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MP store poll and idea compendium


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#251
Cohen le Barbare

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As far as I'm concerned, I don't mind character cards as I have not yet unlocked every customization options and every characters. 

I do mind getting the same card again and again for a character I have fully unlocked though. I would rather have the game focus on the stuff I haven't. Like a lot of players, I play to unlock and fiddle with the new stuff. It is quite frustrating to save for a PSP and realize you get something you already have. In an ideal world, they should use the same mecanics they use for weapons but change it a little.

I think they can improve on their system by doing the following:

1. Scan what customization option/characters are unlocked and randomize between what's not already unlocked, be it customization option or new character.
2. Don't give a type of character card if the player has a level 20 in that class. (ie: my sentinels are level 20, don't give me sentinel cards)
4. Stop spawning cards when the player has every class at level 20 unless all customization options are unlocked. If not, check point 1. Focus on other unlockables and/or up the chance for ultrare. That would be a reward in itself.
5. Start giving out cards back when the player promotes to get rid of the "low level blues" more quickly but stop spawning them when the player reaches level 10.
6. Fill the rest of the pack with consumables, but again, when the player has unlocked everything, he/she will focus on jumbo packs or save up for the next DLC.

Here's my take on the store system.

#252
greghorvath

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Hud-X1Z wrote...

1. They Quit because they get so frustrated that its kill thier fun with the game 
or
2. well i will it maybe got never so im playing as long i have fun and then i move on.

Well the frist Group is now the problem, i think its the bigger group
and that group that Quit playing the game, in the moment state and a
company view, to early.

I have no idea if this truly is the case. People on my friends list are still here, even though most of them dislike the store.

But in the End i think Bioware have give away a great opertunity by release the MP so like its in the moment. I mean there would be so much stuff that would great and yes would make its more diffucault to balance it.
Like Armor parts and a coustum Face.
Military Ranking with unlocking of Specific Stuff.
A Evolution Unlocking Archievment Store System.
Different Szenarios like: No Winning Szenario, Escorting, Defending the Base, Capture the Base / Tech / Important Enemies, Evacuations, Faction war or Tank war (one player Drive one player Shot - > So two Tanks againt Bosses and Little Ships) and so on.
Fun Scenarios like the Zombie Mod, Capture the Real Anderson (all Enemies looking like the Anderson and you have to find and catch the Real and bring him Back but dont want *g* ) and so on.

I agree with you that in the end it all boils down to a lack of content in the MP. This an issue that needs addressing and it needs it soon. Not with class and weapon DLCs, but things that fundamentally give more than what we have now. For example the new objective type is a step in the right direction.

However, this thread is for the time being concerned only with one aspect of the MP , and that is the store. thanks for you comment! :lol:

#253
Hud-X1Z

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greghorvath wrote...




Hud-X1Z wrote...

1. They Quit because they get so frustrated that its kill thier fun with the game 
or
2. well i will it maybe got never so im playing as long i have fun and then i move on.

Well the frist Group is now the problem, i think its the bigger group
and that group that Quit playing the game, in the moment state and a
company view, to early.

I have no idea if this truly is the case. People on my friends list are still here, even though most of them dislike the store.


Hello,
sorry i think i didnt make it real clear, this statement was more generaly to the situation of this kind of system, aka carrot on the stick, and i forget the third party, that people that know it but not care about it.

but i have often see that people quit playing a game, sometimes rather quickly, because they realize the kind of the system and get frustrated with this enlightment.

for me 3: well sometimes my friendlist is realy emtpy and some of the people i didnt see anymore over weeks.
ok maybe i know the wrong people ;)


greghorvath wrote...

Hud-X1Z wrote... 
But in the End i think Bioware have give away a great opertunity by release the MP so like its in the moment. I mean there would be so much stuff that would great and yes would make its more diffucault to balance it. 
Like Armor parts and a coustum Face.
Military Ranking with unlocking of Specific Stuff.
A Evolution Unlocking Archievment Store System.
Different Szenarios like: No Winning Szenario, Escorting, Defending the Base, Capture the Base / Tech / Important Enemies, Evacuations, Faction war or Tank war (one player Drive one player Shot - > So two Tanks againt Bosses and Little Ships) and so on.
Fun Scenarios like the Zombie Mod, Capture the Real Anderson (all Enemies looking like the Anderson and you have to find and catch the Real and bring him Back but dont want *g* ) and so on.

I agree with you that in the end it all boils down to a lack of content in the MP. This an issue that needs addressing and it needs it soon. Not with class and weapon DLCs, but things that fundamentally give more than what we have now. For example the new objective type is a step in the right direction.

However, this thread is for the time being concerned only with one aspect of the MP , and that is the store. thanks for you comment! :lol:


yep and the more i think about it, i get more ideas for the game.
linking between mp and sp, like serverals hackings in mp would unlook missions (yes i know it would be a problem for people that didnt like to play the mp there could be another solution then for unlocking the mission in sp then of other way maybe).
something like story driven random map generation mission started in a basis camp with anderson who give you that mission and so on.
yeah i gets offtopic and its better i stop *g*

Modifié par Hud-X1Z, 01 juin 2012 - 09:13 .


