With the newly updated thread for the Community Warfare (http://mwomercs.com/...clarity-p2pf2p/) - we should help IGP to understand the ramifications of these issues.
Here's my feedback thus far:
- The MC-to-Dollar Ratio.
- The main issue right now is that we have several features (colors, camo, mechs and more) that are incredibly high cost for what you get. We have the Pretty Baby and the newly-released Heavy Metal that are upwards of $30 for one variant. This is for just a single mech variant in a sea of mechs. On top of spending the money on these, you need to spend more MC or C-Bills to get the full use of that mech if you only own that mech chassis (you need three variants before maxing out the mech trees).
- If we leave the current ratio as-is, and according to our clarification by Bryan earlier today, then we would essentially be looking at PGI considering the following scenario:
- Player buys MC to participate in CW matches (or private matches) by using founder's premium. This can range from a few dollars to several.
- Player and his group are using active MC to do this, since Premium Time counts down.
- Player and his team must now choose whether this is gambling with their money or is providing them an active benefit. This is a slippery slope and may cause intense issues in the player base. Mainly the fact that some units will be incredibly 'elite' because if they lose - they may be losing money. Try to avoid this, please!
- Player buys MC to participate in CW matches (or private matches) by using founder's premium. This can range from a few dollars to several.
- The main issue right now is that we have several features (colors, camo, mechs and more) that are incredibly high cost for what you get. We have the Pretty Baby and the newly-released Heavy Metal that are upwards of $30 for one variant. This is for just a single mech variant in a sea of mechs. On top of spending the money on these, you need to spend more MC or C-Bills to get the full use of that mech if you only own that mech chassis (you need three variants before maxing out the mech trees).
- The lack of emphasis placed on using C-Bills as an alternative currency.
- In each of these threads lately, where Community Warfare is involved or consumables are involved, we see a distinct lack of foresight into handling P2W.
- We have seen multiple cases where PGI has to defend it's position on how MC items are being implemented and how it affects game balance. Now, I believe PGI needs to really look into the mirror here.
- There have been multiple instances where they have to say, "No, No we meant to have a C-Bill option!" If that truly was the case, then please put more emphasis on it. By not providing your position clearly or by being amiguous in your position - it essentially leaves the player to try and comprehend it themselves; and that never is good for anyone.
- In each of these threads lately, where Community Warfare is involved or consumables are involved, we see a distinct lack of foresight into handling P2W.
- PGI wants new players to try and get hooked on MWO
- Community Warfare and the associated 'costs' of such a feature must have a reasonable barrier of entry. It should allow new players to access most (at best, all) competitive content without paying a dime. This is the business scenario that PGI accepted by making MWO a freemium game.
- The costs of creating 12-man companies should have a high C-Bill cost in addition to MC. MC, as I consider it, is a way to bypass the time-requirement for long grinding sessions. It seems lately PGI has instead been changing that definition ever so slightly. Please try and come back to the original vision! Because...
- ...by requiring such cool and exciting features to be 'gated' where making gamers pull out their wallet; that will actually be a harder sell to newer and existing gamers than if those features were just 'gated' by time alone (using C-Bills and bringing out the wallet being optional).
- Community Warfare and the associated 'costs' of such a feature must have a reasonable barrier of entry. It should allow new players to access most (at best, all) competitive content without paying a dime. This is the business scenario that PGI accepted by making MWO a freemium game.
- Be clear about your message and don't muddle it
- In the post made by Bryan, he tries to use a red herring argument for private matches:
Quote
If we decided to launch Private Matches, they will likely require a Premium Account to cover costs of hosting a match on our hardware. - This is not the right way to handle it. We have Hero mechs, premium time, camo and paint... there are many ways that PGI can make money. Using private matches as a way to generate money when it is a miniscule cost for server infrastructure; it just goes to confuse your message.
- In the post made by Bryan, he tries to use a red herring argument for private matches:
Edited by TimTheEnchantor, 08 April 2013 - 12:13 PM.