Price List
#21
Posted 09 January 2013 - 10:36 AM
#22
Posted 25 January 2013 - 06:09 AM
https://www.dropbox....z/MC%20Cost.xls
Only thing I've done different was the MC to the $ rating. Don't know if that's of use to you but...
#23
Posted 25 January 2013 - 08:58 AM
I have a 3rd worksheet (really the first worksheet) in my workbook that looks very, very similar to yours, which has the MC to $ and $ to MC rates. I use those to calculate the whole list. But I didn't/don't post the info, though I suppose I could leave it in the download.
I should find a good way to present that data though, because one gets quite a bit more MC per $ for getting the $14.95 instead of the $6.95 or the $49.95 instead of the $29.95. But jumping from $49.95 to $99.95 isn't as big of a jump in value. And that is kind of nice to know when buying the MC packages themselves.
Edit: I guess if you look at % increace the MC increments are more even. Thus, the need for a good way to present the data.
Edited by KitK, 25 January 2013 - 09:27 AM.
#24
Posted 25 January 2013 - 09:18 AM
Edited by Atayu, 25 January 2013 - 09:19 AM.
#25
Posted 01 February 2013 - 11:57 PM
I spent money one month of Premium. Stop. That's fair enough if you consider I have to pay them to play but they should pay me for beta testing. Am I only one realistic?
I will pay more when I will see real advances in game. 12 maps and 12 mechs in next 12 months is not enough for me so I hope they have some big surprise before April/May.
McOrion
#26
Posted 02 February 2013 - 03:21 PM
Now i agree with the whole paint. I think it should be once you unlock a color it's yours. That fluff for your visual entertainment is always way to expensive. NO WAY i would pay that much to have something in my cockpit. Since it's Beta i'm just playing the wait and see.
my 2 cents.
#27
Posted 05 February 2013 - 09:12 PM
#28
Posted 06 February 2013 - 05:46 AM
#29
Posted 06 February 2013 - 08:09 AM
KitK, on 06 February 2013 - 05:46 AM, said:
It's working fine, although earlier versions of IE have issues reading XML so maybe try a good browser if that's the case.
I'm tempted to add an option to change the MC package, but the idea of it distorting prices is not that simple - spending $99.95 to make your Pretty Baby cost $23.99 rather than spending $29.95 and having it cost $27.65 doesn't exactly save you money
(it's also not hard to add a few items to bump up the minimum pack if you want to check prices relative to a higher pack - as I did to get the values above).
I might add it regardless if I get a chance, though.
#30
Posted 06 February 2013 - 08:49 AM
PhDGreg, on 06 February 2013 - 08:09 AM, said:
It's working fine, although earlier versions of IE have issues reading XML so maybe try a good browser if that's the case.
spending $99.95 to make your Pretty Baby cost $23.99 rather than spending $29.95 and having it cost $27.65 doesn't exactly save you money
Hmm.. my browser should be fine, I wonder what I missed.
As to the 100vs30, well yeah, but...
The truth is that they've done a good job of abstracting MC costs so that one's perspective is a huge component. The $100 does save money IF you have a use of the extra MC and are willing to part with that much coin. IF not you have to swallow hard and pay more for the item but smile because you are $70 richer in real life. Or if I'm trying to talk myself into buying P.Baby I'll look at the $30 package, if I'm trying to talk myself out of it than I'll look at the $7 package. Nothing costs X; it's all X +/- some non-tagible factor.
It's a wierd dance between actual item cost and package cost. I have my founders cache, so actual item cost, relative to my input, is most important to me. But if I had to buy the MC now to get an item today I am sure my perspective would be different.
#31
Posted 07 February 2013 - 06:56 PM
KitK, on 06 February 2013 - 08:49 AM, said:
And here we come to the entire point of game currency models - to abstract the real monetary cost of your purchases. Psychology is a ***** - people become more willing to pony up cash when you abstract it into MC/gold/ISK/lindendollars/MS points...
#32
Posted 08 February 2013 - 06:38 AM
PhDGreg, on 07 February 2013 - 06:56 PM, said:
And here we come to the entire point of game currency models - to abstract the real monetary cost of your purchases. Psychology is a ***** - people become more willing to pony up cash when you abstract it into MC/gold/ISK/lindendollars/MS points...
