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Cat Merc
Fatal Absolution General Tso's Alliance
15030
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Posted - 2015.02.08 20:54:00 -
[31] - Quote
Jaysyn Larrisen wrote:Kevall, pokey, et all...
"Saying it is so over and over again simply does not make it so." Please note that this ascertation could equally be applied to your (Kevall's) definition of P2W and areas of commentary.
Honestly I'm all for a healthy monetization of Dust. Healthy is a somewhat defined by where you sit in the process and most of the concern is being genereated by those in the customer side of the equation. As Pokey noted a component of this is transparency...just a bit of plain up front communication.
I'm personally at the point where I think would simply prefer a subscription similar to what I pay for with my EVE accounts as far as monetization models. The shaping and alignment of the game to the current monetization model is quite indicative of many of the things that drove me away from quite a few other games. I'm fairly confident with positive interaction (in both directions) there can be an optimal solution arrived at for some model.
I'm re-evaluating my level of support to Dust 514 - no this isn't a "fix mah stuffz or I'll quit!" type comment. I have no more information than the average player that pays attention to goings on and that's the sum of data / information that I can base decisions on as a customer. I don't have the inside baseball of the CPM and the Dust Dev team as good as they are in communicating about granular in-game matters rarely communicate about the game in longer term matters. To Rattati's credit, I honestly believe he would be a quite transparent and forthright if he were allowed to do so.
I'm simply stating that I'm personally not prepared to put real money down, particularly in the current monetization structure, based on the overall information environment. This is juxtaposed by my desire to actually support the game that I do sincerely wish gets off the ground as we all wanted it to. You have summed up my feelings pretty well.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Fatal Absolution General Tso's Alliance
15030
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Posted - 2015.02.08 20:56:00 -
[32] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Kevall Longstride wrote:Thanks again to Pokey for his continued feedback.
The CPM and CCP are already having detailed discussion as to how the system can be iterated upon to address the legitimate concerns that some have expressed. We will hopefully be able to speak more as to those discussions once an agreed course of action is in place. Good to hear. Maintain transparency and people will be far nicer to you guys and CCP EDIT: Also note that while I am aware that you can get components to drop randomly...that's too reliant on RNG. There needs to be a way to consistently generate a slow but steady flow of components from playing the game. If you want to keep the large chunk of components as a random drop, that's fine by me. I had a conversation with a friend about this last night, and one of his initial reactions was based upon the premise of generating one warbarge component per minute of gameplay. It sounded crazy at first, that someone who played for five hours worth of matches straight could get 300 components, but then after a bit of thought he went "Well, not everyone plays that much... and those that do are actually very invested in the game". It would feel much like the current SP system where your character growth is largely determined by your actions as a player. Even if it was two thirds of that (one component for every 1m30s in match) to prevent 'grinding' it would still feel relevant and meaningful to your growth as a player for actually PLAYING the game. If you actually do the math, it's still incredibly slow. Not even the SP system is that slow. 50 components a match is honestly closer to the SP system.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4855
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Posted - 2015.02.09 00:51:00 -
[33] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Kevall Longstride wrote:Thanks again to Pokey for his continued feedback.
The CPM and CCP are already having detailed discussion as to how the system can be iterated upon to address the legitimate concerns that some have expressed. We will hopefully be able to speak more as to those discussions once an agreed course of action is in place. Good to hear. Maintain transparency and people will be far nicer to you guys and CCP EDIT: Also note that while I am aware that you can get components to drop randomly...that's too reliant on RNG. There needs to be a way to consistently generate a slow but steady flow of components from playing the game. If you want to keep the large chunk of components as a random drop, that's fine by me. I had a conversation with a friend about this last night, and one of his initial reactions was based upon the premise of generating one warbarge component per minute of gameplay.
I don't really care exactly what metric is used, what I care about is twofold.
1. It's not AFK farmable, that would make the gesture completely pointless. 2. It's actually an amount that correlates well to the performance and amount of effort put forth
And like Jaysyn said, it's difficult for me to maintain the level of excitement that I initially had about Dust given some of the recent choices in monetization. I've always been a proponent of monetization as it allows the game to continue on, and I was fine with this because I never felt like I NEEDED to spend money even if I chose to anyways. It's a matter of perception.
However, CCP claims that they 'don't want people just burning through all of the levels of the Warbarge in the first week' and I completely agree with that. However, with enough AUR, you can do exactly that. I mean just look at Kane's thread where he dumped a ton of cash onto the game just to show exactly what money can buy (which is basically everything in the Warbarge).
