Tvae, on 24 December 2012 - 12:52 PM, said:
Oh don't worry, I understand the concept of perfect imbalance perfectly (or rather, imperfectly, if you will). The issue still exists that, if you have a section of this imbalance scheme that is only available with real money, it still creates issues.
I really intend to stop using the term 'pay to win' because, really, that is never the goal in a situation such as this. I get that, and it's possible to get possible to perfect imbalance than to perfect balance (or at least, easier to make a perfect system that is still enjoyable. As said in the video, perfect balance tends to create stale play).
The issue is, having part of the gameplay only available with real money is, on a more basic level, as bad as pay to win, even if it isn't (pay to win). It can almost be described as 'pay to play', if you will. Imagine if you will (horrible example incoming) a situation where there was an alternate chess piece which was only available if you paid money to use (even if you made the chess set yourself so the game itself was free, that piece would cost you money to use). Even if you had to swap out your knight or bishop to use that piece, and that piece was perfectly imbalanced, the concept of having a piece that is only available with money just feels... wrong.
This.
People keep getting hung up on 'OP' and 'pay2win.' I'll be the first to admit the hero mechs aren't necessarily superior to anything else, and the balance is very good. Again, it's not about pay2win.
If you're an f2p purist (like myself and some others), then the idea is you release the game, the whole game, for free. You make everything available via grind, but then allow players to pay real money to skip or accelerate the grind.
Maybe you think you can't make money by doing this (and many dinosaur game company executives would agree with you), but the trend of successful f2p games that have done this shows you're wrong.
Look, the reason I was so engaged in MWO was because I actually found the grind kind of fun. The idea that I could earn any mech in the game motivated me to play and grind out cbills. The fact that the grind took awhile made earning that next mech actually feel like an achievement.
At the same time I do value my time, and was willing to pay money for premium time, (standard variant) cbill booster mechs, and XP -> GXP conversion (and obviously mech bays). In other words, I was already a paying customer.
However now that I've realized you *can't* earn every mech in the game just by playing, I've lost some of that motivation to play. I was motivated by the idea that 'I can grind out any mech I'm interested in,' and obviously that's not true.
Also I hate cheap paywall gimmicks. I mean eff off, I'm already a paying customer and your shady strategy to force me to pay just makes me less likely to pay in the future.
Obviously a lot of people aren't like me, and good for you, but I firmly believe PGI didn't have to resort to this tactic. CBill booster mechs would have been profitable either way.
Bluescuba, on 24 December 2012 - 06:34 AM, said:
To everyone who is saying "they're just different hardpoint layouts"... um, last time I checked hardpoint layout was a pretty big deal in Mechwarrior.
Edited by SamizdatCowboy, 24 December 2012 - 07:00 PM.