

Free Repair And Rearm?
#1
Posted 05 February 2013 - 07:55 PM
#2
Posted 05 February 2013 - 07:57 PM
#3
Posted 05 February 2013 - 07:59 PM

#4
Posted 05 February 2013 - 08:08 PM
It might come back with lower costs.
Edited by Biruke, 05 February 2013 - 11:24 PM.
#5
Posted 05 February 2013 - 08:34 PM
1) ammo based configs cost more to run
2) larger mechs cost more to run
3) due to % bonuses for hero and founders mechs, and due to RnR being applied AFTER bonus, players with bonuses were making a LOT more than free to play players. This made balancing income much harder.
4) Due to #1-#3, Founder/hero/premium players had a lot more flexibility in their loadouts, which was pseudo P2W in some peoples eyes.
5) RnR didn't actually ADD anything to the game. It was an artificial constraint that some people feel made it feel more real, but in reality it did nothing of the sort.
6) The 75% rear was being abused by many people (who would just never rearm). This punished players who played by the spirit of the rules.
#6
Posted 05 February 2013 - 08:55 PM
With that said, it did need tweaking and people did abuse it.
#7
Posted 05 February 2013 - 09:00 PM
#8
Posted 05 February 2013 - 09:33 PM
Sprouticus, on 05 February 2013 - 08:34 PM, said:
1) ammo based configs cost more to run
2) larger mechs cost more to run
3) due to % bonuses for hero and founders mechs, and due to RnR being applied AFTER bonus, players with bonuses were making a LOT more than free to play players. This made balancing income much harder.
4) Due to #1-#3, Founder/hero/premium players had a lot more flexibility in their loadouts, which was pseudo P2W in some peoples eyes.
5) RnR didn't actually ADD anything to the game. It was an artificial constraint that some people feel made it feel more real, but in reality it did nothing of the sort.
6) The 75% rear was being abused by many people (who would just never rearm). This punished players who played by the spirit of the rules.
Sounds right to me. Ill add a few more..
7) Decreased the variety of builds on the field
8) Created players who would abandon there team whenever they feel the battle is lost, ruining the other teammates efforts
9) Punished good players who torso twist
10) Rewarded players who get cored cleanly
#9
Posted 05 February 2013 - 10:36 PM
Also: It's an avenue for griefing.
Edited by Goose, 08 February 2013 - 08:48 PM.
#10
Posted 05 February 2013 - 10:53 PM
...or at least, that's how I've started to play without RnR, because WHO CARES?!?! NO CONSEQUENCES GONNA SLOW ME DOWN, NO SIREE! I PLAY LIKE I WANNA! NO C-BILLS ARE GONNA BE THE BOSS OF ME! MOER 'SPLOSIONS GO BOOM LOLOLOLOL DO IT AGAIN! WOOOOOoooOOOOoooOOOOOoOOOoO HUR HUR HUR*
* not really, but there are times that make me wonder why I bother caring about things like tactics and learning to play good, and there really is no downside to playing like an ***** anymore (not that RnR was even that big of a deterrent before but at least it was something)... so why not?
#11
Posted 05 February 2013 - 10:56 PM
In fact, I think they will need it to return for community warfare, just to make for some differentiation between different player allegiances. I can't see any way Mercenaries would be able to negotiate contracts without some sort of failure penalty being in place.
Just because it is gone, doesn't mean PGI isn't accumulating statistics on damage for every game, in order to make a more balanced system.
#12
Posted 05 February 2013 - 11:13 PM
It made the game seem more real. Better to see what we're spending mission to mission, rather than the way the prices "adjusted" to "tax" us without knowing our true costs. If it's unfair to pay for your gear, pilot a car. You gotta pay for that too. Why do we have to pay those costs for everyone else?
How can one run a merc mech bay this way?
#13
Posted 05 February 2013 - 11:18 PM

before you go out and say get better at the game, remember that PG wants to attract AS MUCH FRESH BLOOD AS POSSIBLE. A few dedicated veterans won't be enough to support the F2P model; making the game as attractive to new players as humanely possible will, and ultimately, it is that which will decide whether or not MWO "makes it" in the mainstream market.
Hearing that they got rid of the repair/refill cost is actually great news to me

Edited by p8ragon, 05 February 2013 - 11:25 PM.
#14
Posted 05 February 2013 - 11:48 PM
MagnumLovin, on 05 February 2013 - 11:13 PM, said:
It made the game seem more real. Better to see what we're spending mission to mission, rather than the way the prices "adjusted" to "tax" us without knowing our true costs. If it's unfair to pay for your gear, pilot a car. You gotta pay for that too. Why do we have to pay those costs for everyone else?
How can one run a merc mech bay this way?
You want more immersion? No one's stopping you from selling your mech every time it's destroyed, or buying new weapons every time they get blown off your mech.
Wait, what's that? That would make the game less fun, because nobody wants to do that? That's right.
#15
Posted 06 February 2013 - 12:21 AM
#16
Posted 06 February 2013 - 12:37 AM
This is actually costing us more. But don't look at it that way, if you want.
#17
Posted 06 February 2013 - 12:47 AM
It was explained to me that there was a database issue, something about all the data being saved regarding your mech condition after a match.
Personally though, I think they should bring it back... better immersion, better balance.
#18
Posted 06 February 2013 - 12:48 AM
If they can figure out some way so you don't haemorrhage cbills from heavier mechs - maybe so you can just about break even at minimum (after heavy defeat) or have it so proportions of winnings are same across classes, then it would be more rewarding to pilots who manage to stay alive/together better, less reckless charging going on etc.
It would also I think help bolster the number of smaller mechs too. Not that I'm complaining, I get to drive my Atlas mechs a lot more now compared to before but it means I feel like I have no reason at all to take my Hunchback for example...
In short I'd like for it to return in some way so that you don't feel like you're losing money hand over fist for heavier mechs when you lose but there's still some incentive to take smaller mechs too. How? I don't know, I'm not getting paid to work that out

#19
Posted 06 February 2013 - 12:55 AM
Mackman, on 05 February 2013 - 11:48 PM, said:
You want more immersion? No one's stopping you from selling your mech every time it's destroyed, or buying new weapons every time they get blown off your mech.
Wait, what's that? That would make the game less fun, because nobody wants to do that? That's right.
This.
#20
Posted 06 February 2013 - 12:56 AM
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