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Match Omega
D3ATH CARD RUST415
9
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Posted - 2015.02.09 08:55:00 -
[34] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Kevall Longstride wrote:Thanks again to Pokey for his continued feedback.
The CPM and CCP are already having detailed discussion as to how the system can be iterated upon to address the legitimate concerns that some have expressed. We will hopefully be able to speak more as to those discussions once an agreed course of action is in place. Good to hear. Maintain transparency and people will be far nicer to you guys and CCP EDIT: Also note that while I am aware that you can get components to drop randomly...that's too reliant on RNG. There needs to be a way to consistently generate a slow but steady flow of components from playing the game. If you want to keep the large chunk of components as a random drop, that's fine by me. I had a conversation with a friend about this last night, and one of his initial reactions was based upon the premise of generating one warbarge component per minute of gameplay. It sounded crazy at first, that someone who played for five hours worth of matches straight could get 300 components, but then after a bit of thought he went "Well, not everyone plays that much... and those that do are actually very invested in the game". It would feel much like the current SP system where your character growth is largely determined by your actions as a player. Even if it was two thirds of that (one component for every 1m30s in match) to prevent 'grinding' it would still feel relevant and meaningful to your growth as a player for actually PLAYING the game. after reading this I thought why not give components after every battle kind of like sp and isk, also make components buyable with isk |
ZDub 303
Internal Error. Negative-Feedback
3370
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Posted - 2015.02.09 14:23:00 -
[35] - Quote
i've not actually played with the new mechanics but I did want to pop in and comment:
Clash of Clans... my god... its literally the most pay to win game there is.
Go look at the top 10000 on the leaderboards, none of those guys got there without paying about 1k USD per month on boosters and instant builds. Not to mention the hundreds they have to spend every patch to instant build the new upgrades as they come out because you absolutely cannot wait or have any towers down for upgrades or you'll get slaughtered right off the leaderboards.
Here is an interview from Jorge Yao about having to spend around $250 per week to maintain leaderboard status. Its nuts...
http://www.polygon.com/2013/12/23/5237992/number-one-clash-of-clans-player-used-the-game-to-combat-loneliness
Now, that's not to say that warbarges should have some sort of monetization aspect, you have to right? its a free to play game. I am okay with instant build mechanics as long as its absurdly expensive, its a pool for whales to swim in and i'm okay that.
However, in this instance I think some small tweaks could have saved everyone a lot of heartache. First, a WC booster which increases component generation by 50% would be step one. The booster mechanics in dust where spot as far as im concerned, they gave you a boost but limited that boost over time so it doesn't feel like pay to win.
Second, you NEED a way for active play to overcome pay mechanics. That's how you maintain content, people who pay can keep up and spend less time playing but the free players are on all the time to continue to provide content for the monetizers. Good, okay so thats a quick fix... I think we have a very rare opportunity to change how players think about Pub matches. My suggestion would be to reward more components to the winners of a pub match, much much more components. Like a 90/10 split between winners and losers. We should really reinforce the desire to win a pub match and do so through expending ISK to get it.
Kevall if you see this and you feel like answering I have a question: If, for example, we had an Officer +1 rifle and it was sold for 300 AUR per weapon or 3 billion isk per weapon, do you consider that pay to win?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4876
|
Posted - 2015.02.09 15:42:00 -
[36] - Quote
ZDub 303 wrote: However, in this instance I think some small tweaks could have saved everyone a lot of heartache. First, a WC booster which increases component generation by 50% would be step one. The booster mechanics in dust where spot as far as im concerned, they gave you a boost but limited that boost over time so it doesn't feel like pay to win.
Honestly that might be a very solid idea.
Remove Ability to buy Components with AUR Add Components as EoM rewards (Frequently drops in salvage) Sell Component Production Booster for AUR to increase passive production
+1
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Zaria Min Deir
0uter.Heaven
1191
|
Posted - 2015.02.09 15:47:00 -
[37] - Quote
Pokey Dravon wrote:ZDub 303 wrote: However, in this instance I think some small tweaks could have saved everyone a lot of heartache. First, a WC booster which increases component generation by 50% would be step one. The booster mechanics in dust where spot as far as im concerned, they gave you a boost but limited that boost over time so it doesn't feel like pay to win.
