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2012-01-02, 07:08 PM | [Ignore Me] #21 | ||
Major
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I'm not a fan of timed based training, it pissed me off in EVE and as this is a game about skill I'd want to be rewarded for playing the game. You know let me get better at piloting a vehicle or hacking by doing that.... I'll have to wait and see but I don't like the idea as I hated it in EVE.
I'm not bothered by the subscription as I was prepared to subscribe anyways, I just hope SOE learn from Valve when doing an online store. I don't want them giving faster training time items or actual weapons and armour that makes you OP. Just sell things like Hats and weapons that mostly just look different. The genius of the weapons in TF2 is they do have a different function, yet they have just as big of a penalty. |
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2012-01-02, 07:34 PM | [Ignore Me] #23 | |||
Corporal
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Its a way to keep players within a margin of the skill curve, if they have work, school, or other things they have to attend to. For example; this past summer i was playing EVE, and my area was hit with a tornado(here in Massachusetts, they happen every couple of decades, so we were completely unprepared), Micro-burst, and a blizzard in October My power was out for a total of 27 days. I couldn't play, but I was somewhat comforted by the fact that my skills were still training. In Planetside 2, people will be rewarded for playing, and not punished for not playing. I agree its not the ideal system for skills, but its one to keep players in the game to get new skills, and if they want to add more, they can just add skills. |
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2012-01-02, 07:40 PM | [Ignore Me] #24 | |||
to your second point: matt and smed told us more than once, that they don´t want to sell any overpowered weapons. and that they are aiming for sidegrades instead of upgrades. that sounds exactly like in teamfortress 2. advantage on a weaponaspect always comes with the cost of another weaponstat. |
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2012-01-02, 09:25 PM | [Ignore Me] #25 | ||
Private
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god damn looks like the f2p will be like DCUO (aka shit) by the sounds of what ppl on this forum want to be included for the subscription model. I want to play this game badly but i wont be able to afford a monthly subscription so the f2p part is what im looking at carefully!!
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2012-01-02, 11:11 PM | [Ignore Me] #26 | ||
Brigadier General
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http://twitter.com/#!/mhigby/statuse...10279997476864
In short: We may have it for release, we may have it later. We shall lobby for a release/after release addition. |
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2012-01-02, 11:18 PM | [Ignore Me] #27 | |||
Colonel
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Anyone know what happens to your character in a premium subscription if you stop paying the subscription? One of the things I love the f2p model for is that it just makes life easy. You play the game when you feel like it, and don't have to worry about paying since you've already paid. Last edited by CutterJohn; 2012-01-02 at 11:22 PM. |
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2012-01-03, 01:34 AM | [Ignore Me] #28 | ||
Major
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I know what SOE say but what they do is always different, there will be a time when they introduce an item on the store and the whole community goes mad. With SOEs track record they'll never fix the problem lol. EQ2 "F2P" hasn't proved to be the case because you HAVE to pay and it ends up costing more than the subscription to get basic functionality out of it. This doesn't bother me personally because I'll subscribe but it wouldn't surprise me if to get past a certain level you'll have to pay...
The whole training thing will train "faster" but it'll still be time based and you'll only accelerate that time. What worries me is by how much will I be restricted by this? Can I really make it that much faster? Or will it just be like a multiplier and I'll feel restricted by the whole system because I want to progress at my skill. I don't want the system to restrict me so that players who aren't as good don't feel left behind. Just my concerns and I think they're just, I'm really excited for Planetside 2 but after SOEs past I'm gonna have to question everything. |
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2012-01-03, 03:59 AM | [Ignore Me] #29 | ||
Private
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As opposed to PS2 , neither EQ2 nor DCUO was meant to be a F2P game in the first place. Native F2P games have a very strong advantage that their player progress systems are tailored to the F2P model. For native subscription based MMOs, when switching to F2P model, many compromises were made (cutting core features from free users) so as to increase paying incentives for the players.
That guy from extra credits has nailed it: http://penny-arcade.com/patv/episode/microtransactions Really worth watching for both developers and players to better understand what micro-transaction should be and could be. |
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