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PGI - Make me a simple promise, please.


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#21 Frostiken

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Posted 08 June 2012 - 07:03 AM

View PostShiinore, on 07 June 2012 - 04:24 PM, said:

And just recently, Hi-Rez met up with the top competitive teams in Tribes to discuss balancing issues that need to be patched. And you don't NEED to pay for any guns at all. 100,000 XP might seem like a lot- but that's only a week to a week and a half of grinding if you dedicate 1-2 hours a day to playing the game.

That's just the thing. A lot of the balance - particularly regarding automatics - has been a hot complaint issue since closed beta. Hi-Rez has basically completely ignored their players, I guess they noticed playercounts dropping and decided they had to do something to placate the masses.

It also doesn't really feel like Tribes due to how jetpacks are so weak, and that's one of the things they said that once it's in, it's in, they're never going to consider changing it. Games are living, breathing apparati, and I don't think a developer should feel scared to shake up his gameplay by overhauling how the sensors work.

Sequential gameplay developments like that actually drive interest in the game. If the devs assume the role of simply adding more weapons and mechs and that's all, well, your gameplay from Day 1 is going to be the same as your gameplay on Day 293. If they promise to keep actively developing the game as long as dollars roll in, old players will feel compelled to come back and play the new game with its enhanced features, and it keeps people interested in the long term.

#22 Adridos

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Posted 08 June 2012 - 07:46 AM

View PostFrostiken, on 07 June 2012 - 02:04 PM, said:

Promise me you won't go the route of Hi-Rez with Tribes: Ascend, where after the game launched, the only thing they cared about was churning out completely unneeded content to vacuum more dollars, at the complete expense of community relations, bug fixes, feature enhancements, and balance.


You can't even imagine how much we had to whine to get even a simple upgrade. :lol:

#23 Lauranis

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Posted 08 June 2012 - 10:15 AM

I feel at this point something about Tribes: Ascend should be clarified before people jump the gun. Tribes is not pay2win, everything in Tribes Ascend that is gameplay effecting can be bought with earned experience, the only elements that are solely bought with real-money are cosmetic modifications. Further to this, the upgrades to equipment (bonuses to fire rate, ammo capacity or health for instance) can only be bought with experience.

Additionally, having played Tribes: Ascend since the server tests pre-closed beta, the game has had at worst an update every 2 weeks, and often weekly patches for balance. Hi-Rez have consistently modified the game in accordance with the wishes of the player group, and whilst some of those changes have taken time, they have come eventually.

The most common complaint's about the game essentially come from either Bitter veterans of previous titles, who would only be happy with a modern re-skin of previous games (and lets face it, whilst Tribes 2 was great, it was nowhere near as successful as it could of been due to its punishing learning curve), or from players who are unable to adapt to how different Tribes: Ascend is to other modern first person shooters.

Hi-Rez has taken a very gentle approach to balancing in Tribes, which is a good thing, most weapon modifications have been in the 5% range, with the most severe at I believe a 9% damage nerf. Yes there have been some severe reactions by the community to new weapons, most notably with the Jackal and the Raiders Plasma Gun, people always complain hard about new items, because they don't like to adapt. In both the case of the Jackal and the Plasma Gun the balance patches came in within 48 hours, and tweaking has continued.

Most recently Hi-Rez called a "Tribal Council" with top competitive teams to discuss the state of the game and how to move it on, that has resulted in the announcement of a forthcoming patch that will fundamentally alter experience gathering and generation, along with a large selection of balance tweaks.

Having been present during the Beta of several games,and been heavily involved in competitive and serious play of hundreds of games over the years, Hi-Rez is one of the best developers in my experience when it comes to listening to their players, and modifying the game as a result. How many other developers would fundamentally alter the class system of a game not once, but twice according to community feedback? or something as fundamental as altering every rapid fire weapon from a hit-scan based system to a projectile system? Hell, if PGI is half as good as Hi-Rez at listening to its community (and by all indication they seem to be even better) I will be overjoyed.

