@Paulus said:
@rebgav said:
@CheapPoison said:
Now it works fine but it won't be long before we see games where the price is being pushed to as far as they can get it. To me personally the new tribes game come to mind, around 7-8 bucks for a gun. And for just one gun that is way too much.
I haven't seen a weapon priced at above $5 and they can be unlocked with in-game XP. I think that this is one of the valid ways to handle micro-transactions, if the paid content isn't superfluous aesthetic gear then it should be simple shortcuts to unlocks because people will buy that and it won't break or unbalance the game for other players.
Not too sure of that though, cause unlocking "better" weapons still feels like selling power. Granted if you can get those weapons without paying it feels less like you're screwing over the non paying members, but so far the best way to go seems the tf2 route and go for sidegrades instead of blatant upgrades. Though that does make it a harder thing to develop and not every game can pull it off so easy, tf2's cartoony nature kinda lends itself to potentially weird sidegrades. Also I think the community interactivity and frequent sales are what allows tf2 to be so successful at it. The sales make people feel less ripped off when they eventually do buy something and the idea that anyone can potentially get an item in the store and profit from it makes it seem less greedy.
i think TF2 is the only one that has gotten F2P shooters right. Just for those reasons There isn't much power difference in weapons and if you don't have a lot of weapons you get a lot of random weapons by playing. I always felt that making weapons or classes part of the thing you need to pay for kinda licks you out of content.
It needs at least a free rotation like in League of legends of like i think it will have in super monday night combat. So that you don't unlock stuff to only realize you don't like the way it plays or you need to unlock more to actually preform with it. And for this i will once again take an example from Tribes, Rooting out enemies in the generator room is impossible with a submachine gun against a guy with an aoe weapon that does more damage., so you need to buy or unlock that thumper to kinda function optimally in your role to defend the base. The imfiltrator also needs to unlock another primary weapon to be really scary or flexible, or get and upgrade the perk that gives you max melee damage so you can stealth kill light armor classes (which i hate that they can do that).
@rebgav said:
@CheapPoison said:
Now it works fine but it won't be long before we see games where the price is being pushed to as far as they can get it. To me personally the new tribes game come to mind, around 7-8 bucks for a gun. And for just one gun that is way too much.
I haven't seen a weapon priced at above $5 and they can be unlocked with in-game XP. I think that this is one of the valid ways to handle micro-transactions, if the paid content isn't superfluous aesthetic gear then it should be simple shortcuts to unlocks because people will buy that and it won't break or unbalance the game for other players.
There is definitely stuff that is that much. Like the engineers second primary weapon, which also is 100.000 exp which i think is overly much. I would be oke with it if it wasn't such a huge upgrade from the sub-machine gun you start with. Also I have seen some complaints cause it also seems to one of the highest damaging weapons in the game, which feels very much like selling power. And there with all the armor upgrades, all of em are minor but the general experience feels really like pay to win.
Like it is now i feel you really need to just main one class if you want a chance to upgrade that class to it's max potential. And in there games that focus around objectives it is really detrimental if you can't be flexible. I might have my engineer maxed but if i am in a team with 4 engineers i am better of playing something else but what if I can't.
The same issue exists in the moba games. the face there is you need to unlock heroes but if you unlock em you have him at his full potential right away normally (not considering league of legend runes) In Tribes you need to unlock the class and then invest a lot more to get it up in power. Admittingly some upgrades are very very minor but some are huge and are priced accordingly like the thumper for engineers (and prolly others).
I do realize that most of these problems stem from the difference of games. In a shooter it's harder to come up with a new class every 2 weeks(in contrast to a new hero) to keep revenue going so you kinda need to have something different. I just wonder if TF2 can get away with it cause it just has a bigger player base or the other one try to cash in harder.
@lockwoodx said:
You guys need to go check out age of empires online. 145$ to unlock what is basically a typical 50$ PC game.
I am going to agree that this is stupid, but in a way it takes way more money to unlock everything in league of legends or heroes of newerth then in age of empires. And i feel i could make the argument for age of empires that you will get one race and keep with that one. In a strategy game it is best, (and i feel i play and most other people play) pick one favorite army and stick with that so you will rarely spend that much even if you play it heavily. In moba games on the other hand where the game kinda revolves around picking and countering the enemy team/their strategy. So in these you do need the flexibility and need to have a good selection of heroes to be flexible enough to react to them. And the fact that they balance constantly (lol and hon normally get a patch every 2 weeks with balance changes and a new hero) so that means balance can and will switch fast. One hero that the buffed now might be 'useless' in few weeks.
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