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View Poll Results: How Long should it take for Free Players to unlock or Max Certs?
1-2 Hours to Unlock 2 4.00%
3-4 Hours to Unlock 3 6.00%
5-7 Hours to Unlock 1 2.00%
8+ Hours to Unlock 2 4.00%
4-8 Hours to Maxamize Certs 0 0%
8-13 Hours to Maxamize Certs 1 2.00%
13-24 Hours to Maxamize Certs 5 10.00%
24+ Hours to Maxamize Certs 14 28.00%
Boosters should cut time by half or less 21 42.00%
Boosters should cut time by more than half (Exapmple 3/4 the time) 1 2.00%
Voters: 50. You may not vote on this poll

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Old 2012-06-04, 07:07 AM   [Ignore Me] #1
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How much of disadvantage should a Free Player be compared to a Paying Player?


I think is gonna be the issue with F2P model....How long should it take a player who doesn't buy boost or anything to unlock something.



What I mean by this is that it shouldn't take too long to unlock something or else people will feel the need to buy boosters which will feel like is pay 2 play at least to me...and it will give certain players a feel of not getting rewarded ....You gotta remember a lot of people are used to get rewarded non stop.

But also, the unlocking part shouldn't feel too fast or else everybody is gonna unlock every fast and that might lose the interest of some people since they arn't playing to unlock stuff anymore....and it will effect the sells of boosters.



So what will be the happy medium?


I say that unlocking weapons/vehicles etc should take like 3-4 hours of Gameplay......Boosters should half that time.

For Maximizing certs...Which I remember were like 10 boxes to get full accuracy for example.....I feel that it should take 6-7 hours of Gameplay time...Also the later levels of the certs will be the ones that take the longest IMO......boosters should half that time.


Of course skill might play to the equation so good players will unlock faster stuff but I think the average player should take around this time to unlock stuff.



So what do you guys think?.....How long should it take Average Players to unlock stuff?....How much should boosters help?



BTW This game is inspired by League of Legends....In League of Legends you never feel disadvantage but unlocking certain characters takes a while...It depends but I say could be like 10 hours + to unlock a new charector by getting IP...might be the same for this game...LoL feels fair so maybe it will be fair here too.

Last edited by Dreamcast; 2012-06-04 at 07:40 AM.
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Old 2012-06-04, 07:13 AM   [Ignore Me] #2
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


to think those kind of thing Booster must be available to the people who actually dont play to much by thats i mean if someones only play once a weak in the week end and want to be at the level of his friend he can buy a booster like 50 % more xp etc.. for 48 hours once a weak !

But if a player have around 56 hours per weak of play time he is not allowed to buy booster for Xp something like this !


An in game systhem like thats could please those who dont play thats much to get a decent level but also restrict those who want to abuse Time + infinite XP boost !

But iam not sure if they even planned something like this Money talk like we said :S sadly

but in my opinion this must be done to make the game fair for everyones to not loose a serious amount of the player base !
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Old 2012-06-04, 07:13 AM   [Ignore Me] #3
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


You shouldn't have advantages, gameplay wise. See. It shouldn't be about the higher rank/more certs you have, the more powerful you get. You should only be able to modify and unlock weapons/certs etc. in a way where there are "tradeoffs", instead of "power-ups". And i believe this is the plan.

And this means. If someone ranks up faster than you because of paying, so what? You are a better player, you should beat him anyways. There shouldn't be ANY pay to win factors in this game.

Pay to win factors destroys games/communities eventually.

Last edited by Winfernal; 2012-06-04 at 07:16 AM.
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Old 2012-06-04, 07:17 AM   [Ignore Me] #4
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


I screwed up my poll didnt enable multiple options my bad
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Old 2012-06-04, 07:23 AM   [Ignore Me] #5
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


Originally Posted by Winfernal View Post
You shouldn't have advantages, gameplay wise. See. It shouldn't be about the higher rank/more certs you have, the more powerful you get. You should only be able to modify and unlock weapons/certs etc. in a way where there are "tradeoffs", instead of "power-ups". And i believe this is the plan.

And this means. If someone ranks up faster than you because of paying, so what? You are a better player, you should beat him anyways. There shouldn't be ANY pay to win factors in this game.

Pay to win factors destroys games/communities eventually.
You won't but it will suck if it will take you 24 hours to unlock a weapon....If a person feels that they need to play way too much to unlock stuff, it will feel Pay 2 Play....Even though the certain weapon/Vehicle isn't over powered.

I have no problem with boosters or somebody spending $500 to unlock everything....Like I said the point is how long will it take me to unlock stuff since I don't want to feel like is a job to unlock stuff.

You gotta understand that todays games reward people a lot so if people don't unlock things fast....They will lose interest.

Originally Posted by Stew View Post
to think those kind of thing Booster must be available to the people who actually dont play to much by thats i mean if someones only play once a weak in the week end and want to be at the level of his friend he can buy a booster like 50 % more xp etc.. for 48 hours once a weak !

But if a player have around 56 hours per weak of play time he is not allowed to buy booster for Xp something like this !