100% with you there! They've done a great job of it too. I don't know how many times I've read something to the effect that once you've bought MC they've already got your real money so you might as well spend your MC (generally followed by QQ about MC costs and high item costs). But USD to MC is no different than USD to Pesos or Yen (except you can't change it back) or exchanging for chips at a casino. And $1USD = 179 to 250 MC is a good exchange rate right? I'll bet that people who are cautious with their money in real-life are careful with their MC too. And people who are less cautions with their money in real-life are less careful with their MC too. And that the later are likewise probably more impacted by the psychology of game currency. If they could find a way to make MC seem infinate instead of so finite they would really have us.
All of that said though, the present economic conditions make a lot of people conscientious and wanting to know the "real" cost, even if just out of curiosity. The result is a lot of people saying MWO is expensive compared to other similar games. But there are dissenting views and "apples to oranges" arguments, so I don't know. This is the first game I've "bought" that didn't come with a physical disk. I know I've fully committed $60 USD but only allocated $2.93 at my exchange rate. I guess I better go buy some paint to help the economy . That 200 degree twist radius and 400XL max engine on Pretty Baby is pretty tempting too.
#33
Posted 08 February 2013 - 06:50 AM
#34
Posted 19 June 2013 - 02:36 PM
#35
Posted 02 July 2013 - 12:19 PM
If you do not want to pay money you can just play and save credits to buy any regular mech. If you want to spend some money on bonuses or nice shiny items you can do so and it does not affect gameplay but just the visuals in your screen. Finally, if you don´t want to play for several hours/days to buy a mech you can immediately use $$ to buy the mech you want.
I come from Pay 10 USD a month to play MMO games so I really thought hard about it and decided to have Premium time. I get to play a game I like, pay the same $10 I would for another MMO and support the developers to improve the game I like and play. I have bought a few color and cockpits items when on sale fully on the same principle, nobody is forcing me to do it but I see it rather as a support the DEVs feature. I agree that $120 a year might be steep for a game but if I look at it by $ per hours MWO is costing me much less than $50 cents per hour if I buy 1 month premium time so it is very affordable all things considered.
#36
Posted 02 August 2013 - 12:29 PM
I was figuring out how much XP and subsequent time I would be looking at to level Overlord package, project Phoenix mechs come October. It is substantial. So I've added a special line just for that into the price list, since I know a lot of players have hundreds of thousands of extra XP sitting on their favorite mechs.
Just to grind basic for all 12 mechs is 171,000 XP.
For elite status on all 12 add 258,000 (that's 102,000 just for speed tweak).
To get those master modules it's another 258,000.
If you average 400XP per match Basic will take 428 matches. Use premium and that drops to 285.
If you average 5 matches per day that's 69 days/46 days - just for basic.
If XP to GXP conversion is suddenly looking like a good option take a look at the Price List in the original post, and remember they usually have a 50% XP conversion sale once a month.
#37
Posted 02 August 2013 - 05:31 PM
#38
Posted 17 September 2013 - 12:49 PM
___
Now on to the day's business.
First of all, Happy Launch Day to everyone and Congratulations to PGI and IGP for reaching this milestone in their ongoing develpoment cycle.
Now on the the price list. I skipped updating for a month so there is a lot of new info in the chart. I've added the Kintaro and Orion plus place holders for all of the Project Phoenix an Saber Reinforcement mechs. The list of Mechs is getting very long; there are now 116 known variants in the list.
Edited by KitK, 17 September 2013 - 12:49 PM.
#39
Posted 17 September 2013 - 03:52 PM
#40
Posted 18 September 2013 - 09:36 AM
Nick Makiaveli, on 17 September 2013 - 03:52 PM, said:
Anytime you buy a mech through the client's store you have to already own an empty mech bay, even for hero mechs. There is some sort of technical issue that prevents the two from being bundled together at the point of sale.
Sarah's mech, Founder mechs, and the Phoenix mechs, which are not purchased throught the client, do come with a mech bay. Their delivery system for these is different in that they will come with a general content patch (every other Tuesday).
User Interface 2.0 might have the ability to deliver a mech with a bay from the client store. But I don't know the status of that delivery feature or if they will even do it. Even if they do start bundling a bay with a mech don't expect to see it for C-Bill purchassed mechs.
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