TLDR: If PGI are as good as Hi-Rez at working with there community, we will be incredibly lucky gamers

//Tribes fanboy off :lol:

#24 Frostiken

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Posted 08 June 2012 - 11:00 AM

View PostLauranis, on 08 June 2012 - 10:15 AM, said:

Additionally, having played Tribes: Ascend since the server tests pre-closed beta, the game has had at worst an update every 2 weeks, and often weekly patches for balance. Hi-Rez have consistently modified the game in accordance with the wishes of the player group, and whilst some of those changes have taken time, they have come eventually.


This is straight up bull. Their 'balance patches' have barely touched a handful of items at a time, maybe three or four tiny tweaks, that are usually a day late and a dollar short.

Please direct any evidence you have that Hi-Rez actually gives a crap about what their playerbase has balance problems with to the SABER LAUNCHER. This weapon is despised by literally everyone and it has been utterly useless since it's existed in the game. No patch they have released has buffed it in any meaningful way, and it's complained about in 40-page threads on a monthly cycle on the forums.

The fully-upgraded Juggernaut is another good example of their complete lack of foresight. A heavy machinegun, a long-range mortar, and a pocket full of instant-access rapid-fire medium spinfusor discs, all on a Heavy? Whoever thought that one up should've been fired on the spot. Everyone knows it's over-the-top. Hi-Rez knows it's over-the-top. They just don't care.

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Hi-Rez has taken a very gentle approach to balancing in Tribes, which is a good thing, most weapon modifications have been in the 5% range, with the most severe at I believe a 9% damage nerf. Yes there have been some severe reactions by the community to new weapons, most notably with the Jackal and the Raiders Plasma Gun, people always complain hard about new items, because they don't like to adapt. In both the case of the Jackal and the Plasma Gun the balance patches came in within 48 hours, and tweaking has continued.


And yet the vast majority of players still agree that the Jackal is crazy overpowered. It's been months and they still have yet to find a good balance for it. The last major poll I saw had less than 8% of the forum community agreeing that it was currently balanced, with over 85% of the community saying it was still way too powerful. Every argument against the Jackal is far more than your hyperbole of people "not wanting to adapt", every argument levied against it has had excellent merit and was founded on sound logic and an objective viewpoint. The players who play 90%+ of their time as Infiltrator unanimously agree that it's still way, way too much.

Incremental balance patching is useless, it is actually not that hard to see what needs to be done and ballpark it. Their latest change was a 4% damage nerf. 4%. The ONLY thing this changed in any way was that the Jackal now requires three stickies to instagib another infiltrator. Against everyone and everything else, nothing is different.

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Most recently Hi-Rez called a "Tribal Council" with top competitive teams to discuss the state of the game and how to move it on, that has resulted in the announcement of a forthcoming patch that will fundamentally alter experience gathering and generation, along with a large selection of balance tweaks.


Like I said, a day late and a dollar short, that's the HiRez way. I'm seriously skeptical about their changes as well. I do not trust competitive players in the least, and this is Hi-Rez kowtowing to a community that makes up less than 5% of their playerbase, while all the problems in pubs are related to team stacking (they still have yet to implement a random team function), lack of speed limits (making 'pubstar' cappers essentially unstoppable), and some terrible gameplay design such as disc sniping turrets from across the map.


Quote

Hi-Rez is one of the best developers in my experience when it comes to listening to their players


This is what patch notes from a developer who listens to its players looks like:

https://help.ea.com/...-3-major-update

This is what Hi-Rez's largest patch has looked like:

http://forum.hirezst...p?f=261&t=66921

7 balance items, 3 of which are bug fixes (that is not 'balance changing', Hi-Rez), 1 of which has zero impact on anyone except brand new players, and 1 which has been mathematically insignificant (3% more speed, boy that'll make Doombringers pick it over the chaingun... not).





Tribes: Ascend was a game with a huge amount of potential that was completely let down by lazy (Tribes maps are literally the easiest maps in the world to make, and we still barely have any), incompetent (many weapons are broken ON PAPER, in practice they are even worse. The plasma hitbox is a good example, 30 seconds in the target practice revealed it was seriously broken), and greedy (the vast majority of their efforts have been geared towards providing things to sell, not fixing what is already there) developers.

Don't even get me started on how stupid their vision for Tribes was. Flag stands in the open that are mostly impossible to properly defend? Giving almost every class a machine gun that practically matches the Doombringer chaingun in DPS? The ability to crap out an auto-aiming turret anywhere you want in gamemodes with no generators that have no use for turrets?

