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.
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. |
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.
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Volt - the main difference here is that COHO was actually not half bad to play.
COH2 is still a dull mess.
COHO was my all time favorite game !!! But i think the F2P model and the addition of well design units could help COH2.
That all good news to me ! At least something is happening ! |
Anyone else think abilities will be a Hearthstone-type deal? You buy a pack for ingame "supply" (i.e. playtime) or hard cash and you get X random abilities for a custom commander, with no explicit purchase of individual abilities?
It thinks so, read my previous post. |
COHO.....again....
And we all know how that ended.
I think that this time they have a lot more chances of success, because :
1) This time, their economic model should be a lot more viable that the one COHO used.
2) The market is also a lot more ready to accept a F2P model then it was at that time. (If done right)
3) Sega is in better financial situation that THQ was when it Launch COHO.
4) Remember that COHO's head developer died in a car accident when the game was still in beta.
Let's have some hope ! |
A game that don't evolve will surely die.... new stuff must be added to keep the game fresh. But the implementation must be done with care to keep fun level high or you can jeopardize the whole game.
But i'm confident the corporate don't want to kill a potential cash cow. |
Don't be pessimistic. I'm sure we won't get commander with B4/IS2/ISU/T34/85. There will no uber commanders if right persons are designing this.
Same like there won't be Tiger + Pak43 or Easy Eight + P47.
It's a good step if abilities will be dropped from war spoils, not buying via steam (maybe some of them).
There might be limit for 1 Legendary, 1 Rare etc or there will be some amount of point to spend and each ability will have their own number, so for example: 20 to spend, ISU - 10, B-40 so you can mix it since you need 5 of them.
Exactly ! |
Yeah, right.
I guarantee you new factions will break the game even more. 100% sure. Absolutely.
I understand your fear but it should not be worst that it is now, so it can only be better ! |
More stuff to play with !!! Super !!!!
But we don't want overpowed units or abilities, just useful, versatile and different.
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Well i guess that we will have a lot of new topics to discuss !!! Not a bad thing.
I think their economic model with follow the one used in Hearthstone.
1-You can buy anything with in game currency (supply) or cash, but it will be some random to it (like opening packs).
2- You will be able craft to get exactly what you want, but it gonna be a slower process (Hearthstone's dust).
I can live with that. |