competitive player owning the best mechs and being able to quickly modify them to suit the ever shifting landscape of competitive play.
Those two selves are in conflict. Your drive to own many mastered mechs led to you using up your GXP and Mech XP reserves that are also needed for constant respeccing of comp mechs.
While you are correct about the two selves, the difference is in how you actually see my perdicament. As far as I understand I will be just fine because of how much XP I have built up (forgot about counting how much I have built up on various mechs).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
And that will be possible in the new system as well, as long as you don't want to constantly respec the mech over and over again without playing it in the public queue between switches.
That special condition is something you just seem to gloss over like it is some minor task when it isn't, especially if you are constantly respecing.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Inflation is always a huge concern. Always.
"Taxing" is absolutely necessary to avoid hyperinflation.
Taxing may be a way to avoid hyperinflation, but it is far from the only or best way to avoid it. Especially one that taxes a large aspect of the game rather than something that is seen as a focus. Or better yet, allow cosmetics/heroes for purchase for c-bills at very inflated prices much like crafting hats is in TF2. That is part of the reason inflation is a concern with multiple resources like it is, is because you can translate between some of them (C-Bills can't translate to XP and vice versa, which would be a much better way to tax things).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
That is the first time I recall you even using the word Solahama. That isn't a free-to-play game. It's one person posting in a single Internet forum. The only way you could have been any more vague is if you referred to him by his nickname instead of his forum name.
1 - Never heard of the guy.
2 - Don't know what his idea is.
Funny considering you read, quoted, and responded to the post where I put forth his suggestion (I even mentioned his name).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Allowing players to play more in order to correct mistakes isn't punishment. You seem to think that playing the game is a punishment. That's on you and your "burned out" mind set.
If the new system did not allow a player to respec at all, that would be a punishment.
You do a lot of these leaps, no it has nothing to do with my burned out mindset (come Marauder IIC I plan to get back into things). Just because it isn't permanent doesn't mean it is punishing players, that's quite the white/black view of the situation. The point is that if they had made known better when first specializing they would've had more resources is definitely a sign of some sort of punishment, sure it isn't as severe or ridiculous as not letting them respec, but it is punishment nonetheless.
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Your system would reduce player drop rates overall as paying players would have no incentive to drop a few extra times because of a "need" to earn Mech XP or GXP. Any system that reduces average player drop rates is bad for a free-to-play game. Premium time is an example of this. It does in effect reduce player drop rates but PGI recoups that hit to the player pool through acquisition of real money. And premium time still requires players to drop in order to take advantage of it. Your proposal removes that requirement.
Yes. Let's build a system around how you think humans should behave instead of around how they actually behave. Might want to brush up on some basic game theory and human psychology.
And that right there is why your idea is terrible for MWO. You want a way for players to use real money to avoid having to drop in the public queue.
Once again. Design a system based on how humans actually behave and not how you think they behave. The comp players don't have to be "always in a private lobby" in order to hurt the viability of a free-to-play game. But, every moment they are in a private lob does decrease the viability of the game overall. If you are going to allow private lobbies then you need a way to ensure that the users of the lobbies still consistently drop in the public queue as well.
It isn't magic. It's human psychology. It's the basic core of game design.
It's a core of SINGLE PLAYER game design, that is an important distinction to make. Now, don't get me wrong, there is a level of progression a player makes in PvP games, but it isn't some artificial progression through equipment or some BS, it is by learning and being a better player. That's why games that don't have these stupid tier systems have ranked modes or put support behind comp scenes typically. Overwatch still seems to retain players despite having no character progression, only cosmetic unlocks and is solely a PvP game (the fact it isn't a F2P doesn't magically invalidate that fact either).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Skip it in order to get where exactly? Really, I want to know where it is in the game you are in such a hurry to get to.
A fully leveled mech to actually enjoy playing it, playing unbasiced mechs is painful if it isn't a mech that is incredibly powerful to begin with (which aren't a whole lot of them).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Yes. Because you aren't nearly the rational agent you think yourself to be.
I'm not the one who keeps misrepresenting someone's viewpoint...
vandalhooch, on 09 December 2016 - 12:33 PM, said:
No it isn't. You keep describing playing public queue matches as "grinding" and "punishment."
The fact that you call playing in the public queue "grinding" absolutely means that you will be less inclined to drop in the public queue if you get free respecs.
Wrong, never did I associate public queue with grinding, that is a leap in logic YOU made.
I play public queue to play whatever mech suits my fancy (comp, joke, or whatever), it is when I have to grind to get that mech to peak performance or to experiment (whether it be leveling or trying to get that large XL engine) with that it becomes a grind because I don't want to necessarily play it that way, it is an impedance to that experimentation (again, one of the best facets of this game thanks to the customization).
vandalhooch, on 09 December 2016 - 12:33 PM, said:
Yeah. Remind me again how MW4 was a free-to-play game. I seem to have forgotten that part.
You missed the point, I played MW4 for years like people played Warcraft 3 for years and just like how TF2 is still going. The point is leveling up mechs isn't a necessary component to keep people playing, this idea that progression is necessary to keep people playing in QP is absurd.