Global Agenda players unanimously agree that Hi-Rez completely abandoned the game in a half-finished state, never delivering on promises, and T:A is revealing their general level of aptitude.

Let me point this out: automatic weapons have been universally despised in T:A. They were complained about in closed beta. They were complained about in open beta. They were complained about in the launch. Hi-Rez blissfully ignored everything, and it cost them business. So only nowthey are allegedly balancing them. Why didn't they just listen to everyone in the first place? Competitive players do not know any more about balance that can't be determined from simply playing the damn game a lot.

Edited by Frostiken, 08 June 2012 - 11:10 AM.


#25 SquareSphere

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Posted 08 June 2012 - 11:13 AM

I must be playing a different game than you Frost cause i love me some Tribes and i regulary use the Saber launchers to troll all the vehicals, the new weapons don't seem too over powered to me since they take a certain level of skill to use and I haven't notice dieing any more than usual due to them.

Is there an off balance to the game over all, sure. There's a huge bent toward gen destruction because of all the stealth units, which makes playing engie very challenging but not insurmountable.

Any how, because we know all the possible weapons in the BT universe I wouldn't worry about them releasing "OP weapon packs" every few weeks.

#26 MadBoris

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Posted 08 June 2012 - 11:48 AM

View PostFrostiken, on 07 June 2012 - 02:04 PM, said:

Promise me you won't go the route of Hi-Rez with Tribes: Ascend, where after the game launched, the only thing they cared about was churning out completely unneeded content to vacuum more dollars, at the complete expense of community relations, bug fixes, feature enhancements, and balance. They routinely undertake fairly unscrupulous attitudes, like making the latest possible-pay-for gun overpowered so people buy it - which is at best, malicious, and at worst, a sign of sheer incompetence as they fail to properly test anything.

Also, I would rest a lot easier if you told us that things can always be subject to change. Hi-Rez basically stated that everything that isn't number-adjusting is locked in place, no matter how much people at the wonky physics, they are exactly how it will always be.

It'd make me feel warm and fuzzy.


Are you serious???

Your Tribes:Ascend hate is obvious from your bad 'personal preference' experiences!
Like not liking the physics comments, obviously unrelated.
Funny, I bought the original Tribes the first day on shelves 11 years ago, and ran a Tribes server.
I never complained about the wonky physics, nor do I feel the need to run around the web and trash them.
They shipped a pretty polished product for this model which is also rare, we'll see if PGI can be close to that on release.
People saw what happened with the plasma rifle release, they patched it in a day, wasn't a reason to jump ship.

Tribes is indeed one of the better/best F2P models and games that translated well, even as limited/flawed as the F2P model is by needing to generate fairly consistent streams of revenue.

I would rather have had a retail AAA Tribes, but alas, I have to deal with a lesser evil, at least lesser than 95% of others.

Hi_Rez motivated me to give them $30 for the quality of their game, after about a week or two of playing.
No other motivations were present, nothing was trying to coerce me by way of the game f2P mechanics.
I wasn't being bribed, no carrots dangling for me, not made to feel less complete, no greener grass that I had to get to, and no real "grind" to speak of.

There was nothing I really "NEEDED", or even wanted all that much, that I didn't have for free.
I didn't NEED it just because I didn't have it yet and it was locked, LOL!
It takes dozens of hours, if not hundreds, to get skilful at playing a particular class/weapon, sounds like you needed more practice.

I wanted to just support them for a polished release that was fun and wasn't reaching into my pocket, that is rare and was well worth it.
I still don't have or need most of the upgraded weapons/gear because the game is about skill.
Practicing players with base weapons will easily own you even after you spend a 100 hours in the game, because it's practice and mindset, not OP weapons.

The next patch, dramatically changing the way XP works in the game, will tell us the way Tribes is going, better or worse.

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Also, I would rest a lot easier if you told us that things can always be subject to change.


BTW, everything PGI told you about MW:O, and how their F2P model will actually work, is subject to change.
Feel better?
This is just an anti-Tribes post, sry it didn't stand up to the previous ones 4 you.
Although, you may want to retort regarding tribes, I'm not going to try and convine you of anything, undeniably one of the better F2P models, as of today, tomorrow anything can change with F2p.

