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Why You Want Mechwarrior Online To Be Free-To-Play
#301
Posted 12 December 2011 - 02:54 PM
#302
Posted 12 December 2011 - 03:53 PM
Artifact, on 12 December 2011 - 11:32 AM, said:
Same concept applies here. Except, I don't (one hopes!!!!) need to spend 50 thousand dollars to be on equal footing with the fastest guys in my class. No, I can do that with 50 (again, one hopes). Considering the fact that if this game is what I expect it to be, I'll be playing for years, such a low dollar investment is an incredible value, in my view.
I think you misunderstand what P2W means - translated into RL events it's not that shelling out extra cash makes it a bit easier to win a race, but rather that when I spend more money than competitors, it gives me an enormous advantage and practically guarantees victory. To use your example, if I bring a brand new Ferrari to the race track while everybody else can only afford a horse, that's P2W scenario.
The limited advantage along the lines of me spending 50 grand on a race car and you only spending 45 translates into MMO as "folks who spend more time playing are better off than casual players".
#303
Posted 13 December 2011 - 03:24 AM
Why don't adopt the Guild War's model ? I believe it's the best possible : all users pay for the same game, as usual, and dont have to subscribe any monthly payment to continue playing.
Sometimes, add a big extension, and let Players play to the original game, when those that bought the extension will be granted access to other game zones, other missions, skins, all things that dont break the game balance.
Otherwise, I dont know how is possible a COMPLETE F2P model without anything to retribute your work... with real money, of course
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#304
Posted 13 December 2011 - 09:15 PM
Artifact, on 12 December 2011 - 11:32 AM, said:
Amen, I learned this after go-karting competitively for 3 years. I lost my interest in F1 because you knew which cars were the best in any given season. Not to take anything away from auto racing, I love it, but some cars in any given field are just... OP.
#305
Posted 14 December 2011 - 05:11 AM
#306
Posted 14 December 2011 - 05:43 AM
#307
Posted 14 December 2011 - 06:55 AM
Dihm, on 14 December 2011 - 05:43 AM, said:
Some of it depends on the popularity of the game and community. The only time something like that gets out of hand in a paid game is when they offer free trials, ala WoW. Something more popular like in the Battlefield 3 beta cheating was rampant, because they could just make a new account and hop right back in.
Without some sort of pain involved with losing your account, beyond signing up again, someone can just keep turning up. It only takes a few bad apples to ruin the bushel.
The only fix for it I know of is hyper attenuated admin control that lowers the ban hammer as soon as a report is made and verified. That creates more work for the cheater/griefer than it is worth since they might spend as much time signing up as actually playing. That requires a lot of manpower for any game developer to apply and is unlikely to come about. Automated cheat controllers like VAC or Punkbuster are only as good as their last update and take time between updates to catch up. Those of course do nothing for griefers just out to ruin the game for someone else.
Just some of my musings.
#308
Posted 14 December 2011 - 08:02 AM
GaussDragon, on 13 December 2011 - 09:15 PM, said:
Amen, I learned this after go-karting competitively for 3 years. I lost my interest in F1 because you knew which cars were the best in any given season. Not to take anything away from auto racing, I love it, but some cars in any given field are just... OP.
Cart-Racing in real life made me stop playing any racing simulations - a pc game never get only 5% of the fun of real racing!
And a big yes - racing is about money and not about talent bcs the opponents be sometimes that OP technically that it becomes ridiculous.
Yet i only play arcade racing games for the fun of making weird stunts.
Well, there is no real life Mech, so i guess my fun with Mechwarrior is staying intact.
#309
Posted 14 December 2011 - 06:08 PM
I would much rather have it be a finished product, paid for once. I don't like the idea of paying for weapons, upgrades, etc...
Please, please don't make this F2P. I would be very happy to pay $60.00 for a copy of a finished game. The endless money pit that this thing would be in order to stand a chance in the arena is not very appealing.
I was going to buy this game the second it came out, as I am a MechWarrior fan from waaaaay back. However, if this game is F2P, I will have to pass on it entirely.
Thanks.
#311
Posted 15 December 2011 - 08:06 AM
i just hope they take cues from some of the more successful western mmorpgs that have gone f2p.
one prime example of what to do and waht not to do is Turbine's DDO and LOTRO.
turbines hybrid model of get everything for a sub, go ala carte, or just pay nothing (all players can also earn store currency just by playing the game) is a great idea.
they have done well with DDO turning around a failed mmo and creating a store that doesnt seem to try and get you to open your wallet with every step.
with lotro we have an example of how not to do f2p in which with every update they add new ways to milk the cow.
such as removing previously in game features and making them store only or having store buttons everywhere.
i am hoping mwo ends up more like ddo then lotro, if it does we will have this game around a long time.
Edited by Unclecid, 15 December 2011 - 08:07 AM.
#312
Posted 15 December 2011 - 10:32 AM
Games like CSS, Battlefield and others where you buy the game and play for free are good
#313
Posted 15 December 2011 - 10:40 AM
#314
Posted 15 December 2011 - 10:50 AM
#316
Posted 15 December 2011 - 11:23 PM
#317
Posted 16 December 2011 - 11:50 AM
#318
Posted 16 December 2011 - 01:36 PM
Orayn, on 15 December 2011 - 11:23 PM, said:
Exacly one of the things I enjoy the most about F2P games.
I only ask that devs keep a fair balance between "free players vs paying players" in gameplay competitivity (example, selling exclusive OP weapons to paying player only and such).
#319
Posted 16 December 2011 - 07:49 PM
Haipyng, on 14 December 2011 - 05:11 AM, said:
I'm good with the F2P concept and I'm quoting the above text to try to address this issue. There was an article I read recently concerning why cheats/hacks are so difficult to find for World of Tanks - essentially why exploits like Aimbot are useless in WoT. The long and short of it is that the "rolls to hit" that the algorithms use are all based server side, not client side. So you can download all the exploit programs you want for WoT, but they will do you no good.
Speaking as a long time WoT player, I feel the F2P method is a fantastic method for MMOs to adopt. I initially thought that going f2p was the "kiss of death" for any MMO, but almost every MMO out now has gone f2p, and been successful. Hell, even Blizzard is moving that direction now and they have made WoW f2p up to level 20. As for the whole "wallet warrior" issue, it's negligent. Sure, you can spend cashie-money to buy gold in WoT, and then you can buy that Löwe or the KV-5...but if you haven't taken the time to actually play the game and gain at least some level of skill, you're the back-berth with a huge, worthless tank that will cost GOBS of credits to repair when you get blown up. Not to mention that all the tanks you purchase with gold in WoT are non-upgradable.
In my WoT experience I have not found people who choose to purchase gold tanks/equipment to be OP. It really is down to the skill of the driver, and the skill and communication of the team as a whole.
As far as "griefers" are concerned, I've personally encountered more griefers in a paid MMO than a free one. Obviously others will not necessarily share my experience.
#320
Posted 17 December 2011 - 08:35 AM
a company with an aggressive stance on the subject will have far less issues then those that dont.
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