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Protected Void
STRONG-ARMED BANDITS Public Disorder.
99
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Posted - 2013.09.30 11:13:00 -
[1] - Quote
Aeon Amadi wrote:Well, most importantly because I'm already having to choose between food and paying for the normal boosters BUT
This item doesn't do anything but make all the pay-to-win arguments that much more powerful. It's reserved solely for the people who have the moola to drop on it and restricting the option only to those players. I know a player who still has Omega Passive Boosters in effect even today and is excited to see them going on sale again despite having such a large reserve already.
Now, it'd be one thing if Omega Boosters were reserved as part of a new player pack or for players who's account is <'x' days/weeks/months old. This would close the gap and largely the concern of new players having a hard time getting to a point where they'd be competitive against older players.
Just as well, it'd be more preferable if they were part of a return prize - log off for 60 days and recover some of the SP you missed out on that you normally would have obtained if you were active, but not as much as if you had. This would make a lot more sense than giving the players who didn't log in something the players who do don't have yet, or had no opportunity to obtain. In this case, they're still being rewarded far more for logging in.
Essentially what these items do is make it more rewarding for players who have money to play, rather than players who don't to have any reason to log-in in the first place. That seems counter productive if you want players to spend more money to reach a point of competitiveness FASTER or to catch up on an area they weren't on for. Further more, it's appealing to the -wrong kind of player-, we're trying to get more players in AND keep the ones we have, not just keep the ones we already have.
Hmmm. Here's what people are willing to pay for in free-to-play games, in order of popularity (number 1 and 2 is vastly more popular than number 3):
1.
- Better in-game items (Dust equivalent would be for example better weapons available for AUR only)
- Convenience/time-savers (Dust equivalent would be boosters and AUR items that provide early access before reaching the skill level needed for their ISK equivalents)
- Play time/energy mechanics (No Dust equivalent)
- Cosmetic items (Dust equivalent is vanity dropsuits etc)
I think most people would agree that we want to see as little as possible of number 1 - the most clear cut pay-to-win of them all.
Number 3 is irrelevant in a Dust context, since we can play as much as we like outside of the daily downtime.
Number 4 is - in most games that aren't entirely centered around aesthetics (like dress-up games for girls etc) - at best a tiny supplement to the total income stream of a typical free-to-play game. Not at all enough to finance neither development nor maintenance of the game.
That leaves number 2 to generate income for Dust development. The AUR items are consumables - once you've spent them, they are of no lasting value. The boosters provide you with lasting value in the form of SP and therefore skill upgrades. Stuff that provides lasting value to players are far more likely to get players to open their wallets than consumables. Ie: boosters are almost certainly the best source of income for Dust. Which means they have to stay. No/low income, no game.
Now, the Omega boosters specifically are a somewhat more powerful version of something else (normal boosters), at an added cost. They make for more time saved, by providing access to more SP with less grinding. You could conceivably grind to earn the same amount of extra SP (even with the weekly SP cap), which means it's not pay-to-win, but pay-for-convenience or pay-to-spend-less-time.
They're a popular and requested item, so people will pay for them, providing CCP with funds for further development of the game.
By your own statement, you can't afford Omega boosters. The way I see it, their existence is still to your benefit. They let players with more money and/or less patience than you pay to give you an improved game. It comes at the cost of you trailing slightly behind in passive SP gain, but it's really not that big a difference considering the overall advantages to both you, players in general and the game itself.
TL;DR: Boosters are necessary to fund long-term Dust development, Omega boosters are better at doing so than regular boosters. Omega boosters provide advantages to both the players that buy them and those who don't. |
Protected Void
STRONG-ARMED BANDITS Public Disorder.
99
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Posted - 2013.09.30 11:19:00 -
[2] - Quote
Heinrich Jagerblitzen wrote:I couldn't agree more, I am deeply unhappy with Omega boosters in their current form. Selling them as a special promotion here and there only favors the players with the most liquid RL cash in one place at one time to stock them heavily. I think selling Omega boosters on a continuous basis to new players and those who have been away from the game is an extremely elegant solution that not only provides CCP with an ongoing revenue source, but also serves to welcome players back into the community and help them catch up on the progress they've missed. This concept is tried-and-true in a lot of MMO's, though not with a monetization attached. Log out in a tavern or inn, and you gain an experience bonus when you next log in. Omega boosters could easily be tuned so that they don't allow a player to completely make up for lost time, but get pretty damn close - and presumably they would have been using boosters during that time anyways. This justifies a higher RL money cost, and justifies the higher SP gain as well. The CPM is in the process of trying to secure a meeting with the Marketing dept so we can discuss Omega boosters (and several other issues as well), if others of you have strong feelings, we'd love to know how you feel about any and all things related to Dust514's monetization. Get in touch with us through the usual channels.