Edited by MadBoris, 08 June 2012 - 12:03 PM.


#27 SeniCuna

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Posted 08 June 2012 - 11:52 AM

I get that people are worried about the path the devs might take with the game, and that they want this game to be every bit as good as the series deserves.
That said, there isn't a need to turn this into a big Tribes debate / rant.
These Devs have shown time and again thusfar they care not only about the game and MechWarrior / BattleTech in general but about us too.
I'm thrilled they're doing the job they are, there are so many ways they could have screwed the game up, and every indication points to they did it right, and that they're going to keep doing it right.
Thanks to the Devs for thusfar putting forth the effort they have, to staying true to MechWarrior, and to us, the community.

#28 Adrienne Vorton

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Posted 08 June 2012 - 11:53 AM

Hi-Rez...well... i don´t think we have to worry, that PGI will take them as their rolemodel...*coughs*

#29 Grokmoo

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Posted 08 June 2012 - 11:54 AM

I think the hate for Tribes Ascend is a bit unfounded. I personally think the gameplay favors some "spammy" tactics a bit too much. But, its not a bad game. You do sort of get bored after seeing the same guy run right into your base, immediately die, and promptly get several kills from spamming fractal grenades for the hundredth time, though.

#30 Siilk

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Posted 08 June 2012 - 11:56 AM

I share Frosty's concern here. MWO devs promised us a lot but we are yet to see them keeping their promises.

View PostHawk3y394, on 07 June 2012 - 02:11 PM, said:

Don't worry, pretty sure that PGI actually likes us and not just our wallets.

I really hope you would be right about that but with MWO being F2P I have a lot of doubts about their intentions. After all, F2P games almost always end up as a money-squeezers.

Edited by Siilk, 08 June 2012 - 12:02 PM.


#31 Armageddon

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Posted 08 June 2012 - 12:07 PM

All I have to say is that Tribes Ascend is a fantastic game, the F2P model they use is great, and High-Rez is a great company who is listening to their community & adjusting their game quickly. Often they have weekly patches with bug-fixes, item modifications, & new content.

I've found that generally people who dislike the Tribes franchise are those who dislike the steep learning curve that is involved to become very good or they feel the game is just too fast to keep up with.

To each their own, but I think (in my opinion) the OP had a bad personal experience & that should not reflect on Tribes, High-Rez, or Mechwarrior Online for that matter. Frankly, this entire post seems Off-Topic.

Bottom line, I have faith in Mechwarrior Online & this is not the place to discuss Tribes Ascend.

#32 Lauranis

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Posted 08 June 2012 - 02:04 PM

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:

This is straight up bull. Their 'balance patches' have barely touched a handful of items at a time, maybe three or four tiny tweaks, that are usually a day late and a dollar short.

Please direct any evidence you have that Hi-Rez actually gives a crap about what their playerbase has balance problems with to the SABER LAUNCHER. This weapon is despised by literally everyone and it has been utterly useless since it's existed in the game. No patch they have released has buffed it in any meaningful way, and it's complained about in 40-page threads on a monthly cycle on the forums.



In actual fact the Saber launcher was nerfed twice, once in december (IIRC) when its lock on time was increased from 3 seconds to 5 seconds, and possibly at the same time or early in january to decrease its speed and the turning capability of the missile, all in accordance with the communities wishes. Since then the shrike pilots have improved, rendering the saber launcher less useful, and cappers have learnt to keep their exit routes lower to the ground, also rendering the saber launcher less useful. The community demands for a buff have steadily increased, perhaps indicating that they should have adapted to the earlier situation, or perhaps that Hi-Rez SHOULD have made incremental changes in the Saber launcher rather than 1 or 2 massive changes.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


The fully-upgraded Juggernaut is another good example of their complete lack of foresight. A heavy machinegun, a long-range mortar, and a pocket full of instant-access rapid-fire medium spinfusor discs, all on a Heavy? Whoever thought that one up should've been fired on the spot. Everyone knows it's over-the-top. Hi-Rez knows it's over-the-top. They just don't care.



