FRAGTAST1C, on 25 April 2019 - 03:14 AM, said:
Suicide farming? I'm not the one who's doing it. I've shown screenshots of playing well and getting massive exp. You're just completely missing the point 'cause you have this notion of QP being the main game mode. It shouldn't be. If you suicide and die within the first minute, how much exp are you getting? Answer that question first before you accuse someone else of lying.
The locking of mechs into a match until the match ends is a system to prevent farming resources through suicide rushes. Rather you do this or not is irrelevant to the system's performance in preventing this kind of abuse.
The question you should be asking is not how much experience you can gain through a suicide rush tactic "within the first minute" (which will vary and is impossible to actually give you numbers), but instead should be how much resources could be gained per hr of play through suicide rushing tactics and getting back into games as quickly as possible. Even if someone earned a third less experience per suicide rush, but could get into a game within 3 minutes rather than 13-16 minutes (considering MM and loading screens), (I'll use 13 minutes as my low estimate) they could play almost 5 matches in the span other people would take to play a single match. Over the course of an hour, that would increase their net gains by almost a full 2 matches worth or rewards within an hr of play. Multiply that by each hr of play... and we have issues with suicide farmers ONCE AGAIN.
Hint: We had this issue once before. Locking mechs into a match was one of several steps taken to prevent this and encourage people to actually play the game.
FRAGTAST1C, on 25 April 2019 - 03:25 AM, said:
So, PGI wants players to grind but slowly?
If players progressed to quickly, than players would quickly run out of goals to continue playing, resulting in the fast death of the game. If players take too long to progress in the game, than players get frustrated and leave the game without reaching any reasonable goals. It's the common thing with games.
Which type of game do you enjoy more? A game you can beat in under 30 minutes? Or a game you can work on for hours with a lot of optional content to help you choose your pace? Or do you like games you can play for years and still never beat?
Most people I presume prefer game type 2. I've gotten games I literally beat within 30 minutes of starting it, with the "content" being "beat the game under different challenges to unlock new skins/stuff". Don't know about anyone else, but after playing it through 1.5 times... I was board and done with the thing, wishing I had never even purchased the game to begin with. So there is something to be said about pacing player progress within a game.
I've also got games that I've never beaten (Star Ocean is one of them... I should play that game again and not worry about "unlocking everything") and they progressed so slowly that it was almost torture to continue playing it after a month of chipping away at it... So there is something to be said about "too grindy".
Either way, I don't believe the mech locking causes a "too grindy" situation with this game's progress.