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Y'know, the store would've been much better if....


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#1
DarkAbsolution

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As I near the end of completing my manifest, with just 12 UR slot unlocks to go (upcoming DLC excluded), over the course of my journey I reckon I've got a pretty good idea of what everything more or less costed.  To put it mildly, the RNG store is incredibly frustrating.  You get stuff that you don't want or need, and you don't get stuff that you do want.  There is absolutely no progress made to max one's inventory UNTIL the next card that you want drops.  There's no countdown, no XXX more credits needed, or anything like that.  You either are lucky enough to get what you want, or you're not.  To make matters worse, some people are blessed with amazing luck, while others are stuck in the doldrums feeling like time spent is a complete waste and experience immense levels of frustration.

In short, the system stinks.

My proposal, which I am fully aware will go utterly unheeded, would've been to do the store in a purely credit earning basis.  We get to choose what we want to buy, and we spend the credits to buy it.  Here's a list of what everything should cost (IMO) if we're following the same sort of average drop rate per pack cost:

 1000 credits per rocket launcher, medigel, ops survival pack, or thermal clip pack

 1000 credits for a level 1 consumable/ammo
 2500 credits for a level 2 consumable/ammo
 5000 credits for a level 3 consumable/ammo
10000 credits for a level 4 consumable/ammo

10000 credits for a common weapon mod
20000 credits for an uncommon weapon mod or gear slot
40000 credits for a rare weapon mod or gear slot

1000 credits per common weapon rank level which much be increased in order
         (ie. 1000 credits for Rank 1, 2000 credits for Rank 2, and so on)
         (basically works out to 55,000 credits to max a common weapon to X)
5000 credits per uncommon weapon rank level
         (275,000 credits to max an uncommon weapon to X)
20000 credits per rare weapon rank level
         (1,100,000 credits to max a rare weapon to X)
100000 credits per Ultra Rare weapon rank level)
         (5,500,000 credits to max an ultra rare weapon to X)

1000 credits per Common class Appearance Slot
5000 credits per Uncommon class Apperance Slot
20000 credits per Rare class Apperance Slot (ie. 20k credits to unlock a rare char)

1 credit per 10xp of training in a class of your choosing (i.e. 100,000 credits for 1,000,000 XP)

Exchange 1 BioWare Point for 2000 credits, for those who want to do micro-transactions

Keep Promotional Weapons as they are

There ya go.  No frustration for people.  People who only play rarely still get can afford to get a brief taste of everything for a few million credits in total.  Completionists need to spend around 100M credits to max everything.  People gain the sense of making real progress with every credit they earn.

It'll never happen though...

#2
Tommy 9un

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Oh look another the shop sucks post, couldn't be bothered to even read more than the first sentence.

#3
jpraelster93

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Tommy 9un wrote...

Oh look another the shop sucks post, couldn't be bothered to even read more than the first sentence.


But the store does suck

#4
Wolfsbladex

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Tommy 9un wrote...

Oh look another the shop sucks post, couldn't be bothered to even read more than the first sentence.


Shoulda  pushed your pride aside because this person makes some legit suggestions

#5
Rip504

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People would max their manifest within a week with this system.

Modifié par Rip504, 08 octobre 2012 - 07:24 .


#6
White Flag

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Rip504 wrote...

People would max their manifest within a week with this system.


Get bored with it within two weeks and stop playing. 

#7
Kalas Magnus

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Tommy 9un wrote...

Oh look another the shop sucks post, couldn't be bothered to even read more than the first sentence.



#8
BiO

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100 000 per UR is pretty cheap...

#9
DarkAbsolution

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Rip504 wrote...

People would max their manifest within a week with this system.


Really, you could earn 100 million credits in a week?

#10
DarkAbsolution

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BiO_MaN wrote...

100 000 per UR is pretty cheap...


It's 100,000 for a Rank 1 in a UR, then 200,000 for the second rank, 300,000 for the third rank, and so on.

This allows people to get low-level URs relatively quickly, but to max them out takes a lot of time.  In this way, it prevents the frustration that some people feel from never getting a weapon they want, but it still retains the total effort spent to max a UR to X (5.5M credits needed).

#11
Samerandomscreennameidontcareabout

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DarkAbsolution wrote...

You either are lucky enough to get what you want, or you're not.  To make matters worse, some people are blessed with amazing luck, while others are stuck in the doldrums feeling like time spent is a complete waste and experience immense levels of frustration.

While I Fully agree with the consumables ( I´d rather pay a sum of Credits for a full loadout than having to deal with the erratic way of gaining consumables, which force me to alternate between classes to have enough of them for use. Sometimes I´d just like to play my destroyer and not change every second match... ) I think that the "perceived" luck of people is not the RNG of the store but how different people think  about wether they were unlucky or not. Overall, the 5 to 7,5% dropchance is just that - an average and it works. You can max rares easily enough, Ultra rares are just the icing on the top.

