Sandpit, on 20 September 2013 - 11:10 PM, said:
This equates to the old adage "That's the way it's always been done" which really isn't a good reason to do anything. This kind of idea is more for the casual player who might buy 1 day of premium time here and there when they have free time to play due to busy work and lifestyles. You honestly don't see the benefit of telling that demographic "hey we understand that some of our players can't dedicate large amounts is time to gaming sessions so here you go because we want to make certain things more accessible to you" or how those casual players might be more inclined to make small transactions for small increments of premium time with a stop timer? Not to mention you could easily limit these kinds of transactions to once a week or only able to stop the timer x amount of times before it begins running continuously? If I can come up with those ideas in 30 seconds you are gong to try and convince me that a multi-million dollar company and dev team can't over the course of a few years?
I mostly meant it's not surprising. I didn't really mean it as a reason for accepting it, though I still think the current system is fine.
I get why it's attractive, but I think being able to pause your time, even once a week, would make premium time far less profitable. As it stands now, I think the cost of purchasing premium time is plenty fair, so doing anything to make those prices translate into less profit, I see as a problem. I want PGI to make money because I want more features and content for this game.
The idea of being able to stop and start it once a week has also been mentioned lots of times, but I think asking for this feature kind of begs the question: if you need to stop and start your time, why are you buying it right now in the first place? In the case of losing a day, stopping the time wouldn't really help much. If you purchased a month, being able to stop it up to four times lends itself to abuse. And only allowing the time to be stopped so many times in total leads to a logistics and UI nightmare. How do you decide which time has used up its "pauses?" How do you communicate this to the player? Things like that.
One thing I AM in favor of, though, is the option to buy premium time on a per-match basis, with the assumption that doing so would be much less cost effective. That way people with unpredictable schedules can get full use out of their purchase, while people who opt for time get a bit of a discount.