I don't have the particular numbers for Dust, of course, but a very effective technique for selling more of any item - whether in a game or not - is to create an air of exclusivity, by limiting availability (time-wise or number-of-sold-items-wise). It's not a given that CCP will get a better income by having Omega boosters available constantly. And better income for them will ultimately lead to a better game. |
Protected Void
STRONG-ARMED BANDITS Public Disorder.
100
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Posted - 2013.09.30 11:50:00 -
[3] - Quote
Aeon Amadi wrote:Protected Void wrote:
TL;DR: Boosters are necessary to fund long-term Dust development, Omega boosters are better at doing so than regular boosters. Omega boosters provide advantages to both the players that buy them and those who don't.
There's an inherent problem with this stand point and that is: It is NOT necessary. The only thing necessary for long-term Dust development is money, Omega Boosters are not the sole proprietary method of creating revenue - in fact, considering their limited availability in a short time span at such a high price you're only creating a stop-gap method of creating value. There are plenty of other things that could this money could be used for and I'm sure if marketing ever did the metrics on it they'd find that Aurum HAVs would be in high demand considering just how many we see on the field. So it's not like Cosmetics aren't a viable option, hell at least one player bought the Pyrus Dropsuit/Weapons pack otherwise we'd have never seen the screenshots of the green nova knives. I'm sure Dust corporations would love to drop a pretty penny for the ability to have custom corp logos or some arbitrary thing. In-game corporation advertisements, color packs (like Warframe) for Dropsuits/weapons... even a few of my corporation members have hinted that they'd spend money for changes to their Mercenary Quarters. I'm pretty sure at least half of the player base would drop $50-100 on their own personal Exotic Dancer to go with their quarters. Skill Spikes would be incredibly useful to new players, giving a temporary (one week/one month) access to skills you normally wouldn't have and they're even useful for PC players who would buy them solely for the ability to have Prototype Drop Uplinks just before a PC match while spending SP on other necessary improvements. There's a hundred ways Marketing could make wiser decisions that have lasting value, Omega Boosters potentially being the worst outside of more powerful weapons than ISK variants (which we've already had enough of with the Contact Grenades).
Since you're quoting my TL;DR paragraph, I'm not sure you read my whole post? In any case, for clarification purposes: I'm not saying Omega boosters are the be-all and end-all of monetization. I tried reasoning my way to why they might be a very good way to get a good chunk of income every now and then. I based my reasoning on what I know about F2P game statistics from attending a large number of game business conference talks specifically about the monetization of F2P games.
I'm sure there are plenty of good monetization avenues, but general F2P statistics makes a quite convincing case for items that fit the profile of boosters. The exacts stats for Dust are of course only available to CCP, so neither me nor you are in a position to make blanket statements about one way of monetization being far better or inferior to another in this particular game. Chances are CCP is trying different stuff to see what works best. If we keep seeing Omega booster promotions like the ones we've had so far, chances are they're a good income source. If not, they're probably not.
In any case, the difference between normal and Omega boosters aren't big enough to make a big stink about. I'm not exactly rich myself, and have at times gone several months without any boosters at all, while other players obviously had them. That's fine with me. |
Protected Void
STRONG-ARMED BANDITS Public Disorder.
101
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Posted - 2013.09.30 12:52:00 -
[4] - Quote
Aeon Amadi wrote:There is a -HUGE- difference in the long term. From Passive SP alone there's a difference of 672,000 SP -per month- disparity. That is an insanely high difference when you compare the time it takes for a new player to gain the skills he needs to be competitive with older players and being as there is no limitation for new players specifically to purchase it, the disparity is only further increased for the older players who have money.
The only limitation to this is the fact that you can't go higher than level 5 in a particular skill.
Ok...since you're comparing no booster to Omega booster (rather than regular booster to Omega booster), what you have a problem with is boosters in general, and not Omega boosters in particular? In any case, though, newer players get a lot more bang for their buck when they buy a booster. They could, as an example, take their proficiency level in a weapon from nothing to level 3 or 4 (can't remember the exact numbers). A vet might be at proficiency level 4 already. Those 672000 extra SP are still 100000 or so short of prof. level 5. The new player gets an additional 9 or 12 percent extra damage in the same period that the vet gets closer to having another 3%.