#12
Uchimura

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Sounds pretty solid. And the numbers are roughly within the same range as what we currently have for full completion. The problem comes in when people like me don't want to waste my credits on snipers at all or just want one weapon. I could get away with getting what I want much earlier and shortening the time or money put in to reach the end goal, which nicks into profits and longevity (which means more profits).

Tommy 9un wrote...

Oh look another the shop sucks post, couldn't be bothered to even read more than the first sentence.


Couldn't be bothered not being pointless?

#13
Rip504

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DarkAbsolution wrote...

Rip504 wrote...

People would max their manifest within a week with this system.


Really, you could earn 100 million credits in a week?


Yes.
It is also very possible that a player could unlock the entire manifest within a single day.

Yes,I did read it.
From your very post:

DarkAbsolution wrote...
Exchange 1 BioWare Point for 2000 credits, for those who want to do micro-transactions


10$=1,600,000-630$=100mil credits. Si o No?  store.origin.com/store/ea/search/

Modifié par Rip504, 08 octobre 2012 - 08:51 .


#14
DarkAbsolution

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$10 is 1600 BW points, not 1600000. $10 would net you 3.2m credits, or $300 to max your inventory. Who's gonna spend that much?

#15
Bleachrude

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Keep one thing in mind...

The store as it is, IS why ME3 mp has been able to offer free DLCs.
I mean, looking at my manifest, I'd say half of the UR I don't even use (not because they aren't good, but jsut because they don't fit my playstyle)

#16
Rip504

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DarkAbsolution wrote...

$10 is 1600 BW points, not 1600000. $10 would net you 3.2m credits, or $300 to max your inventory. Who's gonna spend that much?


You stated 1BW point is 2000 credits. (Also 10$ is 800 BW points.) Check the link in my previous post.

10BW points would = 20,000 credits. 100BW points = 200,000 credits. 800 BW points = 1,600,000 Credits. (10$) 100,000,000 Divided by 1,600,000 is 62.5. So 630$ to max it out,if 100 mil is the limit. It is alot.

Modifié par Rip504, 08 octobre 2012 - 08:50 .


#17
ASmoothCriminalx

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These suggestions will go unheeded because these suggestions destroy the market for buying packs.

Without the store the way it is we wouldn't receive DLC for free. Without people who are content paying for credits rather than playing we wouldn't have free DLC. Give people a guaranteed way to unlock things just by playing the game versus spending money and they will just play the game. Some people would still pay, but not nearly as many as now.

Instead of ignoring the reason why the store is the way it is and just suggesting "hey, let us unlock what we want when we want", ask yourself would I rather have free dlc or just dlc. Keep in mind, if the dlc wasn't free this game's playerbase would be fractured and rather dead by now. And I would bet we would have never seen the Collectors come to MP.

#18
DarkAbsolution

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Rip504 wrote...

DarkAbsolution wrote...

$10 is 1600 BW points, not 1600000. $10 would net you 3.2m credits, or $300 to max your inventory. Who's gonna spend that much?


You stated 1BW point is 2000 credits. (Also 10$ is 800 BW points.) Check the link in my previous post.

10BW points would = 20,000 credits. 100BW points = 200,000 credits. 800 BW points = 1,600,000 Credits. (10$) 100,000,000 Divided by 1,600,000 is 62.5. So 630$ to max it out,if 100 mil is the limit. It is alot.


So we were both in error.

Still, ~$600 as opposed to the ~$2000 it takes with today's system.  $600 is more reasonable.

Answering other points.  The system I proposed would possibly encourage greater spending, and hence MORE free DLC, because there are guarantees to get what one wants, as opposed to the way it is today, where very few people want to spend real money purely for the chance, with no guarantee, to get what they want.  At least, that's how I see it, and it's a point that many people have echoed on the forums over the months.  Why pay for something that doesn't give a guarantee?

More money spent == more DLC, or am I missing something?

Modifié par DarkAbsolution, 08 octobre 2012 - 09:41 .


#19
Brakensiek

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Something does need to be done with the pricing of packs in the store. I can imagine the frustration new players will feel with the overwhelming number of weapons, equipment, and characters to unlock but costing a fortune and too many hours to get the things they want.

#20
Sammuthegreat

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Some good ideas, some bad. I don't like the idea of buying XP. I do like the idea of buying specific items though.

I think the packs should be re-priced to a rough 1:1 ratio of number of games played per pack bought. I like how a Veteran pack costs just over the credit haul for your average Bronze game, and I think the rest should follow suit, like the following:

Bronze credit haul roughly 15k === Veteran pack 20k
Silver credit haul roughly 30k === Spectre pack 40k
Gold credit haul roughly 70k === Premium Spectre Pack 80k

...What I'd also like to see is the ability to buy a single item of your choice, be it a weapon, piece of gear, mod or kit, for the same price as the "equivalent" pack. Basically a simpler system than the OP's:

5k (Recruit pack price) for a single Common of your choice
20k (Veteran pack price) for a single Uncommon of your choice
40k (Spectre pack price) for a single Rare of your choice
80k (PSP price) for a single Ultra-rare of your choice

This way you can buy either trust to luck and get random items, but 6 of them (including consumables, importantly) or you can pick and choose but pay far more.

