Why You Want Mechwarrior Online To Be Free-To-Play
#521
Posted 16 April 2012 - 02:22 PM
And Yes - ig you got anything you can buy exclusively for$ - get ready, that there will be ppl fitted exclusively in that stuff, and they'll farm you
#522
Posted 17 April 2012 - 03:45 AM
Zloj Mangoost, on 16 April 2012 - 02:22 PM, said:
And Yes - ig you got anything you can buy exclusively for$ - get ready, that there will be ppl fitted exclusively in that stuff, and they'll farm you
who wastes 50k a year on a f2p (1k a week assuming you take a 2 week vacation since most jobs that pay that kind of money give you 2 weeks to go some where tropical)
#523
Posted 17 April 2012 - 12:11 PM
#524
Posted 18 April 2012 - 10:44 PM
#525
Posted 19 April 2012 - 06:15 AM
- After each round, I earned enough money just by playing to purchase a 1 day weapon or attachment to see if I like it. You can also purchase for 7 days or indefinite.
- To permanently own said new weapon, I would have to play approximately 25 matches.
- To buy that weapon with cash would about $5 I think
So it would be reasonably easy to find a setup you like for free, then spend $15 or so getting it, then if you like that's all you really need to buy, unless you like to have more options. But if you can justify spending $15 on a new setup each month or so for variety perhaps, that's not so bad and similar to the standard subscription costs in other games. The advantage here being I didn't have to grind my way to my preferred setup, I just got it as soon as I knew I wanted it and then boom I'm enjoying the game more because I'm playing with what I want.
#526
Posted 20 April 2012 - 04:09 PM
Folks with the $ have access to power ups / items
the rest of us do not. With even level toons and
equal skill levels the dollar toon wins every time.
Hope you find a way to make it work here.
#527
Posted 24 April 2012 - 02:48 PM
F2P /can/ work, if it's all cosmetic. Or even just slight differences. For example: I buy a hunchback, it's got a set amount of hard points. I can modify the hunch back and customize it, but, it doesn't have the 6 energy hard points needed to make a swayback. So I spend cash for that variant. It doesn't net me an in game advantage since a 50 ton mech is still a 50 ton mech regardless, but it gives me a different spread of options.
Or if I want a special skin, or heck even whole chassis, like the Goliath or Scorpion or a Banshee or whatever. As long as there are other mech's out there of the same tonnage then I am not paying for advantage, I am paying for customization. That is the key to making F2P work with MWO and I certainly hope they embrace it.
#528
Posted 25 April 2012 - 11:23 AM
#529
Posted 25 April 2012 - 11:35 AM
Christopher Dayson, on 24 April 2012 - 02:48 PM, said:
F2P /can/ work, if it's all cosmetic.
That is the key to making F2P work with MWO and I certainly hope they embrace it.
I totally agree with these statements. F2P should only have micro-transactions for things that don't benefit a player tactically.
Do I need an ego boost? $5, blam! Got my custom decal. Hate everyone having a similar paint scheme? $8, boom! Custom paint job, done!
Don't have the better mech? Oh, I'm sorry. Guess you better keep working on those piloting skillz, kid.
#530
Posted 25 April 2012 - 04:59 PM
Josh Davion, on 25 April 2012 - 11:35 AM, said:
Your pants are on fire.
And I agree as well, F2P can work wonderfully and be a great way to keep MW:O going strong for a long time yet, and lets you basically hand pick the content you want. Don't give an edge in combat, just things like paint schemes or other things that make the player happy.
Like shooting Josh.
#531
Posted 01 May 2012 - 12:36 PM
Well at least I have seen that in SWTOR, SWG, EQ2 and a few other MMOs.
Ease of access to the community basically allows for all the rubbish to flow in.
Not to say it doesn't happen in Pay to Play, just much easier access in F2P.
if i am going to pay for something in game. I want to be useful, functional.
Not a waste of programming annoying CPU/GPU processing waste of a pet or "friend".
Something that makes a difference in the environment of the game.
Edited by 8100d 5p4tt3r, 01 May 2012 - 12:38 PM.
