why is everything so expensive now!?


(Ranger007) #1

why is everything so expensive now!?
since when did the prices of characters and weapons go skyrocket!?


(tinker) #2

I think it was quite cheap before. getting more balanced now
getting everything without effort… is bad for guys that play 2-4h or more a day
and rad bux stays the same(yet), so casual players might just buy what they need (quite cheap) IMO

it’s a ~1/3raise of the coins only
rad bux prices are the same
went up in the last 2 days

but the SALE are much cheaper than before, so atm you get spud grunt very cheap. as the announcement said, I expect more sales to come every week.


(Anonymous--Rex) #3

Feels a bit off to me. I’ve golded all available free maps and I only had enough to buy one unit and no guns. Albeit it was Madame, but she’s only a middlingly expensive unit. Perhaps I’m just not playing enough games at once, but it feels like it’ll take ages to get just one of everyone.


(Jerry-Rigs) #4

Its not free and its a crap shoot, but playing the Chrome version of the computer challenges, you get prize crates. I’ve gotten guns, toons, and outfits. Your first 3 crate unlocking keys are free, then they are $.99 for 3.


(Anonymous--Rex) #5

I’m on IOS, so, unless I’m mistaken, that wouldn’t help me at all. It does sound nice, though. Options just feel a little too limited compared to when I’m essentially forced to jump into online play. More coins from the levels or just more levels would help this, though. I don’t know what it’d feel like to factor in the current pay-for levels, however.


(tinker) #6

this game is yet made for multiplayer. there is no AI mode yet - although I think it will be there in a few months. ( but this is no announcement, it’s my personal thought)

the loot crates+ keys will be availible for iOS soon as well- I think in the next update.

and online you make money quite fast.
I made a new thread for fast games.
20games vs fast responding enemies are done <6hours . 20 games, lets say 10wins 10 lose ~10-20k .
and I don’t mean 6 hours of PURE gaming, 6hours are actually like 1 hour gaming cause most time is waiting , do something productive meanwhile.

so you make ~10-20k coins for 1hour in-game.
1 week and you got ~70-140k what is 1-6 new squad-member ( depending on price)
and that is too slow?
I don’t think so


(Anonymous--Rex) #7

Those numbers don’t jive with me. One hour for twenty games seems exceedingly low if you’re taking time to think about what you’re doing. Now, I’m still fresh at the game, but it takes time to weigh the possible outcomes. Twenty games in on hour is literally three minutes per game. Presuming each game takes ten to fifteen minutes, that’s equates to about four to five hours of gameplay. Yeah, that does strike me as too slow. At least at the beginning. Later on, sure, that pace is probably fine for a free-to-play.

With minimal thought, I’d say about 100,000 coins from the levels would work with the current prices. It’d let you buy about three cheap units and a cheap weapon; or one cheap unit, one middle-expense unit, and a weapon; or just one expensive unit or weapon. Gives you options, but compared to the total amount of coins you need for everything, is rather minimal.


(Armedmanus) #8

In all respect to Splash Damage, they need to make money somehow for such a great game!.

One thing that I truly appreciate is that the game is free!
If you want all the units, you just have to play a lot. If you aren’t willing to put the time in, then you have the option to pay to speed up that process.
I don’t see anything wrong with this. Every other game does it which can be annoying when you just start at the beginning, but I enjoyed this game so much and played it a lot which brought in the coins quickly.

I’ve been playing this game for a while now and I have 1-3 of each unit. And I didn’t buy any unit! So it is possible. You just have to play, enjoy and win a lot! :slight_smile:

The only thing I paid for was the extra maps, and that again is optional.

Armed


(tinker) #9

3minutes per game is possible.
i need 6turns in average. 30 seconds per turn is possible. I don’t say you get the best turns out here but for public games this is enough. 14pt games are easy and quick.
70-140k / week

even if you need 3 hours (gamed hours) for 20 games. still very fast. the game is free, iAP speeds it up,
if the goal is playing 26 point-games early and as fast as possible with a popular squad: 1 Kate 61k ; 1xLaHacque 48k ; 1 Juan/another lahacque/gus… ~50k . done.
maybe 2x electri-fryer and a third pistol ~116k
you got dave + sneaky/tim/angela (at this point angela is a fairly good first pick)

let’s say you need 300k for a quite popular squad. 70-140k/week (100k average) is ~3weeks. 3 weeks of casual gaming (the 1-3 hours can be quite spread across the day) to get to the biggest game mod with a good squad. and the single player missions that can be done quite fast are not counted in here.
you don’t need more.
14pt is well doable right from the beginning. 20pt is possible 1hour after starting when doing single-player and buying Archie Fletcher or something like that
it’s not like you HAVE to buy EACH character 1-5 times in order to have the greatest game experience…


(tinker) #10

By the way

Archie Fletcher on SALE right now;

only 10400 coins or 8 rad bux for him and a Hoo-Hah AR!!!


