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Change Your F2P Model


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#81 Clint Steel

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Posted 08 November 2014 - 06:04 AM

View PostF4T 4L, on 08 November 2014 - 04:01 AM, said:

Yeah, maybe you would.. but doubtless countless other folk would start innumerable whine threads about the lack of value (regardless of the cost per match).


Then perhaps they could put up two ways to purchase it, per day and per match. I would like to see about 15 matches = a day. I have to believe more people are like me, where they work, have school and other out of game responsibilities, so they can't play for large amounts of time all day, than not. With the current system this leads to feeling that I'm wasting money on time I'm not using. And what if something comes up, and I can't play (computer breaks, power goes out, server goes down ect) more wasted time/money. A per match purchase system would fix all of that.

#82 Zerberus

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Posted 08 November 2014 - 06:49 AM

While I most certainly wouldn`t use a "per match" Premium time system, I have no problems with people having access to one.

However, one must also consider two things when "campaigning" for micromicro transactions like per match premium time:

1. The payment provider also want`s to be paid for their services.

This means that below a certain level, it`s not profitable to offer it unless you inflate the price.

2. (which also goes hand in hand with 1) There is a lower limit to the amount of MC you can purchase.

The smallest pack is 6,95$ US for 1250 MC.

If PGI were to offer "per match" premium time, I would expect it to be along the lines of 25c /match MC equivalent (the classic "1 game =1 quarter" system many of us still know from arcades.)

7$ x4 = 28 matches.

I don`t know about you, but If I play in a "concentrated" fashion, I can do that in 4-5 hours with relative ease. And that costs me a LOT less than 7 dollars with the 180 day premium time packages I usually buy. More like 25 cents /day.

Even if you buy 30 day packages for approx 10/month, you`re only paying about 30-35 cents a day..

But what if they only made it, say, 5c /match?

well, then our 7$ gets multiplied by 20, leaving us with 140 matches.

If you play regularly, you`ll still burn through that much faster than someone purchasing PT by the day. His 7$ gets him more than 2 weeks of Premium time, wheras you have to limit yourself to a maximum of 10 matches /day to get the same benefit, AND he has some MC left over for XP conversion or a mechbay or a camo color /pattern....

So, when all the dust settles, unless your playtime is strongly irregular (which, for some it may very well be), just purchasing single days when you know you can play for a few hours at a time is almost certainly still the much cheaper solution.

But hey, we even have C-bill packs that you can purchase for MC, so there`s apparently no real limit as to how far people will shaft themselves if they feel it`S to their advantage...... ;)

Edited by Zerberus, 08 November 2014 - 08:05 AM.


#83 SpeedingBus

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Posted 08 November 2014 - 07:40 AM

I swear everyone here would rather have this game die a quite death than actually go anywhere. Oh please compare this game to wildly other successful games and act like its fine but last time I checked our playbase hasn't exactly grown any. Here's a pretty little chart to prove how wrong you are about comparing MWO to Wot.
Posted Image

Source http://venturebeat.c...ales-last-year/

#84 Pale Jackal

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Posted 08 November 2014 - 07:48 AM

View PostF4T 4L, on 08 November 2014 - 05:43 AM, said:

Word of mouth might well generate new players.

Something has to convince those f2p-ers to cross over and spend funds in order for PGI to make money. Limited mech-bays and the grind are supposed to do that.


Oh, I agree. Unlike some others while I think the economy could be a bit better, I don't think it's horrible. I would love it if there were x2 C-bills once daily for hero 'mechs, and then a 1-3 x2 daily bonus per account, to encourage people to play daily.

However, I think MWO needs to work on new player retention. I think PGI would make more money in the long run if they got the players more invested into the game before making them spend money.

4 -> 6 'mechbays would not break the bank. If they want to sell off the older variants, let them, I personally would rather spend $0.75 to 1.50 on a 'mech bay then sell the 'mech I invested $6-10 million C-bills into.

I would also approximately double the current cadet bonus. Only fools are going to spend $15 on a non-hero 'mech for a game they aren't invested in.

#85 Zerberus

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Posted 08 November 2014 - 08:16 AM

View PostSpeedingBus, on 08 November 2014 - 07:40 AM, said:

...but last time I checked our playbase hasn't exactly grown any.

Well, considering that the last time you or anyone else "checked" is over 2 years ago, and the only people with actual information and facts state that is is still growing, what does that tell us?

That one of you is lying or misinformed.

Since I know for a fact that you do not have access to the facts, logs, and telemetry data, if I had to bet on which one is wrong it would be you ;)

Now, that`s not to say I don`t agree with your basic premise, it is downright stupid to compare this game to any of the games on that list from a revenue perspective, because all have dev teams that aare magnitudes larger than PGI, WoW had 250 active developers/ engineers /coders when I worked for Blizzard in 2006, and WoW was only about 2 years old at the time. The crazy russians behind WoT are IIRC also a very large studio with a 3 digit headcount, Valve and EA go without saying. They also have huge marketing divisions working overtime to sell sell sell to anybody that might have an internet connections (I`ve never seeen MWO adds when surfing for Porn, but every other game on that list HAS in fact popped up at some time).