Honestly that might be a very solid idea. Remove Ability to buy Components with AUR Add Components as EoM rewards (Frequently drops in salvage) Sell Component Production Booster for AUR to increase passive production +1 Agreed, as long as "frequently drops in salvage" is pretty much 100% drop chance for at least the winning team, quantities can be varied, but the droprate should be consistent.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4876
|
Posted - 2015.02.09 16:20:00 -
[38] - Quote
Zaria Min Deir wrote:Pokey Dravon wrote:ZDub 303 wrote: However, in this instance I think some small tweaks could have saved everyone a lot of heartache. First, a WC booster which increases component generation by 50% would be step one. The booster mechanics in dust where spot as far as im concerned, they gave you a boost but limited that boost over time so it doesn't feel like pay to win.
Honestly that might be a very solid idea. Remove Ability to buy Components with AUR Add Components as EoM rewards (Frequently drops in salvage) Sell Component Production Booster for AUR to increase passive production +1 Agreed, as long as "frequently drops in salvage" is pretty much 100% drop chance for at least the winning team, quantities can be varied, but the droprate should be consistent.
Yep, I talked about this a bit on Biomassed last night.
Playing the game should feel rewarding, and watching a timer tick away does not feel rewarding. Ideally, players should be getting components in nearly all if not every match they play.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Ripley Riley
Incorruptibles
7653
|
Posted - 2015.02.09 16:25:00 -
[39] - Quote
Pokey Dravon wrote:Playing the game should feel rewarding, and watching a timer tick away does not feel rewarding. Ideally, players should be getting components in nearly all if not every match they play. Winners get warbarge components? Would reduce the incentive to AFK a bit.
"You don't want McSyphilis. Don't nobody want McSyphilis." - One Eyed King
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4877
|
Posted - 2015.02.09 16:41:00 -
[40] - Quote
Ripley Riley wrote:Pokey Dravon wrote:Playing the game should feel rewarding, and watching a timer tick away does not feel rewarding. Ideally, players should be getting components in nearly all if not every match they play. Winners get warbarge components? Would reduce the incentive to AFK a bit.
That would be my ideal situation, though I think that's a bit more work than a hotfix. Upping the droprate is totally hotfixable so that should be done ASAP, with perhaps a move to a higher/lower reward for win/loss later down the line.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Gyn Wallace
OSG Planetary Operations Covert Intervention
220
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Posted - 2015.02.09 19:00:00 -
[41] - Quote
Kevall Longstride wrote:It's an established and successful business model that virtually every other free to play game now employs. What is it that means that Dust 514 should be exempt from such notions as CCP earning some money? Nothing from what I can see. That's always struck me as a dangerous kind of reasoning to guide game design. Imitating other games, without outperforming them somehow, seems like a recipe for failure. CCP's success was in building a weird niche of a game, with unheard of longevity catering to an oddly vicious player base. Eve Online's plex system, which allows some players to play for free, some to pay a subscription, and some to use real money to gain isk by subsidizing the free players; is pretty much PERFECTION. Eve's market, economy and industrial system; the best in any game I've ever played. Failing to capitalize upon CCP's strengths, like the plex system, and imitating more "normal" games is a decision I don't understand.
There are lots of things I don't understand though. Marketing, for example. Keeping players, who would multiply your development resources, in the dark (so that you can surprise them with aspects of your new content) doesn't make any sense to me. I'd think the value of improving your game and avoiding missteps would wildly outweigh whatever buzz or novelty you'd sacrifice by taking full advantage of the kind of people who routinely post good ideas in these forums. It wouldn't even sacrifice much novelty or buzz among the majority of players who don't read the forums. Eve's test server is a corresponding example of CCP doing something superbly. Its features aren't a surprise when released to tranquility, but CCP gets relatively inexpensive Quality Assurance of a higher quality and lower price than just about any other game company.
I'd love to hear the reasons against a similarly transparent development cycle for Dust. Why hasn't the example of Ratatti's weapon fine tuning (with lots of feedback from the players) expanded that kind of transparency and community usefulness?
Are the current warbarg component costs/level, cooldowns, and subsystem upgrade published anywhere?
The Dust/Eve Isk Exchange Thread
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4883
|
Posted - 2015.02.09 19:14:00 -
[42] - Quote
Gyn Wallace wrote:Eve Online's plex system, which allows some players to play for free, some to pay a subscription, and some to use real money to gain isk by subsidizing the free players; is pretty much PERFECTION. Eve's market, economy and industrial system; the best in any game I've ever played. Failing to capitalize upon CCP's strengths, like the plex system, and imitating more "normal" games is a decision I don't understand.
