Sell Maps, Not Mechs
#21
Posted 26 August 2015 - 10:47 PM
hey lets group up and play on the new map pack.
I didnt buy it.
Ohhhh.... Bye i guess. I wanna play my new content.
Think that will mess up making a population crisis even worse? Guarantee you it will. Plus if you cannot choos a map what good is it to have it in rotation if one single person lacks it in the group.
Sorry. Selling maps is a bad idea.
Selling PvE campaigns is a GOOD idea particularly for multiplayer CO OP.
#22
Posted 26 August 2015 - 10:49 PM
#23
Posted 26 August 2015 - 10:55 PM
Diablobo, on 26 August 2015 - 09:18 PM, said:
For mechs, non paying players may be locked out of the mech, but the mech is still in the experience for you. You can fight them, or fight with them, you just can't pilot them.
For maps, you're just locked out, behind the paywall. No shared experience, no anything.
Also, free players are part of the content for paying players. Free players give you enough people to fight with and against. Your suggestion removes the free players from those maps. To even BEGIN to drop on them, you need a full team on both sides of paying customers. Let me just say now, I've had nights where I drop against the same players in group and in solo, repeatedly. And nights where we actually had to wait until the same groups readied up again before we could drop again, or we just sat in MM hell.
You absolutely MUST have enough players with the map to be able to drop on it 24/7. Otherwise, you're blocking your PAYING customers from accessing the locked content too. Can't think of a faster way to annoy someone than to block access to their paid content...
#24
Posted 26 August 2015 - 10:56 PM
Selling maps? Well... that's just the fastest way to split the player base.
#25
Posted 26 August 2015 - 10:57 PM
#26
Posted 26 August 2015 - 11:07 PM
I'd be ok with PVE campaigns beeing sold, but since the PGI business model is generaly overpricing EVERYTHING by a seller's margin of 300% or more, I think not..
That would make the game Pay to Win, and I'm against that..
If they need to make money, put up some NEW cokckpit items, cammos or additional mech geography.. not maps.
#27
Posted 26 August 2015 - 11:28 PM
Sell for $x for generic factional ones and $xx for peronal/unit decals.
I am sure that decals provide a nice sum of $ for PGI.
Cheers
Eboli.
#28
Posted 26 August 2015 - 11:38 PM
Paying for maps is Infinity Ward's department for CoD... so nah I'll pass.
Edited by 00ohDstruct, 26 August 2015 - 11:39 PM.
#29
Posted 26 August 2015 - 11:44 PM
what however would be interetsing is some kind of funding pools, everytime the community gathers $50k in that pool, it triggers a map to be made. Same could go for cockpititems. everytem we gather X oney required, a cockpititem could be made. And everyone who donated at leats 500mc into it gets one of this items for free.
They also could make f2p cockpititems, maybe in a higher pool of $200k. When they are gatehred, a cockpititem will be down wich is going to be available for c-bills.
This way PGI can create content dependend on the communities demand and the initial funding for creating it is also secured.
I realyl don't know why no company yet went the way of letting the community gather money to decide the next content. This makes the devolpment "safe" since the initial costs will be gathered before doing the content. Also it grants the community some more "chocie by wallet".
I'm waiting for the player submitted decas, thats then ime to throw a ton of money at PGI and truly personalise your own mechs
Edited by Lily from animove, 26 August 2015 - 11:46 PM.
#30
Posted 27 August 2015 - 12:03 AM
When casual players hear about new mechs that are really fun, they want to play them, but a vast majority of the time they would just rather wait until they can buy them with MC or cbills. Maps would be very different. When they hear how fun the new maps are, they will be much more likely to pay to get early access. There would be plenty of maps for the free players to play, but a modest price to pay for the new maps would be much more tempting than a mech that isn't nearly as game-changing as a map. It would not split the player base, because even the paying players would still be randomly getting the old maps.
A couple of weeks is not that long to wait, and it would also allow PGI to put more resources into maps and make money on top of it. We get new content more quickly, and they get more money. It's a win/win.
#31
Posted 27 August 2015 - 12:07 AM
The day they announce a map pack is the day i quit the game.
We do need more maps in this game though.
And more game modes too.
#32
Posted 27 August 2015 - 12:27 AM
Pgi should look at options to improve our ability to customize mechs, such as custom geometry. The thread in my SIG has a few ideas about the options.
