Is It Punishing To Players To Buy The Same Chasis 3 Times To Upgrade?
#101
Posted 18 November 2012 - 03:46 PM
You don't become the best Catapult pilot ever by piloting one model. You become a master of them by running different types and loadouts.
In order to have the skills granted (and they are nothing to shake a stick at), you need to have seen combat in all 3 chassis and been successful (or perservered).
How doesn't that make sense?
#102
Posted 18 November 2012 - 03:48 PM
SmilingElf, on 18 November 2012 - 03:45 PM, said:
That's a thought. Instead of being given generic tweaks, players could earn points (up to a set limit, perhaps) that could be put into whatever parts of their mech they'd want to physically fine-tune. It could be any number of things.
#104
Posted 18 November 2012 - 03:50 PM
Daemian, on 18 November 2012 - 03:19 PM, said:
No, it's not. Many of us enjoy the competitive aspect of the game, and the time it takes us to get from start to playing at full resources is a pain. If that time was at least spent in a controlled environment where we can learn and develop as players, fine. As it is, the grind in this game is purely a disadvantage imposed on anyone starting a new mech line, for no better reason than because grind is assumed to be a core requirement.
#105
Posted 18 November 2012 - 03:53 PM
SmilingElf, on 18 November 2012 - 03:50 PM, said:
Myself and many others do not see this as a problem. Care to enlighten all those reading how you think we might be different?
#106
Posted 18 November 2012 - 04:01 PM
HarryMannbach, on 18 November 2012 - 10:04 AM, said:
In a Nirvana-like state, the F2P model would generate revenue by players who enjoy the game buying in to support a game they enjoy. Here's the thing: games actually succeed at this.
However, many F2P games use other methods of generating revenue stream instead. One of the more common ones for many years was the Pay-to-Win variant you see people reference on the forums, where the top tier functional resources were only available for real money. (Currently not an actual issue in MWO now that the YLW's generic variant has been added.)
The issue is that with this model, PGI has created a system where a player can only ever keep one mech at a time without buying into the game. While the cost is negligible, this 'hidden cost' of playing bothers a lot of people. Hitting a wall to advancement as part of a forced revenue stream is going to generate a lot of negative feelings.
#107
Posted 18 November 2012 - 04:01 PM
We need a real skill tree, where it branches, even if it was still per mech, the skill trees should represent different roles, instead of an incredibly over powered enhancement to your current mechs..
#108
Posted 18 November 2012 - 04:09 PM
Right now, the thing that keeps me logging into this game is piloting and getting a feel for the various mechs. Once that runs out, I'll be dropping this I'm sure.
There isn't any non-gear related mechanic or depth to this game among other issues. This is one of the top 5. Buying the same chassis to upgrade the very same stats...
They should use a tree like talent system, with limits on how many points you can earn per the lifetime of a mech. The bonsuses/unlockables would be shared among the mechs. If you want to go deeper in the tree, then you beeline down a single branch with your limited points.
But who knows...its supposed to be an RPGish sort of system, right? So bring on the RPG elements.
#109
Posted 18 November 2012 - 04:22 PM
#110
Posted 18 November 2012 - 04:33 PM
If that bothers you so much, just play that mech you like, spend a FEW real dollars and get to master. I can go to a website, pay $15 and get a certificate stating I'm a Jedi master, or I can get zapped in the bum by that little robot while blindfolded and learn some real Jedi skillz.
TL;DR...
#111
Posted 18 November 2012 - 04:39 PM
Harmatia, on 18 November 2012 - 03:53 PM, said:
First of all, I'm glad you said 'many' and not 'most.' Priorities are different for different people, and in a fairly even distribution. I play primarily for the customization and competition. Someone else plays for the progression and completion. Neither of these is bad, but, by definition, since we are not the same, we are different.
The issue I have with the system is that, rather than feeling like a reward, it is structured as a barrier. Rather than giving me a perk, so to speak, it feels like I'm buying off a series of imposed penalties. And to do so costs me resources I would rather be spending on the next cool thing.
Here's an example: My Founder's cat has enough xp on it to just about max out the Elite tree. Around the time I'd maxed out novice, I had enough cbills to make one of three choices. An XL engine, a new chasis, or another variant of the Catapult. Fortunately, I DID buy into the Founder's program, and splurged with MC to purchase all 3. That said, I'm close to maxing novice on my second catapult, and am no where near having enough cbills to buy the third chasis. Instead, the money went into arming and customizing the second Cat.
