Sug, on 16 December 2012 - 03:56 PM, said:
It's not. I was commenting on the post saying we should remove the cost of repairs, the cost of ammo, and standardize the price of mechs.
Alright, maybe I didn't clarify my opinion enough, sorry. Or maybe you didn't read what I wrote properly. I don't mean that we should make the 'grind' lower or standardize the price of mechs. I don't think that part of the economy is a problem. I didn't say standardise the cost of buying mechs, I meant standardise the price of repairs between variants. So if you're running XL engine, etc.. ..those should be balanced by means other than repair cost.
Same for ammo. I personally believe we shouldn't pay to rearm since that favours energy weapons over ammunition based weapons. I don't think these should be balanced based on cost to use them. Match rewards could be reduced somewhat to compensate. The drawbacks to using ammunition based weapons should be: having to fit ammo, having limited ammo per match, having to equip case if you don't want internal ammo explosions.
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While I agree that the new player experience needs an overhaul (the bonus for 1st 25 matches is a good start) I don't agree with people (OP included) complaining about the real world cost of the game. They want a Free to Play game to give things away. 99% of the game can be acquired with time spent playing, and the 1% that requires MC does not give people an advantage.
I can't argue with that and I wasn't trying to. I was only really talking about balancing costs based on lore rather than gameplay (which was the line from the OP I originally quoted).
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What is a chore? Playing 2 hours to buy your first mech? Paying for repairs? That's part of the game. Compared to other F2P or MMO's I think the pacing of MWO is actually pretty good.
I think it can feel like a chore to play in a suboptimal money-making build so that you can run the mech you've spent hours earning, customizing and stuff. Sure, you can still have fun playing that kind of mech, but you have to understand that not everyone will. Additionally, it doesn't seem fair on the rest of the team if you've compromised your mech's effectiveness to save on money. I just don't think that running costs should factor into what mech you play once you have acquired it.
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Keep in mind there is no "end game". When you find a mech you like and hit master cbills and Xp become worthless.
Yeah, absolutely. At this stage when new content is being delivered pretty frequently I doubt anyone except the most dedicated players have reached this stage yet, which is a good sign. Maybe PGI needs to offer something else to sink ludicrous sums of c-bills into (cosmetics maybe, or contributing c-bills to a faction as part of community warfare) that won't detract from the experience for everyone who hasn't reached that stage.
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What is stopping them from doing that?
Its only the people who have builds that are expensive to run (ie repair and rearm) who cannot do so all the time, which was basically the only point I wanted to make - this would make sense in lore and in singleplayer but not for a competitive online game.
You shouldn't ever leave a match with fewer c-bills than you started with unless you shot up friendlies or something like that.
Edited by James Warren, 16 December 2012 - 04:41 PM.