#532
Posted 01 May 2012 - 02:31 PM
#533
Posted 01 May 2012 - 04:02 PM
InnerSphereNews, on 04 November 2011 - 03:21 PM, said:
<p>Foul! Foul! You said you can't buy a tactical advantage! That's a stick! That guy with the wallet is going to be able to buy the biggest, bad assed items in the game! He's going to kick my **** with his wallet.</p>
<p>Well here's some food for thought, maybe the biggest isn't always the best! To take a quote from an early MechWarrior® presentation ' This is not your father's MechWarrior®! One of our core pillars is Role Warfare and is designed to, well ' level the playing field ' another concept from our original design. We're doing away with the arms race and making BattleMechs of all shapes and sizes have a purpose and role on the battlefield. If you love scouting, grab that light mech, train and gear it up. Be that sneaky guy who relays critical information back to the rest of your lance. Maybe you're a commander type, who loves to multitask, directing fire support, air strikes, and multiple lances in a mech suitable to that role. If you play any of these roles well, and with skill, you will be rewarded.</p>
<p>So remember this, time and experience (the real kind), will always equal greater skill. Greater skill will always equal more rewards. You can't buy skill, you earn it.</p>
I *KNOW* that there are f2p games out there, that rely on micropurchase systems for income, and do so quite well without being pay2win. Only collectible or cosmetic type of things that do not actually affect gameplay should be kept as purchase only. The other reason for purchases would be the impatient player who wants certain items right away, instead of waiting for that random chance from in game. I can't tell you how many times I've waited months for a certain thing, then I decide to buy it, and what happens? I get two more in the first week after buying it.
Everything that actually affects gameplay, in addition to being balanced, should be available through looting or some other "drop" type of find.
Also, certain cosmetically different "limited" items will create an in game trading economy that will result in some form of purchased item becoming the defualt trade "currency" (rather than C-bills) which people will buy in order to trade those cosmetically special items. This works very well in other f2p games, especially limited edition holiday items. A regular PPC might trade straight across for a comparable weapon system. However, one decorated with Christmas (or winter holidy for you politically correct types) lights on it would trade for a premium.
Limit the in game available skins, or even make it so all 'mechs ship with the builder's paint scheme (or you're stuck with what it had during salvage), and if players want something different, they can pay.
"Colored lenses" for lasers, so that players can change the color of their lasers to match team/lance/personal color schemes. You might even make them so that lenses "break" when removed, therefor changing back, or changing to a different color and trading the previous lense isn't an option.
Rockets/missiles that create a firework style burst instead of the normal flash and smoke, as another example.
"Rainbow" pulse lasers that fire a different color with each pulse.
All examples of weapons that are functionally the same as what can be found in game, but have a cosmetic difference that collectors or just "hey that looks cool. I want one" types will pay real cash for.
Edited by Iulianus, 01 May 2012 - 04:15 PM.
#534
Posted 01 May 2012 - 04:25 PM
Shining example of F2P with micropurchase P2W that fails: Evony.
I would rather pay a subscription, than have my wallet constantly getting tapped just to keep up with the Jones's. If money actually affects gameplay, someone will always come along with a bigger wallet, and you end up paying more to stay competitive than you would for a subscription game.
Don't count out the income potential of cosmetics. In another example of a subscription game that uses micropurchases: There are pay to play games, that also sell in game items that don't affect actual gameplay, as well as real world merchandise (mugs, T-shirts, miniatures, etc. that people buy in addition to their subscription fees.
Edited by Iulianus, 01 May 2012 - 04:28 PM.
#535
Posted 06 May 2012 - 02:42 PM
#536
Posted 07 May 2012 - 12:50 PM
I'll just say this.
Other games have gotten startup funding by asking their prospective customers to fund the development up front via crowdsourcing and even pre-orders. No "new model" marketing frenzy, no massive list of justifications necessary, and no dividing line between people who want to play the game "pure mode" and people who want to buy "easier mode" gameplay.