#254
greghorvath

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Cohen le Barbare wrote...

As far as I'm concerned, I don't mind character cards as I have not yet unlocked every customization options and every characters. 

I do mind getting the same card again and again for a character I have fully unlocked though. I would rather have the game focus on the stuff I haven't. Like a lot of players, I play to unlock and fiddle with the new stuff. It is quite frustrating to save for a PSP and realize you get something you already have. In an ideal world, they should use the same mecanics they use for weapons but change it a little.

I think they can improve on their system by doing the following:

1. Scan what customization option/characters are unlocked and randomize between what's not already unlocked, be it customization option or new character.
2. Don't give a type of character card if the player has a level 20 in that class. (ie: my sentinels are level 20, don't give me sentinel cards)
4. Stop spawning cards when the player has every class at level 20 unless all customization options are unlocked. If not, check point 1. Focus on other unlockables and/or up the chance for ultrare. That would be a reward in itself.
5. Start giving out cards back when the player promotes to get rid of the "low level blues" more quickly but stop spawning them when the player reaches level 10.
6. Fill the rest of the pack with consumables, but again, when the player has unlocked everything, he/she will focus on jumbo packs or save up for the next DLC.

Here's my take on the store system.

Thanks for your comment. Your suggestion mostly echo what has already been suggested in this thread earlier, so it is not surprising that I like them. :o However, your rationale in point 4 is just great: suggesting upping rare chances for reaching lvl20 with all classes is very nice. On the other hand, while you can easily max out classes with the plethora of cards, but if charcter cards were rarer or gave considerably less xp, reaching lvl 20 might actually mean something.

#255
greghorvath

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Hud-X1Z wrote...
yep and the more i think about it, i get more ideas for the game.
linking between mp and sp, like serverals hackings in mp would unlook missions (yes i know it would be a problem for people that didnt like to play the mp there could be another solution then for unlocking the mission in sp then of other way maybe).
something like story driven random map generation mission started in a basis camp with anderson who give you that mission and so on.
yeah i gets offtopic and its better i stop *g*

Why is it a problem if you HAVE to do something to get something unlocked? Thats like real life, isn't it? You want the benefit of something you don't like doing? You just have to decide if the price you pay is worth the benefit...

#256
Hud-X1Z

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greghorvath wrote...

Hud-X1Z wrote...
yep and the more i think about it, i get more ideas for the game.
linking between mp and sp, like serverals hackings in mp would unlook missions (yes i know it would be a problem for people that didnt like to play the mp there could be another solution then for unlocking the mission in sp then of other way maybe).
something like story driven random map generation mission started in a basis camp with anderson who give you that mission and so on.
yeah i gets offtopic and its better i stop *g*

Why is it a problem if you HAVE to do something to get something unlocked? Thats like real life, isn't it? You want the benefit of something you don't like doing? You just have to decide if the price you pay is worth the benefit...


Hello,
Well, if the Game its like Real Life is the Life a Game?
Sorry cant resist :D

But back to the Question.
Playing is a hobby, while i can say yes that its nothing wrong about to do something for getting a benefit, its didnt feel real good to have the feeling to be forced to do things that a person dont like in thier Hobby.
Because without a alternative to unlock something would a lot of people feel even more forced to play the Multiplayer and then we back by the frustration of the Coustumer.

EMS its something like the same and lot of people wasnt realy comfortable about it and some people real dislike it and begun to edit the Coalesced file to get bigger Points out of the Mission for the Galaxy at War, because they dont play the MP and in the end i think the reason why they dont play the MP are irrelvant, its thier descion in the end.
So If you bind SP content exclusiv on MP, well last say a lot of people wouldnt be very happy about it.
 
But i didnt mean with that, that the thier shouldnt be no benefit.
Benefits could be:

- Speed instead that the Mission unlocks all 4 Hours or after a certain Mission, they unlock earlier and so you have accses to better Weapons/Money and EP earlier.

- The mission have a higher amout of loot if they unlooked about MP.

- The mission could have lesser Enemys 

- You have allieds forces on the Map avaible

I think maybe thier are other benefits but they are show the possiblity to provied benefits without cut out Content from a specific group of people.
So both side could be happy, maybe.

Personal Note: Myself i would mind if you can only unlook something in SP through MP but i can understand that people dont like it :)

#257
greghorvath

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We have certainly deviated form the original discussion, but as the basic idea behing this thread is to gather ideas about making the MP better, ideas of all sorts are welcome to a certain extent. I am mainly interested in the store aspect, but contemplation of the connectedness of everything must be in the long run very beneficial... :)

#258
greghorvath

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Sitrep: 19:44 06.04.2012

Likes: 41
Dislikes: 58

#259
greghorvath

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 Do I feel the wind of change? Check this out and tell me what you think: social.bioware.com/forum/1/topic/343/index/12336306/1

#260
greghorvath

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Update: 9:24 CET 06.05.2012

Likes: 41
Dislikes: 58

825 votes

#261
greghorvath

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At 20:42 the only change is that the number of votes is 833.

