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How Pgi Could Have Monetized Right


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#1 CaptainDeez

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Posted 09 July 2014 - 05:11 AM

Honestly, PGI should have considered taking a different approach to monetization based on a tiered mech tree similar to other combat games. It would have made more sense if the goal was long-term monetization.

Consider the current system where exp is only good for mastery and unlocking modules, which still require a huge ammount of c-bills to be invested before they can be used. It makes exp semi-useless and makes c-bills the equivalent of exp seen in other games.

How this could have worked:

What would have made more sense is a system where c-bills per match were greatly reduced(from 100,000s per match to 1,000-10,000s scaling per tier). For MWO it would have made sense if in order to reach the next tier players were required to master a mech in the previous tier(ie, unlock all of it's upgrades through combat) and earned an ammount of exp, which grows exponentionally each tier, then save enough c-bills to purchase a mech in the next tier which also would grow exponentionally with each tier.

So a player just starting would have to earn something like a 100 exp and 3,000 cbills to move from a commando to a spider. But he would have had to earn something like 5,000,000 exp and 10,000,000 cbills to go from a Raven to a Kit Fox.

How they would have made money:

By increasing the rate of progression. They already have a mastery system, buy 3 of the same mechs, master them and you unlock advanced masteries. There is your oppurtunity to monetize excess exp in the form of free exp, meaning exp that's earned could be converted to general exp to speed progression through the tiers.

Premium time could have been implemented, giving them a way to offer subscriptions to players how want to advance more quickly.

Premium mechs: This would have allowed PGI to sell a $240 clan-mech pack without a signle voice against it since every player could get one if they played long enough, but if you were impatient, you could always open a wallet to skip tiers. Having at least one premium in each tier would have given paying players an option to play one of the mech variants they wanted right away. For everyone else, it would be something to strive for.

Mechbays to increase garage size.

Beyond that, PGI would have also likely made more money on customization. Because players are likely to spend a great deal of time in mech at a higher tier, they would have more incentive to customize the appearance of their favored mech. So paint schemes and cockpit ornaments would have more appeal.

I know it's too late for PGI to put in a system like this. It's just kind of upsetting to see them take the classic 'pay for weapons no-one else can get' approach that they have, since it's one that drives players away from otherwise great games. And there's no harm in dreaming about what could have been.




[/tr]
TierLightMediumHeavyAssault
1Commando, LocustCiccadaDragonAwesome
2SpiderBlack JackQuickdrawVictor
3FireStarterCenturionBattlemaster
4JennerHunchbackCatapultStalker
5RavenTrebuchetJagermechHighlander
6Kit FoxGriffinThunderboltBanshee
7AdderNext Heaviest Mech, ect...Next Heaviest Mech, ect...Next Heaviest Mech, ect...
8 and ect...Next Heaviest Mech, ect...Next Heaviest Mech, ect...Next Heaviest Mech, ect...


#2 Tyman4

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Posted 09 July 2014 - 05:18 AM

For a series which heavily focuses on playing exactly what you want (mech) how you want (load-out and tactics). Forcing a player to work through mechs they HATE is not really the best idea.

I remember grinding out all the spiders...except the 5D I hated those mechs so much that my favorite part of owning them was selling them. Besides it doesn't change the fact that some mech chassis are categorically better than others at certain roles. This system would just slow players down. Get out of the way and let people play...make it enjoyable and I will pay you for it.

Tyman

#3 CeeKay Boques

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Posted 09 July 2014 - 05:27 AM

Making the grind the focus of the monetization instead of "Hats" (trinkets, hanging items, Mechs)?

Yuck. I hate that there is an XP fake progression system as it is.

"Here is your Mech. Take it out on 20 missions before it actually runs optimally". Is the current grind. Wouldn't like to see this be more of a focus.

#4 El Bandito

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Posted 09 July 2014 - 05:37 AM

So you want newbies to get slaughtered in their Lights while the veterans are piloting their Timbies? That's doesn't sound fair, or fun. When I first started playing MWO, I went for the Atlas straight away, and I was happy that I could pilot it without spending buttloads of time in a tiered system.

Edited by El Bandito, 09 July 2014 - 05:40 AM.


#5 Vassago Rain

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Posted 09 July 2014 - 05:38 AM

About 50% of the game is still made up of placeholders from ye olde days of early 2012.

Assault game mode, the whole base cap bar, conquest itself was supposed to be a complicated mode where you have to take over bases and it's not just running to another square, the skills system, no jettison ammo button, no AMS toggle...

#6 CDLord HHGD

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Posted 09 July 2014 - 05:39 AM

Categorizing mechs into tiers isn't ideal. There is no "top" or "bottom" tier mechs. You say a Locust is tier1? I call it top tier because it takes an exceptional pilot to be successful in it. Same with the Awesome. Opposite with the Banshee IMO, anyone can spam 4xAC2's or play to the meta-builds of AC+PPC etc.....

I do think number of overall drops a player does should factor into their ELO. 1-25 is your cadet training where one gets bonuses. Create additional spans with additional (and decreasing) bonuses until you reach 1000 matches give or take?

#7 Scurry

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Posted 09 July 2014 - 05:51 AM

Eh, no thanks. Considering the stated vision of having all Mechs with a role of some form on the battlefield....

And the already unfun aspect of having to master variants that I don't like, extended to chassis I don't like.

This isn't War Thunder.

#8 irony1999

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Posted 09 July 2014 - 06:22 AM

WTF? This idea is the WORST! You want to limit new players to the worst possible mechs? Why? How is this better than letting paying players get early access to mechs?!?!

#9 Felbombling

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Posted 09 July 2014 - 06:32 AM

The problem with the XP system is that you don't feel, after you've mastered your chassis and unlocked the bonus module slot, that you're making forward progress with the Mech by playing it. The pilot skill tree is too basic and limited. Hell, you can play thousands of games in World of Tanks with the same tank and tank crew, and you're STILL making forward progress towards crew skills that are useful and have an effect in game. Sure, the progress after a certain point is miniscule, but it is still progress. As other people have said, MechWarrior is a game that I don't think lends itself well to restricted Mech access.

#10 Necronous

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Posted 09 July 2014 - 08:03 AM

Yeah, no. Horrible idea. I bought my first Kintaro only 2 weeks ago, the rest of my time since beta has been exclusively in Catapults. Some of us are extremely picky about which Mechs and playstyles we use.

#11 Pjwned

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Posted 09 July 2014 - 09:49 AM

If you want a senseless grindfest forever to have a huge advantage over other plays then go play some Nexon games, your idea is horrible.





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