soapyfrog, on 11 March 2017 - 10:37 AM, said:
Average earnings per match for a non-premium player is no more than 90,000 c-bills (it is probably less than this tbh) and 800 xp. That means in the 91 matches required to fully unlock and pay for the skill tree, the non-premium average player will have 2.73 million c-bills, assuming they did not modify their mech from stock.
For the most part this is a good post, but I wonder why everybody just uses QP as a reference for getting money, without taking into account that a new player, after gaining some experience might have a talk with a unit and tag along for a Faction play drop, which means significantly increased earnings, as pointed out in my earlier posts.
200 (bad loss) 700k good win.
Also sometimes the more experienced players even in a unit might not have premo time activated, as they might be short on real life money.
So your metric only accounts for QP and therefore the number of games required looks more dramatic.
soapyfrog, on 11 March 2017 - 10:37 AM, said:
PGI fortunately realizes this which is why they have said they are lowering the prices to 45,000 or less per node, but this still does not allow the average non-premium player to afford much after their 91 matches; and still god forbid they make mistakes with their skill tree and need to change it, well it will cost them still more.
Again the problem is that your argument is based on a metric that fails to account for them going for FP.
soapyfrog, on 11 March 2017 - 10:37 AM, said:
That Idea of gxp conversion for C-bills I support, but I highly doubt that PGI is willing to give up a real life cash cow.
It would make life easier for F2P Players, but then from a business perspective PGI does not want to have F2P Players, as they cost money, but generate none.
Which is also why any F2P game is grindy, because the frustration of the grind is what sells premium time.
Though compared to some other games it's not as bad in MWO and the gameplay is much fairer to F2P players and less frustrating.
No unlock Mech a to get Mech b, no Mech tiers and no gold ammo.
So while I would totally like this idea, I doubt it will happen.
soapyfrog, on 11 March 2017 - 10:37 AM, said:
Respec costs are a tax on experimentation and a barrier to an important fun part of the game, and XP is the worst tax because it wastes my real life time.
At the moment the problem is actually having the C-bills, as and the system disincentivizes you from playing 3 mechs, unless you can afford 3 of them at the same time, which is also a problem with the mech bay space.
The key Problem with the old system is the rule of 3, and that it's the rule of 3 for every mech, not for one mech in that weight class.
And the fact that modules are just for one specific weapon, so if you have 2 SRM-6 and 1 SRM-4 you can only get a module that helps one of these weapon systems, while in the new system it affects all of that type.
Also certain modules, like weapon "cooldown" on hot weapons like the ERPPC, are pretty useless.
As for the Gauss Rifle, we don't need an extend charge timer, but rather a reduce charging time skill.
But you can still run experiment with mech builds in the new system, if you kept out of the firepower/weapon skill trees in the early bit of owning a mech, until you've settled on a config.
As for the no refund on changing a skill node, well I think that is a dumb decision.