I hope you are aware that the most played game on steam (by a wide margin) is a F2P game, rife with microtransactions.
I don't have to keep paying money to be allowed to use my hero skins.
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I hope you are aware that the most played game on steam (by a wide margin) is a F2P game, rife with microtransactions.
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Of course it's based on assumptions. Doesn't mean it can't still be discussed. The system described in the strings is very unambiguous, especially since it almost exactly mirrors the system they used in CoHO. There's a lot of discussion to be had on the merits, or lack thereof, of the system described.
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Durability decay for units and commanders is not the best thing for sure, especially if you must constantly need to spend real money to play them. I won't play anymore if this is the case.
But if the in game currency permit to support all my units and there is still enough left to buy new stuff (even more slowly) then i will play.
It's the love for a game that make me spend cash on it, not the obligation to.
So if i don't have to spent real cash to stay competitive, i will spend real cash as i see fit to enjoy myself and to help them ( to pay my share). For me it's around 40-60 CA$ for a year.( Around the price a new game). But the game must be fun and addictive.
The line is fine, but still it can be a success.
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as a consumer do you think that buying an item from the store that has charges to it that degrade every time you use it, which you top up by spending more money so you can continue to use that item is appealing to you?
Personally I don't find it appealing and I think it's a terrible idea. When you overtly try to wrangle as much money as possible from your player base you put people off.
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As an internet-poster do you think that making virtually baseless claims about a companies future business model is applealing to you?
Personally, I don't find it appealing and I think it's a terrible idea. When you overtly try to use your extrapolated theories to shit on a company that is trying to make a profit by apparently claiming to be able to predict the future. You put people off.
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People need to take a look at this thread and then read this one. We are looking at one piece of the puzzle.
http://www.coh2.org/topic/30476/custom-commanders
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It's not baseless there is precedent for this in CoH: online. I don't really understand how anyone can think this would be a fantastic addition to the game when what is described in UCS file is identical to how it worked in CoH: online.
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For some reason, you think that because they both have the word "durability" that they are destined to be identical systems, and proceed to shit-talk Relic as much as you can.
For all we know they very well may be the same system, but please realize that they are just as likely to be very different.
Put your pitchforks away, now is not the time for them.
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In order to have a durability system, items must degrade unless repaired. And in order for such a system to be financially viable, there has to be an incentive at some point to purchase credit for repairs. That's more than enough to provoke a negative reaction in my opinion.
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Sure, that would be better, but it would still suck, because it would mean the only way to reliably keep items is by buying them. It turns the drop system into a demo for the store.
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Sure, that would be better, but it would still suck, because it would mean the only way to reliably keep items is by buying them. It turns the drop system into a demo for the store.
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