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[Idea] How To Possibly Make More Money, And Have More Players Happy...


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#21 Grimnir79

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Posted 16 November 2012 - 12:12 PM

I... like this idea.

#22 TLBFestus

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Posted 16 November 2012 - 12:16 PM

Congratulations!

I've suggested something very similar several times, and those posts have been summarily dismissed by the community. At least you've gotten some replies that aren't entirely negative.

I suggested giving them the chasis of choice so they can immediately start to earn c-bills with it and equip it, PERSONALIZE it. This creates attachment, or invests the player in the game at an early stage, and I think would produce a higher player retention rate, which should also trickle down to more players spending cash on the game.

Now, I did suggest that they make the trade-in value of that chasis ZERO, to dissuade players from taking the Atlas and just flipping it for more c-bills to deck out another mech. Allow them to keep anything they have bought for it, but make the trade value such that they still need to grind or spend cash for a new mech.

Seems like a good idea overall, certainly better than the trial mech system they are using now. Heck....let them keep the trial mechs along with this idea.

#23 Darth JarJar

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Posted 16 November 2012 - 12:17 PM

At first glance, my kneejerk reaction was HELL NO! I paid good money for the right to be handed my first mech! But, once my blood-pressure went back down, I see the merits. I sympathize with the new players, especially players new to the franchise. They have an unenviable task trying to learn the game (which is somewhat complicated, as it should be) and trying to make money to buy that first 'real mech'. Like the drug-dealer analogy, and much like a table dealer in a casino, it makes good business sense to 'bait the table', and get people hooked. Then they will be willing to stick with it and spend money!

#24 Martini Henrie

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Posted 16 November 2012 - 12:33 PM

Some great ideas in slightly different formats to previous suggestions, but good none the less.

I do hope PGi sort something out like this soon.

#25 Firion Corodix

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Posted 16 November 2012 - 12:42 PM

I totally agree with this idea. You need to expose people to the mechbay and mech customization as early as possible. Get them hooked and focussed on trying out different stuff. That's a way more interesting early game then the current one without mech customization.

#26 Like a Sir

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Posted 16 November 2012 - 01:17 PM

View PostFirion Corodix, on 16 November 2012 - 12:42 PM, said:

I totally agree with this idea. You need to expose people to the mechbay and mech customization as early as possible. Get them hooked and focussed on trying out different stuff. That's a way more interesting early game then the current one without mech customization.


This brings up a good point as well, the longer you keep people in trial mechs, the longer they don't get to see a big portion of your game - Mechlab.

To me a lot of fun comes from deciding how I want to distribute my armor, where I want to put those heat sinks, how much ammo will I run and where will I store it, and all the other things, that I am sure everyone enjoys... Then I get to drop it, and see that I am full of terrible ideas lol...
They don't get to see that, and just because you don't even give them a glimpse of the lab, their expectations grow sky high, so when and if they finaly do get to that commando, and get in the mechlab, that is a far cry from intuitive, they feel let down...

If you introduce them to it sooner, they might be less expectant/frustrated, and more willing to just give it a chance and mine data to learn things. Also the second they get the hang of it, it will become a big selling point to them, that should help keep them from leaving, right until the point when you introduce that hero mech on the chassis that they want (I'm waiting for mine)...

Anyways, just another addition. And thanks to everyone contributing to this thread, appreciate all the input!

#27 TLBFestus

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Posted 16 November 2012 - 01:32 PM

I totally forgot that as a new player using trial mechs only you would have NO reason to go to the mechlab and nothing to do even if you went.

Since a big part of the game for many players is sitting in the mechlab, experimenting with different configs, trying to squeeze that last heat sink or weapon onto your mech, I've just had that "head smacking DOH!" moment where I realized that by forcing new players to use trial mechs they lock them out of one of the more significant, thinking parts of the game that attracts users......the mechlab.

I suppose PGIs hope was that new players would go "Geez, i really want to customize something in the mechlab, so I guess i'd better shell out some dough" but I suspect there is more "Geez, this thing is hard and I can't do anything with it, so I'm gone".

Get people something they can become attached to, a Mech chasis, let them personalize it, equip it in the mech lab and instead of FORCING them to pay money to do more, they will WANT to spend money to do more. Think of it this way, everyone HAS TO pay taxes, but no one likes to.

Edited by TLBFestus, 16 November 2012 - 01:32 PM.


#28 Roughneck45

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Posted 16 November 2012 - 02:47 PM

They just need a better trial mech system, which they said they are working on.

Im still opposed to getting a mech for free. Maybe if it was just one mech, and every account got the same one instead of letting you choose. Flea's for everyone! Or maybe the urbie if it finds its way into the game.

#29 TLBFestus

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Posted 16 November 2012 - 06:38 PM

Why are people opposed to this? So many FTP games give new players a "free" starter unit.

It's nothing special, but it's theirs and it gets them emotionally invested in the game.

Emotionally invested people are much more likely to spend money on the thing they like. It's not that hard to figure out.

I will say that all Founders would then deserve something too, maybe a new mech bay.

#30 Like a Sir

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Posted 19 November 2012 - 11:56 AM

One last bump as promised hoping devs will see this on Tue... No more bumps from me though, done here. Thank you everyone who responded.

#31 Taryys

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Posted 19 November 2012 - 11:57 AM

How To Reduce The Grind And Create A Great New User Experience

#32 Taryys

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Posted 19 November 2012 - 12:01 PM

A lot of my suggestions here solve the grind issues.

#33 Like a Sir

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Posted 19 November 2012 - 01:10 PM

View PostTaryys, on 19 November 2012 - 11:57 AM, said:



Good read, somehow I managed to miss that, checked it out and liked it. To me it seems like they have lots of good options to go with, that are better then the current system.





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