1. People making purchases have expectations as to the enjoyment of what they will derive from it. If the amount of enjoyment is less than the expected amount, they will become disappointed and stop making future purchases.
2. During the pre-order phase of the mech packs, it is easier to determine if a mech will be a bad performer than if it will be good. By examining geometry, hardpoint location, and hardpoint mixture, one can either expect the mech to be bad and not purchase it, or that the mech may be good based on quirks and agility that will not be known until 3 months later.
3. Normally, a company would be remedying this fear (that new content will be WORSE than existing content) by promising customers that stats will be tweaked on a timely manner to ensure they will have fun with the mech - read as they will be satisfied with their purchase. PGI does not. PGI actually has taken the interesting route of promising mechs will be mediocre so that there is no power creep.
4. When PGI ensures new mechs are in the middle of the pack in terms of performance, in an environment where many other mechs exist and are leveled, this results in customers having to take their unleveled new mechs - read bottom performance mechs - into this environment to grind levels. This is devastating on the enjoyment those customers have with their new purchase. Even after they level their mechs, because it is worse than their existing mechs in terms of performance - non-paying players call it pay-2-lose - customers stable those mechs never to use them again.
5. Power creep is a valid issue in games, but releasing mechs worse than existing free mechs in MWO's environment is sure to hurt paying customers. Normally, companies decide it's sufficient to prevent pay-2-win claims by ensuring that new mechs are NO BETTER than free mechs, which means that they can be ON PAR with the best of the free mechs. This is a fine line to tread, but it's common sense that since paying customers keep your lights on, they should be kept happy. As long as free existing counters already exist in game, which they do in MWO, avoiding pay-2-win while making sure new content is as good/fun as possible should be the goal. Because new content is targeting the best of existing content, the average power level still increases, which is power creep. This is the natural result of a necessary business decision that basically all other developers make out of necessity.
6. PGI does not target the best of existing mech performance for new mechs. If you look over the last year (12 mech packs), only 3, the vapor eagle, blood asp, and flea are considered good - read satisfactory purchases. In fact, 6, the marauder ii, corsair, champion, hellfire, charger, hatomoto-chi, are considered to be BELOW AVERAGE and worse than free options on release of those mechs.
7. Not all customers want top performers. This is true. However, from a psychological point of, most people would prefer to win than to lose, and would use mechs they think they can win in versus mechs they know they will have a handicap in. In other words, bad mechs may not hurt purchases from the people who would buy the mechs regardless of performance, but a) those people will definitely still buy if the mechs perform well, and b ) you gain the people who do care about performance as customers. The latter group is usually 80% of the population.
8. From past studies, 70-80% of people will stop future purchases if they experience ONE BAD PURCHASE even if they have made many good ones. MWO's customers are far more loyal than the norm, but if >50% of PGI's mech packs result in bad experiences, that loyalty has not been rewarded.
9. Of course, promises that PGI has made about using the money from packs to produce maps and other other content has not materialized, but I see that as a consequence of insufficient sales, caused by a lack of focus on ensuring customers enjoy the content in mech packs.
Edited by Nightbird, 01 June 2019 - 01:06 PM.