There is absolutely no way the model is working for the betterment of either the overall game or the player-base. I don't give two dicks about financial benchmarks. That's Relic's problem as they get passed and sold from publishing giant to publishing giant like a 2 dollar whore. Like I said in the rest of my post, if you actually read it, the business model sucks BECAUSE of the current state of the game. The game does not suck because of the business model. Don't mix the two. The game sucked well before Relic asked me to pay 5 extra bucks to win.
There is no need to be rude about this. If the business model has financial success, there is no reason to part from it. The betterment of the overall game and the playerbase are all subordinate to the financial performance. The business model only "sucks" if it underperforms to a preset financial target. |
I can wholeheartedly say that I would have no problem shelling out money for DLC if it was A. balanced and B. released into an existing framework that justified its content. Case and point, I bought both ToV and OF because I actually wanted to support the company (Relic) and the series. At this time, I will now NEVER buy another Relic product. That could change. Nothing lasts forever after all.
You babble on about Relic not being a charity. So? Consumers are entitled to their opinion. This business model sucks. Look at the number of players online comparable to CoH's. The proof is right there.
All over this forum the idea exists that this business model should be judged based on current/future playerbase, rather than financial benchmarks. CoH1's credit last long enough to make a CoH3 with similar sales figures, as happens with other games and within other industries (for example: the CoD series).
You do not represent the average consumer. If Relic cannot defend the necessity of their DLC's, the average consumer will not buy them. This is why this adapted bait and hook business model has a better chance of working as opposed to a model that conforms to your two points. |
@H S King
Yes! You did it. Your essay gets a pass purely because the teacher cannot be bothered to read it.
P.S. various moderators have previously stated to keep posts preferably small and efficient, because otherwise nobody is going to read it... |
Nullist made you an offer, I could never refuse ![:P :P](/images/Smileys/tongue.gif) . |
Nully fanclub disbanded 4vah.
On the contrary mate, you are welcome to join us! ![:D :D](/images/Smileys/biggrin.gif) |
Thread: SNF24 Nov 2013, 16:23 PM
I don't see why we can't have both. There are plenty of avenues available for the community to voice its opinions.
Exactly. This is why the CoH2 community needs self reflection. The majority of the current top competitive players are not vocal at all, even though they have the possibility to do so, whereas the oldschool CoH1 players that provide private feedback do not play the game enough to implicitly be taken serious enough by developers.
For an average player, such as myself, it is frustrating to see that these existing relationships between valued community members and game developers do not lead to the neccesary changes. This is why public pressure is a better tool to make these changes to CoH2 happen. |
Thread: SNF24 Nov 2013, 16:02 PM
We have been giving our feedback on balance/design/features in private since Alpha, much like we did for vCoH's 2.602 patch. On issues of balance during the beta, it was a great success; Peter is a great guy, and really smart, and he knows what he's doing. But Peter has no influence on the DLC commanders until after they've been put in the game (my understanding at least), and the developers on the commander team have not participated in any discussions. Stefan Haines is the one responsible for the DLC commanders, and he has no desire to interact with the competitive community. We can talk all we want, it won't make a difference if nobody is listening.
I am aware of the difficulties with seperate Relic divisions. However, the community does not know what advice is being given in private. I have to side with Stephenn, when the community members who provide private feedback seem to not play the game, in order to give specific feedback to the balance developers.
And as you stated, if specific feedback is given, nobody is listening. This is why the community as a whole is needed instead of a handful oldschool players that do not play the game anymore, as they seem to have no effect on the balance developers, even though they flaunt being on first name basis with them. |
Thread: SNF24 Nov 2013, 15:35 PM
And don't blame the community. You have no idea what kind of work has been done behind the scenes in an attempt to make this game the best it can be. If you knew the time and effort vCoH players put into CoH2 before (and in lesser numbers after) Relic flipped us the bird and released gameplay-changing commanders after stating that DLC would have no in-game impact, I guarantee your post would look a lot different.
With all due respect, but what work are you referring to? If work is put into the actual game (not this website or casting shows, which are both great ofcourse ![:D :D](/images/Smileys/biggrin.gif) ) by community members, the effectiveness seems quite low. This would suggest the "behind the scenes" approach is probably not working as the remaining part of the community consistently has to hear how involved some people are in developing the game, yet sees no measurable results. |
Thread: Nullist24 Nov 2013, 13:26 PM
You should not worry about suicide, as many visitors of this forum are prepared to commit suicide after reading your comebacks Nullist ![:P :P](/images/Smileys/tongue.gif) . |
Thread: Nullist23 Nov 2013, 14:16 PM
2000 Posts for Nullist!!
Congratulations to one of the most wise, respected and highly valued community members of all time!!
Once again, Nullist shattered the expectations of many! May he double his posts and reach 4000 one day!
Thanks to all the Nullist fans world wide. This Nullist movement is really taking off now!!!!
|