Yes. Totally nailed it Gyn. +1
obviously Dust does not have a subscription, so a direct translation isn't possible, but the concepts in a general sense still remain very valid.
Player Trading/Economy negates any "Pay to Win" from AUR Dropsuits/Weapons/Gear/Items as they instantly become available for ISK, through other players. In a way Your Boosters are PLEX in a certain sense, and if tradable removes that Pay to Win argument as well. The purchase of premium items for cash and then allowing players to sell them to other players for ISK, has existed in EVE and has been very successful for a very long time. Player Trading is on the roadmap, and will greatly reduce this "P2W" mentality because players will no longer be forced to pay AUR to get premium items...they'll just pay ISK for other players to fork out the AUR. CCP still gets paid, AUR buyer gets ISK, and ISK user gets AUR items. It's an awesome system so I look forward to that.
The obvious ugly duckling here is the Warbarge, but I wont be a broken record and repeat what I've said several times already. I think players in general agree on what needs to happen to make the Warbarge more enjoyable, both in terms of monetization and playability. It's in CCP's hands now to make it happen.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thor Odinson42
Molon Labe. General Tso's Alliance
6056
|
Posted - 2015.02.09 20:21:00 -
[43] - Quote
Jaysyn Larrisen wrote:Kevall Longstride wrote: ....snip....
As to the accusations of cash grab with Warlords..
Dust 514 is a free game funded by in game purchases. That much is known to all. But when you sit down and analyse the last two years, the monetisation model for the game has been disjointed and incoherent to say the least. With Warlords I think you'll find that a clear strategy is now in the process of being implemented. The use of components to reduce cool down and their purchase using real money is no different from Gems in Clash of Clans and other popular mobile free to play games
...snip...
Kevall, Well thought out post and you touch on some solid concerns about the tone of the community. I believe the point was made previously that it certainly feels that without some fairly high level of outrage the needle doesn't move with CCP much, however, this could very well be perception gap with the community. That said, I want to address the above excerpt directly. You are correct, the monetization strategy is now very clear. There is a reason that I don't play "Clash of Clans" and similar mobile games...you pay to win. Pay to win can be defined as having to pay for a distinct advantage in game that you normally couldn't get else where or couldn't be obtained in a reasonable amount of time though in-game effort. For all but the most casual player, this game is clearly drifting into that area. When you offer AUR only accelerations that directly Impact in-match advantages and larger scale reasources generated quickly become necessary items for competitive play...we've hit the pay to win zone. Additionally, Dust514 is NOT a popular mobile free to play game nor should it seek to simply replicate the model in this format. I honestly excepted better as a customer. I have no problem with a working and healthy monetization system...but not the road we seem to be on now. I suppose we could have seen this coming a bit given CCP Rouge's background. As for rumor comment about the lifespan of Dust and future systems it maybe on being foreshadowed by the implied progression / monetization structure I will tell you the same thing i have told, Cross, IWS, SirManBoy, and Soraya...comments like that at this point MUST come from CCP or all they do is sow confusion. Do not get me wrong, I was very interested in your fairly strong implication but until it is said publicly by CCP that's throwing a squirrel to chase in the room. I want CCP to address this if it is in fact part of their current behind the scenes vision and direction to provide clarity to the player (customer) base. Again, I appreciate your commentary but took direct issue with the points above. *Edited for atrocious ipad typos.
To me the monetization strategy seems like someone threw a bunch of **** at the wall to see what sticks.
The strongboxes/keys and the warbarge stuff don't work together in any way. The warbarge progression is 200+ days just to go from L4 to L5 with your factory and your lab. Once you've done that you can still only use the lab every other day, if you use it that much you won't be able to upgrade your warbarge any further. If you wanted to take some other module from L4 to L5 (after taking the factory to L5) you are looking at 86 days, but during that time you can't use your lab at all.
If they don't add any other modules at all you are looking at nearly two years to get the 5 existing modules to L5 and that's without spending any of the components. A person is expected to log in at least once every 2 days to redeem the components and just wait.
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4889
|
Posted - 2015.02.09 20:29:00 -
[44] - Quote
You know if you think about it, the current Mobile Factory and Warbarge remind me a lot of the old EVE Learing skills, the skills that would increase passive SP generation rate? You pretty much would sign up for EVE, set the skill queue up to train those skills, and then come back a month+ later at level 5, because training anything before optimizing your SP/day rate was basically a waste of time.
