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Old 2012-05-25, 05:41 PM   [Ignore Me] #91
p0intman
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Re: Flaws in F2P Design


Originally Posted by QuantumMechanic View Post
Sure multiboxing is prevalent in regular MMOs...

But multiboxing in an FPS game? I lol'd. You probably rank 1st and 2nd place at the same time when playing counter-strike or battlefield. uh huh.

** edit **

We might as well allow 3rd person view for infantry now! Because you can just have one alt place the boomer and then be looking around the corner with the other alt to see the incoming enemies!
I didn't even consider that, but there you go.
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Old 2012-05-25, 05:43 PM   [Ignore Me] #92
maradine
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Re: Flaws in F2P Design


My business card actually reads promotor fidei, so you'll forgive me, but there is actually an undesirable scenario out of this - if empire limits are strictly enforced, filling up the other team with sock puppets would be annoying.
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Old 2012-05-25, 05:54 PM   [Ignore Me] #93
MadPenguin
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Re: Flaws in F2P Design


My 2 cents would just be that everything you have mentioned is going to happen in any game, even with subscription.
The only problem that you could argue would be increased with f2p is the spying on people and telling your outfit on TS what enemy is doing. I dont know about you but the outfits i was in would just kick me out straight away if i tried this. If this is what your doing, good luck finding an outfit.
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Old 2012-05-25, 06:01 PM   [Ignore Me] #94
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Re: Flaws in F2P Design


Originally Posted by MadPenguin View Post
My 2 cents would just be that everything you have mentioned is going to happen in any game, even with subscription.
The only problem that you could argue would be increased with f2p is the spying on people and telling your outfit on TS what enemy is doing. I dont know about you but the outfits i was in would just kick me out straight away if i tried this. If this is what your doing, good luck finding an outfit.
If I do it properly, its almost impossible to prevent. Single greatest method I've seen of accurately preventing it includes a form of counter intelligence I've only ever seen a handful of corps in EVE employ, and even then, the lists of false-positives are giant. That, in itself requires IP tracking via embedding a specific script inside an image or another object that can be linked and displayed on a website.

Very few people care enough to go to that length.
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Old 2012-05-25, 06:03 PM   [Ignore Me] #95
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Re: Flaws in F2P Design


This thread is p0intless...

Spying is not a new thing and it will remain a war tactic. Since there is equal opportunity for it to be exploited by all empires it doesn't matter. At the end of the day information does not equal win. Good outfits/players will not bother with this spying non sense as they will be too busy dominating.
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Old 2012-05-25, 06:04 PM   [Ignore Me] #96
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Re: Flaws in F2P Design


Even if your original point stands, which I don't really see it. The sheer ball ache will put many people off and it won't be a problem... plus multiboxing on an fps? fo real?
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Old 2012-05-25, 06:06 PM   [Ignore Me] #97
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Re: Flaws in F2P Design


Originally Posted by kertvon View Post
This thread is p0intless...

Spying is not a new thing and it will remain a war tactic. Since there is equal opportunity for it to be exploited by all empires it doesn't matter. At the end of the day information does not equal win. Good outfits/players will not bother with this spying non sense as they will be too busy dominating.

I beg to differ. Some of the largest and best groups in EVE have immense spy efforts. If Matt Higby wants to encourage the meta-game, I can only say that its a can of worms that PS2 could do without.

Now, if you want to DISCOURAGE these kinds of annoyances, stop with the one char per account per server and open it up. Again, the problem is that the idiocy with one char per account per server does not serve a purpose beyond encouraging alt accounts to be used for various utilities.
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Last edited by p0intman; 2012-05-25 at 06:08 PM.
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Old 2012-05-25, 06:06 PM   [Ignore Me] #98
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Re: Flaws in F2P Design


Originally Posted by kertvon View Post
This thread is p0intless...


WTB: The look on this guy's face when he gets in-game on Planetside 2 and realizes it would be nearly impossible for any of his suggestions to actually work considering the speedy flow of the game.