The devs get the money they need, the customers get the game they want, and the game is now available for more customers / pickup by a publisher. And the devs can always crowdsource again for expansions, which also pays for bugfixes along the way.
So although I was very happy to hear MWO was finally on the way (you couldn't design a more perfect universe or gameplay model for an MMO), the F2P aspect is going to keep me out. I've already been a subscription-paying member of more than one MMO that went F2P, and the F2P model ruined both the fun of the game (for some of the reasons you justified in your OP) and the community of the game (because free means there's no barrier against griefers and trolls).
I will still keep a hope that you change your minds, go crowdfund / preorder mode, and lose the F2P, or at least put in a full-pay tier that masks all F2P options (including the choice to mask F2P chat and filter F2P groups/clans/invites). I'd like to see MWO succeed and expand until it's a full-fledged MMO, but I won't be an F2P player again for any game.
#537
Posted 10 May 2012 - 02:29 PM
Roh, on 04 November 2011 - 03:45 PM, said:
I have a feeling that it won't matter much. So some guy picks up some weapons that take time to work through some other way...who..realy...cares...
The fact of the matter is....this game needs to bring in some income. People are happy it's free for a variety of reasons so deal with this MINOR issue or would you rather have no game at all?
I would like to see each and every item have decay.
Edited by PANZERBUNNY, 10 May 2012 - 02:35 PM.
#538
Posted 10 May 2012 - 06:10 PM
DDO does both. They have a VIP membership where you pay monthly/tri-monthly/yearly or you can be a free member and buy mission packs and gear permantly(the gear you can buy is not top of the line by any means) or you can purchace passes to obtain access to areas that are vip for a day or so. This system pleases just about everyone because everyone gets what they want. you have the option to play free and not have to pay anything ever but never get all the content or higher end things that come with that content all the way up to full game access. You decide.
If MWO ends up only pay for every little thing or you can play then it will die like so many other games that try that.
#539
Posted 10 May 2012 - 06:34 PM
Christopher Dayson, on 24 April 2012 - 02:48 PM, said:
F2P /can/ work, if it's all cosmetic. Or even just slight differences. For example: I buy a hunchback, it's got a set amount of hard points. I can modify the hunch back and customize it, but, it doesn't have the 6 energy hard points needed to make a swayback. So I spend cash for that variant. It doesn't net me an in game advantage since a 50 ton mech is still a 50 ton mech regardless, but it gives me a different spread of options.
Or if I want a special skin, or heck even whole chassis, like the Goliath or Scorpion or a Banshee or whatever. As long as there are other mech's out there of the same tonnage then I am not paying for advantage, I am paying for customization. That is the key to making F2P work with MWO and I certainly hope they embrace it.
^---
#540
Posted 10 May 2012 - 06:52 PM
Gameplay affecting (even if they're comparable or sidegrade items) just lead to people bailing because they don't want to deal with it. The objective is to lure those people into spending money, not turn them off because someone has some combat option or ability they don't (even if it isn't strictly an advantage).
As an example, in WoT I've spent maybe a hundred bucks on the game over a year, comparable to WoW. I spent money on 2 main things; 1 heavy tank and 1 medium tank (premium tanks, type 59 and Lowe), and a ton of garage slots so I could have all the tanks I liked in the game. I regret spending money on the heavy tank (the biggest purchase of the group) because it is easily duplicated by other tanks in the same bracket. I don't regret the type 59 because I know how to use it to it's full advantage and can take people out other tanks couldn't while abusing its high speed and manueverability. However, this gives me a gameplay advantage and isn't fun for the OTHER guy, making him less likely to play.
To boil that down - the two biggest things I spent money on are either A; not worthwhile to me or B; unfair to other players. The garage slots so far are my best investment in the game, I can play any tank I want to at any time, because I have room for it. IMO, MWO should focus on these secondary things for money, Mech garage spots, discounts on repairs, extra C-Bills earned, extra EXP earned, quicker Loyalty points, camo options (everyone, not matter how much they deny it, loves to pimp their ride).
Edited by monky, 10 May 2012 - 06:53 PM.
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