There is a reason they removed those skills
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thor Odinson42
Molon Labe. General Tso's Alliance
6056
|
Posted - 2015.02.09 20:54:00 -
[45] - Quote
Pokey Dravon wrote:You know if you think about it, the current Mobile Factory and Warbarge remind me a lot of the old EVE Learing skills, the skills that would increase passive SP generation rate? You pretty much would sign up for EVE, set the skill queue up to train those skills, and then come back a month+ later at level 5, because training anything before optimizing your SP/day rate was basically a waste of time. There is a reason they removed those skills
I think a better comparison is PI skills that take more than 2 years to max out.
You've got your high tech lab that is producing 6 items per day. You passively accrue the resource needed to finish the process, but you only passively accrue 60% of the necessary resources. The choice you have to make is to waste your production every other day or purchase the resource with AUR.
You'd have to add in that the PI skills required you to log in every 2 days to capture them in order to continue skilling it up.
I'd love for them to introduce a mechanic like this in Eve. I'd pay $20 just to see the forum posts.
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4892
|
Posted - 2015.02.09 21:11:00 -
[46] - Quote
This is why passive component generation should be the lesser of total generation, with the majority being active. If most of my components come from active gameplay, I have far fewer issues with leveling up the passive factory, because its production rate is not a massive portion (if not all) of my production. I fear that CCP may be trying to cater a bit too much to those who can't play often. I get that people have lives, myself included, and cant play as much as they would like. I think *some* passive benefit and a cap on active benefit are great for people who can't play as much...but staking 100% of it into passive completely devalues the effort of those who can play often. This is why Hybrid systems work best.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thor Odinson42
Molon Labe. General Tso's Alliance
6056
|
Posted - 2015.02.09 21:13:00 -
[47] - Quote
Pokey Dravon wrote:This is why passive component generation should be the lesser of total generation, with the majority being active. If most of my components come from active gameplay, I have far fewer issues with leveling up the passive factory, because its production rate is not a massive portion (if not all) of my production. I fear that CCP may be trying to cater a bit too much to those who can't play often. I get that people have lives, myself included, and cant play as much as they would like. I think *some* passive benefit and a cap on active benefit are great for people who can't play as much...but staking 100% of it into passive completely devalues the effort of those who can play often. This is why Hybrid systems work best.
If they gave you 50 WBCs for a win it would be the best thing that ever happened to pubs.
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4892
|
Posted - 2015.02.09 21:20:00 -
[48] - Quote
Thor Odinson42 wrote:Pokey Dravon wrote:This is why passive component generation should be the lesser of total generation, with the majority being active. If most of my components come from active gameplay, I have far fewer issues with leveling up the passive factory, because its production rate is not a massive portion (if not all) of my production. I fear that CCP may be trying to cater a bit too much to those who can't play often. I get that people have lives, myself included, and cant play as much as they would like. I think *some* passive benefit and a cap on active benefit are great for people who can't play as much...but staking 100% of it into passive completely devalues the effort of those who can play often. This is why Hybrid systems work best. If they gave you 50 WBCs for a win it would be the best thing that ever happened to pubs.
Hell it might even be worth looking at the Passive vs Active ratios for the SP system and building WBC production roughly off of that.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vell0cet
OSG Planetary Operations Covert Intervention
2768
|
Posted - 2015.02.10 07:41:00 -
[49] - Quote
One way to improve things would be to sell components for LP. In this way, you get more for winning, and components would require significant investment to acquire actively, but is still infinitely more attainable for the player who doesn't want to spend AUR. It will drive vets into those matches more, while making pubs a little better for the new player for a couple reasons: fewer vets in pubs and the ones who are there are more likely to be wearing cheap fits, so they can earn ISK to fund FW.
As far as the overall business model goes, I completely agree that EVE's model is perfect. Boosters are the natural analog to PLEX. Ideally we could have a true market, so supply/demand would determine the price of boosters. Also, we could then delete all of the BPC AUR gear from the database. Players could buy boosters from CCP; sell them to other players for ISK; and then use that to buy the LP versions of weapons so they can still get that early access for $$$. It would clean up a ton of redundancy in the database that seems to always be a source of bugs/errors. It would also radically clean up the market UI with the duplication and AUR complexity removed.
I also thought of the learning skills in EVE with the mobile factory.
Best PvE idea ever!
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