renahzor, on 02 November 2012 - 11:00 AM, said:
The problem isn't banning people for breaking rules, its naming dying too quickly an exploit/TOS violation because you failed at creating a game that was more rewarding to play both in currency and fun terms, than it is to die quickly. Think of how utterly ridiculous that sounds for a second. What if in Counterstrike you got banned for dying within a minute or so of match start? Not just banned but steam account wiped because its a TOS violation. The whole idea of it is asinine.
Also, we can go round and round about what PGI has said "Open Beta" means to them, which is essentially "We're going farmville beta" to cover our **** from everything that is broken/unfinished, but still make some cash. However by ignoring industry standards you also subvert the expectations of consumers therein. There are no more data wipes, money spent is permanent, that is a product BEING SOLD AT RETAIL. They want people spending money on it *now* not at "hard launch" whenever they get around to it.
I've had 3 friends come try MWO with me since open beta, All of them played no more than 10 matches and said they might come back in 6 months. First impressions are hard to get back.
QFT. I love the MW IP, which is the reason I still lurk these forums even though I gave up playing not long after starting. People afk farming, not repairing and rearming, etc, are the SYMPTOMS of bad game design, not the disease. And the very fact that OP made this topic is proof of that. Who is this open letter to? New players. People who are coming into this fresh, they see a system/game/whatever, and they figure out the best way to play it. If they play 10 games and realize that they're never going to get anywhere because they spend every last cent they make repairing and rearming....surprise, they aren't going to do it anymore! And the answer isn't to "subscribe". If PGI just wanted every person playing to be a sub, they should have just stuck a price on the tin and sold it lock, stock, and barrel.
Edited by Variance, 03 December 2012 - 02:36 PM.