#262
greghorvath

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With 838 votes, the poll right now is the 121th most voted. At 5:58, 6th June 2012:

Likes: 41
Dislikes: 59

#263
greghorvath

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Same situation (except for a few more votes) as in the previous post.

#264
greghorvath

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Solo thread again... This is so very sad. The discouraging part is that there are related threads being made daily... Personally, I know how to use the search function and tend to post in already existing threads instead of starting new ones. I can't decide if this is a sign of my intelligence or a sign of my lack of initiative...

Modifié par greghorvath, 07 juin 2012 - 09:43 .


#265
ABjerre

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Holy Crap - almost 1000 votes. Thats actually a decent sample size you have gotten there. Congrats, i'm pretty sure that it has not gone unnoticed :-)

Anything suggesting a 58% "dislike" with any part of any product from any company should be taken quite seriously, and i'm sure that this is too.

#266
greghorvath

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ABjerre wrote...

Holy Crap - almost 1000 votes. Thats actually a decent sample size you have gotten there. Congrats, i'm pretty sure that it has not gone unnoticed :-)

Anything suggesting a 58% "dislike" with any part of any product from any company should be taken quite seriously, and i'm sure that this is too.

There is a lot of sweat and tears in this, believe me...

The ratio is actually 59 vs 41 now, at 22:25 CET 6/7/2012...

Modifié par greghorvath, 08 juin 2012 - 01:12 .


#267
greghorvath

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Wow. As the sample grows the ratio of dislikes is growing in spite of the recent tweaks to the store. I would have expected new votes to be more "satisfied" but the increase is coming through the options that demand change.

Sitrep at 6:31 6/8/2012

Likes: 41
Dislikes: 60

Sample size is 867

Modifié par greghorvath, 08 juin 2012 - 01:13 .


#268
greghorvath

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Shameless bump for more data.

#269
greghorvath

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Update 15:13 CET 6/8/2012

Likes: 41
Dislikes: 59

#270
AbhijitSM

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I really like the effort you are putting into all of this for improving the store system. +1 to you :)

The sad part is that is no-one is really willing to vote. I mean i appreciate that around 900 have voted but still i am sure that many more are browsing this forum & this just takes around 2 mins :blink:

Modifié par AbhijitSM, 08 juin 2012 - 01:36 .


#271
Lokiwithrope

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We should get a monetary boon for every character promoted.

#272
greghorvath

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A bump. A real bump. Am I dreaming? :D

Thanks for the kind words!

Its kind of strange for me as well. People get so passionate about some issues, like the ending, the krysae etc. and rant all over the BS Network. The store is an issue that is continuosly present (most of the time in a negative way), but for some reason people don't seem to want to take organized action. I find this very peculiar... :blink:

Edit: WTF. TWO IN A ROW? I have to pinch myself right now...

ouch...

Modifié par greghorvath, 08 juin 2012 - 01:43 .


#273
Apl_Juice

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Eh, I think the store system is fine, for the most part. The only thing I'd change is, instead of character cards, we get equipment. I also wouldn't mind a VERY SLIGHT buff to Ultra-Rare drop rate, but that's really pushing it.

#274
VII Revenant

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Prioritize rare items above character cards if and only if a character card will be drawn and the character in question is level 20 and has full customization options unlocked.

Release a more expensive pack that has a higher chance for ultra-rares but still does not guarantee an ultra-rare unlock.

Implement a system that allows players to choose when to deploy a character card; the card is held and can be reviewed until deployment, giving the player an idea as to how much experience and what customization options may be unlocked. This allows players to stockpile character cards for promotion, making it easier to obtain a high level character and hopefully stemming character card issues to an extend. The major complaint seems to be that players continue obtaining cards that have no use to them as their characters are fully customizable and leveled. This would give players a greater degree of control and make those cards more useful for those that promote.

#275
greghorvath

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VII Revenant wrote...

Prioritize rare items above character cards if and only if a character card will be drawn and the character in question is level 20 and has full customization options unlocked.

Release a more expensive pack that has a higher chance for ultra-rares but still does not guarantee an ultra-rare unlock.

Implement a system that allows players to choose when to deploy a character card; the card is held and can be reviewed until deployment, giving the player an idea as to how much experience and what customization options may be unlocked. This allows players to stockpile character cards for promotion, making it easier to obtain a high level character and hopefully stemming character card issues to an extend. The major complaint seems to be that players continue obtaining cards that have no use to them as their characters are fully customizable and leveled. This would give players a greater degree of control and make those cards more useful for those that promote.

1st and 2nd paragraphs seconded.
The idea in 3rd is a nice one, but its a bit like placebo, I think. It would be an improvement (like the GDP increase in China: going up is no surprise when you start from low enough...), but it would not solve anything in the long run. If  people have hundreds of unused character cards, people are still going to feel they are ripped off (just compare to the launch situation when respec cards were not capped).

I personally do not care about customization that much and I can level up classes pretty fast. My NEED for character cards ever is very close to non existent.

Modifié par greghorvath, 08 juin 2012 - 02:11 .