Thanks for the laugh though!

Edit: The only valid concern is the spying element, but that is inevitable. It happened in Planetside, people would play on the other faction on a trial account to find out things, and then they could tell their whole group on Team Speak or w/e.

Last edited by Furber; 2012-05-25 at 06:09 PM.
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Old 2012-05-25, 06:24 PM   [Ignore Me] #99
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Re: Flaws in F2P Design


I just wanna know are you gonna have 3 accounts running on all three factions cause last I checked, there were 3 factions.If I see two factions going at it,I'm sure as hell gonna rally some of my troops to go over there and have some fun...you gonna spy on me too,knowing all my plans and moves?
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Old 2012-05-25, 06:29 PM   [Ignore Me] #100
Kipper
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Re: Flaws in F2P Design


Erm.. why bother messing about with alternate accounts you aren't really interested in playing?

Just play a cloaker/infiltrator and do it well, you can sit behind enemy lines and see exactly where enemy troops are going to and what their composition is.

/yawn
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Old 2012-05-25, 06:32 PM   [Ignore Me] #101
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Re: Flaws in F2P Design


Originally Posted by p0intman View Post
I beg to differ. Some of the largest and best groups in EVE have immense spy efforts. If Matt Higby wants to encourage the meta-game, I can only say that its a can of worms that PS2 could do without.

Now, if you want to DISCOURAGE these kinds of annoyances, stop with the one char per account per server and open it up. Again, the problem is that the idiocy with one char per account per server does not serve a purpose beyond encouraging alt accounts to be used for various utilities.
Dude, come on, that last paragraph makes no sense.

Spies will be spies, regardless of how many characters you get per server; the functionality of making another account to have spies will remain.
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Old 2012-05-25, 06:33 PM   [Ignore Me] #102
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Re: Flaws in F2P Design


If someone uses multiple accounts to switch to winning empire then they're sacrificing character progression, it's only a little less inconvenient than if they deleted their character and made a new one constantly.

If they multi-box or use multiple accounts in an attempt to 'cover all the bases' or be prepared for various scenarios then that is more kills for me, that's like getting 2-4 kills just from killing one guy. That's awesome.


I'm not worried about spies, the only time you should be worried about spies is when they're in your teamspeak/vent/mumble/skype listening to what you're actually planning. If a player spends more time learning how to read a map and discovering the current meta-game they'll find out what you're doing a lot faster than if they spent a few hours or more trying to infiltrate your command.


If one guy is crewing a loverator or tank all by himself then he is still just 1 person and all you need to do is keep moving, he has to spend 3x more attention to what is going on than you.




I'm not worried at all about the potential exploits of a F2P model.
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Old 2012-05-25, 06:39 PM   [Ignore Me] #103
xIIDeAdLyIIx
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Re: Flaws in F2P Design


I'm still trying to work out how money is made from an entirely free to play model. When I first saw F2P I thought of a pat once then play as much as you wanted.

Someone please enlighten me.
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Old 2012-05-25, 06:41 PM   [Ignore Me] #104
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Re: Flaws in F2P Design


Originally Posted by xIIDeAdLyIIx View Post
I'm still trying to work out how money is made from an entirely free to play model. When I first saw F2P I thought of a pat once then play as much as you wanted.

Someone please enlighten me.
in this case, microtransactions. pay to buy things that aren't otherwise available. I'm not convinced they won't do pay to win stuff. I bet suits within SOE will strongarm it eventually.
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Old 2012-05-25, 06:42 PM   [Ignore Me] #105
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Re: Flaws in F2P Design


Originally Posted by xIIDeAdLyIIx View Post
I'm still trying to work out how money is made from an entirely free to play model. When I first saw F2P I thought of a pat once then play as much as you wanted.

Someone please enlighten me.
In a nutshell:

Cosmetics and earlier unlocks of sidegrades (note, sidegrades not upgrades)
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