However, there are some things that can be compared, like the length of the grind, use of paywalls, and price of premium content. And in almost all of tthose aspects, MWO fares significantly better than many if not all games on that list, including those with subscription models.

#86 SpeedingBus

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Posted 08 November 2014 - 08:56 AM

View PostZerberus, on 08 November 2014 - 08:16 AM, said:

Well, considering that the last time you or anyone else "checked" is over 2 years ago, and the only people with actual information and facts state that is is still growing, what does that tell us?

That one of you is lying or misinformed.

Since I know for a fact that you do not have access to the facts, logs, and telemetry data, if I had to bet on which one is wrong it would be you ;)

Now, that`s not to say I don`t agree with your basic premise, it is downright stupid to compare this game to any of the games on that list from a revenue perspective, because all have dev teams that aare magnitudes larger than PGI, WoW had 250 active developers/ engineers /coders when I worked for Blizzard in 2006, and WoW was only about 2 years old at the time. The crazy russians behind WoT are IIRC also a very large studio with a 3 digit headcount, Valve and EA go without saying. They also have huge marketing divisions working overtime to sell sell sell to anybody that might have an internet connections (I`ve never seeen MWO adds when surfing for Porn, but every other game on that list HAS in fact popped up at some time).

However, there are some things that can be compared, like the length of the grind, use of paywalls, and price of premium content. And in almost all of tthose aspects, MWO fares significantly better than many if not all games on that list, including those with subscription models.


The whole fact PGI can't do anything to matchmaker is due low population its why you see veteran clans playing against fresh noobs.... there's not enough players to really separate players by elo. Why were we forced to 12vs12's can't there be 8vs8 as well? Oh wait nope that would split player base making matchmaking even worse.

While I may not know the numbers matchmaker clearly indicates something is wrong with this games population size.

#87 Zerberus

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Posted 08 November 2014 - 09:24 AM

View PostSpeedingBus, on 08 November 2014 - 08:56 AM, said:


The whole fact PGI can't do anything to matchmaker is due low population its why you see veteran clans playing against fresh noobs.... there's not enough players to really separate players by elo


And yet in the solo queue the matching in general works just fine, and the Elo variances are quite tight (50-100 was IIRC the range of deviation last time Russ said something "hard".

IME I`d say that it`s primarily an issue the group queue, where some groups have Elo scores between 2500 and 0 in teh same group that have to be matched with equivalent players if possible, combined with the fact that CW hasn`t fully kicked off yet (it`s a known fact that there are somewhere between dozens and thousands of players that quit at some point, stating they WILL be back when and if real CW starts, something I personally hope for because then Zerb`s Claws will once again be a complete entity and not a lone placeholder.), further agitated by many of the smaller groups now splitting into solo drops because the matchmaking id subjectively better in solo. Especially those with less skilled players that complain about getting matched up against groups of 12 eery drop, which is of course hyperbole, but a grain of truth exists

Quote

Why were we forced to 12vs12's can't there be 8vs8 as well? Oh wait nope that would split player base making matchmaking even worse.


That is a design decision that may or may not have merit. There is also a significant financial factor that plays into it, the same one which requires Premium time for private matches. A server qith 16/24 players is running at 2/3 capacity, and therefore wasting valuable resources that gould go towards setting up another 12 vs 12 match.

Interpreting that to be entirely because the playerbase is too small is a tenuous connection at best, with no actual data to support it. It may in fact be true, but there is absolutely zero actual proof.

In fact, if the population were in fact "too small", switching back to 8vs8 would almost be the golden bullet to solve all the problems, wouldn`t it? So, if it were in fact the case, there`s no real reason for PGI not to revert back to 8vs8.

Quote

While I may not know the numbers matchmaker clearly indicates something is wrong with this games population size.

Again, solo queue is just fine IME, and teh group queue is thoroughly borked. However, having set up clan wars, LAN parties and all sorts of other events over the years, including random FFAs, I must say one thing: If there is something that has to happen to make something go off without a hitch, the chances of it actually happening are close to zero.

For example, to use MWO matchmaking, a 12 man w 2000 elo average gets matched with a 9 man that also has a 2000 average. The 9 man needs a 3 man /2k avg to be "properly filled" and ahave a "perfect" match.

But all the available groups with 2k averages +/- are 2 man or 4 man +, becasue the players at that level are usually competitive unit members, meaning they`ll generally be dropping with their unit. There ARE numerous 3 man groups currently active, but they`Re all tied up in a match at this time.

