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2011-09-13, 03:06 AM | [Ignore Me] #91 | |||
Captain
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...And the games like Planetside need to have many many players in it's game world anytime to be interesting, so F2P isn't THAT bad deal for SOE I guess. We will see whether SOE is going to piss off playerbase once again or not |
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2011-09-13, 03:57 AM | [Ignore Me] #92 | |||
Colonel
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I don't think anyone's suggested selling weapon upgrade attachments. "Sidegrade" seems to be the word of the day. |
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2011-09-13, 07:27 AM | [Ignore Me] #93 | |||
Sergeant Major
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Or a sidegrade that reduces weapon CoF by 3% versus an attachment that does the same thing? It doesn't matter if what you buy in the cash shop can be attained in the game: 1. It takes you longer to get it in-game 2. You are still selling power in the cash shop. "We will by no means sell power in the cash shop." |
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2011-09-13, 08:02 AM | [Ignore Me] #94 | |||
X% increased ROF <--- Upgrade X% increased ROF, Y% worse COF <--- Sidegrade Last edited by FastAndFree; 2011-09-13 at 08:04 AM. |
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2011-09-13, 08:50 AM | [Ignore Me] #95 | |||
Colonel
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10% increased Damage +10% CoF This gun will have a major advantage in CQC. That is not a sidegrade, that is a different gun, more powerful that they'd be selling. |
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2011-09-13, 09:50 AM | [Ignore Me] #96 | ||||
Colonel
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You state you didn't notice a difference between reserves and subscription players in Planetside, well guess what? With the difference the skill trees will probably make, I very much expect that even if they did sell weapons, the people who'd spent time to get them and the people who'd spent money to get them would be indistinguishable. Meanwhile, SOE would have extra money to improve both my and your playing experience.
0.001% Increased Damage +0.001% CoF This gun wouldn't even warrant existence. Oh look, I do believe we've just discovered the flaw in pulling values out our ass for a cash shop that we don't even know is going to sell any weapons. Last edited by Vancha; 2011-09-13 at 09:54 AM. |
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2011-09-13, 09:54 AM | [Ignore Me] #97 | |||
Perish the thought. |
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2011-09-13, 11:32 AM | [Ignore Me] #99 | ||
Brigadier General
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All the debate, hmm.
Lets have a simple idea here: Sony, i know you guys read, so forward this to your marketing guys: Instead of just going and sell stuff at the shop, tell us what you want to sell before you actually do it. This way you get feedback before you accidently put something overpowered into the shop and generate a rage. |
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2011-09-13, 12:26 PM | [Ignore Me] #102 | ||
First Lieutenant
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I don't mind selling convenience, other than cosmetic changes that's about the only thing you can safely sell in a store without players going berserk. What I hate is the proposed random drop system. It makes no sense in the Planetside context (don't even try work it into the game lore) and basically requires a trading system.
I'd rather spend resources or BEP or something to access weapon variants and sidegrades than just have them randomly "drop" at the rate of x per week. Also saw the EVE store mentioned, it really has nothing to do with this. People were upset about that for a number of reasons (the lack of communication, the outrageous prices, the leaked internal memos), but none of those things are being repeated here (I hope...) |
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2011-09-13, 12:32 PM | [Ignore Me] #103 | |||
We don't know how many guns a given loadout will be able to carry. It may be "one". So if you can lull that player into a situation where their weapon isn't so potent, you've turned the tables. Yes, a base defender fighting in corridors will probably want to go heavy on the CQC-style weapons, and with good reason. But even within the bases of PS1, there are places where you can engage the enemy at 15+ meters were CQC-style weapons are even or weaker than assault rifles. And given the shortened Time To Kill of PS2, I don't think we'll notice much of a difference, really. If someone toting the original version of that weapon gets the drop on someone with the CQC version, they're still going to win. The one or two shots they take might hurt a little more, but the other guy's still pushin' up the daisies. Not particularly worried. Oh, I admit: The Proof Is In The Pudding. I could be wrong, and the only way to be sure is to Actually Play. I eagerly await the opportunity to be proven wrong. |
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2011-09-13, 12:41 PM | [Ignore Me] #104 | |||
Brigadier General
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MasterChief, you really need to understand that for PS2 to be successful at all, it must have a f2p option. It's simple to understand by just looking at the percentage of fps games that have a subscription. The number is so low, that you need to realize that to attract the amount of players PS2 needs to simply survive, it must be f2p. That's the bottom line. So since it must have a f2p option, you really have to sell more than just vanity items because in order for PS2 is generate income (which is the point of any product) then the sheer volume of vanity items needed would mean that everyone would be running around looking like Lady Gaga. Now the question sitll remains, what exactly will be sold? It seems the devs still don't have the answer to that question, but they have committed many times to not sell power. Though it seems you disagree, if they are selling something that you can acquire or unlock without having to buy it, then they are not "selling power". |
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2011-09-13, 02:51 PM | [Ignore Me] #105 | |||
Colonel
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Ignoring the obvious unbacked opinions you're making about F2P being the only way I'll look at this:
The only possible way to keep this game on a level playing field for everyone and remove any incentive is to keep the cash shop for only aesthetic items. SOE knows this F2P system won't work so they're doubling back and realizing they need to sell incentives to players without them realizing it. They're a business so it's hard to blame them for their decision, but you're deluding yourself if you think this sacrifice will make the game better in the long run.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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