Aeon Amadi wrote:Just because it works and it makes CCP money does not mean that it isn't impacting the game in a negative way. F2P statistics aren't usually used in competitive games like Dust 514 where the entire point is kill other players. The only other games that I can think of that have these features are probably Battlefield: Play-4-Free which is largely considered an abomination and Combat Arms which was terrible in it's own right.
On console, sure. There have been so few F2P titles on console that no-one really knows how and if it can work. On other platforms, there's a lot of stats to pull from. League of Legends, for example, is a hugely successful F2P game very much about killing other players. I haven't played it enough to comment on any specifics regarding the monetization, though.
Aeon Amadi wrote:Again, wiser marketing choices that don't interfere with actual game play - or do so in a creative way that benefits new players, or brings back older players who no longer play the game. The justification of 'monetary gain' is the reason free-to-play games fail.
No, the justification of exaggerated monetary gain is one reason F2P games fail. And a complete or total lack of monetary gain is another. The trick is finding the balance, which I'm sure is something CCP is working on all the time. |
Protected Void
STRONG-ARMED BANDITS Public Disorder.
101
|
Posted - 2013.09.30 13:39:00 -
[5] - Quote
Aeon Amadi wrote:Protected Void wrote:Aeon Amadi wrote:There is a -HUGE- difference in the long term. From Passive SP alone there's a difference of 672,000 SP -per month- disparity. That is an insanely high difference when you compare the time it takes for a new player to gain the skills he needs to be competitive with older players and being as there is no limitation for new players specifically to purchase it, the disparity is only further increased for the older players who have money.
The only limitation to this is the fact that you can't go higher than level 5 in a particular skill. Ok...since you're comparing no booster to Omega booster (rather than regular booster to Omega booster), what you have a problem with is boosters in general, and not Omega boosters in particular? In any case, though, newer players get a lot more bang for their buck when they buy a booster. They could, as an example, take their proficiency level in a weapon from nothing to level 3 or 4 (can't remember the exact numbers). A vet might be at proficiency level 4 already. Those 672000 extra SP are still 100000 or so short of prof. level 5. The new player gets an additional 9 or 12 percent extra damage in the same period that the vet gets closer to having another 3%. Aeon Amadi wrote:Just because it works and it makes CCP money does not mean that it isn't impacting the game in a negative way. F2P statistics aren't usually used in competitive games like Dust 514 where the entire point is kill other players. The only other games that I can think of that have these features are probably Battlefield: Play-4-Free which is largely considered an abomination and Combat Arms which was terrible in it's own right. On console, sure. There have been so few F2P titles on console that no-one really knows how and if it can work. On other platforms, there's a lot of stats to pull from. League of Legends, for example, is a hugely successful F2P game very much about killing other players. I haven't played it enough to comment on any specifics regarding the monetization, though. Aeon Amadi wrote:Again, wiser marketing choices that don't interfere with actual game play - or do so in a creative way that benefits new players, or brings back older players who no longer play the game. The justification of 'monetary gain' is the reason free-to-play games fail. No, the justification of exaggerated monetary gain is one reason F2P games fail. And a complete or total lack of monetary gain is another. The trick is finding the balance, which I'm sure is something CCP is working on all the time. You ignore the fact that League of Legends only has monetary option for cosmetic items and faster access to new characters - but those new characters are continuously rolled out so that new players who don't buy them can still try them out at some point. It has absolutely no impact on the game's balance what-so-ever, a player can be effective without ever spending money. Dust 514, on the other hand, you're not effective against the competition until you have certain skills allocated - especially the 'necessary' skills like Armor/Shield Upgrades which increase your base HP on ALL suits. While you bring up good points on monetary gain, you're still ignoring the fact that it's creating disparity between those who pay and those who don't - which is bad, very bad. I encourage you to look at this chart I've made: http://i.imgur.com/yFyqC0V.png
And that's exactly what the SP boosters provide: faster access to skills and equipment that all players can try out at some point. The basic difference is that the timescale in Dust is a lot bigger per incremental step, so the difference is more noticeable.
I have roughly 15 mill SP. I still have shield upgrades at level 2. The total EHP of my most-used fitting (about 30k ISK) is somewhere around 250. A typical KDR for me is still 15/2. I end up in the top 5 of the killboard more often than not. I don't do all that much worse in cheaper fittings, as long as I've made them to suit my playstyle.
The point of the above paragraph is not bragging. There are a whole bunch of players that are better than me. The point is rather that I've played the game a lot, and consequently have developed good knowledge of the maps, found a few good tactics and advantageous routes in maps etc. This helps me way more in doing well than my equipment, SP and skilltree upgrades. |
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