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The Mech XP System is Uninteresting


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Poll: Poll (596 member(s) have cast votes)

Do you like the mech XP system?

  1. Yes (120 votes [20.13%] - View)

    Percentage of vote: 20.13%

  2. No (476 votes [79.87%] - View)

    Percentage of vote: 79.87%

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#21 Protection

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Posted 01 November 2012 - 01:09 AM

View PostDraco Argentum, on 01 November 2012 - 12:48 AM, said:



I actually don't want a tree. I'll put what I'd do up on the weekend, I kept it out of this thread to keep the issues seperate from my thoughts on the solution.

You do have something to do with MXP after master though. Spend MC to convet it to GXP. The system was taken from World of Tanks whole cloth and its apparently quite lucrative there no matter how aweful it is from a player perspective.


Yeah, not a huge fan of many of the WoT models being implemented.

Maybe they will find a use for it in the Community Warfare metagame, but probably not. I don't like being punished for liking one particular mech.

#22 Draco Argentum

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Posted 01 November 2012 - 01:14 AM

View PostProtection, on 01 November 2012 - 01:09 AM, said:


Yeah, not a huge fan of many of the WoT models being implemented.

Maybe they will find a use for it in the Community Warfare metagame, but probably not. I don't like being punished for liking one particular mech.



I wouldn't call it a punishment. A system where more and more MXP is needed to keep improving your mech would be a punishment. By allowing players to cap out you get to the real competitive game. Anyone still grinding is not at the same level as a capped, or merely more advanced, player. Tourney's would be a joke if you couldn't hit that cap in a reasonable timeframe, the playing field wouldn't be level.

#23 VIEJODIABLO

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Posted 01 November 2012 - 01:23 AM

The way i see it, its more like a specialization. If you figured out what will be your character, and i mean your favorite mech, the one you would live in it, youll specialize in it more than anyone else, because a player whose favorite mech is a catapult, wont buy 3 variants of awsome just to see if its worth or not, this player would have to stick to his favorite. Its like a longterm progress you can compare it to battlefield, where you always have your favorite role and weapon, so you use it and you are rewarded with upgrades for it untill you have the advantage. Though it may seems hard, But, just like battlefield, youll see In about 6 months lots of players with every type of mech mastered, because everyone wants to have better weapons, even if it has a little advantage. Maybe the master module would do some contrasting difference.
Since i only unlocked the first tier of modules, i agree with you and i can say it doesnt make much difference.

#24 Sean von Steinike

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Posted 01 November 2012 - 01:37 AM

Better to have no silly XP system at all and leave things up to player skill, not artificial skill boosts. But yeah, if they have to put it in to keep the rats chasing cheese, at least make it an interesting maze to get the cheese.

#25 Aym

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Posted 01 November 2012 - 01:49 AM

View PostDraco Argentum, on 31 October 2012 - 11:52 PM, said:

...
If I play an Awesome I want to play a PPC toting mech, loading it up with ballistics ...

If you find a way to load up an Awesome with ballistics hit me up, I'd love to pilot one!

#26 Draco Argentum

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Posted 01 November 2012 - 02:01 AM

View PostAym, on 01 November 2012 - 01:49 AM, said:

If you find a way to load up an Awesome with ballistics hit me up, I'd love to pilot one!


Good catch. This is actually the third time I've posted this but noone has ever seen that.

#27 w0rm

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Posted 01 November 2012 - 02:11 AM

View PostTheodor Kling, on 01 November 2012 - 12:19 AM, said:

Yeah the "having to own and grind 3 vairants" is annoying. Especially if one of them is completeley against your play style. And a tree would be great indeed.


This. Cant stand chance to grind XP in a K2 again.

#28 Kushko

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Posted 01 November 2012 - 02:25 AM

I like the ideas in this thread and i agree that the current xp system is horrid.

Here's an idea i had on how to fix it:
http://mwomercs.com/...30#entry1318930

#29 Mack1

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Posted 01 November 2012 - 03:13 AM

Yeah it's so boring and crap that I actually forgot to even purchase most of the garbage you can get with XP and there is not a bat in hells chance of me spending MC to buy three different chassis to unlock even more garbage.

I mentioned this in Beta but it got lost.

#30 Cargo Bane

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Posted 01 November 2012 - 06:03 AM

I agree the XP system in MWO is weak to the point of being barely noticeable.

However, it does not compare even remotely to the WoT system. In fact it's the complete opposite. If it was like WoT well...

