Why Muliplayer will die without the Ultra Rare Pack
#576
Posté 15 mars 2013 - 01:38
#577
Posté 15 mars 2013 - 01:48
spending millions of credits that took time and effort only to get a crap load of lv4 ammo ruins the desire to play more. it makes for a negative experience
#578
Posté 15 mars 2013 - 01:50
Yea, I have had much better luck before....15 more till maxed.
#579
Posté 15 mars 2013 - 02:51
#580
Posté 15 mars 2013 - 03:06
#581
Posté 15 mars 2013 - 03:24
AdmiralCheez wrote...
I don't think we need a UR pack, but I do believe we need a buff to the drop rate in PSPs. Just a little one, say 5-10% increase.
I believe this is all is needed...
I do understand Brojo, ur comment makes sense BUT it factors in a simplified progression model which "guarantees" a common per 5k, a uncommon per 20k & 1 rare per 60k or 2 per 99k... UR are solely based on luck & NOT "guaranteed" and while ur 222M estimation is valid in some cases for some others could be looking at 400M+ for their progression and I believe this is the core of the problem.
It is "random" and as such unlucky people such as myself have 4M plus droughts while others (like a certain someone who has been given a 'nap') claim they always get at least 1 UR per 1-2 Mil which is completely unfair to me as an individual and even I may put in more hours it is the luck of the draw which determines progression in UR category which is creating the problem because all things considered if u are not lucky then u CANNOT progress which causes fustration... stagnation causes fustration & with no future DLC this feeling will grow believe me.
A friend of mine who plays recently maxed his manifest before Reckoning came out and for the mere fact of so many URs being introduced he quit Mass Effect after getting the BotB Banner cause he couldnt bear to go through the suffering of maxing it all over again... & I lost one of the best players & a good friend I've played with in Mass Effect
#582
Posté 15 mars 2013 - 03:47
Bryan Johnson wrote...
Please bring this back on topic or it will be closed.
Also gone for the night
I must say, I won't even attempt to unlock the ultrarares, because then I'd have to be playing this game forever.
#583
Posté 15 mars 2013 - 06:14
#584
Posté 15 mars 2013 - 11:29
Bryan Johnson wrote...
alan 10 wrote...
@Brian Johnson (Sorry the quote doesn't work on my tablet)
I figure it would be at least a way to try the ultra rare weapons, I mean, I would really like to try a lancer, spitfire, or harrier.
Even for 500,00
This is going to sound slightly cruel but let me postulate something to you under your model the cost of a UR is 333k. Lets say I go with the 10% drop rate in PSP (which I believe people have at least somewhat agreed is the low rate) that makes them worth 1million.
This means you would have 3 times the UR you currently have, and 0 of the rare gear/weapons/characters you currently have (discounting the Promo weapons since you had them before) you would have 9 UR levels instead of 3. That still does not give you a full taste of things that are out there. So even if you did save up, it wouldnt be much value imo.
Let the player decide what has value for him or her. Some would rather try new (ultrarare)weapons then characters.
#585
Posté 15 mars 2013 - 11:35
#586
Posté 15 mars 2013 - 01:04
Here is my reasoning: Any Multiplayer (and especially one that has no PVP) must have endgame incentives. That can be the golden Weapons/Multiple Prestiges in COD, the Specialization options in Halo or the Epic Loot in Diablo.
In the beginning the N7 Level of a Player was considered a reliable hint of his experience/skilllevel in the game, that vanished to a point where having a high N7 in a Bronze game earned him/her a kick. Many players even refused to promote at all and stayed for a long time at 120, because they wouldn`t weaken their classes.
Then challenges came and for a short while the "Lone Wolf" banner was considered a statussymbol, but when the first tactics emerged how to beat gold solo with a kroguard easy mode, that statussymbol was erased, and again in some teams it was considered an offense to show the "Lone Wolf Banner" as if it had the hidden meaning ("won`t revive you if you go down, since Ì´m skilled enough to finish on my own")
At this point practically only maxed out UR are left as a status symbol, motivation to aim for. If they were falling under the sam rules es all the rare, uncommons and commons (meaning guranteed in an UR-Pack) not only would it devaluate the status of the Elitegrinders which played 1000+ hours to max their Harriers out and so would eventually lead them to drop out of the game (because they are disappointed that a new player can get the weapons they needed to play 1000+ hours for in 100+ hours by spamming UR-Packs) but it would leave no "SPECIAL PRICE" in the Pool at all.
