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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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#41 PYR0MANCER

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Posted 01 November 2012 - 11:19 AM

Would have been better as a tree where you have to choose a path to go down...

#42 Coolant

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Posted 01 November 2012 - 11:28 AM

definitely boring currently...once they get community warfare going I think there will be stuff to really play for. But, yes, XP in other games grants you all kinds of bonuses to stats and leveling up...should be more robust system in MWO than current

#43 PyroDante

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Posted 01 November 2012 - 11:31 AM

The big problem from a design standpoint is that a single variant may be used for multiple types of loadouts, and therefor would need multiple "specs" (this also goes into the fact that we should be able to save loadouts, but I digress). I recommend XP go into weapons and equipment systems, not chassis.

#44 Mordin Ashe

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Posted 01 November 2012 - 11:35 AM

Agreed. I will try to be constructive and draw my idea about the system:
It shouldn't be chassis-based, but weight class-based. Playing more different chassis or versions in the weight gap should, after getting enough XP, enable unique perks that would apply to the whole weight class, not single chassis. Also, the perk choices should offer 4-5 options with the ability to pick only one or two at max, to force the player to choose what does he want to specialise in.

#45 Khobai

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Posted 01 November 2012 - 01:52 PM

Quote

It shouldn't be chassis-based, but weight class-based.


it could be both. For example:

1) Allow players to level up any mech they want from basic to master without having to play any other variant of that mech.

2) If players master another mech of the same variant or weight class, all their mastered mechs get a cumulative "synergy" bonus based on how many total mechs theyve mastered. Mastering mechs of the same variant might give a +10% bonus while mechs of the same weight class might only give +5%.

That makes mastering other variants optional instead of required... but it still rewards you for doing it.

Edited by Khobai, 01 November 2012 - 01:58 PM.


#46 Davion5150

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Posted 01 November 2012 - 01:57 PM

The thing I hate most is that they system favors the cheaper mechs since they can more easily afford buying the 2 additional variants needed to elite out a particular chassis.

#47 Shismar

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Posted 01 November 2012 - 01:59 PM

It is o.k. for the time being. Sure, could be better, but I see that coming with community warfare at best.

Until then, it is a bit of progression besides accumulating CB and adds incentive to try different variants.

#48 Draco Argentum

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Posted 01 November 2012 - 11:37 PM

View PostKhobai, on 01 November 2012 - 01:52 PM, said:


it could be both. For example:

1) Allow players to level up any mech they want from basic to master without having to play any other variant of that mech.

2) If players master another mech of the same variant or weight class, all their mastered mechs get a cumulative "synergy" bonus based on how many total mechs theyve mastered. Mastering mechs of the same variant might give a +10% bonus while mechs of the same weight class might only give +5%.

That makes mastering other variants optional instead of required... but it still rewards you for doing it.



No, its still required in your proposal. Anything less than maxed out means you are running at a disadvantage compared to someone who is. Thats exactly the same system as now, you've just shifted where the bonuses come from.

#49 Crimson Chaos

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Posted 02 November 2012 - 12:05 AM

Agree with OP 100%. I would like the sense I am building my character... just checking boxes off doesn't really create any feeling of "being" the pilot. I'd like more than just an arcade game feel.

#50 Ronin Starwalker

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Posted 02 November 2012 - 12:12 AM

agree

#51 SHORTZ

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Posted 02 November 2012 - 12:54 AM

I reckon a Mech XP system similar to Borderlands skill point tree would be cool, like if there were three seperate tiers that you can choose to specialise in and you spend points to gain bonuses or something. Also as much as i dislike Call of Duty now, a rank system would be cool to implement in some form too. Just give the players an incentive to keep playing, as opposed to that What now? feeling

#52 The Velociraptor

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Posted 02 November 2012 - 01:19 AM

totally agree with the OP.

The mech xp system is very boring as **** and actually I'd rather see it removed or totally revamped for the good reason the OP mentionned:

The fact you have to farm iwht multiple variants in order to max out one of your mech. That's terribly boring and time consuming for nothing.