How many hours should the game wait for that perfect match? Or should the matchmaker just bite teh bullet and grab teh first 3 man group that hits search so that ANYTHING will happen before it turns into 15 minutes of wasted time because those perfect 3 were nowhere to be found?

Do you think people would rather play a match at all against an iffy opponent, or waste 15 minutes, potentially multiple times an hour?

What I`m trying to say is that you can write the most perfect matchmaking system ever devised to man... but when the people that would fit that perfect criteria just arent there at the exact time when you need them, that perfectiont very quickly falls apart.

But that`s not a "playerbase size" issue, it`s a "goddamn it, why can`t I order a taxi that seats 8 people?" "You can , sir, but they`re currently all booked and the next one wont be free for4 at least 30 minutes" issue..... And if you`ve ever worked as a taxi dispatcher, esp on New Year`s Eve or other major holidays, then you already know that even if ALL of your taxis were 8 seaters, they still wouldn`t be enough, something would still come up and do it`s best to monkey everything up.

I think for the most part the matchmaker has the same issue, it`s not necesarily population size, but rather population constellation. If the average MWO player sucks donkey balls, and there are no top pros left to match with (and there will always be a limited supply of them, because for them to win someone else has to lose), they you will get an average donkey ball sucker.

But that`s not "low player count" that`s low GOOD player count.... judging from teh numbers of packs purchased (the generqally release the numbers after pre-order), that sounds more in line with teh insane number of mechs that cross teh table during preorders..... or there are a whole lot of people with 2-3-4-5-6 accounts and too much money ;)

I see fewer and fewer names repeatedly outside the group queue. Something that leads me to believe that the playerbas is in no way huge, but far from dying and still growing overall, esp. considering I`ve played with and /or against the majority of forum regulars at least once or twice in the last 3 years (many significantly more often).

I think when "real "cw comes out we will probably get a good impression of just how large the playerbase is. We`re almost certainly a far cry from teh millions of players that WoT or WoW cater to, but I do think that a healthy half million or more active players is not out of the question. We were up to something like 300K IIRC when teh counter was removed post CB, and sometime last year teh 1 million account milestone was passed, so assumming linear to slightly exponential development we should be somewhere around 1,5 million accounts. Applying the "30% of total are active" Rule of Thumb we used in CS for one of the large industry monoliths, that leaves approx 500k active players.

EDIT: Yikes, that ended up a lot longer than expected, but it`s a bit hard to add a proper TL;DR to it other than: you may be right, you may be wrong, the future will tell the truth :)

Edited by Zerberus, 08 November 2014 - 09:45 AM.


#88 Cygone

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Posted 08 November 2014 - 11:03 AM

Grindy?

Have you ever played an MMO, have you ever played WoT.

WoT takes 1000 games to get to a T10 tank. It then requires 2-3 games of a T8 premium tank just to play each game in a T10 tank.

This game is a total breeze.

Edited by Cygone, 08 November 2014 - 11:09 AM.


#89 F4T 4L

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Posted 08 November 2014 - 11:45 AM

View PostSpeedingBus, on 08 November 2014 - 08:56 AM, said:


The whole fact PGI can't do anything to matchmaker is due low population its why you see veteran clans playing against fresh noobs.... there's not enough players to really separate players by elo. Why were we forced to 12vs12's can't there be 8vs8 as well? Oh wait nope that would split player base making matchmaking even worse.

While I may not know the numbers matchmaker clearly indicates something is wrong with this games population size.


We really need a paddling pool queue for new players, maybe with a couple of voluntary vets per side to guide the new guys. New experience here is horrific. I scored maybe a single kill playing lights earning my cadet bonus. Gen pop here is harsh.

#90 ShadowWolf Kell

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Posted 08 November 2014 - 11:48 AM

View PostGhogiel, on 05 November 2014 - 04:13 AM, said:

At one time or another I know these do or did>
Warframe
NWN
GW2
ToR
STO

I also want to make a special mention for games like Wot that used to lock items like gold ammo behind paywalls.


STO hasn't been behind a paywall since it went F2P. In fact, it's probably got the best F2P model in the game since you never have to pay a cent. No restrictions on content, dilithium per day and so on. The only thing you have to overcome really is increasing your bank account, which costs nothing. Everything else is easily obtianable either with dilithium, or energy credits. It's ridiculously easy now days to make 500 million energy credits to buy whatever the latest lockbox ship is.... again without spending a cent. The grinding is mostly for the reputations, which is time locked, though that's been relaxed to a degree with hourly repeatable missions.