If the UR-Pack is getting reality you can take it as a sure sign that the MP has already died: It would only make sense for BW if the player rate/Pack conversion rate drops under a certain amount, then they would make a Pay-to-MAx-Out Pack to get some last revenue peak.
Modifié par alpenhornblazer, 15 mars 2013 - 01:10 .
#587
Posté 15 mars 2013 - 01:13
I'm going to refer to my post in this thread.alpenhornblazer wrote...
At this point practically only maxed out UR are left as a status symbol, motivation to aim for. If they were falling under the sam rules es all the rare, uncommons and commons (meaning guranteed in an UR-Pack) not only would it devaluate the status of the Elitegrinders which played 1000+ hours to max their Harriers out and so would eventually lead them to drop out of the game (because they are disappointed that a new player can get the weapons they needed to play 1000+ hours for in 100+ hours by spamming UR-Packs) but it would leave no "SPECIAL PRICE" in the Pool at all.
First of all: Honestly, how many of the maxed manifest crowd play purely to show off their e-peen, and how many of them would drop out if URs became more accessible? To be honest, I think your post is mostly just an insult to the people who have put 1000+ hours into the game.
Secondly: How many active players are there with maxed manifests, and how many are they compared to the number of players with maxed rares? What do you think BW will lose more players from? Maxed manifest players who become insulted that others have an easier time than they did, or maxed-rares players who become disillusioned from lack of feeling of progress?
Personally, I think adding a UR pack will extend the life of the game, because it will breathe life into the game for players who now feel that their progression has halted. And it might make BW some more cash as well. I don't think there are many people out there who gamble hard cash on the miniscule chance at a UR once they've maxed out their rares.
#588
Posté 15 mars 2013 - 01:17
But beside my own reasons, I think that an UR Pack would be great for new and casual players that will probably never get to use some of, or most of the URs, especially at high levels. If someone is willing to spend real money on a guaranteed UR weapon, let them.
#589
Posté 15 mars 2013 - 01:18
#590
Posté 15 mars 2013 - 02:04
I dont want maxed manifest, just the weapons I enjoyed most in single player. Also i dont want to play platinum all the time, but the money i get from gold is not enough for ****... especially if i have bad luck and the other players are morons even a gold pug can end with mission failure...
One idea: store should unlock ultra rare pack only for people with fully maxed Common, Uncommon and Rare items. So the RNG gods can be happy and also people who want to have the last piece of the equipments/weapons. With this system the problem Brojo mentioned wouldn't exist. People has to experience and unlock the basic stuff first, so there wont be newbies running around with UR items without maxing their common/uncommon gears and equipments.
Modifié par kajtarp, 15 mars 2013 - 02:08 .
#591
Posté 15 mars 2013 - 02:14
#592
Posté 15 mars 2013 - 02:27
kajtarp wrote...
For me ultra rare pack would extend the game time. But at the moment, im going to stop slowly.
I dont want maxed manifest, just the weapons I enjoyed most in single player. Also i dont want to play platinum all the time, but the money i get from gold is not enough for ****... especially if i have bad luck and the other players are morons even a gold pug can end with mission failure...
One idea: store should unlock ultra rare pack only for people with fully maxed Common, Uncommon and Rare items. So the RNG gods can be happy and also people who want to have the last piece of the equipments/weapons. With this system the problem Brojo mentioned wouldn't exist. People has to experience and unlock the basic stuff first, so there wont be newbies running around with UR items without maxing their common/uncommon gears and equipments.
This is my problem too. I don’t have time to grind credits on platinum all the time (only can get in a couple matches a day, and my girlfriend is sick of me taking up the living room with MP:P), and on top of that, I always PUG, so speedruns and what not aren’t really possible. I spent 500k last night (all I had), and got ONE rare
that wasn’t a LV 4 ammo (no URs). I haven’t gotten a UR in probably about 2 million credits (not counting Collector UR character cards), and at this point, knowing that MP is winding down, it’s discouraging, and makes me question whether trying for these URs is the best use of my time.