An in game systhem like thats could please those who dont play thats much to get a decent level but also restrict those who want to abuse Time + infinite XP boost !

But iam not sure if they even planned something like this Money talk like we said :S sadly

but in my opinion this must be done to make the game fair for everyones to not loose a serious amount of the player base !
I see what you are saying...Doubt they will do that since money speaks like you said...I personally don't have a problem if somebody spents money to unlock everything but I do have a problem if it takes my like forever to unlock something....where it almost feels like a Job or I need to Pay 2 play
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Old 2012-06-04, 07:27 AM   [Ignore Me] #6
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


Originally Posted by Dreamcast View Post
You gotta understand that todays games reward people a lot so if people don't unlock things fast....They will lose interest.

But todays average gamer haven't seen the glory of MMOFPS yet

They haven't seen MASSIVE battles, HUGE continents and a MMO like shooter yet. They havent been in a persistent shooter, where you are a part of a huge war, an army. This is something new, not just another generic shooter... So, maybe those kinds of gamers will create a new mindset? Who knows.
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Old 2012-06-04, 07:29 AM   [Ignore Me] #7
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


Freeplay user says what?

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Old 2012-06-04, 07:32 AM   [Ignore Me] #8
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


Originally Posted by Winfernal View Post
But todays average gamer haven't seen the glory of MMOFPS yet

They haven't seen MASSIVE battles, HUGE continents and a MMO like shooter yet. They havent been in a persistent shooter, where you are a part of a huge war, an army. This is something new, not just another generic shooter... So, maybe those kinds of gamers will create a new mindset? Who knows.
I agree but it will suck if it took you 30 hours to unlock a gun......That will suck....Is not fun getting excluded of getting something just because you are not willing to spend money



Of course you shouldn't unlock everything too fast because some people need a reason to be playing.
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Old 2012-06-04, 07:36 AM   [Ignore Me] #9
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


I think if they add boosters, they should be cheap and wield low benefits. That way it would encourage more people to buy them (cheap), while not making people who can't spend money feel like they're gonna take forever to get fun stuff compared to those buying them (low benefits).

Also, i think getting a cert to max lvl should take more than a day, otherwise those guys who play all day will have everything by the end of week one... and getting a cert wouldn't be so fulfilling either.
I mean, you'd get your fun new toy but you wouldn't feel like you accomplished much.

Last edited by Dagron; 2012-06-04 at 08:04 AM.
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Old 2012-06-04, 08:38 AM   [Ignore Me] #10
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


A couple of things to keep in mind...

1: Not all things will unlock in the same amount of time. Saying it should take "x" hours to unlock a cert is nonsense, because it might take an hour to unlock one weapon and a hundred hours to unlock another.

2: An MMOFPS shouldn't be quite as reliant on skinner box mechanics. It probably shouldn't be as infrequent a reward as EVE, or maybe even Tribes, but not having that regular little package of unlocked dopamine shouldn't stop people playing, unless the gameplay itself is sub-par.
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Old 2012-06-04, 08:43 AM   [Ignore Me] #11
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


I think in a game like this it should be exponential XP between cert points, with the higher certs giving more reward. That way those that invest the longest in a certain role will get the best benefit, and hopefully discourage OP'd multi-rolers.
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Old 2012-06-04, 08:43 AM   [Ignore Me] #12
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


I don't think we are going to have to worry about this.

Matt Higby has said about 100 times that he wants the game to be fun for EVERYONE!

They are not going to make you play for days and not feel like you accomplished anything. With as many certifications as there are, i would say that it is going to take the average player at least a couple, 3-4 months to unlock everything. Personally i wish it would be longer that that even.

I think to acquire every cert in the game should take at least 6 months to a year. We want this game to be fun for a long time. I hate games that run out of accomplishments too early.
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Old 2012-06-04, 08:58 AM   [Ignore Me] #13
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


The base game should be (and seems to be) very fun without having earned any cert points at all. I don't think the devs have to worry about people demanding instant-gratification who would leave if progression was too slow. But then again if people progress quickly, game-time wise, what would the point be of boosters?

The progression rate of earning certs is debatable. If you would ask me I would say 2-4 hours to be able to spec into a your first new tree? Of course I don't have any idea how many cert trees there are and what the maximum amount of cert points will be on release. I also don't know if cert points are awarded on a linear basis or if the cert points you earn for each action becomes progressively lower.

I'm almost certain that the subject presented by the OP is pretty much nailed down by the devs, but I could be completely wrong.
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Old 2012-06-04, 09:47 AM   [Ignore Me] #14
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


In relative power it should not exceed the 10% we keep hearing thrown around from a player that has unlocked everything.

In terms of progression it would seem mosts boots from other games give between 50% to 100% more of the currency.
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Old 2012-06-04, 09:53 AM   [Ignore Me] #15
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Re: How much of disadvantage should a Free Player be compared to a Paying Player?


I like the idea of the topic but without playing the game it is nearly impossible to decide something like this. There are so many factors to be included to make an accurate decision you must have played the game.
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