Mercs should cost less credits and cash


(riptide) #21

That’s a very optimistic view you have there. Naive but optimistic. Allow me to guide you back to reality.

How do you presume that they know who has spent what?

How does the amount of money some random person spends correlate to more detailed feedback?

How is their feedback more valuable?

Does the fact that I spent 100.00 on starter packs and bought both Bushwhacker and Nader mean that my opinion is more valuable than the next guys? If so let me add it to my sig so I can just end all threads with $$.

It’s cute that you like to play devil’s advocate, but try to have a little foundation in your argument.


(Humbug) #22

10$ for 1 merc is expensive yes.
But it leaves room for special offers like 50% on a certain merc for a weekend. Or buy 4 mercs for the price of 3 etc.
The whole monetization stuff seems/is very unfinished at the moment.
There will be a lot more stuff to spent your money on before release
It’s also always easier to lower a price, than to raise it


(yakcyll) #23

[quote=“Humbug;17376”]10$ for 1 merc is expensive yes.
But it leaves room for special offers like 50% on a certain merc for a weekend. Or buy 4 mercs for the price of 3 etc.
The whole monetization stuff seems/is very unfinished at the moment.
There will be a lot more stuff to spent your money on before release
It’s also always easier to lower a price, than to raise it[/quote]
That’s still too much.
The only thing I am hoping for is that mercs will be free on release, otherwise this whole thing actually becomes ridiculous in my eyes and only proves the point that money ruins scenes. Money is also not a subject that devs are eager to talk about openly with community, so we can be blabbering as much as we want here, but without actual rational arguments (“but my common sense must be correct!” is not a rational argument) not much feedback will be taken from us in here and we can’t really expect SD nor Nexon to suddenly come out of hiding and lay down their monetization plans in public.
Let’s just hope that they will appreciate the number of people who put faith in them and that this faith has enough value in their eyes to compete with money.


(Amerika) #24

Read again, I have bought the merc pack and a $10 Merc and if they try to launch with those prices it will be out of an impulse buy range for somebody like me who has a pretty good income. It would be very much out of the range of somebody who isn’t as fortunate. That’s my feedback.

I understand that you think that putting a high price on the mercs will only yield dedicated testers (optimistic viewpoint there) but my feedback is in regards to launch pricing. If none of us stepped up and said, “yeah, I think $10 might be pushing it” then they would most likely launch at $10 (and still might). My voice and others could lead SD to make some positive changes that most people can agree is fair for the player and profitable for SD.


(INF3RN0) #25

I think $5 per merc is reasonable. Although 5<10, I think the increase in players actually spending money to get mercs would drastically increase as a result and thus generate more net income. Overall the game needs more micro-monetization options like cosmetic upgrades, different cases, boosters, server rentals, etc so that base mercs won’t need to be the main source of income.


(Amerika) #26

Yup. All of what Inferno said. This game needs more options for people to want to pay in rather than the eggs all in one basket approach. I do believe they are working on some of these things but until we see them we won’t know for sure.


(R5on11c) #27

I would be completly content when the finished pack would be 40€ the whole game with every merc and maybe a starter boost credits , i don’t really care about the creds tho. the 20€ starter pack could remain and the possibility to earn the mercs by playing or entirely free to play and unlocking the mercs by playing. The possibility to gain mercs afterward by purchase could remain, i don’t really give too much about that but it should be cut to a third of the price at least to be a viable option to buy for the usual customer.

That way you could have a finished game for a reasonable price but also the possiblity to go f2p, in case you seriously don’t have the money, or just don’t have the money right now.


(Reddeadcap) #28

Really think the daily missions should be buffed to 1,000 credits at least, also maybe random “Credit Crates” that give a 250-1000 credit bonus at random drops along with the possibility of dropping a loadout case due to leveling up just gives you a loadout card.


(vdll) #29

Raise the count of daily missions (i.e. to 9) = problem solved.


(quickMicrowave) #30

Sadly, in game purchases, DLC, micro-transactions are such a huge part of game development these days.

Growing up many moons ago when you bought a game and then would buy an expansion 1-2 years later, it’s mind bottling (to me personally) the amount of people that are ‘suckered in’ to making these in game purchases.

Although the players are not suckers, don’t get me wrong - sometimes it comes down to… “the time it would take to grind out the credits is just not worth it” or “I have more important shit to do and just want to play the game” - completely understand that.

As long as gamers/consumers are buying in this fashion, game development companies will keep on selling. Otherwise they are just leaving cash on the table.

Also at the end of the day the average player of a free to play game probably ends up spending a minimum of $30.00 USD I’d venture a guess at - where as for a premium game title that is $59.99 - they end up paying around $100.00 at the end of it all for season passes, DLC, etc.

