what about boosters that are worth the cost?
For instance, rather then a 10 dollar pack of emotes and costumes, if for say 15 dollars you could buy like a IO/influence booster set. Say you for 15 dollars can pick any 5 Purple IOs and 10 Gold set peices and 10 silver (but cant duplicate selections so only like 1 LotG etc) and got like 50 million influence/infamy. But maybe limit the purchase to only use it on level 50 characters. |
It would i think also aliviate some of the cost on the markets for some of the real big purchases like Ragnoroks and stuff since the demand for them would go down. |
Suggested many times, and I'll continue to be strongly against this.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Anything that pits my money versus someone else's money is bad. I have no money = I can't get better perks? No thanks.
I can scrape together enough to pick up the occasional booster which is fluff - because I *like* the fluff. Everything else I earn in the game, thanks. I have an even chance with that stuff. Purchase it? I can't. Everyone who can, therefore, "wins" over me. Sorry, but it's a terrible idea all around.
Buy fluff, it's optional. Earn ingame abilities, it's equally earnable.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
I'm more than happy to spend money on fluff. It's fun and it doesn't have any effect on the game. However, I can't really get behind the idea of allowing people to spend real money on something that can effect gameplay.
My biggest personal experience with this concept was the Magic: The Gathering cardgame. With the collector card market that sprang up around this, the game became little more than an exercise in "He who has the most money wins!"
Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.
What the others have said.
Now, had this been suggesting to put more emotes and costumed goodness in packs, well...
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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So i was curious how the player base would accept the possiblity of having purchaseble (microtransaction) booster content that wasnt just eyecandy.
For instance, rather then a 10 dollar pack of emotes and costumes, if for say 15 dollars you could buy like a IO/influence booster set. Say you for 15 dollars can pick any 5 Purple IOs and 10 Gold set peices and 10 silver (but cant duplicate selections so only like 1 LotG etc) and got like 50 million influence/infamy. But maybe limit the purchase to only use it on level 50 characters. It just occures to me that there are some players with time and no money, and some with no time and plently of money. Having the option to do a one time per toon booster purchase could help those with more limited time, while those with no money and plently of time can continue to earn the rewards as they do now. It would i think also aliviate some of the cost on the markets for some of the real big purchases like Ragnoroks and stuff since the demand for them would go down. Sure you wouldnt sell for as much, but those common players not buying boosters could then buy what the markets offered for less also. Just curious really, i obviously would like it. Its not like allmy toons need purples, but when i do want a set, for the time it would take to earn the influence or get the drops i would be more eager to just drop 15 dollars. My time isnt worth much, but its worth atleast that. |
For game balance reasons I don't think this is a good suggestion.
Thought I'm not concerned about the rich vs. poor player argument. People with more money can get nicer stuff. That's life.
LET this be known to the devs: If you add microtransactions that significantly affect gameplay / mess up the market, I and a bunch of people WILL leave this game.
I suppose the "rich vs. poor" arguement could apply to game balance here ML.
As I see it, by allowing players to pay real money for items which will enhance their performance, an imbalance will be created that the Devs will have no way to control short of removing those items once abuse starts occurring and those players who were not "rich" enough to take advantage of that feature start complaining. (and we know it will, it's only a matter of time.)
We've all seen the troubles that are caused when the Devs are required to remove a feature from the game for any reason. I know we've all seen too much of that recently.
Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.
I will add myself to those in the thread giving this idea a thumbs down. Based upon the title of this thread, I am assuming that you don't find the current boosters worth the cost. That's fine and dandy. The answer is simple. Don't buy them. Those who do buy them don't really get a significant advantage over you in the game. They get nice costume parts. They get the joy of supporting further development. They get small, well-balanced, non-game breaking powers.
Purchasing of the boosters is completely optional. There is no pressure to buy them. If you provide any significant in-game advantage, they become less optional and more along the lines of, "Well, you don't HAVE to buy it, but you will have a much harder time of it if you don't."
- Garielle
I will add myself to those in the thread giving this idea a thumbs down. Based upon the title of this thread, I am assuming that you don't find the current boosters worth the cost. That's fine and dandy. The answer is simple. Don't buy them. Those who do buy them don't really get a significant advantage over you in the game. They get nice costume parts. They get the joy of supporting further development. They get small, well-balanced, non-game breaking powers.
