Supply - in-game currency
Posts: 879
If they want to do microtransactions, they should allow you to rent them outright, not use a silly psychological manipulation to induce people to "maintain" their virtual crap. That would be fine with me, sure I'd like that trollface on my Sturmtiger but I'd probably want something new after 3 months anyway. But I see why they wouldn't - you couldn't have a marketplace with rented items that have set expiry dates.
They're too greedy. They're essentially trying to make a profit through us buying durability on top of the profit they may make selling stuff. In-game currencies are already cheesy enough, companies use them because they know full well many people buy currency and never use all their virtual money. This is beyond the pale and will fail.
Posts: 976
I mean, I figured it was obvious that this is all speculation. But they used a very similar system in CoHO, I think it was actually called supply there as well, and it worked how I described. If they don't make any changes, I expect it will work the same way. Hopefully they do make changes, though, because the CoHO model was a disaster.
You can extrapolate a lot from those strings. Giving items durabilities means giving them the ability to degrade, which means you need a way to restore degraded items, which in turn is a clear avenue for microtransactions. Obviously nothing is set in stone. For the sake of the game, I really hope they don't actually implement a durability system, because it would be a disaster.
They did in CoHO.
The two most successful item economies right now are Dota 2 and CSGO, two games with zero degradation. Instead, item prices are time-sensitive, which is great. Enthusiasts can pay a bit more for earlier access to new items, and regular players can get cool items on the cheap later. Furthermore, item values are inflated by their drop rates and production runs, for lack of a better word. CSGO knifes cost upwards of $300, and Dota 2 couriers and certain items routinely sell for over $100. If you constantly release new content and cycle your drop list, you don't suffer from over-saturation.
I'd actually argue the opposite, that adding durability actually deflates the values of items. Why purchase an expensive item when you're just going to have to keep spending more to maintain it?
The system could work i think only if the amount of supply won in game is sufficient to keep all our «roster» in shape with some left can be accumulate to buy new stuff.
Normally in a working F2P model, only a small percentage of the player spend real money in the game, but that's must be enough to make profit.
AS an example : I did play a year of Marvel's heroes without paying a dime, only spent in game currency. But the 5 friends who want to play with me spent a lot real cash on cosmetic and useless stuff (some 100$, some more than 200$). I stopped playing it only because of the lack of content, and my friends stopped playing soon after...
I think that what they are aiming for.
Posts: 1679 | Subs: 5
In order for this to make any sense from a financial perspective, you have to feel the need to purchase supply from Relic, which means you can't be given a surplus for free.
Posts: 1708 | Subs: 2
Posts: 1679 | Subs: 5
Posts: 1276
Posts: 1708 | Subs: 2
Posts: 3293
edit: i hate f2p model i also hate the philosphy behind it.
explaned more in next page
Posts: 2053
(we learned nothing from our last failure of a game)
I cringe terribly whenever Relic bring in bad design and balance decisions from the past. With all these years of experience, it is horrifying to see problems returning once more to torment us. Its like Sega mind wiped Relic, causing them to start over again.
Posts: 640 | Subs: 1
We are theorycrafting too much about durability without knowing the first thing about the numbers involved. It's like, imagine Guards Infantry didn't exist and they announced it right now. They get antitank weapons, anti-infantry grenade, LMG upgrade, AND can button - these forums would erupt in flames and cries of imba...
... which is why they are dominating the meta at the moment amirite?
Posts: 1708 | Subs: 2
Posts: 1679 | Subs: 5
Posts: 1595 | Subs: 2
Posts: 1679 | Subs: 5
Posts: 3293
Posts: 1276
Who freaking cares? All I have seen from this community is constant shitting on business ventures. It really seems like a bunch of entitled children whining that they spent $60 on a game and want all new content and support for free. News flash! This game has been out for nearly two years now and Relic is a business. Without money they close.
I think we get that. The problem is that we paid for items and we don't want them to just disappear after we paid for them because we didn't have enough moneys to keep them fixed.
Posts: 1595 | Subs: 2
Posts: 1708 | Subs: 2
Who freaking cares? All I have seen from this community is constant shitting on business ventures. It really seems like a bunch of entitled children whining that they spent $60 on a game and want all new content and support for free. News flash! This game has been out for nearly two years now and Relic is a business. Without money they close.
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.
Posts: 1679 | Subs: 5
Posts: 262
It's just a terrible business strategy honestly. And if commanders are included in the list of items that degrade then it would have real gameplay ramifications. You can be critical of things and discuss those things without whining you know. Much better than sweeping them under the rug and pretending they don't exist.
First, a few lines of code isn't anywhere close to enough information for you to claim that you have even a remote idea of what Relic plans to do. Please understand that any claims here are wild speculation at best.
Second, microtransactions have proven to be the exact opposite of a "terrible business strategy". I hope you are aware that the most played game on steam (by a wide margin) is a F2P game, rife with microtransactions.
I think we get that. The problem is that we paid for items and we don't want them to just disappear after we paid for them because we didn't have enough moneys to keep them fixed.
That would be ridiculous, you have exactly zero reasons to believe that they will take your paid commanders away from you. I hereby offer you the official maskedmonkey2 golden guarantee that this will not happen. If Relic comes and takes away your paid commanders, I will personally paypal you what you paid for them.
People need to relax, for all we know, this could be a fantastic addition to the game.
Livestreams
144 | |||||
312 | |||||
34 | |||||
32 | |||||
21 | |||||
4 | |||||
2 | |||||
2 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.611220.735+5
- 3.34957.860+14
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.918405.694+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
34 posts in the last month
Welcome our newest member, Harda621
Most online: 2043 users on 29 Oct 2023, 01:04 AM