Edited by Erikku, 16 March 2012 - 10:53 AM.
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Why You Want Mechwarrior Online To Be Free-To-Play
#481
Posted 16 March 2012 - 10:52 AM
#482
Posted 16 March 2012 - 03:49 PM
All I'm asking is that whatever currency we use for the store, be earn-able, or convertible in game, in multiple ways through normal game play. Please for the love off all that is Mechwarrior try your damnedest to not unbalance the game through the store.
Fancy nose art? Oh yea
Different Color schemes, please
blinged out versions of in game mechs fine as long as they are stat identical to in game. Hell yeah I'd drive a chromed out mech, as long as I don't have an stat wise better mech I'm fine with it.
#483
Posted 16 March 2012 - 04:19 PM
To use an (overused) example, WoT has terrible, stagnant boring endgame, you mash tier 10's against more tier 10's, die, lose nothing apart from a token amount of cash then wash, rinse and repeat it all again.
In a free 2 play game, player retention is very important, those who stick around are the ones most likely to buy the conveniences offered in the cash shop and generate income, if you have a ****** endgame then this isn't going to happen, people are going to hit the "roof", unlock everything and leave to play something else, just like what is happening in WoT right now.
You MUST MUST MUST have a dynamic flowing risky endgame that is continuously exciting, the only news given so far for endgame is a WoT-style conquest system, but with no physical risk to mechs, this has been tried numerous times and has always become bland after the first few months once everyone realizes the best teams to use on certain maps, leading to repetitive games of the same mechs bashing up against each other with no loss.
You must take endgame into deep consideration as you bring this out, do not tack it on later as a kind of expansion then leave it, it should be a core aim of the starting game upon release with casual quick games being the side attraction.
Only then will you have the dynamic, self-generating content that will provide the kind of player retention you need to make the game good, content increases exponentially based on the number of players in a conquest style system so getting it right is all important otherwise it will flop hard.
#484
Posted 20 March 2012 - 11:22 AM
#485
Posted 20 March 2012 - 11:28 AM
#486
Posted 20 March 2012 - 11:32 AM
My light tank against a heavy in WoT is as worthwhile as a PBI firing a handgun at it. Everything in MWO can throw the hurt. Albeit in lesser amounts but you won't see a light mech unable to damage an assault mech. Its a different dynamic.
#487
Posted 20 March 2012 - 12:02 PM
#488
Posted 21 March 2012 - 11:48 PM
Kay Wolf, on 04 November 2011 - 04:03 PM, said:
to be honest I'd hate to see clan play, it'd be ruinous to gameplay i'd think. clans as a whole have evrything handed to them granted it's a caste system and fighting your way up the ladder is one aspect but the ideas of logistics and Inventory control slide out the window, maybe i'm just having to high hopes for this. However having clans as a PVE type and of course salvage that would be awesome.
#489
Posted 23 March 2012 - 07:00 AM
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
It seems the major concerns with f2p is advantage and loss of equipment (from what I have quickly browsed through).
If the content is "Everyone gets the same but money gets it slightly quicker", then I do not see any issues, its only when you get extra's for cash that isnt available to other players that it disadvantages people.
Being an old time player of some of the first computer games,Battletech, MW2, MW3, MW4, Mech Commander 1&2, you need a game that isnt over complicated.
Money may buy you extra c-bills so you can go to the "shop" and purchase that nice new shiny PPG you were after, the only advantage there is you have money for it, I do not see "gold" weapons or stupid gear available due to the way you play the game, it should all be available to all the players no matter how you play, be it in a lance, as that lone wolf, in a unit etc, that is where alot of these "end content" games fail (WoW as an example), as you are forced into something that some players may not like to gain equipment, and as a person who likes options to do what I would like to gain equipment, MWO needs to be different, you need a level playing field.
If they can break that mould, then this should end up being an epic game!
#490
Posted 23 March 2012 - 10:14 AM
Garth Erlam, on 20 March 2012 - 11:28 AM, said:
This is irrelivant, the point about there being a specific minmax team composition for each map still stands because theres no way to counter it, a certain group of mechs will always be better and therefor in a game that rewards victory, they will always be picked. I agree that it won't be as BAD as WoT so you will see other team compositions, but there will still be your bread-and-butter e-sports team
}{avoc, on 20 March 2012 - 11:22 AM, said:
I don't think you know what end game means. End game is where, for lack of a better term, you "run out" of content, you're at max level, you have all the mechs, all the unlocks and you're just playing the game for the enjoyment of playing it.
Edited by Yeti Fiasco, 23 March 2012 - 10:20 AM.