I wish games would just cost $59.99 and come with small free content updates - then offer a larger paid expansion pack down the road - but… times have changed and its no longer the Y2K era :wink:


(MissMurder) #31

Hello! We are looking at ways to increase credit earnings. i.e. Up the rate for daily missions, add weekly missions, etc


(_Sniff_) #32

[quote=“riptide;17318”]

Because all the mercs you acquire now will be unlocked for release. There are no more wipes, though I wouldn’t mind them wiping the loadout system from the game entirely.[/quote]
That still doesn’t change the fact that they are charging money for mercs that are being nerfed and buffed every patch. In the Nader update there were 22 changes that effected Mercs and Bushwhacker’s update had 16. I’m wary to call it false advertising since it’s a beta. You are certainly not getting the merc you purchased initially. It’s more just a dick move.

Also, don’t get me wrong, I like that Splash Damage is balancing mercs. I don’t like that they are charging people while it’s still under such heavy balancing.


(umberInlet) #33

Fuck yeah!


(elfinBracket) #34

Mecs and Loadout card tradeup are insanely expensive right now. SD should Increase the credits earning rate and daily missions credits before any new updates which cost even more credits.
Although there is a free rotation of Mecs, it only changes every two weeks. That is really slow. The meaning of free rotation should have been to let people try different Mecs for a short amount of time.


(watsyurdeal) #35

At least let us Trial the mercs, like 7000 credits to try out Nader for 3 days or something.


(Kouken) #36

[quote=“Zenity;17289”]
Welcome to F2P…[/quote]

Welcome to bad practice F2P…

Look at Grinding Gear Games with Path of Exile, thats F2P done right.
No micro-transactions buy power, speed or more importantly content! The entire game is free.
Micro-transactions only buy cosmetics and the playerbase support the hell out of it.
They offer a range of support packs for limited ingame items and merchandise one which cost 12,500$!!. They recently release a 1200$ support pack that allowed players to add more items ingame (theyve done this previously) and they sold so many they dont need to make any additional items themselves.
F2P works, but greedy practices and P2W antics will destroy games


(Kroad) #37

this thread isn’t saying that credit gain is too slow
it’s saying that mercs are too expensive

speeding up credit gain will only make buying them even more of a ripoff


(R5on11c) #38

It might be a harder endeavor to push cheaper mercs than better dailies for @MissMurder since she is just (don’t take it personally) a CM , but that might just be a wild guess


(_Sniff_) #39

this thread isn’t saying that credit gain is too slow
it’s saying that mercs are too expensive

speeding up credit gain will only make buying them even more of a ripoff
[/quote]
As it stands right now both issues need to be handled. Increasing credit gain is a good start.

Lowering merc prices will be a tricky issue. Lets assume that they lower the price to 5 dollars a merc. Original purchasers of the mercs (myself included) will be very unhappy they paid twice the amount than the new players.

Splash Damage could get around this by compensating players with an in game item like a gold loadout card or beta loadout card for the purchasers but this has problems as well.

Over 100,000 players got sent beta keys and many purchased closed beta when it released. Assuming 1% of players purchased a merc that’s still 1,000 people you have to sort through.
Getting the list of players who purchased mercs compiled and rewards sent out will require an automatic distribution system. Those are some very conservative numbers as well.

Assuming they did do all of that though they are giving paying players a gift over free players who played 50 hours to get the merc that they really really wanted. You don’t want to isolate the people who keep your servers populated. That really damages a growing game.

Or they could just lower the prices and say balls to everyone.

The next move for merc prices is an important one. In the mean time raising the credit output is both a safe move and is good for everybody.

tl;dr Splash Damage shot themselves in the little toe. It’s recoverable but no matter what there’s going to be some pain. You can’t make everyone happy.


(hotpinkReel) #40

I think you’re on the right track with increasing the credit earnings. People only have a limited amount of time, and would feel rather gypped if it took them too long to work towards a character.

I also like the idea of adding in more missions; one fellow suggested 9, but I think 6 would do. Increase them to 700 each, leaving you with 4200 assuming you complete all of them. This change would give you a bit of extra credits to spend on trading up; as it stands right now, if you want to see your credit count rise, you have to fore go trading up. Well, at least I do.

Try to structure these 6 missions so that it encourages people to focus on the objective, or explore new classes. You could divide up the existing Support EXP mission until several missions for specific support classes, so people try new things. You could do the same with combat XP. Though the game is primarily focused on objectives, you could have weapon missions, such as “Get X amount of kills/score using Y weapon,” which isn’t necessarily class specific, though I’d limit this mission to weapons used by offensive classes so that support classes don’t neglect their duties. Another possibility is “Kill X amount of Y class.” For example, Kill 30 Aura’s, encouraging people to focus on destroying healers. “Destroy 30 enemy deployables,” so mines, turrets, healing stations, etc, keeping people focused on productive activity.

I tried to come up with missions that would encourage team play, rather than lone wolfing or neglecting duty. Also, there’s always the possibility of somebody slipping off to some quiet server with their buddy and farming this stuff. That’s probably something to consider. However, I’m sure measures to prevent those sort of shenanigans will be put in place. As with all things, it would take time to develop and implement (or even just implement an existing system), but I believe it’s well worth it.