Samurai 7, on 18 January 2014 - 09:56 AM, said:
Thanks for the thoughtful responses. The ideas came from needing to take both perspectives on the equation. PGI is a company, they need to make money in order to provide content.
No, they need to provide content to make money. The community has already handed over ~$10 Million dollars and they have received revenue from other sources. 40 employes @ 100k/year is still only $1 Million for the last 2 years, why haven't they produced anything significant? Handout times are over.
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People complain that content doesn't come fast enough and that is from a lack of employees and lack of capital.
40 employees! $10+ Million! They are far from under resourced and for the resources they have, content
is coming out far too slowly!
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In blizzards hay day, they were a multibillion dollar company and could throw 100's of programmers at bugs content etc.
Blizzard always delivered what they promised! People may have not agreed with the design directions they have taken, but they delivered! Noticeable difference here!
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PGI is what I would call in 'startup mode'. So they have limited funds and know how long they have before they need the next round of funds (which is apparently every 6 months).
This game has been in Open Beta for over 2 years and they have drawn in revenue of over $10 million, they are well beyond 'startup mode'.
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Instead of doing these 'END OF YEAR BLOW OUT BONANZA' which feels like i'm watching a used car sales man, they could make up the difference in micro transactions. I would be fine spending $5 a month regularly, i am not fine spending $120 every 6 months. So you really have the choice of high volume low value transactions or very low volume high value transactions.
Not going to disagree on this one. I will point out that it is hard to grab the money and run on high volume, low value transactions as you have to stick around to get that trickle in effect to build up. The
'END OF YEAR BLOW OUT BONANZA' sales tactic you allude to allows break points where you can easily shut up shop and look for the next scheme.
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They made a killing on the founders pack, I am not so sure they did so well on phoenix.
Founders: They did make a killing. Phoenix: PGI say they did better but ... who knows. They are not a publicly traded company and are not required to divulge their financials to anyone other than the tax department. In short, until someone ever gets them into a court of law, they are not required to tell the truth to their customers.
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Back to my suggestions, really all 4 are tied together with the though in mind that people get gun shy when they see a $120 or $500 price tag. Sure there are people out there that will pay it, but the number of those willing to is a fraction of someone that would spend $10;
1. The first one was an alternative method for just 're-packaging' a package. As far as value goes, I think that is up to the person. For instance, 217MC - ~$1 (this is the cost if you average out all of the MC packages. Obviously more money you spend the better the value proposition);
The most expensive mech in the game is 5480MC or about $25, $.25 per ton. So while i said $35, that was just based on the current package price per mech, unless you shell out $250 for the crazy package. Personally i wouldnt spend $35 or $25 on a mech. But my former boss did. He's got a few hundred into the game alread
The cheapest 560MC or $2.58 or about $.13 a ton.
So the question becomes then, is atlas twice as valuable as an locust? The reason that becomes important is for in game 'longevity' which I will get to later. But if they make it so that the losing team gets no c-bills, and a dead piolet gets a small fraction, maybe enough to cover launch fees, Then you will have insentive to survive a match. Larger mechs tend to survive longer and so have a high 'value' associated with them. In my boom jag, i can 1 shot spiders, locuts, leg a jenner or raven. So right there, lights have a much lower chance of survival (see 4)
The current meta does nothing but favor more armor, bigger guns and more of them. I can understand some mechs being more expensive C-Bill wise based on their usefulness, it makes sense. MC wise though? No, at least not a large variation. I'm paying money for a product and that price to me would in effect represent the cost of production. If you're going to bring tonnage into it then the variation should not be so large, I'm certainly
not going to pay $25 in real cash for a pretend avatar. Their pricing is
way over the top and only getting worse. It is as if they have lost touch with reality.
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2. The idea behind limited quantity IS to lock people out. It gives them something to fight for. In game mechanics can be adjusted. For insnace, instead of having a 'hard' limit of say 1000 MadCats, there could be the idea of 'production time' which is created via killing a MADCAT. Something like for every 100 MAD CATs killed, 1 is created for global inventory and purchase. Pre-orders or Queues can be set up so that when its available you get it and you will always know where you stand in Queue.
Line jumpping passes can be sold for MC.
Again, the idea is to introduce scarcity and difficulty in getting Mechs. If i spend $25 on something I like the idea of being on of the only ones out there with it (not the only one, but one of the only ones); This gives a piece of code that has no real value 'perceived value'
What you describe here is literally
Pay to Win! If you have more money at the right time, you get the current OP mech!
I know next month they'll nerf it into the ground with weapon balances to boost up the next one and restart the cycle but this isn't the point.
Scarcity, good idea. I won't shoot you down for that.
Locking people out? You admit this is the very point. To privilege those with real cash and give them significant, in game mechanical advantages for hard currency.
Gold AC/20 Rounds soon to follow!
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3. By making items 'scarse' it will always set up a market place. It alrady exists, for example, you used to go on Ebay all the time and fine people selling gold or rare items and they would sell. Blizzard tried to limit and shut those down, but in a FtP atmosphere, i think its best to embrace that idea and just charge a small commission on the sale of the good rather that turn the account off.
By having a marketplace, it gives impatient people an option. 'oh no there are no madcats but i must have one' goto market place 'wanted madcat 7000MC' etc.... or the opposite, 'Selling MadCat 5000MC, doesnt fit play style'
etc.
But A market place can only exist when items are 'hard to get' as you put it or just limited. For instance, PGI said cockput items are seasons and limited. What if i realllllly wanted those x-mas lights, but now cant get them... Guess i am out of luck... So the idea already exists in the game.
Again:
Scarcity: Good!
Lockout: Bad!
You really want the X-mas lights? Wait until next Christmas, you'll have another shot. Time periods isn't locking people out, just making it difficult to attain. Anyone can get them if they want to wait.
Additionally, they are cosmetic and have no effect on the actual mechanics of the game. This is actually a significant thing.
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4. I think they took repair out because it was getting too complicated. So maybe to expand on that Launch fees can be based on tonnage or something; IE a Atlas will cost 500k-C where a Locust 50k-C; This would better match the real world as it take more room and fuel to transport and drop 100t instead of 20t.
If you think Repair and Rearm was complicated, what do you think the option you are proposing is!?
R&R had many things going for it! It was a balancing mechanism (which PGI has been
struggling without!), provided incentive to play lighter,
cheaper mechs (diversifying the field) and placed an element of money making in the players hand.
In your scheme, if MM drops a newbie with his first mech in against veterans several rounds in a row, they will hunt him down and that will be all. There is
nothing in his control that he can do. His choice of mech, load out, engine, attack strategy ... all pointless. He will be in trial mechs again and it will be a very difficult cycle to break out of.
Drop Fees are a poor man's replacement of R&R. It tries to achieve one of the functions of R&R, fails at that and doesn't even pretend to look at the other roles R&R filled.
Edit = PGI's forum system cannot handle too many quote tags. It just gives up.
Edited by Nightfire, 20 January 2014 - 12:32 AM.