XP would be for unlocking Mech, Variants, Weapons and Upgrades.
MC/CBills would be for buying stuff in the PilotLab

#31 syngyne

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Posted 01 November 2012 - 06:20 AM

The grid doesn't bother me, but I agree that the bonuses themselves, while they help, ultimately aren't that interesting. It'd be nice to see things specific to variants, like the Centurion AL getting cooler running energy weapons, the Catapult 1 getting decreased LRM lock time, etc. in addition to general bonuses of some sort. Something that would help lend a little flavor to the different variants.

Edited by syngyne, 01 November 2012 - 06:20 AM.


#32 Urza Mechwalker

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Posted 01 November 2012 - 06:24 AM

My ish is that we had a tree for mech related bonuses and a tree of XP for EACH weapon sytem.

One set of bonus on the mech tree apply to the variant, other set applies to the base chassis.

With bonus for example on rof, on convergence, heat, spread, accuracy ( would need the introduction of some shot deviation for that to work).


That would bring lots of possibilities with peopel focusing on a few weapons and becoming specialists on them.

That woudl be much more interesting than the current system where it forces you to pilot everythign under the sun to achieve anythign meaningful

#33 Hekalite

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Posted 01 November 2012 - 06:28 AM

My biggest concern with the current XP system is #2, lack of choice. You know that eventually, every mech will have every advantage unlocked. There is no variance, no variety and that makes the fact that it's simply another grind much more obvious.

#34 Madoc Owain

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Posted 01 November 2012 - 10:24 AM

Question - if I grind 3 mechs in a class to Elite status, sell one or more of those mechs off later, do I lose the Elite status for my remaining mechs? If I sold all 3, and bought a new variant later, would I have to re-grind 2 others in that class to get Elite?

#35 SquareSphere

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Posted 01 November 2012 - 10:37 AM

Because of point 3 (having to play unwanted variants) it's makes it a straight up money grab. Seriously, you have to buy 3 mechs of the same type of which you'll probably only use 1.

What this does is either drain all your Cbills, extending time spent in game (making you have to play in "public" matches) OR makes you buy MC. Both are great for business, not so great for the player.

#36 Mike McSullivan

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Posted 01 November 2012 - 10:44 AM

@madoc
as far as i know it you keep the XP even for sold mechs. It was in closed beta, though - i bought an atlas, sold it, bought it again and still had my old atlas-xp of that kind-
I voted "no" in the poll. didnt like it from the beginning. every same skill for every chassis and the must have of 3 different mechs of the same base-type? I hoped it to be a placeholder (which i still do...).
I could live with basic/elite/master-skills, but in a different way.
Basic: all skills are the same for every mech
Master: specific for teh type (jenner, Cat, etcpp)
Elite: For the variant (Catapult-K2)+maybe add some specialisations for single weapontypes with micro bonuses (so that it doesnt break the immersion/lore too much)
Right now it looks more like a World of warcraft where you have to skill 3 different mages to get the max Skills, including the must of skilling Deftank Stuff :lol:

#37 Xantha

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Posted 01 November 2012 - 10:48 AM

Sad that it's still 90% against the current system, as it was in Closed Beta and PGI still hasn't made changes to the 'place holder' system.

It's so unengaging and simply boring. It screams of a $ grab too forcing us to use 3 variants to play the 1 we really want. At a minimum, I'd like to see the system dropped down to 1 mech, 3x the XP costs and be done with it. Ideally, I would like to see a much more engaging system where Variant A might favor short ranged weapon bonuses while Variant B might favor LRMs and Variant C direct fire weapons.

There really should be some cool bonuses here that give mechs more specialty and use.

#38 Khobai

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Posted 01 November 2012 - 11:04 AM

Quote

here really should be some cool bonuses here that give mechs more specialty and use.


Yep. Like catapults should get a specialization bonus for missiles. Its ridiculous that an Atlas is an outright better missileboat when Atlases arnt even supposed to be missile boats.

#39 Zultor

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Posted 01 November 2012 - 11:06 AM

Totally agree that the progression system in this game is weak. Problem is now that they have said no resets they can't change it easily.

These are some of the things I would like
- unique unlocks for each chassis
- unique unlocks for each House
- non-stat upgrade (+10% anything is weak)
- Change so you don't have to unlock everything to have that variant count towards progression to next tier (maybe spend 7k total in tier 1, etc). Still give bonus if all items are unlocked.
- you shouldn't have to unlock 3 variants of the same mech but x variants of the same group (light, medium, etc)

#40 WhiteRabbit

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Posted 01 November 2012 - 11:15 AM

Well that Mech-XP system is kinda nice... reflecting on experience with the respective chassis etc. but i don't get why every weightclass has the same bonuses; wouldn't it make a lot more sense to have something different there? so MechXp yay.. the current system not so much.





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