The fully upgraded Juggernaut is in fact very difficult to beat when used properly, however to be used properly it is exercising the use of almost every weapon or ability it has (the LMG for aerial combat, the Throwing Disc for ground strikes, His regen pack for survival and the mortar for area denial). Any class that comes to take him on needs to be similarly using every asset at its disposal, I have personally seen quality soldiers running Assault rifle, Thumper, Proximity Grenade and Utility pack smash such juggernauts all over the field because they similarly are using every single one of their assets to win.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


And yet the vast majority of players still agree that the Jackal is crazy overpowered. It's been months and they still have yet to find a good balance for it. The last major poll I saw had less than 8% of the forum community agreeing that it was currently balanced, with over 85% of the community saying it was still way too powerful. Every argument against the Jackal is far more than your hyperbole of people "not wanting to adapt", every argument levied against it has had excellent merit and was founded on sound logic and an objective viewpoint. The players who play 90%+ of their time as Infiltrator unanimously agree that it's still way, way too much.



Yes the Jackal is certainly strong, the primary reason being because it does something that other weapons cant, it has controlled detonation, its DPS is not better than any other main line weapon certainly. I am however pretty certain that I have never been beaten by a Jackal user that i significantly worse than me in a 1v1 situation.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


Incremental balance patching is useless, it is actually not that hard to see what needs to be done and ballpark it. Their latest change was a 4% damage nerf. <strong>4%</strong>. The ONLY thing this changed in any way was that the Jackal now requires three stickies to instagib another infiltrator. Against everyone and everything else, nothing is different.



Actually incremental balance patching IS the way to go, it allows the meta-game to start to take the new weapons into account. Many situations of "obvious" imbalance in games can actually be addressed via shifts in the metagame. A particularly good example of this is about 14 months ago in the Starcraft 2 community when the vast majority of users were howling for a nerf to Marauders. Less than a month later the Metagame had shifted, new tactics had been developed and learned, timings had been analysed, and the previous Marauder based builds had been almost entirely neutralized in any game involving competent players, with no balance patching being required at all

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


Like I said, a day late and a dollar short, that's the HiRez way. I'm seriously skeptical about their changes as well. I do not trust competitive players in the least, and this is Hi-Rez kowtowing to a community that makes up less than 5% of their playerbase, while all the problems in pubs are related to team stacking (they still have yet to implement a random team function), lack of speed limits (making 'pubstar' cappers essentially unstoppable), and some terrible gameplay design such as disc sniping turrets from across the map.



here again you show your lack of understanding of the games development. there were previously speed limits int he game until mid-november last year, and were removed by Hi-Rez at the request of the community. prior to the speed limit removal heavy cappers were considered almost unstoppable because at 180kph the chasers had trouble catching them (because they were speed limited) to impact nitron them and had to much health (being juggernauts) to stop directly. It wasnt until the speed limits were removed that the heavy capping became fundamentally beatable because the pathfinders could accelerate to sufficient speeds to actually catch and nitron them.



View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


This is what patch notes from a developer who listens to its players looks like:</p>

https://help.ea.com/...-3-major-update

This is what Hi-Rez's largest patch has looked like:

http://forum.hirezst...261&t=66921

7 balance items, 3 of which are bug fixes (that is not 'balance changing', Hi-Rez), 1 of which has zero impact on anyone except brand new players, and 1 which has been mathematically insignificant (3% more speed, boy that'll make Doombringers pick it over the chaingun... not).



yes EA has an impressive patch list there, with a much bigger development team i would expect to see more extensive patch notes, however I cant help but notice the tremendous amount of bug fixes that are in those patch notes, which to me certainly looks like the game was fundamentally broken before. Tribes: Ascend on the other hand has a short series of patch notes because the fundamental mechanics are working, with only a couple of known serious bugs, that are being worked on or have been worked out. The balance issues were all necessary, for instance the one you mention in regards to the heavy bolt launcher brought the weapon more into line with the other heavy primary weapons, and made it significantly easier to hit moving targets. The buff was well needed and well received, Its not unusual to see 50% of Doombringers running with the bolt launcher, certainly its not the first choice for most Primary HOF's, but it is present.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


Tribes: Ascend was a game with a huge amount of potential that was completely let down by lazy (Tribes maps are literally the easiest maps in the world to make, and we still barely have any), incompetent (many weapons are broken ON PAPER, in practice they are even worse. The plasma hitbox is a good example, 30 seconds in the target practice revealed it was seriously broken), and greedy (the vast majority of their efforts have been geared towards providing things to sell, not fixing what is already there) developers.