Purchasing of the boosters is completely optional. There is no pressure to buy them. If you provide any significant in-game advantage, they become less optional and more along the lines of, "Well, you don't HAVE to buy it, but you will have a much harder time of it if you don't." |
But since the current boosters tend to be selling well, and are around 10 bucks for fluff, my idea was to offer something nicer, but for just slightly more. So that anyone who spends 10 bucks could probably spend 15 for a better booster pack that actually helped their character. And i also didnt want it to become a who can afford the most, which is why i (thought i suggested i will have to re-read it) that i said no more then 1 booster pack could be purchased for any character, and it was only availible to a level 50 character.
I also figured the effect on the market would help players not wanting to spend the real money. As we have seen with the Tickets from MA, having rare recipies become more steadily availible (like LotG rech and Miracle rec) the cost on them has gone down, in some cases very dramaticly. Where with MA farms purples have gotten more rare and prices have gone up. So IMO having an outlet to help get some of these items means that there are less customers looking for market purchases so the prices will go down as demand has gone down, so that if you cant afford 15 dollars to buy something, you atleast will likely be able to make your ingame money go farther. So still a benefit to those that wont or cant buy from a microtransaction.
Im not unhappy or wanting to drop alot of cash to build a character, im the opposite really. Im fine as things are, I get what i want usally off markets and drops and tickets, and live without the things i feel are to time consuming to worry about, like purples. I was just posting in another thread about how few purple sets i have among all my level 50s, and just thought what would i spend for these if im not willing to put in the time. And thought what others would think.
Oh another side benefit would be the RMT farmers adn tells and stuff would probably dry up. And personally i would rather see people giving money to NC Soft to help keep the game developed then to foriegn farm mills to get the influence,infamy or whatever they wanted. But like i said, was just curious really as to the opinions of others.
I don't see the need for NCSoft to sell inf/IOs. It doesn't take much to start earning all you need in WW. Heck, All my toons have over 100mil by the time they get their travel power.
�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars
I don't see the need for NCSoft to sell inf/IOs. It doesn't take much to start earning all you need in WW. Heck, All my toons have over 100mil by the time they get their travel power.
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People like you who work it, and then all the impatient twits with millions of inf to burn that will just pay WHATEVER is being asked >.>
Between all of my characters (including the 50s, yes), I don't even have 100 million inf. 1: Working the market isn't as easy as people say. 2: I refuse to flip salvage because I HATE the practice with a burning passion.
Now.. I can see where the OP is coming from on this, I really can. And to an extent I like the idea, as in theory it would bring balance to the power of those who have RL money, but no time, and those who have too damn much free time.
In practice, though, it would lead to an even larger power gap, as we found that a lot of the people with money, also had time.... And, it would also ofcourse have the effect of making the market just that much more screwed up.
.... Now, maybe slightly nicer stuff IN the "fluff" boosters?
Now.. I can see where the OP is coming from on this, I really can. And to an extent I like the idea, as in theory it would bring balance to the power of those who have RL money, but no time, and those who have too damn much free time.
In practice, though, it would lead to an even larger power gap, as we found that a lot of the people with money, also had time.... And, it would also ofcourse have the effect of making the market just that much more screwed up. .... Now, maybe slightly nicer stuff IN the "fluff" boosters? |
- Garielle
And that is why the market is so screwed up, you know.
People like you who work it, and then all the impatient twits with millions of inf to burn that will just pay WHATEVER is being asked >.> |
edit: I'm adding this because someone decided to give me neg rep for the AE tickets. I added that as an easy way to earn inf (and the more that do it, the larger the supply and will end up lowering the price). I am not a fan of AE. I stay away from it as much as I can. Some of my SG members like to make missions and have us run them. They put a lot of work into writing a story and building mobs for it. I will not turn down a friend when they ask me to run a mission they have been working on. That is about the only way someone can get me to join an AE team. Even with my disdain of AE, I find that I earn enough tickets to buy 5-10 rare salvage. That will end up selling in WW for 3-8 mil depending on the market price that day.
�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars
I can't really say what others haven't, but I'll still lend a reverberating voice to strengthen the mortar, I suppose;
The only reason I buy Booster Packs is for the sole reason that they will give me no advantage over another; I will never be able to look at a foe, thankful that I'd spent $10 more than he/she, because I've spent $10 on costume parts, and a nominal power that works infrequently. A mystic fortune? A self-destruct? Mission teleporter? Surely, not one of those has ever allowed me to best a foe, and if they had? I would doubtfully use them again. I buy Booster Packs to support the Developers, and to let them know that their assets should always belong to pay not for the power, but for the play of it all.
Its not like when i am running a TF if the person next to me spent the 15 bucks it would matter to my game or not.
