Athom83, on 12 April 2017 - 08:15 AM, said:
He's been here years longer than you have (at least the account you used to post this).
And yet he claims the DS poptart meta was "a few weeks", since we have now ruled out honest ignorance that leaves dishonesty, thanks.
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You mean PGI balanced/nerfed something that was overperforming to better bring it in line with everything else *gasp*?
Not sure how that's relevant, at least it isn't disputing anything I've said or point I've made.
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What does/did the Dragon Slayer have over other Victors? 2 energy hardpoints in the right torso. What does the Hero Hellbringer have over other Hellbringers? 2 energy in the right torso. Wait a minute... some people describe the Dragon Slayer as OP on launch so obviously everything else with 2 energy in the right torso must be completely OP and P2W Illuminati confirmed.

You see how ridiculous this is getting?
Optimal builds are specific ant contextual to the meta, a hardpoint on one mech can do the trick in a certain context and not in another.
Dragons Slayer was the best mech in the game for a good while during the first poptart era, because the hardpoints and chassis converged to make it the best poptart at the time, the 2 torso energy mattered in that specific context.
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1) Heroes will eventually be available for MC. 2) You can get MC in game for free. Therefore, while initially it only comes in a mechpack paid for with irl $, it is also Free 2 Win. Now, if it had super-quirks that nothing else would get, then I'd agree to calling it P2W. But as it is, I'll only call it Pay 2 Collect-em-all *"Pokemech!"*.
No, there isn't enough free MC in the game to make that a sound argument. Also I haven't claimed heroes in general are a problem, hero omnipods that are necessary to build the best configuration on a given omni chassis are a problem however. The Purifier is one example. The optimal builds on any given omni should not involve hero pods.
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Actually, F2P games can do monetized gameplay quite well if they are done right. Take a WWII vehicle based team vs team combat game (not WoT, they don't fulfill the "done right" part). A paywalled gameplay feature could be prototype and experimental vehicles that never entered mass production. They add historical depth while also giving a larger variety to the gameplay. While it is true some of them may be a bit powerful, most have a relative equivalent within the free technology tree for research/purchase with in game currency. Another monetized gameplay feature could be squad/unit size caps. A free account would still have a decent number of slots for friends to drop with, but a premium account would just have more room for more firends etc. Although, in technical terms that could be ascribed as grind reduction as the grind is generally reduced the more people you can coordinate with.
Yes you can argue that p2w is ok, it's ok in a lot of games. Magic the Gathering, which I play competitivelyu, is entirely p2w and it has a healthy comp scene, so clearly that is possible. I'm not arguing p2w is always bad, I'm just arguing that the definition of p2w is a gameplay advantage that you must pay for, however minor. Whether it's ok or not is another discussion.
My claim is that p2w elements aren't good for f2p game models like MWO. You offer some hypothetical game but no real game, I have personally not seen p2w in a free to play game done well yet.