Waladil, on 13 May 2012 - 04:05 PM, said:
I am strongly against the idea of losing XP if you die, and I'd also argue that there should be a setup where repairs are guaranteed, even if you can't pay. (So if you hit $0, you can then repair for free.)
All the arguments, especially about losing streaks, worry me most because of how hard it will already be for new players to break into an "old boys club."
Some time ago, my friends convinced me to play an online FPS, I forget which at this point, one of the games from ijji I think. When I first started, I played very well in the rookie games, typically coming in top 5 at worst (16-32 player matches), often being #1. As soon as I got the score that meant I had to leave the rookie leagues and enter the main matches... I was smacked DOWN by the more experienced players. Hard. It was bad enough struggling, especially because I couldn't afford to get any new stuff because I was barely getting enough to keep my old gear in good condition. If my character was getting worse too, I'd probably have ended up giving up because I'd be playing against players at top condition and not getting any worse, while I'm at low condition and not getting any better. Even if I was a better player than them I'd still be screwed.
While things like repair time and pilot XP loss make good simulations, they also skew the game in favor of the people who have been playing the longest, which means that games become gerontocracies rather than competitions.
Under a system like that, the very beginning will be "fair," since nobody's familiar with the game yet. The people with the greatest advantage will be the people who know the lore and those who played whichever MechWarrior the game ends up being most similar to. Before long, tricks will begin to surface that the players who use best will start accumulating victories. They exist in every game and are not something that's "shameful" or exploit-y. Just tricks... like good hotkey management in StarCraft, or quickscoping in CoD. As new players hit the field, they'll be initially barraged by older players who are much more accomplished in those tricks, and the new players will have to play catch-up to learn them. If we also penalize those new players for not yet knowing the skills, by the time they master the skills they'll be so far beaten down in terms of 'mech damage, lost xp, they might as well make a fresh account rather than try to build the old one back up. So (to my mind) adding those elements of punishing losers actually ends up breaking a simulation, because it gives incentives for players to (essentially) murder their old pilot and reincarnate him/her. Yeah. Real good simulation, just like reality!
As I mentioned before you would not be able to fall behind the abilities/experience points that you possess when you start playing MW:O for the first time, therefore, your worries are unjustified (also with regard to people 'murdering' their account and, possibly, losing the user account name or making it unavailable for a while) and picture this, without any challenge in the game there will be no long-term motivation ... if you make the whole game too simple and everything just gets thrown at you (no matter, if you succeed or lose all the time), where is the fun, motivation, and achievement (also for new players) in that?
In fact, the XP/abilites grading system would be fairly balanced and everyone gets the same chances at start-up ... yes, admittedly the game environment and gameplay will change after a while, once initial players get more experience and the more tricks/cheats are available and if MW:O will become a very popular game (I think we all hope for that), attracting a lot of people that have not immersed themselves in the BattleTech Universe before (outside the current majority of enthusiasts), it will get even more difficult to prove yourself as a newbie in the game. However, this is the reality in any online computer game, and to believe you can change that is honourable but also very naive at the same time. Find your place in the environment, make the most of it and be happy with it ... after all it is just a game!
There is no shame in not being one of those who may rank in the daily best overall mech pilot stats section of a faction or MW:O and, while it may come with bragging rights (and, I may add, usually not unjustifiably so), you may just have to learn to deal with it. Otherwise, if your self-esteem is too low to withstand that kind of "pressure", online computer gaming will just not be the right passtime for you, it's that simple. A XP/ability system that stepwise evaluates your performance will encourage people to get better, work on themselves, practice and thrive ... plus, if you have not obtained anything as a rookie there is nothing to lose for you (based on the principle described at the beginning of this posting). However, it will become increasingly challenging the higher you would like to advance in the game and in my opinion this is how it should be (similar to high level campaigns in online RPGs such as Dungeon and Dragons Online or others to which you will not have access when playing the game the first time, but which you will have to earn by advancing in the game, thus, continuously improving your own skills ... it comes at a price as everything in life) ... not everyone can ace the game and not everyone wants to (I certainly will not have the time resources to train and become one of these, but I want to have fun and be challenged the more I advance in the game) and you also have to take into account that this is mostly a group based game and not a solo player one (with the exception of Solaris VII arena fights, initial training/academy one-on-one tests, Trial of Positions or similar).
Edited by Iolobliss, 13 May 2012 - 06:03 PM.