How about these as reasons:
1. lack of content (4.5 maps/ one game mode)
2. lack of tutorial (for new players)
3. trial mech grind
4. no mech lab (for new players)
5. netcode
6. bugs and CTD issues galore
I don't have "no 3rd person" anywhere on the list.
Now for monetization they laucnhed a F2P with no store! I mean, that sets a new record for a F2P model.
Now there are lots of examples of games rushed out the door; in the normal model, they sucker small number of early adopters and fanboys into buying full priced game. In F2P, you have to convince people to buy. A half-baked game will be seen through and people will not bite.
Problems with monetization model as it stands today in OB include:
1. new player wants to buy premium...but no prices. You have to buy MC (not knowing price of premium) to buy premium! Really?
2. No store to spend MC - a first for a F2P game. (There is a grey tab called store...but we are three weeks in and it is still grey)
3. "Staggered" MC pricing with big hit for small purchases.
4. No good vanity options (bobble heads are only going so far and skins won;t be seen in first-person)
5. above 6 problems means people will take "wait and see" versus pulling the trigger
Instead of having programmers develop new game modes, maps, or bug fixes, they gonna develop 3rd person? And when that does not solve the problem, then what? We lose the game cuz IGP pulls the plug?
Edited by Chemie, 15 November 2012 - 02:58 PM.