I Would Pay $10 Per Mech
#1
Posted 07 June 2013 - 04:47 PM
Or dump the incredibly imbecilic per mech exp, and i might pay $20, since all Battletech rules have been thoroughly scrubbed from existence for expedience, why handicap us with that narcotic induced creation?
#2
Posted 07 June 2013 - 04:52 PM
Kyronz, on 07 June 2013 - 04:47 PM, said:
Or dump the incredibly imbecilic per mech exp, and i might pay $20, since all Battletech rules have been thoroughly scrubbed from existence for expedience, why handicap us with that narcotic induced creation?
...what?
#4
Posted 07 June 2013 - 05:29 PM
#5
Posted 07 June 2013 - 05:34 PM
Johnny Reb, on 07 June 2013 - 05:29 PM, said:
A ´bay sale probably not, true.. but They have stated that coming UI 2.0 they will be able to offer bundles (there is from what I understand a technical limitation which prevents them from doing so right now), like for ex. having the mechbay for a Hero or MC purchased chassis be included in the price. Not an official "this is what we`re gonna do" but rather "this is what they could then do if they wanted to".
#6
Posted 07 June 2013 - 05:41 PM
#7
Posted 07 June 2013 - 06:03 PM
#9
Posted 13 June 2013 - 10:01 AM
#11
Posted 13 June 2013 - 11:38 AM
Kyronz, on 07 June 2013 - 04:47 PM, said:
Or dump the incredibly imbecilic per mech exp, and i might pay $20, since all Battletech rules have been thoroughly scrubbed from existence for expedience, why handicap us with that narcotic induced creation?
your willing to pay alot more for a standard mech then i am, to me $1-$2 for light mechs, and $2-$5 for the rest, with heros being $10-$20.
its a never ending argument,
one group says prices are fine your just poor (the but hole group)
another group says they are too high for fake goods
then there is another group that says they are okay since they are the same as *insert one time item/activity here*
to me in the end it boils down to just because YOU would pay a high price doesnt mean that the item is even worth it which to me fake goods that dont even exist and cost them nothing per unit to sell arent worth high prices.
The entire F2P model is getting out of hand with costs of things.
Edited by Ph30nix, 13 June 2013 - 11:39 AM.
#12
Posted 13 June 2013 - 07:45 PM
However it is a balancing act for PGI. Cheaper prices mean more people would spend money but it is hard to tell if they would get enough more buyers to offset the cheaper price. Still I think game developers really should err on the side of being too cheap because you get a hell of alot more loyality out of your playerbase if they don't feel their are being squeezed for everything they have. I mean lets face it, a developer that gets a reputation for being greedy soon ends up with no players.
#13
Posted 13 June 2013 - 07:49 PM
How about 50%? Too cheap? How about 60%? 75%? 80%? Come on, how about at least 90%? ;_;
#14
Posted 13 June 2013 - 11:49 PM
#15
Posted 14 June 2013 - 01:32 AM
Viktor Drake, on 13 June 2013 - 07:45 PM, said:
However it is a balancing act for PGI. Cheaper prices mean more people would spend money but it is hard to tell if they would get enough more buyers to offset the cheaper price. Still I think game developers really should err on the side of being too cheap because you get a hell of alot more loyality out of your playerbase if they don't feel their are being squeezed for everything they have. I mean lets face it, a developer that gets a reputation for being greedy soon ends up with no players.
Niche F2P products rely on a devoted audience willing to pay high prices. Casual titles with 100s of millions players can work with literal micropayments due to their volume, but even they will likely do better with ridiculously high prices, like the Candy Crush Saga is doing. That is the reality we live in. It's hardly fair to ask for a company to make less money selling digital goods that nobody has to buy to do well in the game.
The only payments I see as somewhat mandatory for serious play are the mech bays (which are really really cheap) and premium time, which is also priced fairly compared to similiar online products.
I honestly fail to see where the playerbase is being squeezed for their money here, as the competitive edge you can gain by paying for those expensive things is negligible, unlike in most F2P titles.
I see players that complain about the prices being too high for them jumping to an assumption that people like themselves should be the prime target of the monetization for the game to prosper financially. You wouldn't have to do much F2P monetization research to find out you're wrong. Sorry.
Edited by Kyynele, 14 June 2013 - 01:39 AM.
#16
Posted 14 June 2013 - 02:51 AM
Kyronz, on 07 June 2013 - 04:47 PM, said:
Or dump the incredibly imbecilic per mech exp, and i might pay $20, since all Battletech rules have been thoroughly scrubbed from existence for expedience, why handicap us with that narcotic induced creation?
afaik they are reworking the whole mech xp and pilot tree thingy before full CW implementation... that´s what they say anyway
#17
Posted 14 June 2013 - 05:50 AM
For the Hero/Champion mechs, neither are required for you to play and do well in the game. The only thing they really do is decrease the grind a bit. Sure, you can't get a ballistic Stalker without paying real money, but you can get a mech that does that job better in most opinions for cbills (Jagermech or an Atlas).
Also, the heros are regularly put on sale. I bought 4 when the Firebrand came out and saw that three of them went on sale a few days later. Bad luck on my part, but you don't hear me bitching about it.
If they reduced the non-sale price, I would want a refund of the difference though.
#18
Posted 14 June 2013 - 06:37 AM
Ph30nix, on 13 June 2013 - 11:38 AM, said:
Because artists work for free. Modelers work for free. Programmers work for free. Project leaders work for free. There's absolutely no upkeep cost for servers. Or the work space. Or the equipment. There's no fee for accepting and processing credit cards. Payroll takes care of itself.
Everything costs money to make. Business that strive to break even fail.
Have you ever worked in a retail environment? A product that "exists" that sells for $20 might cost the store $1 to buy. Which means it probably costs the manufacturer pennies to make.
It's no different than any other business.
Edited by Sug, 14 June 2013 - 06:39 AM.
#19
Posted 14 June 2013 - 06:42 AM
If all mech's cost real money, i'd agree that 5-10$ would be the limit. But seeing as it is only a very select few that actually does that i leave it up to PGI to charge what the heck they want for them. I do not need them to enjoy the game. Now with that said i have no problem paying 20-25$ for a mech.. Heck i played WoW for 4 years and there i had to pay 14.99(or was it 12.99) a month to even be able to log in to the game. So if i pay 25 for a mech and then splice that out over 12 months it is a very fair price i'd say.
#20
Posted 14 June 2013 - 10:01 AM
Ultimately, they should price them as they need to so that their enterprise flourishes. One can quibble over what that price is, but if one is here on the forums doing so, it's incredibly likely that one lacks the data required to support any analysis.
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