Whilst I agree that the plasma gun was a little strong on launch, it was patched within 48 hours. The complaints some have made in regards to the idea that Hi-Rez is releasing overpowered weapons for short term financial gain has been smashed by the seemingly perfectly balanced "staying alive" update for the brute, and now the forthcoming patch that alters many of the weapons in the game.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


Don't even get me started on how stupid their vision for Tribes was. Flag stands in the open that are mostly impossible to properly defend? Giving almost every class a machine gun that practically matches the Doombringer chaingun in DPS? The ability to crap out an auto-aiming turret anywhere you want in gamemodes with no generators that have no use for turrets?



the flag stands are only impossible to defend without proper teamwork.
In previous tribes iterations almost every singe class carried the chaingun as standard.
The Technician pays i other ways for his turret, lacking decent energy regen for instance. the game is however intended to be balanced around CTF, other game modes naturally suffer a certain amount because of lacking objectives around which to balance.

View PostFrostiken, on 08 June 2012 - 11:00 AM, said:


Let me point this out: automatic weapons have been universally despised in T:A. They were complained about in closed beta. They were complained about in open beta. They were complained about in the launch. Hi-Rez blissfully ignored everything, and it cost them business. So only now they are allegedly balancing them. Why didn't they just listen to everyone in the first place? Competitive players do not know any more about balance that can't be determined from simply playing the damn game a lot.


In closed beta the automatics were changed from hitscan based weapons to projectile based weapons, upon community feedback. individual weapons have been subject to a continuous cycle of modification, based upon server data. At this point, 3 months after the official release of the game, Hi-rez have decided to make sweeping changes according to community wishes. in that time they have made 3 content additions and at least 3 balance patches.

Just as many would argue that changes should not be made according to the competitive community because it is only a small subset of the entire player base, It can simultaneously be argued that changes should not be made according to the forum users opinions, not only are they also only a small percentage of the player base, they tend to be an even more vocal minority. Only the server owners (Hi-Rez) have access to all the data about the game, furthermore they have said form the beginning that they want the game to be an e-sport and balanced around the competitive community, and lo and behold, they are balancing based upon feedback made by the competitive community.

As a closing statement on the matter of community feedback, I have played probably hundreds of online communities over the years, I have seen games that go 6 months without balance modifications, or who make changes without any consideration at all for community perspectives. I still stand that Hi-Rez is continuing to modify their game, albeit gently, in accordance with community wishes, and that PGI could do A LOT worse than Hi-Rez does. Look at Valve for instance, who still hasn't completed the "Meet the" series for all the classes in TF2. A gentle program of constant patching and updating is by far preferable to months and months of nothing, followed by 1 or 2 content or patch updates. For example, Left 4 Dead.


*edited to fix formatting errors caused by page timout

Edited by Lauranis, 08 June 2012 - 02:14 PM.


#33 Proteaus

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Posted 08 June 2012 - 02:17 PM

To be honest with as large as intrest is in this game I wouldve thought they may have gone with the monthly subscription model.
After playing a few of the so called free to play games I for one would welcome a monthly subscription.I think at this time the only
decent monthly subscriptin based game is probably eve, it covers play time and all expansions.
I hope I am wrong but so far all the free to play games have been any thing other than free.They have pretty much been
(if you want to be able to compete) much more expensive than a subscription based game.

#34 Hadet

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Posted 08 June 2012 - 02:26 PM

YOu know my problem with all these people complaining about Tribes Ascend is, you got a new Tribes Game for free. A full-featured game FREE, then they churned out some new content, yeah it's gonna cost money. You've gotten ever new map free now. Speaking of which my only thing i'm requesting from PGI is Free maps, If there are maps some people have and some people don't it's going to split the community between people with money, and people without.

#35 Tyra

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Posted 08 June 2012 - 03:00 PM

View PostBuddahcjcc, on 08 June 2012 - 12:19 PM, said:


Or like Star Trek Online did... If they did HERE what they did in Star Trek that would effectively be putting special and non canon/once seen mechs in the pay shop


I would definitely be more worried about them going the way Cryptic did. Or anything else, really.





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