Have Weapon Based Packs In the MP Store.
#1
Posté 10 juillet 2015 - 12:44
#2
Posté 10 juillet 2015 - 12:47
Why did it give newbies a "huge disadvantage"?
#3
Posté 10 juillet 2015 - 03:50
As they added more characters, weapons, and gear. It took longer for people who started late to get high level stuff relative to people who started at the beginning.Why did it give newbies a "huge disadvantage"?
#4
Posté 10 juillet 2015 - 04:15
- Capt_Kangaroo et UKStory135 aiment ceci
#5
Posté 10 juillet 2015 - 05:00
Although I do agree that statistically speaking late comers had it worse than those that started at launch, this thread should still be closed for overall lack of quality posts. (eg. drop rate begging)
#6
Posté 10 juillet 2015 - 07:16
Although I do agree that statistically speaking late comers had it worse than those that started at launch, this thread should still be closed for overall lack of quality posts. (eg. drop rate begging)
I'll bet you got a lot of wedgies in school.
- UKStory135 aime ceci
#7
Posté 10 juillet 2015 - 07:22
... this thread should still be closed for overall lack of quality posts ...
You are travelling the wrong forum internet galaxy world, i am afraid.
#8
Posté 10 juillet 2015 - 07:32
I only started in like march playing the multiplayer and have to say, the disadvantage wasn't even that big and was playing on silver then. Got a Krogan in like my second premium box.
#9
Posté 10 juillet 2015 - 08:01
I liked the implementation of the Jumbo Equipment, Arsenal and Reserves packs and hope that ME:A has something similar.
I wouldn't mind if there were more specific packs like Mod boosters and Gear boosters as Steppenwolf suggested. However, wouldn't narrowing that down to a specific type of consumables (ammo, weapon, armour), mod (pistol, sniper, SMG, shotgun, AR) or gear would be a bit too specific for an RNG store? Why not just add a normal store where I can purchase the upgrades for a set price instead? If the upgrades would be ridiculously expensive I might prefer take my luck with RNG.
I can see where you're coming from though, as someone who played from the beginning I had an advantage over newer players for as long as my manifest was better. However since I spent most of my time playing Bronze, newer players who played Silver or Gold well and truly before I did had a greater advantage - one that they earned.
I guess it boils down to personal opinion, I didn't see it as a necessary thing to make purchasing items any easier in ME3MP after the introduction of Equipment, Arsenal and Reserves packs. I suppose where I stand, I didn't sit through opening piles upon piles of boxes to get that last UR (my manifest is still incomplete), so I don't hold a great dislike for the RNG system. Instead I have a dislike for how long it takes to load the store. A store that loads faster would be greatly appreciated.
- Salfurium aime ceci
#10
Posté 10 juillet 2015 - 08:08
As long as it's not DA:I's MP, I'm okay with. I wouldn't care if it was like ME3 again...
#11
Posté 10 juillet 2015 - 08:17
I think they should have specific packs for weapons, characters, gear/mods and consumables. I don't like having such a high level of randomness. It puts too much emphasis on luck.
I have over 3500 hrs of play in MP...., I have spent million and millions of creds, I have thousands of Ammo and STILL don't have all of the weapons fully upgraded. Sometimes spend 10 million creds for NOTHING, feel like smashing the screen. Have given up now.
Cheers
- tatann et CHRrOME aiment ceci
#12
Posté 10 juillet 2015 - 02:59
DA:I is a great idea with extremely mediocre execution.As long as it's not DA:I's MP, I'm okay with. I wouldn't care if it was like ME3 again...
It's not terrible per se just.....meh.
That being said I would probably play it more if it didn't pale so drastically when compared to ME3 mp. Whenever I played DAI mp it just made me feel like playing more ME3 mp.
- UKStory135 et Big Bad aiment ceci
#13
Posté 10 juillet 2015 - 03:19
Tbh I just hate randomness...it simply kills my immersion. I want to play the way I want. If I like a specific class or weapon then let me pay for it (real cash) and then have me enjoy the game how I would like to. I simply don't spend real money on a RNG chest (if I give real cash then I want to choose the weapon/class) and I don't have the time to grind it with ingame credits. BF4 have those shortcut bundles....let me purchase those with real money and I gladly pay for them and support the MP.