#491
Posted 23 March 2012 - 09:57 PM
#492
Posted 24 March 2012 - 11:53 AM
#493
Posted 25 March 2012 - 08:21 AM
palebear, on 23 March 2012 - 09:57 PM, said:
The only problem with this, as seem in every mmo that has done it, is power creep, each "new" item must have some benefits over old items, or they won't be used.
#494
Posted 25 March 2012 - 08:49 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
It means there will never be a static 'best setup' which, in my opinion, is a good thing.
#495
Posted 25 March 2012 - 09:00 AM
But, I`ll try to keep an open mind and see where this FTP thing really takes us.
Edited by shai`tan, 25 March 2012 - 09:02 AM.
#496
Posted 25 March 2012 - 09:21 AM
I like what you have to say. My thoughts are as follows.
I use two games to to think of MechWarrior Online.
1. World of Tanks - you need to earn experience, paying members learn faster (no real problem with this), it's how I might get to have a Hatchetman 5S one day.
2. Eve - much tougher to play the game for free but it can be done.
In both cases I think they've done a decent job of rolling out updates that people want and cater to their audience as a whole.
I can't wait to see what you have. If this is what i am hoping for or if you exceed my expectations I'll glady spend $100 bucks on entertaintment to buy every whistle, bell, do-dad, paint scheme, I think adds value to my experience and gives me and edge over the young upstarts.
(The joys of having disposable income. I want my death head for the Atlas and A yellow jacket paints scheme for the commando.)
I have thoughts on what i like and dont like with WOT.
Don't like not being able to buy ever tank with in game money.
Do like that preium members can earn experience faster.
Do like that premium member can by specfic upgrades
Do like that most upgrades can be purchased by anyone.
Semper Fi - keep the faith people
Grim
#497
Posted 25 March 2012 - 10:45 AM
FtP can have its problems but it does give a game a larger player base ....
(in the case of eve the player base has made it practicaly impossible for new players to play for free what with how much they charge for plex well over 600mil now... so only ppl who have payed to play a long time really have the funds for it and really to use that ur just getting someoneelse ot pay for you O_O)
and like in my own case i cant afford to pay for a game every month or three so i tend to buy stuff as is needed so the Ftp with cash shop works very well for me ... and prolly a good 60% or so of the other players (casual or other wise) as long as the devs/gms dont give in and start adding super weapons or other such things (cos you know players will want them and WILL demand them)then i dont see how its a bad thing
after all if you can buy things that say..... give an advantage to speed (say engine upgrades) or turn rate or traking speed (all of which you will prolly get at a slower rate if you dont buy anyways) its not like itll really give much of an advantage to someone whoes not very skilled ,,.... and even if they are very skilled its not like you have to go toe to toe with them ... and even if they can go buy a "BIG A*** mech right off the bat in store ... from what i rember with previous games a small mech CAN and does have its own advantages over them (speed for instance) tho obviously if you get hit youll prolly die but its not like its an impossible fight right ?=3ive taken quite a few mid to heavy mechs with my jenner befor=3(tho thas assumeing the tracking speed of the heavier weapons is implimented in a way that makes sence)
i am curious as to how damages is gonna be worked out tho =3 oh and wether or not the cash store items or even mechs and other equipments can be sold by players too (tho i wish this could be forcibly limited since its open to abuse (like an upper limit on price or something)) or even how itll work if its possible (welli dont know if its been mentioned in other posts yet so if so sorry and could someone point me there =3)
Edited by oohawkoo, 25 March 2012 - 10:54 AM.
#498
Posted 25 March 2012 - 11:04 AM
I know when WoT(That is world of tanks incase some didn't know) came out the first thing that came to mind was "Wow, why can't they do this for mechwarrior." and now it seems they have a chance. I think it will be very successful if they follow a similar model in the way the FTP is handled but will fall if they try like DDO and DCU where if you want more than the demo you got to dish out more than that 60 bucks you'd pay for a real game by the time you are done.
#499
Posted 28 March 2012 - 03:43 PM
palebear, on 25 March 2012 - 08:49 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
It means there will never be a static 'best setup' which, in my opinion, is a good thing.
What. No. This makes no sense, power creep is never a good thing, thats like bioware plastering all their games with INNOVATION just to find its the same dumb dating and corridor simulator.
You will see a static best setup each time they bring out a new wave of better mechs, I'm really trying to get across the difference between a standard online MMO endgame and an asset-based risk/reward dynamic endgame, you're really not understanding the point I'm trying to make.
I can't imagine you'd want a game where you sit there, unlock everything then only play it each time new content is release.
If you do, then you're the cancer killing quality videogames.
#500
Posted 28 March 2012 - 04:56 PM
What makes you think a person would only play long enough to discover the most optimized gear/mech?
Even if there was a 'best setup' (which I think will not be the case) I think people would still play differing load-outs for different reasons- fun, mission objectives, economy etc.
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