Every other F2P game I've played has a massive grind, or forces you to buy adventure packs to unlock content to progress. At least to War Thunder's credit, you could circumvent the horrendous arcade grind (and it got pretty bad in the 1.37 patch) and hop into full realism and do 1 terribad mission and effectively make more than you could running 10-20 arcade battles. Completely took the sting out of the 1.37 economy nerf for those that didn't crash on take-off in full realism. ;)

At some point PGI is going to have to increase the C-Bill gain otherwise new players are going to begin to feel overwhelmed on trying to catch up. This is especially true if they join a unit and they're told that certain mechs are required for team play. Some will stick it out, but just as many will decide to invest their time elsewhere.

#91 F4T 4L

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Posted 08 November 2014 - 11:56 AM

View PostShadowWolf Kell, on 08 November 2014 - 11:48 AM, said:

At some point PGI is going to have to increase the C-Bill gain otherwise new players are going to begin to feel overwhelmed on trying to catch up. This is especially true if they join a unit and they're told that certain mechs are required for team play. Some will stick it out, but just as many will decide to invest their time elsewhere.


Solution to this is trivial; flat 2x multiplier on everything for premium time. Give pt real value!

IMHO.

#92 AEgg

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Posted 08 November 2014 - 12:17 PM

View PostSpeedingBus, on 08 November 2014 - 07:40 AM, said:

I swear everyone here would rather have this game die a quite death than actually go anywhere. Oh please compare this game to wildly other successful games and act like its fine but last time I checked our playbase hasn't exactly grown any. Here's a pretty little chart to prove how wrong you are about comparing MWO to Wot.
Posted Image

Source http://venturebeat.c...ales-last-year/


I hope you realize that LoL sits at the top of the english speaking games in this list, not WoT. LoL makes nearly double what WoT does, and there's absolutely nothing in it that's pay only except skins and premium time. It takes about the same amount of time to unlock a hero in LoL as it does to buy one of three mechs in MWO.

Of course, LoL has a bigger playerbase partially because of it's F2P model and partially because it's simply better known. It's hard to say if MWO would actually gain many players with a better F2P model, but it would certainly gain some. MWO has a "problem" that LoL and WoT don't have in that it won't run on a fifteen year old toaster.

#93 F4T 4L

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Posted 08 November 2014 - 12:41 PM

View PostF4T 4L, on 08 November 2014 - 11:56 AM, said:


Solution to this is trivial; flat 2x multiplier on everything for premium time. Give pt real value!

IMHO.


I also believe that if the price for top tier (month plus) pt were halved, PGI would sell much more pt. maybe I'm wrong about that, since PGI have the data for regular pt and discount pt, and they haven't adjusted pricing.

The alternative explanation is fear of back-lash from folks with an existing investment, I suppose.

#94 Funkadelic Mayhem

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Posted 08 November 2014 - 12:49 PM

because the game is free...

and because PGI has bills 2 pay and mouths to feed....??

JFC! Ever since Obama got in the white house all you people just want handouts and freebies and ignore other people have bills/mouths to feed you selfish tools! Your just the worst kind of people!

#95 F4T 4L

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Posted 08 November 2014 - 01:49 PM

View PostFunkadelic Mayhem, on 08 November 2014 - 12:49 PM, said:

because the game is free...

and because PGI has bills 2 pay and mouths to feed....??

JFC! Ever since Obama got in the white house all you people just want handouts and freebies and ignore other people have bills/mouths to feed you selfish tools! Your just the worst kind of people!


The Obama thing's a joke right? The rest is basically sane.

#96 Pale Jackal

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Posted 08 November 2014 - 02:34 PM

View PostF4T 4L, on 08 November 2014 - 11:56 AM, said:

Solution to this is trivial; flat 2x multiplier on everything for premium time. Give pt real value!

IMHO.


PT definitely needs to be +100% rather than +50% though I suppose that might upset previous purchases, unless they gave a flat C-bill bonus to people. Say, 15 million C-bills per month of premium time you used in the past.

PT is not worth it at all. My estimated value of PT is about $5 per month, since I value a million C-bills at 16 to 25 cents.

Besides does players earning more C-bills deny PGI revenue? Not really, I know in the past I spent excess C-bills on extra XL engines that I already have copies or extra copies of modules. It might even generate additional 'mech bay sales.

Edited by Pale Jackal, 08 November 2014 - 02:37 PM.


#97 F4T 4L

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Posted 08 November 2014 - 02:42 PM

View PostPale Jackal, on 08 November 2014 - 02:34 PM, said:

Besides does players earning more C-bills deny PGI revenue? Not really, I know in the past I spent excess C-bills on extra XL engines that I already have copies or extra copies of modules. It might even generate additional 'mech bay sales.


Sorry but yes ultimately it does. The paywall here is for ease of use, not specific advantageous content. Anything that lessens the grind tends to reduce the likelyhood that folk will splash out for pt to ease progress up the curve. That's how I understand it, anyway. I appreciate that balance is the key.. But giving everything away is definitely not the answer.





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