- tatann, Pasquale1234 et CHRrOME aiment ceci
#14
Posté 10 juillet 2015 - 04:01
F*ck RNG I don't want that crap back in ME:A. It's the most stupid and cheap way to implement a reward system. If players stayed playing the MP just because weapons where so f*cking stupid difficult to unlock thanks to the randomness, then the MP was not truly good.
Think about it: Random rewards. R-a-n-d-o-m Rewards. RANDOM. Does it makes sense to anyone? It's as stupid as it gets.
Dude started to play in 2012, 700+ hours. He still doesn't have his [insert ultra rare here] at lvl 10.
Dude2 started to play a month ago, he does have the same ultra rare at lvl 10, because randomness.
Is that really how you want to reward your players? giving noobs and veterans random stuff?. Progression system and challenge system, that's the way to go.
Keep the store, but as a secondary requirement > unlock stuff through progression / challenges and then buy them on the store IF you want. Say, you don't give a damn about AR, you only use SR because you only like to play as infiltrator / whatever. You have the choice to not complete any AR related challenges nor buying any AR from the store. See? everyone happy, everyone play the way they want.
In a game like Battlefield 3 / 4, do you think people will still be playing if all the unlockables were random instead of progressive / challenge related? dudes won't even touch the game.
- UKStory135 et tatann aiment ceci
#15
Posté 10 juillet 2015 - 04:02
-- Have the packs purchased with currency earned in game continue to be RNG.
-- Allow purchase of more specific (or focused packs) with real $.
#16
Posté 10 juillet 2015 - 04:10
@ SolNebula - That sounds like a great idea
-- Have the packs purchased with currency earned in game continue to be RNG.
-- Allow purchase of more specific (or focused packs) with real $.
That would put people with more money than sense at an advantage. It's another layer of randomness.
#17
Posté 10 juillet 2015 - 04:11
@ SolNebula - That sounds like a great idea
-- Have the packs purchased with currency earned in game continue to be RNG.
-- Allow purchase of more specific (or focused packs) with real $.
That's dangerously close of being Pay to Win.
- UKStory135 et tatann aiment ceci
#18
Posté 10 juillet 2015 - 04:32
well if i pay I support MP so I should have a bonus with it......nothing bad in that. As it stands now I don't see any incentives in paying real money for MP packs a better rng isn't enough for the certainty of my hard earned cash.That's dangerously close of being Pay to Win.
- Pasquale1234 aime ceci
#19
Posté 10 juillet 2015 - 04:50
That would put people with more money than sense at an advantage. It's another layer of randomness.
People can already exchange time for money - those who have more time to play can earn stuff by playing, some can speed things along by investing real money. The complete randomness of what you get for your $ does not encourage people to spend on MP.
That's dangerously close of being Pay to Win.
Which might be relevant in a PvP environment.
As long as you have reasonable access to the same gear without paying extra, I don't really see what the problem is.
------
Please note: I'm not advocating being able to purchase a specific item, only a pack that would be more focused toward getting something specific. A weapon pack that *might* contain an UR weapon, but *will* contain common weapon upgrades. Etc.
#20
Posté 10 juillet 2015 - 07:51
well if i pay I support MP so I should have a bonus with it......nothing bad in that. As it stands now I don't see any incentives in paying real money for MP packs a better rng isn't enough for the certainty of my hard earned cash.
But we all paid when we bought the game, right? This just makes games (and companies for that matter) going into a direction they shouldn't. Paying for shorcuts is one thing, but if the game has a random system, then the person who pay extra money gets the advantage, since the other person playing normally gets just random loot (I know, this is not the case in ME3, since everything is random).
Which might be relevant in a PvP environment.
As long as you have reasonable access to the same gear without paying extra, I don't really see what the problem is.
------
Please note: I'm not advocating being able to purchase a specific item, only a pack that would be more focused toward getting something specific. A weapon pack that *might* contain an UR weapon, but *will* contain common weapon upgrades. Etc.
It would still be p2w, because you are giving the best odds to those who pay extra, you are buying a "specific" pack that contains more specific loot instead of a totally random pack for those who don't want to spend money in a microtransaction thing.
That's why I explained why I think the random store BS shouldn't exist in ME:A in my previous comment.
Look at the shortcuts you can buy in BF4 (or 3). That's a different thing, because you can still get a specific weapon through progression or challenges. It's still mildly shady, but not that terrible.
