Tarman, on 09 February 2013 - 08:39 AM, said:
Ten hours isn't much time to invest in a game with an acquisition angle, not comparatively or isolated, and especially in a F2P onliner. You're also talking about the demographic that the company should least cater to, the people who have neither time nor money. This is not a customer base section that will provide high numbers of steady players or steady revenue. I understand that this is the group of players who will suffer the most, but they are also contributing the least, either in players or cash.
This is a valid point indeed, but I am talking about a compromise. there must be a place (or indeed a way) to keep everyone happy to some degree. why not link their earning potential to their weekly average time in the game? the more you play, the less you earn per match (though obviously your income would be greater overall) the less you play, the more you earn per match.
Which even I think sounds ridiculous, but you never know.
Sug, on 09 February 2013 - 08:38 AM, said:
Since your only options currently are:
1. Play more.
2. Spend more.
We seem to have reached an impasse. So I will leave you with this quote from Wargames.
Joshua: A strange game. The only winning move is not to play. How about a nice game of chess?
This is not a discussion about my current choices. this is a discussion (or at least, I'm trying to make it into one) about the overall game in general as it relates to time/reward.