I’m happy with the characters I’ve got, but I’d like a few more URs to try out on said kits; I’d like a Spitfire for my Juggernaut (just because it would fit him), a CSMG upgrade or 3 for my Collector (I’ve got it at a 2), and I REALLY want to try out the Lancer.
I like MP, and I have no complaints about it; I’m simply saying that from the perspective of someone who doesn’t have a lot of time to spend grinding credits, the current RNG setup is incredibly frustrating. I’m not upset at Bioware or anything, but I’d definitely welcome a way to make the URs more accessible.
One last thought:
Commons have their own pack (recruit), as do uncommon (veteran) and rares (spectre). While I understand that they can’t just release an N7 pack for, say, 200k credits (it would break the store somewhat), URs aren’t so significantly better than Rares that their relative rarity is justified. They’re better, yes, but not on the magnitude of “I can get 2 rares guaranteed in a pack” and “I might not get a UR for 8 million credits.” Just a thought.
Modifié par Dark Tlaloc, 15 mars 2013 - 02:29 .
#593
Posté 15 mars 2013 - 02:41
#594
Posté 15 mars 2013 - 02:46
We can't have an Ultra-Rare pack (even though one's programmed into the game, as we've seen) because it somehow causes a problem that will, at best, remain nebulous (even though number-crunchers have already revealed that it takes about 600 hours to max a manifest in the current metagame). God forbid we do anything to perforate your magic Skinner Box.
We can't have fixes for constant issues like the Spawn bug, T-Pose glitch, or the healthgate thing, in spite of the fact that they're all basically issues that can and will end matches.
We can't have fixes for any of the dozens of class bugs, despite the fact that they cripple several classes and turn others into unstoppable death machines.
We can't have fixes for any of the dramatically underpowered and/or problem-laden weapons, though apparently everyone who has one using the same assault rifle is just fine.
We can't even get Pets fixed, despite the fact that they're all horrendously underpowered and Decoy, as of Reckoning, is officially obsolete and useless.
So I'll ask one final time: What can we have, devs?
#595
Posté 15 mars 2013 - 02:50
#596
Posté 15 mars 2013 - 02:57
#597
Posté 15 mars 2013 - 03:03
But if you can save up one million credits, the odds of you getting at least one UR out of those packs are fairly high.
#598
Posté 15 mars 2013 - 03:11
I'm curious what people think about this idea, is having an UR pack but only getting one a week an accecptable solution?
#599
Posté 15 mars 2013 - 03:14
Shepard VI wrote...
I think that if an N7 pack were to ever be implemented, it should cost 1 million credits (minimum), or just money. That way those that actually drop money on packs get something that they could really use.
But if you can save up one million credits, the odds of you getting at least one UR out of those packs are fairly high.
I’m not 100% against this (especially since 1 million
credits has recently guaranteed me nothing), but I’d add the following: The
pricing for the pack in real money should be lower than in credits, because as
it is, a PSP is $3 USD; in that case, a UR pack would be $30, which is beyond
outrageous. If anything MAYBE $6 a pack would be justified, and that’s only
because $3 has already been establish as the price of a PSP (which btw, is also
way too high).
#600
Posté 15 mars 2013 - 03:18
Commander Coriander Salamander wrote...
So it's looking that the weekend operations might not be dead afterall and with all the promo weapons moved to UR it has been speculated that they could Put an UR in the commendation packs.
I'm curious what people think about this idea, is having an UR pack but only getting one a week an accecptable solution?
To me, yes, because I’ve been having terrible luck with URs
lately, don’t have much time to play anymore, and have always completely the
weekend Ops. I think if they’re diluting the pool further by added promo cards
as URs, it only makes sense that a weekend op yield a UR.
Everybody wins this way, because you still have the ability
to get them in packs (albeit rarely), but even if you only play a couple times
a week, provided you can finish an op, you’ll be rewarded with at least
SOMETHING.
(with that being said, I expect all my packs to contain
Valkyries and Eagles in this scenario)





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