That last part, I think, is the crux of the issue. The efficiencies tree does not feel like something part of the system of development or advancement. It feels like something tacked on purely for the purpose of having something to grind at beyond cbills. Yes, I realize that the game is ACTUALLY in beta, (as opposed to the 'open betas' we frequently see for marketing purposes) and because of that fact they are still fine tuning things. My take on what the OP was asking, is whether or not we think the effiencies tree is something they need to revisit and do more work on.
And my answer is YES.
I would like to see a system that rewards time spent on different chasis and variants. I just don't think the system we currently have is what that system needs to be.
#112
Posted 18 November 2012 - 04:48 PM
SmilingElf, on 18 November 2012 - 04:39 PM, said:
Despite myself, this is a very well-thought out post. I can see its applicability - you posted as one who was working on the catapult; I posted as a commando-user, where the mechs are much, much cheaper, so that C-Bills are not so much of a barrier.
But how could we reward the use of different chassis without having to spend the money to buy them? I'm genuinely interested; that's not a rhetorical question~
#113
Posted 18 November 2012 - 04:51 PM
Personally, I hate it.
It's not enjoyable to grind on a variant I don't like, just so I can complete one I actually enjoy playing.
Why can't I just buy a variety of mechs I actually like? There are plenty of them.
I'd rather they just triple the XP costs, and then get rid of the requirement to own other variants. Same time spent, but this time it's on variants you enjoy.
#114
Posted 18 November 2012 - 04:58 PM
To master a chassis, you need to know every nook and crany of said machine, all its weak points and all its different setups, i find it plenty "in character" that i need to pilot several different variants before i can claim im a master of a chassis.
just my 2 cents.
#115
Posted 18 November 2012 - 05:00 PM
#116
Posted 18 November 2012 - 05:03 PM
SmilingElf, on 18 November 2012 - 04:39 PM, said:
Personally I pilot Hunchback's, that's all I have sitting in my mech bay. I have a 4G (my founder's mech), a 4P and a 4J. I also like the other variants, the 4H and the 4SP, but I prefer the three I selected. Actually I might swap my 4G for a 4SP, but I like the founder bonusesm, so I deal. None of the 5 variants are awful to me. I would gladly pilot a 4H or 4SP if two of my preferences were not available. Maybe that's not true for all mechs, but I found that to be pretty accurate with the Hunchback line.
As a compromise, maybe what PGI could do is eliminate the requirement of 3 variants to progress passed "basic", but not give the 2x bonus when upgrade from "basic" to "master". It would give those willing to heavily invest in one design of mech a little something extra.
#117
Posted 18 November 2012 - 05:44 PM
Whether or not you like the idea, it's a bad design decision that's used to hide the blatant lack of content.
If the end goal is to keep players from maxing out their mechs too quickly, then the best design route would've been to add more things to unlock per mech, not give them stupid things to unlock on their way there.
#118
Posted 18 November 2012 - 05:55 PM
One solution would be that it would cost more xp, have the same xp for all the variants, and add an ip/mc cost to unlock elite and master. Moneysink, check. And then you can choose yourself if you want to specialize in one/two/three or whatever variants. Same amount of grind but more options on how to do it. We all want to have fun, and we will all benefit from everybody having fun in this game.
(also, having people playing a JR7-F is bad for the team)
#119
Posted 18 November 2012 - 06:10 PM
Ptom, on 18 November 2012 - 09:22 AM, said:
Well you can upgrade any single chassis quite a bit before you start to experience any sort of restrictions based on the current XP system. Although no one thinks the current XP system is at all good or compelling, having to utilize three chassis is not a punishment.
Also, you can have WAY more than 4 mechs, just spend a little money. And I do mean a little, I think 6 or 7 dollars get's you 4 extra mechbays with some MC to spare.
Edited by Aym, 18 November 2012 - 06:11 PM.
#120
Posted 18 November 2012 - 06:29 PM
Why should a player playing a new mech expect to be given the same skill/tech upgrades against a player who has done the grind and worked for such upgrades. Spend the time and earn it.
That's my 2c worth.
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