#21
Posté 10 juillet 2015 - 09:28
If weapon unlocking was a choice either between challenges or the store, it would still be a pain. You would not be able to complete any weapon challenges because you simply do not have weapons besides the default weapons. This would only be possible if every weapon category had its own stats like: X Sniper Rifle Headshots, or X Enemy Killed With X Sniper Rifle. Not to mention that those challenges will need to be twice or thrice times as long to complete. Implementing weapon unlocking through challenges will feel even more grindy than the store. You're not just unlocking the weapon once, but ten times(or more if they decide to). You would still require the store to get more weapons before taking on more weapon challenges. Weapon challenges are there if you want to do them, and you only grind if you want that challenge done in order to unlock like a banner or something. It's not supposed to serve as a way to get weapons. Hello? You're still playing matches and earning in-game money, and so, I don't understand why you're not using the store.
RNG still offers the better progression experience. The store can be made to be specific. The Arsenal, Jumbo, and Reserves pack are specific enough even if they are random. The thing is, players want better characters and weapons, but when it comes to surviving they absolutely flop. They either have no consumables, or they just aren't good at all even if they had a strong character and gun.
#22
Posté 10 juillet 2015 - 09:40
But we all paid when we bought the game, right?
Sure. But that's a one time purchase, and online play will be supported as long as the company is willing to fund it. If they have a better source of ongoing revenue from the game, they'd be more likely to support it better and longer.
It would still be p2w, because you are giving the best odds to those who pay extra, you are buying a "specific" pack that contains more specific loot instead of a totally random pack for those who don't want to spend money in a microtransaction thing.
Pay to win what exactly? You're not competing with other players here, you're all working together to achieve team goals.
Aside from consumable supplies, what's the point of having and maxing out everything other than simply liking or wanting stuff? Effective use of character kits / builds and player skill can outshine gear.
Look at the big picture: players are a lot more likely to spend real $ for a better chance of getting something they actually want. More revenue can translate to better and longer support, devs being more willing to add content, etc., which would benefit everyone who plays the game.
#23
Posté 10 juillet 2015 - 09:42
Using ME3's model, we see a successful Gold game paying out ~88k under optimal conditions (all players extract, objectives completed as fast as humanly possible), and a Platinum game paying out ~152k under the same circumstances. I don't think it would be unreasonable to have a pack cost around 400k for a 25-30% chance, or 750k for a 65%+ chance. Especially when you keep in mind that people were dropping 99k for a 7% chance (x2 for the two independent slots).
If they want to keep an element of randomness, which I sincerely hope they don't, they need to offer ways to soften the blow of the RNG for people who are willing to put their noses to the grindstone. They also need to maintain the 7% drop rate out of relatively less expensive packs to avoid completely alienating the more casual audience.
#24
Posté 10 juillet 2015 - 09:45
I don't even care about drop rates of rares and UR's, I'm just annoyed that I can't get any Shotgun Rail Amp III's. I haven't got one since I came out of retirement 3 weeks ago.
#25
Posté 10 juillet 2015 - 10:15
Sure. But that's a one time purchase, and online play will be supported as long as the company is willing to fund it. If they have a better source of ongoing revenue from the game, they'd be more likely to support it better and longer.
Yeah, I know. If we're gonna get free MP dlcs they need some sort of microtransaction thing to keep things running, I just want things fair.
Pay to win what exactly? You're not competing with other players here, you're all working together to achieve team goals.
Aside from consumable supplies, what's the point of having and maxing out everything other than simply liking or wanting stuff? Effective use of character kits / builds and player skill can outshine gear.
Look at the big picture: players are a lot more likely to spend real $ for a better chance of getting something they actually want. More revenue can translate to better and longer support, devs being more willing to add content, etc., which would benefit everyone who plays the game.
Pay to Win is a model, not necessarily bound to PvP / MMO multiplayers. And, even if we are doing co-op, we are still competing against each other in a small amount (who won most points at the end, basically). The concept also means that you are paying to get better stuff or more easily, unfair if you will.
I'm not accusing anyone here of this, but: this mentality tends to lead to "if I pay extra, I should get the best stuff, because I paid".
Now, if the game truly needs people to pay here and there so they can continue to release free stuff (like in ME3 we got all the MP DLCs for free) they could add a fair microtransaction system (something tells me it will be added anyways).
The shortcut thing is not the best, but is an idea. Shortcuts works great if you think about it, because people like me who is not willing to pay extra, don't care about it, why? because we believe that in a progression system is still more fun to play to earn the stuff. All the opposite in a random system, in which everything is a mess.





Retour en haut