#33
Posted 27 August 2015 - 01:03 AM
#34
Posted 27 August 2015 - 01:13 AM
Dingo Red, on 26 August 2015 - 08:03 PM, said:
Except every call of duty.
#36
Posted 27 August 2015 - 02:01 AM
Master Pain, on 27 August 2015 - 12:07 AM, said:
The day they announce a map pack is the day i quit the game.
We do need more maps in this game though.
And more game modes too.
Absolutly, that will be the day i stop playing MWO too. Maps should stay a normal thing. Mech Customization ok but maps Nope
Edited by Mighty Spike, 27 August 2015 - 02:03 AM.
#37
Posted 27 August 2015 - 02:18 AM
Diablobo, on 26 August 2015 - 09:18 PM, said:
Explain to me again how the mech modelers make the maps?
I'll give you a hint.
They don't.
The map makers/artists make maps at the pace they can make maps. The mech modelers/artists make mechs at the pace they can make mechs. One of these tasks produces content at a slower rate than the other because that content is more time consuming to produce.
Making mechs is divided between many artists: a concept designer, a modeler, a cockpit modeler, a texture artist, a coder, and probably another modeler/animation artist. Making maps is divided between relatively few artists: a concept designer, a primary map artist, and a texture artist. If they need new or updated assets (buildings, rocks, trees), maybe that's a task shared in common with one of the mech modelers, but even then it wouldn't bog down the map-making process because making a map takes time in and of itself and most of the work is done by only one or two specialists.
Should they hire more map designers? Sure. Maybe if you went and bought some more mech packs and supported the game, they could afford to hire another map artist and produce maps faster.
Edited by Tarogato, 27 August 2015 - 02:22 AM.
#38
Posted 27 August 2015 - 02:45 AM
#39
Posted 27 August 2015 - 02:47 AM
Dakota1000, on 26 August 2015 - 07:44 PM, said:
I've found my calling in MWO, no longer shall I peek and poke, I shall brawl. At the moment I'm looking to find some mechs that would get the job done well. I'd be looking for something which has most of its weaponry in the torsos or works well in Asymmetrical builds such as the Centurion.
At the moment I know Atlas and Centurion are great for brawling, they can survive loads of damage with some torso twisting, but I'm looking to expand further. Has anyone tried out Banshee, Awesome, or Thunderbolt for brawling roles? I noticed they can be setup with expendable arms in most cases and have a good profile for it, but I have not had the money or time to test them. Would anyone have any recommendations other than those, maybe even clan brawlers?
If you have any recommendations please do show them off with smurfy or an explanation, thank you. I'll be checking this when I get off from work, so please give me a good read.
Yen lo Wang, HBK-G, Griffin 2N with SRMs, HBK-4SP, TBR with 4SRM6+UAC20, CTF-0XP, 3D, 4X, 1X. any ZEUS running a standard, TDR-5SS, TDR-TopDog with his 12.5% flat armor and structure full body quirks, BNC-3E, BNC-LM 1AC10 3LPL, Orion-VA 4SRM6 AC20, Stalker-3H 4MPL+4SRM6, Misery, AC40 STD350 crab, 6SRM6 maddog, 2xUAC10 3xSRM6 WHK-B, 4UAC10 DWF. all good brawlers imo.
Among bad brawlers, imo any jagger, catapult, blackjack, any IS XL slower than 80kph, anything too hot.
You'd want good ST CT geometry for brawling and/or something with shielding arms, without bullet magnet CT. Stalkers are really good at brawling due to the derpy geometry. specially the misery or 3H, Highlanders too, AS7-S with 4SRM6 AC20 and a really big engine. bad side about atlases, is your AC20 RT will blow up really easy.
#40
Posted 27 August 2015 - 02:56 AM
Diablobo, on 26 August 2015 - 10:35 PM, said:
Unless you count cosmetic items like horns, cockpit trinkets, and skins as content then the bulk of the game is not behind a paywall.
At any given time you may have 4 of the 55+ (and rising) chassis behind a pay wall, but that's it AND they all cycle out into the free to play. If you want to be picky then 75 of the 274 variants are behind a paywall, but just under 75% of the game (and growing!) is fully playable and ZERO COST
You can play all the game modes, you can access all the same weapons, you can access all the same maps, completely for free.
So please be a bit more clear when you say "a lot of content" because, frankly, that's cobblers and you know it.
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