#53 Killeralpha

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Posted 02 November 2012 - 01:19 AM

If they really dont want to make more levels for each "skill" at least they should get the system FIREFALL has... but I doubt these guys even play PC games...

#54 MustrumRidcully

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Posted 02 November 2012 - 01:28 AM

While not the Mech XP syste, I don't think it helps the system in any way that modules now cost millions of C-Bills. Ridonkulous, I say.


I could see the Mech XP system getting more interesting when Mech Efficiencies were also modules you could install on a mech, and you also were limited in how many you could install.

In addition, different mechs may have unique efficiencies only available to them (or their class). The "Quirks" system the devs have talked about, but used as part of character advancement, could liven things up a bit.


Since we only have one character/pilot, I don't think it would work well to limit how many efficiencies you could learn - but at least limiting what you can equip at once may be meaningful. And as you progress, grant some more options on how you do so may be nice as well. As it is, you have to fill all the lower tier mech efficiency boxes to get to the next level. Giving us the option to take just a subset of them (or a minimum number of ranks per efficiency, e.g. efficiencies not just being a binary thing) to unlock the next tier could at least offer some choices before you maxed out - you can try to "race" to the top, or you can try to cover all bases. Or a mix.

Edited by MustrumRidcully, 02 November 2012 - 01:32 AM.


#55 MadcatX

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Posted 02 November 2012 - 03:33 AM

My biggest beef is having to unlock all of the efficiencies of 3 other variants. It feels like a grind when you're not a big fan of the some of those variants.

#56 Draco Argentum

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Posted 02 November 2012 - 03:56 AM

View PostMustrumRidcully, on 02 November 2012 - 01:28 AM, said:

While not the Mech XP syste, I don't think it helps the system in any way that modules now cost millions of C-Bills. Ridonkulous, I say.


Well, the mech XP system does grant a module slot for master, so it is somewhat related. The module costs aren't as big a deal as the price of that first mech though. If PGI wants to keep a cbill grind modules are better for it than purchasing your first mech.

Expect a thread in 12-14 hours with my proposed alternate system.

#57 Khobai

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Posted 02 November 2012 - 04:25 AM

Quote

No, its still required in your proposal. Anything less than maxed out means you are running at a disadvantage compared to someone who is. Thats exactly the same system as now, you've just shifted where the bonuses come from.


Its nothing like the current system. The current system forces you to play other variants to get master. You wouldnt have to play other variant to get master under my proposal... playing other variants goes from being punitive to being a bonus. Which is a huge difference.

#58 Draco Argentum

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Posted 02 November 2012 - 05:08 PM

View PostKhobai, on 02 November 2012 - 04:25 AM, said:


Its nothing like the current system. The current system forces you to play other variants to get master. You wouldnt have to play other variant to get master under my proposal... playing other variants goes from being punitive to being a bonus. Which is a huge difference.



If you want all the bonuses you are still forced to play other variants. All you did was rename some stuff, the maths is exactly the same.

Here is my proposal for an improved system. So much TLDR but a complex system requires words.

http://mwomercs.com/...mech-xp-system/

#59 Owen Nightblade

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Posted 02 November 2012 - 05:11 PM

As an old-timer from 3065, i remember have to grind for weeks or months to trade in your Crusader for something like an Awesome. If the gameplay is fun, no one minds the grind.



#60 Mechwarrior Buddah

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Posted 02 November 2012 - 05:11 PM

well its funny cause throughout cb it was "this system was a placeholder." from all the ppl here. Never from them. funny how the system in place now IS the "placeholder"

Id far perfer to see a system where you have overarching "assault" type options, "scout" types not bonuses based solely on chassis.

and dont give me "well in the lore mechwarriors..." line either. They dont give two ******* about lore and are showing it with 1.4 DHS

Edited by Mechwarrior Buddah, 02 November 2012 - 05:15 PM.






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