I sometimes wonder how this game would have progressed if certain decisions by PGI would have went the other way. [hr] Pick a pivotal change PGI made to the game, and give your thoughts on what it did (positive or negative) to direct the flow of the game to what it is today. [hr] Or, just comment on.... My submission: Remember when you had to pay for repairs to your mech with C-Bills? There was consequence to what you did in game... Your Mech & cash were at stake, and you played accordingly, because if you didn't... There was reason to learn tactics and become a better player because you had something to lose if you didn't. I understand the reason for the change, they needed a less imposing game to bring in more people and retain the more casual players, but I sometimes wonder if we would have as many lemming like players charging to their deth if they had to pay the maitenance cost to fix their mech afterwards. In my opinion the move was pivotal in dumbing down the overall play in game & spoiling it for those of us that really cared. Just my thoughts, what are yours?
That wouldn't had changed anything. I mean, i saw this kind of stuff plenty of times on World of Tanks. With the repair and resupply costs, even by winning dealing lots of money and not dying, you lost money overall on high tier tanks. And you could still see retards charging in guns lines shooting at them.
Yes, but would that kind of person keep playing the game? There will always be... that player, but would there be so many of them? I have to wonder. Still, it is a part of the game that I miss, and I do believe it was a better game with it.
Removing rearm and repair from the game was the best decision PGI ever did. (one step away from pay2win is always good)
The worst "Change" of PGI for MWO IMHO was the introduction of Cool Shots, which was originally promised that it won't get added into the game. That was the beginning of all the Community Rant. I know that many of you guys use this feature. But honestly - it's the most unfair feature against new/casual players, which can`t afford c-bills costing extras. I myself have the Money, but i still don't use them, because it is against my MechWarrior Honor Code. I also don't use Arty etc. All these Buffs are somehow IMO cheating your own Scores, which should in fact represent your Skills. But since these Buffs are there - i see so many Lights getting 1K+ or even 1.5K+ Scores. That's totally crazy! Whatever, it's PGI's Fault. I don't blame you guys. If Cool Shots weren't implemented? I think the Player Base would be much bigger until now.
Maybe not exactly what we're looking for in this thread, but . . . here are my 2 cents. One decision PGI made which I think really damaged the game was to formally allow Auto-Hotkey Macros for firing. I know, they penalized people for macro-ing their AC2 boats, by adding an unexplained heat-penalty for firing multiple AC2s in bursts (even when it was less than the required number before ghost heat; even just 2). BUT, they have refused to actually ban players for using "simple" fire-key Macros. Consider for instance, the popularly-used Macro which basically removes the Gauss charge altogether by having it constantly charge itself over and over indefinitely; that way, whenever you want to fire your Gauss, simply click "X" Button and it will fire instantly, as if the Gauss charge mechanic had never been implemented. Or the Macro often used by pilots of the popular "Ghost Walker" Direwolf. Sure, I get it, the Macro doesn't do anything you couldn't do yourself by simply pressing the weapon-group fire-keys at the right time; but that's exactly my point. Macros like these take skill out of the game and replace it with simple coding. That build is supposed to be hard to manage heat-wise; instead, this Macro makes it a simple matter of pressing a certain key, and watching the Macro do the "skilled" part for you. I do not mean to criticize those who use these Macros, as the decision is entirely yours to make, and the use of such Macros is entirely legal according to PGI. But that's where I see the problem lies. Hacking has ruined games time and time again in the past (look what's happened to CoD:BO2); but since PGI has stated that they don't consider Macros to be hacks, players feel comfortable using them. Sure, "everyone can use it" may be a legitimate excuse, and those who prefer not to use Macros can be "hard-core" all they want. "It's their choice, and their loss" you might say. And I'm not saying otherwise. But what I AM saying is that, in my humble and honest opinion, everyone should NOT be able to do it. I would prefer that Firing Macros were banned from the game just like all other types of hacks. Like Blagg said: it's PGI's fault for permitting these Macros in the first place --- for allowing players to replace skill with an AHK script.
