Malzel, on 30 November 2012 - 01:54 PM, said:
We're still talking about paying for perks like it's a bad thing, or implying that only the people who drop cash on the game can pilot the "good stuff," which just isn't true. Like I said earlier, a free player can accomplish everything that a paying player can, including running that super Artemis-equipped LRM boat. It can't be a matter of "pay to win," because that free player can "win" just as hard as the paying player. The free player just might not be able to afford it every single match, which is fine.
The high cost of running LRMs like people want to (2000+ on a mech) is part of the balance. Someone said that the "economy" shouldn't be a balancing factor, which is nonsensical. The sole reason for the game's economy is a balancing factor, to ensure that you have to work for the powerful stuff, and to make sure that the "low power" techs still have a niche: they're cheap to repair and operate and thus earn you more money. I'm a free player, myself, and I basically keep 2 of every mech class, one is high-powered and souped up that I play when the match is important or I want to go all-out, and one is more economical with cheaper tech and weapons that allows me to make money when the match isn't important and I'm just messing around. That lets me play with my high-power stuff, just not all the time. I agree with Xenomorph about running your "best" mech every single game and the non-existence of the "gold wall". Having to "live within your means" is not a flaw in the game, it's a feature.
Tolkien, I understand and empathize with your frame rate issue; MWO is a pretty demanding game and not everyone has a top-notch computer to handle it flawlessly. Please understand that I mean no offense, though, when I say that's kind of an issue with your individual circumstances, not the game. This game is about role warfare, yes, but raining death from relative safety as an LRM boat is a very powerful and coveted role, and that power is a privilege, not a right. There are many roles that can help the team, even as a cheap, expendable light. Expecting to be able to run one of the more powerful builds every match because it's the only thing your computer can handle or only thing you like doing is basically saying, "Buff this, because it's all I play," and ignoring bigger picture of game balance.
Besides, every LRM boat in existence can just abuse the 75% free ammo right now. If you have 1500+ missiles on your mech, that's still 1000+ missiles per game without ever paying a dime, so it's completely viable to run an LRM boat every single game without founders' or premium boosts, already. I feel like some people arguing against the re-arming costs just want to keep their cake and eat it, too. I'm sorry if that offends anyone.
I think you misinterpreted the argument, and ended up making my own point for me.
My point was that we should not be able to buy battlefield effectiveness.
By stating that a free player can still field the same equipment, just not as often you are making the point that free players will be running weaker on average than pay to winners.
QED.
MustrumRidcully, on 30 November 2012 - 02:36 PM, said:
...
But damn, this isn't the topic for this. Let's get back to weapon balancing.
There is a recent dev post that suggests they are thinking about lowering the (ER) Large Laser beam duration and lowering the PPC heat and increasing its projectile speed. That sounds like a good move.
As you correctly pointed out, since the devs are trying to use Cbill economics to balance battlefield performance, this means that discussions of economics of repair and rearm and maintenance of weapons systems is indeed a question of balance.
I think we both agree these should be separate issues, so hopefully the devs will see it this way too.
The bottom line for me is that the way things are now, I can buy an average battlefield advantage over a free player by spending dollars. As someone pointed out this gap will likely get a lot bigger when clan tech shows up, so it really should be dealt with before it becomes a big problem.
If it is not, the game will seem sleazy to me for allowing pay to win, compared to League of legends where you can get your champions and runes faster with boosts but a skilled free player once he has earned those same runes and champions will still beat you if he is the better player - there is no battlefield advantage to having spent the money in that game, which is the way it should be. Money should only get you cosmetic upgrades like cammo and paint schemes, as well as boosts for faster progress, not ever for battlefield effectiveness.
Edited by Tolkien, 01 December 2012 - 04:31 AM.