I'd also support the idea of chosen items getting incrementally more expensive with each rank.

#21
Bleachrude

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I disagree with your assertion that a "fixed cost for UR" will actually cause more purchases...

The accepted rate is 10 PSPs to get 1 UR. ..which is roughly 1 million credits.

There are 15 URs.

Roughly, you're looking at a cost of 15 MILLION per UR...Certainly not 80k-100k

#22
Samerandomscreennameidontcareabout

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Rip504 wrote...

People would max their manifest within a week with this system.

No.

Playing 24/7 only 20 minutes platinum speed run matches with NO consumables and your avenger I to start with which nets you 145K Credits each match it would take 9,2 days at least of continous playing. no loading times, no time spent in the store, no nothing, no expenses for medigel, rockets or something.

Edit: Sorry for the trolling. I thought it would be fun to have a rough estimate of how long it´d take playing. ;)

Modifié par Samerandomscreennameidontcareabout, 08 octobre 2012 - 02:43 .


#23
Dark Tlaloc

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Bleachrude wrote...

Keep one thing in mind...

The store as it is, IS why ME3 mp has been able to offer free DLCs.
I mean, looking at my manifest, I'd say half of the UR I don't even use (not because they aren't good, but jsut because they don't fit my playstyle)

^ People keep forgetting this. The fact is, Bioware has no motivation to make it easier for us to get everything, because it's that difficulty that not only keeps people playing obsessively, but more importantly, drives people to spend actual money on the store. This is what keeps the DLC coming, and what allows Bioware to keep it free. If you want the store to be more accessible, then you're going to have to start paying for each expansion Bioware releases, just like with the single player.

I hate not having many  URs at a high (or even medium) level, but I understand why it is.

#24
RGFrog

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Bleachrude wrote...

I disagree with your assertion that a "fixed cost for UR" will actually cause more purchases...

The accepted rate is 10 PSPs to get 1 UR. ..which is roughly 1 million credits.

There are 15 URs.

Roughly, you're looking at a cost of 15 MILLION per UR...Certainly not 80k-100k


I think the 80-100 is for a lvl 1 ur. With each level tagging on an additional 100k cost. Total cost of a UR would be 5.5mil to get to lvl X.

And, quite frankly, if it were 1mil per UR card, I'd have a maxed manifest. I get a UR about every 1.6 to 2 mil.

Also, BW wouldn't lose money. The people that spend money on BW points for the store would still do that. Quite frankly those are a minority of players. DLC wouldn't change.

What would change with a system like this would be the frustration levels. Manifests wouldn't be maxed. Certain weaons people want, would be maxed and then they'd do one of two things: max consumables/gear or try other weapons.

Of course the playing field would be somewhat leveled as players with decent weapons wouldn't just be those with large wallets or a lot of time. The RNG system only favors those two types right now. So, you're either rich, or elite. The system doesn't give a crap about anyone else.

I'm for this change mainly becuase at times I really want to buy consumables (specific or otherwise) that I feel I need. Rather than being trolled by JE packs.

The only reason I play the game now is to obtain credits to gamble for what I want. That's the only system in place. There are no rewards for trying something new. There's RNG and buffs to enemy types to keep people from playing the RNG game.

It's time the RNG game was removed from the equation and the actual game was the focus. Otherwise, it's not MP that's keeping players interested, which is what BW should want.

#25
dysomnium

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The whole point of random purchases is longevity and unique play-styles.

If you could begin dictating what you were purchasing in this game with more specificity than the choices already provided, you would very quickly find yourself bored. It produces a vast mixture of game play styles.

Until RNG, I hated playing any RPG as a 'power-user'. I was the run-and-gun soldier class to the bone. RNG store broke the monotony of my play-style, and now my favourite ME3 character is the Human Engineer, followed closely by the N7 Paladin. It's even encouraged me to go back and play through the entire trilogy to experience a bit of variety.

If I could specifically get a UR every time, I'd just keep going and going and going until I got the Harrier X, and then I'd never touch anything but a Soldier or Sentinel again. But, with the curse of RNG, I have a lot of work to do before that, and I'll be learning quite a bit along the way. Maybe I'll find something before that I'll enjoy more (meaning I have).

P.S. I still have no Harrier. But y'know what? I'm not upset. I'm curious about its inconsistency, meaning other players get it leveled up quite frequently or receive it at N7 levels below 100 while I'm above 2000 and don't have a single one yet. Curious. That is all.