(Anonymous--Rex) #11

Three minutes per game is nuts. Especially for someone who’s just beginning the game and doesn’t have the various mechanics and dynamics down.

Also, the “it’s free” doesn’t necessarily address my argument. I’d wager that by making the game too inaccessible in the early stages can put off beginning players before they’re invested enough to pump money into it. The longevity of this game is the multiplayer. If the single player - which for all intents and purposes is a tutorial for the multiplayer - doesn’t place you in a situation where you’re reasonably established, players can feel discouraged. This actually hurts the business model in the long run.

Admittedly, the tiers do help remedy this, but your options will still be limited to about one or two tactics or builds. That seems a bit wrong from a game design perspective.

It doesn’t matter if they’re spread out over the day, that’s still 3 hours of your waking day. That’s a lot of time held consistently over a long period. That type of grinding shouldn’t be present before the player is acclimated and invested in the game.

One last thing, effective acquisition of units early on requires a fair amount of planning. People who are unaccustomed to video games or unfamiliar with this type of game can further damage their early options through poor purchases.

Also, Archie is the same price as his gun, so free unit with a Hoo-Hah purchase, essentially.


(Hundopercent) #12

[QUOTE=tinker;480065]By the way

Archie Fletcher on SALE right now;

only 10400 coins or 8 rad bux for him and a Hoo-Hah AR!!![/QUOTE]

Who do you play that is that active?


(tinker) #13

I made an extra thread for it
domm and armedmanus(and me) for example
answer quite fast


(Domm) #14

regarding active, I have had a lot of active friends. But they all drop out after a wile.
And I think that is the absent of a ranking system.
The loss of players are also a loss of income for SD. (Why SD is not lancing an ingame ranking system is for me explainable.)
Because players dont stay in the game they need to make the toons more expensive.
There is many ways of making micro income for a game, but then you need many players. For now I think that the lack of players is the biggest problem for RAD.

Solutions, ingame tournaments-cups-ladder-divisions etc. :slight_smile:


(Anonymous--Rex) #15

Hm, I don’t really follow as to why the expensiveness of the units is a result of players not sticking around. Are you saying that once people get enough of everything they become disinterested?

Anyhow, like I’ve been saying, if there’s a player deficit, I’m certainly going to point fingers at the single player design for that. Like I said, you can view it as a tutorial for multiplayer. In this framing, it becomes significant that the player is properly taught the mechanics and eased into the game. The audience of phone games aren’t your typical gamers and don’t have much experience with games. As a result, they’re not familiar with the tropes and mechanics a more experienced gamer would be familiar with. As it stands now, many elements and aspects are not very clear. The four classes, for instance, are not readily obvious. The weight classes are not readily obvious. Really, this game explains next to nothing. For a free game, that’s a pretty big turn off if the game’s any more complicated than a minigame. It creates an entry barrier. That’s bad.


(Domm) #16

What I mean is that I think SD is struggling with the income for the game… loss of players means a loss of income, to compensate that SD raise the pries of things.


(Anonymous--Rex) #17

Hm, so are you saying that the increase in prices was to increase incentive to buy things to counteract a decline in player-base? That sounds like a band-aid fix to me. It doesn’t really address the issue.


(Domm) #18

I’m surtenly not saying its the right solution (if now the case). And I’m not defending it.


(Anonymous--Rex) #19

Okey-dokie-loki. I never said you were defending it, by the way. Just throwing out my two cents at the notions.


(tinker) #20

[QUOTE=Domm;480171]regarding active, I have had a lot of active friends. But they all drop out after a wile.
And I think that is the absent of a ranking system.
The loss of players are also a loss of income for SD. (Why SD is not lancing an ingame ranking system is for me explainable.)
Because players dont stay in the game they need to make the toons more expensive.
There is many ways of making micro income for a game, but then you need many players. For now I think that the lack of players is the biggest problem for RAD.

Solutions, ingame tournaments-cups-ladder-divisions etc. :)[/QUOTE]
it is the normal way of any game.
it gets new players
players leave
players come back
~5% stay for a long time
~10% come and go as they like
~15% start, play ~1 month and leave
50% starts, play <1month and leave
rest is mixed.
the numbers vary from game to game but it is basically always like that.

you cannot make a game that fits every GAMING personality (if you know what I mean)
adding new content has always 2 sides.
e.g. WoW.
burning crusade (one of first major updates //addons // ) many players left. many new players came.
each expansion now made more players leave than gathering new players that stay even after ~1year of gaming.