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Say they offer some booster that provides some benefit beyond what we are seeing now. People buy them and they start running TFs, doing missions, farming, or whatever other playstyle they prefer.
Now the developers start datamining and they see that people are leveling faster than intended (and this DOES matter from a fiscal standpoint, by the way), and many challenges are much easier than intended. What are they going to do? They are going to beef up the challenges or they are going to scale down player powers. If you didn't buy the booster, and things were plenty challenging before the change, too bad. If you can't solo at all anymore without a booster, too bad.
- Garielle
Ahhhh... but it very well might. Developers love to data mine. They also love to keep things somewhat balanced, both in PvE and PvP. Now, let's use your example...
Say they offer some booster that provides some benefit beyond what we are seeing now. People buy them and they start running TFs, doing missions, farming, or whatever other playstyle they prefer. Now the developers start datamining and they see that people are leveling faster than intended (and this DOES matter from a fiscal standpoint, by the way), and many challenges are much easier than intended. What are they going to do? They are going to beef up the challenges or they are going to scale down player powers. If you didn't buy the booster, and things were plenty challenging before the change, too bad. If you can't solo at all anymore without a booster, too bad. |
Which is why i also said that only one boost could be purchased per level 50. So sure i guess someone could buy multipe boosters on multiple toons and move the product around, but eventually they would hit the wall of what they could buy, and either have a few really decked out toons and others with nothing, or have spread around the wealth to have a few good toons well slotted.
My original thought was we see alot of crying about how those with the will and time to farm are going to far exceed what a normal player can accomplish. These people already appear in game with maxed out purple out toons that are skewing the numbers when your teaming with them or fighting them or whatever. There are usally some sets that almost everyone could get if the choose to, but there are a handful of sets that are just a pain to earn what is needed.
Yes a player can play the market, but again it becomes a time issue. Though its not hard to play the market, if i only have an hour or so to play a night and have to spend 20-30 minutes managing my market sales and crafting that is going to take a substanial amount of my play time away from me. And frankly were say for my dominators a sleep, hold, or stun set isnt terrible for a purple purchase, for a toon like my blaster or scrappers or brutes the damage sets, well lets just say if i pooled all the cash i had on either side, i probably couldnt still afford a full set for any one power.
Now on the flip side, having limited ability to microtransaction some of my wants, relieves me of the burden of playing just for those gains. Especially with the new difficulty slider coming, my best chance to earn these items in game at present would be to slot for 8 team members, and just run my 2 accounts, not teaming since my purple drop could go to a team memeber and not me. So again if moderate players had the ability to buy some of the products doesnt that open up more time for them to just play, team and have a good time in the game with others?
I truely believe that for this game to keep going that the devs at some point are going to have to up revenues. Going Rogue is probably going to do so for the time being. However I dont think simple 10 dollar boosters will cover that gap for long. As players see more and more that they are just costumes and emotes and start turning up their noises to yet anther 10 dollars. So i think the choices become either more often and paid expansions, or finding other in game items that wont totally blow away the community but have enough worth to keep players wishing to purchase them. Im not really fighting to see this put in, its really just more of a boredom, discussion topic for me at this point. Im tired of arguing in the i16 discussion and feedback threads.
Out of the question. Absolutely out of the question. I REFUSE to play a game where the strongest characters belong to the players with the most disposable income. A game of "my wallet is bigger than your wallet" is not something I will pay money to play. I enjoy games because they're fair and relatively balanced. Sure, there are powergamers who will always be many times better than me, but I can accept that they simply are that good and that hardcore and deserve to be. I CANNOT accept the notion that people are better than me because they have more money in real life. It is plain and simple out of the question.
And then, there's the other side of the coin - once this becomes the benchmark, as it does in all games that use this model, it becomes a game of poverty. Because I don't want to shell out for perks, I'm always taking the hardest road everywhere, always taking longer to do everything and always suffering much harder difficulties, all because I wouldn't line the pockets of the developers some more. No, thank you. I pay my tax and I'm an equal citizen. I'm not a lower-class citizen because some Banker Cat is paying more.
I don't CARE what this does to the game, how it affects it or what profit it brings, because I won't be playing it to find out.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I truely believe that for this game to keep going that the devs at some point are going to have to up revenues. Going Rogue is probably going to do so for the time being. However I dont think simple 10 dollar boosters will cover that gap for long. As players see more and more that they are just costumes and emotes and start turning up their noises to yet anther 10 dollars. So i think the choices become either more often and paid expansions, or finding other in game items that wont totally blow away the community but have enough worth to keep players wishing to purchase them. Im not really fighting to see this put in, its really just more of a boredom, discussion topic for me at this point. Im tired of arguing in the i16 discussion and feedback threads.
