

Like To Keep Funding Mwo? Pgi Here's How!
#1
Posted 07 February 2016 - 11:34 AM
So here are some old suggestions made when the trends first became clear:
1. Stop giving away anything you sell for MC.
2. Put all your efforts not into underwhelming decals; focus in on what you need to do for skins to be viable.
The first point is easy to understand, tighten up your revenue streams. The only reason to give away something that you charge for is to induce future sales. At this point you have to realize that this crowd is mostly freeloaders. There are plenty of c-bill items to give away so focus in on that from now on. This includes not giving away warhorns, modules etc. People use those things to justify purchases, not make them. It is a big difference.
I would also look to the forums for ideas of modules etc that players say they would pay money for. Of course they need to be feasible. I would love a smoke strike module, but given the problems we already have with smoke I can understand why we will not see it.
The second point is more critical. Based upon what was shown at Steam launch decals are going to set people off. Once the realize they cannot be customized, only changed in location and color, people will be underwhelmed. Scrap it. Go whole hog on changing the code that prevents you from making skins. If this means reversing damage decals for the time being, I think people will accept the trade off. Sometimes a step back allows two steps forward.
At the end of the day skins can produce a revenue stream equal or greater than mech sales. Unit skins from lore or customization for player run units...cha-ching! And it would leverage your greatest strength, your art department. Win-win.
TL:DR PGI needs to change how they monetize this game.
#2
Posted 07 February 2016 - 11:42 AM
Also, as it stands paint and camo patterns are surprisingly huge MC sinks.
#3
Posted 07 February 2016 - 11:54 AM
#4
Posted 07 February 2016 - 12:05 PM
#5
Posted 07 February 2016 - 12:20 PM
Although I will agree that paint schemes from Lore units would actually be pretty ****** cool, Wanderer made a good point about how much of a sink colors and patterns already are.
#6
Posted 07 February 2016 - 12:31 PM
its a simple tried and true ages old money making formula. hats + steam = profit
#7
Posted 07 February 2016 - 12:39 PM
Khobai, on 07 February 2016 - 12:31 PM, said:
its a simple tried and true ages old money making formula. hats + steam = profit
The whole idea of new mech parts for MC or as bonuses is pretty cool. Especially if it comes with some sort of cbill/xp boost for your favorite mech.
I know they talked about it long ago, but it just sort of trans-versed into silence in the end.
#8
Posted 07 February 2016 - 12:48 PM
Quote
I know they talked about it long ago, but it just sort of trans-versed into silence in the end.
if its not hats im not interested
i couldnt care less about alternate geometry heads
#10
Posted 07 February 2016 - 12:53 PM
Quote
its still an atlas. pumpkin head doesnt fix that lol.
and I believe there were some pay2win concerns if people could pay for alternate geometries that were better than the default ones.
like if you could pay for the atlas to have a different head that was smaller. thats a pay2win advantage. PGI would have to somehow be able to guarantee that no alternate geometry body part gave an advantage...
ultimately its easier just to add hats

Edited by Khobai, 07 February 2016 - 12:56 PM.
#12
Posted 07 February 2016 - 12:58 PM
Honestly though, the only way PGI is ever getting another cent from me is if they start to actually develop a game. It's pretty foolish they've gone on this long with 1 game mode to play with slight variations on it.
Edited by sycocys, 07 February 2016 - 01:01 PM.
#13
Posted 07 February 2016 - 01:00 PM
About the topic... Yep MechWarrior needs more than mechs for a lot of reasons.
Even titanfail realizes this. http://www.gamespot....-/1100-6434584/
Ge it in gear because the wolves are starting to catch up.
Edited by Johnny Z, 07 February 2016 - 01:05 PM.
#14
Posted 07 February 2016 - 01:03 PM
I mean it's what you see for the majority of your time in game. I'm not talking useless little trinkets. There's cockpit colors, actually useful screens with relevant information, different panel boards.
I dunno, I guess that weird kinda table in the warhammer bugs me a bit
#15
Posted 07 February 2016 - 01:03 PM
#16
Posted 07 February 2016 - 01:04 PM
We already have lots of skins available aka camos. What makes you think that churning out even more of them will be a big money-earner?
From my perspective, PGI needs to make the underlining game of MWO something more than endless 10-minute skirmishes. If people want to actually keep playing because the game is good, they'll buy Mechs packs.
#17
Posted 07 February 2016 - 01:06 PM
Johnny Z, on 07 February 2016 - 01:00 PM, said:
About the topic... Yep MechWarrior needs more than mechs for a lot of reasons.
Even titanfail realizes this. http://www.gamespot....-/1100-6434584/
I'd love to see full combined arms, mechs, artillery, tanks, Infantry, close air support (Helicopters) and Aerospace assets.... But then again I want MWO to be more like EVE online in terms of scope.
#19
Posted 07 February 2016 - 01:08 PM
These guys at Titanfall know they screwed up and failed to deliver a key game play element. Lets hope MechWarrior can figure it out. This game is missing a few key game play elements.
Ok. This game says its working on single player. Fine, but it hasn't said they are going to address so many of the missing pieces like Titanfall just did.
Oh and to keep it on topic, those pieces can be sold....
Edited by Johnny Z, 07 February 2016 - 01:19 PM.
#20
Posted 07 February 2016 - 01:39 PM
How about a cicada wearing a pancho? You know you want it.
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