Remember that time when they released a gaggle of mechs while they let game modes, maps, and community warfare wither on the vine? How about when we bought those mechs anyway, reinforcing PGI's bad behavior?
I think it fits [quote author=Falconium535 link=topic=7700.msg51118#msg51118 date=1408584141] One decision PGI made which I think really damaged the game was to formally allow Auto-Hotkey Macros for firing. I know, they penalized people for macro-ing their AC2 boats, by adding an unexplained heat-penalty for firing multiple AC2s in bursts (even when it was less than the required number before ghost heat; even just 2). BUT, they have refused to actually ban players for using "simple" fire-key Macros.[/quote] Probably because there is no way to gather solid proof on PGI's end that someone is using a macro. Banning players isn't the answer for them because they would be losing revenue. What system would you put in place to defead said Macros??
I don't care for the whole module system as it is. I don't see how gaining experience points should give you the opourtunity to use something that should be standard equipment on a mech. The only thing I can figure is it is in place to get people to play and grind out the experience and c-bills, which I might add is not fun in any game, much less a mech sim.
Some are easy to find server side as you just need a balance of proof... the lasers synchronised from two groups for example.
R&R was always a fiction in peoples minds as the 75% minimum rule meant that when churning c-bills most people just let it repair/rearm to the minimum for free. I did that on ammo but max repaired my armour. Easy money.
Unfrtunately, I do enjoy the removal of repair/rearm. Like they said, before you would lose cbills even if you win and survive in something like an atlas if it is beat up. On the other hand, you gain cbills for running an unrepaired beat up crap of a commando, get shot a few times and die, win or lose. I remember farming for cbills alot with crap like that, now I am happy we don't need ro run cbill farmers anymore. The whole repair/rearm thing is lovely when you are on single player, but in an online environment we would do loads of farming for cbills, giving premium time super useful power, a bit of p2w really.
Every game needs its cash sink. But the repairs/rearm just makes it too difficult for newbies to buy and outfit their 1st mechs and will them turn away from the game. So I've been happy when I started the game that theses costs had been removed. Once u've climbed some steps on the ladder Cbills arent a big issue anymore (as long as u dont buy infinitly new mechs) The new cash sink are the consumables (at least they appear to me as one). Which makes sense since the new module slots allow 3 of them. Even the new Hero is one since it need loads of upgrades - prolly no new player will buy it and the older ones have enough cash to outfit it....
Then again, you are not a new player! And really, other than maybe an XL engine (if you don't strip them out of the mech you are not using currently) every cbill cost for a new mech is minimal when you are a vet. I have to say I do strip my mech when they are not in ative use, but even then I have 10+ IS mech ready to roll, and a stack of XL in the garage somewhere, on top of that pile of unused weaponary. Must be a fire hazard I think. A new player though, I think it might be painful for them to do the upgrades, can't even imagine them doing it with things like repair/rearm.
I remember the time I said that they wouldn't get another penny from me, which was some time before the clan announcement. And have stuck to it.
I thorougly agree. Lets be honest for most of us we buy a set of modules and move them around. I'm no different but I tend to have a few of the key ones as I level up sets of mechs... e.g. 3 radar deprivation. The new UI changes a short while ago where you can select mechs and modules from the list particularly helped. Now we just need a search module function that allows me to remove a module without accessing the mech itself. My problem is that there should not be the expectation that a new player on day 1 will have every capability of a vet of several years. Otherwise theres no incentive to keep pushing hard. Modules were always explained as the end game. I might hate paying 6m for a top end module as its a significant investment but thats sort of the point. Its why weapon modules were stupid as there was a quite decent investment ... and almost zero gain. The current version definitely gives an advantage to the user but its not an unbalancing one. I can now see an advantage to actually getting them and outfitting mechs whereas before I had 2 ... AMS and MG. PS: Where I'm getting cautious is if you can have multiple different modules that affect the same weapon, e.g. improved range and cooldown for a cERML boat.