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�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars
Anything that pits my money versus someone else's money is bad. I have no money = I can't get better perks? No thanks.
I can scrape together enough to pick up the occasional booster which is fluff - because I *like* the fluff. Everything else I earn in the game, thanks. I have an even chance with that stuff. Purchase it? I can't. Everyone who can, therefore, "wins" over me. Sorry, but it's a terrible idea all around. Buy fluff, it's optional. Earn ingame abilities, it's equally earnable. |
The thread title insinuates that the current boosters are not 'worth' the cost paid for them.
I'd just assume not have any 'cool new io sets' put up for sale on ebay with the carnie costume codes. Thanks.
No way will I ever support this idea.
I can accept that someone has a more tricked out character than I do because they spent the time on it. If they spent 100 hours tricking out their toon and I only spent 10? They put the time into it, I didn't, so they deserve to have a better character than me.
But for someone to have a btter character than me because they could afford to spend $15 and I couldn't? No, that just isn't fair. There is nothing fair about your real life financial situation affecting your game performance. Everyone pays the same monthly fee, their performance in the game depends on how much time they are willing to put into it, not how much of their paycheck they are willing to give up.
I know the argument: But it's not fair for a casual player to not perform as well as a hardcore player.
BS. It's perfectly fair. If you call yourself a "casual" player and you care about how well your character performs, you're not really a casual player. You're a hardcore player with limited time. A TRUE casual player could give a crap less how well their character performs, they play for FUN. If it's gooed enough for them to have fun with, that's enough.
There is nothing anywhere that says you have to be able to solo AV's with a defender, or Rikti Pylons with a scrapper. Those are extreme situations that were never intended to be possible for the average player to accomplish. Less than 1% of the population of the game routinely does those things. Less than 25% EVER has.
(Disclaimer: The above percentages are pure guesswork, I have no hard data to back it up. I'm guessing based on a cross section of forum posters.)
My main point is, it is not fair for someone to spend hours on end making their character as good as they can, only to have the next guy spend $15 and have an equal character in 10 minutes.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
There has been considerable resistance to selling items that significantly change gameplay for RealBucks (tm). Heack, there has been considerable resistance to selling things like Vet Rewards, which don't particularly.
So you have the issue of players who feel that someone buying something they gamed for cheapens their sense of accomplishment. They may be right or wrong about that, but it is how they feel, which is not amenable to arguments based on cost/benefit analysis.
There is the issue, with purples or similar accoutrements, that people are buying performance they cannot obtain by patience or skill. The nightmare image is getting owned in PvP (assumnig one plays PvP - I myself do not) by someone who is able to beat you because he paid money for an advantage (OK, the nightmare image is getting owned by someone like that who then talks trash about how awesome he is and how pathetic you are).
There is the issue of social class of players entering the relationship between characters. Many Americans are allergic to even recognizing class issues when they walk up and kick them in the fork in real life situations, much less in niches like this one.
And of course there is the moral ambiguity many gamers feel at even a hint of "corporate sponsored RMT."
So this idea is unlikely to gain much traction.
My scrapper doesn't need an AoE. She IS an AoE.
So i was curious how the player base would accept the possiblity of having purchaseble (microtransaction) booster content that wasnt just eyecandy.
For instance, rather then a 10 dollar pack of emotes and costumes, if for say 15 dollars you could buy like a IO/influence booster set. Say you for 15 dollars can pick any 5 Purple IOs and 10 Gold set peices and 10 silver (but cant duplicate selections so only like 1 LotG etc) and got like 50 million influence/infamy. But maybe limit the purchase to only use it on level 50 characters.
It just occures to me that there are some players with time and no money, and some with no time and plently of money. Having the option to do a one time per toon booster purchase could help those with more limited time, while those with no money and plently of time can continue to earn the rewards as they do now.
It would i think also aliviate some of the cost on the markets for some of the real big purchases like Ragnoroks and stuff since the demand for them would go down. Sure you wouldnt sell for as much, but those common players not buying boosters could then buy what the markets offered for less also.
Just curious really, i obviously would like it. Its not like allmy toons need purples, but when i do want a set, for the time it would take to earn the influence or get the drops i would be more eager to just drop 15 dollars. My time isnt worth much, but its worth atleast that.