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On July 17 2014 18:48 weikor wrote: Well, expecting players to pay over 50 dollars for any game (even giving them the option to skip content) is quite shady, even though it does make sense from a buisiness perspective
how do you justify GTA V beeing bought for 50 $ , a game that cant have had less work put in, over hearthstone - whre players have been relieved of thousands of dollars.
Again, its smart, but its a very shady model to take advantage of people like that.
How is it shady? The customer has full knowledge of what he is buying, nobody takes advantage of him. I doubt that people who spent thousands of $ on LoL skins or hearthstone cards or whatever are feeling like victims, if anything they are happy to support the game they like. At least I have never seen complaints about this.
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Someone really believes they haven't do like an hundred market researches before even starting the scrap of the game, knowing for sure what their audience probably would pay and what prices \ grinding model? Look at what the game is for now, it's really easy to understand what part of the market they want to "invade", LoL casuals and WoW exausts, do an amateur poll and easily you will see the most part of them find this model at least acceptable (they'll pay\grind).
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On July 17 2014 18:15 Steveling wrote:Show nested quote +On July 17 2014 16:41 ETisME wrote: there is nothing wrong with the current business model at all. it is priced extremely high but you can unlock things without an achievable play hours.
Earning points/in game currency for unlocks are a part of the whole game play experience. Here we can observe a condition otherwise known as Stockholm Syndrome. ...you serious? just because I can enjoy some other business models than yours doesn't mean mine is the problematic one...
you do realise people like me actually like playing and saving up points to actually purchase something instead of pure meaningless cosmetics through random unlocks?
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On July 17 2014 18:15 Steveling wrote:Show nested quote +On July 17 2014 16:41 ETisME wrote: there is nothing wrong with the current business model at all. it is priced extremely high but you can unlock things without an achievable play hours.
Earning points/in game currency for unlocks are a part of the whole game play experience. Here we can observe a condition otherwise known as Stockholm Syndrome. Its almost as good as reductive, passive aggressive comments that masquerade as some sort of argument.
People can pay what they want and its ok. As long as people are having fun with the game and the people purchasing the products don't feel like they are being ripped off, there are no issues. Its amusing that the only people complaining about the product are people who have not spent any money.
The price of a hero in the game is about the same price as a middle grade action figure. And that shit just sits on your desk and kinda looks cool. If your playing a table top miniatures game, its about the same price for a hero character and that shit isn't even painted. I don't see an issue at all with paying about 8-11 bucks for a hero.
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Not a true F2P game, game mechanics have no depth aside from gimmicky map mechanics, Blizz I am disappoint.
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probably about as free to play as hearthstone
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Caldeum1976 Posts
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I agree, this sucks. One thing that I dislike about LoL model is the character level, where you can unlock more rune spots, more spells and masteries. they really should reconsider this imo
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maybe blizzard abandoned any hope in pulling the numbers of lol and dota2, and just wanna grind the money of the small player base they get.
blizzard can't get the dota2 model where you can have since day 1 every hero possible with all their skills and items ingame.
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As a complete MOBA noob I'm having fun in the alpha so far. It's pretty funny watching people rage too... People take these games so seriously.
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On July 19 2014 11:22 ETisME wrote:I agree, this sucks. One thing that I dislike about LoL model is the character level, where you can unlock more rune spots, more spells and masteries. they really should reconsider this imo git lvl 30 newb
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the gameplay problem with paywall/grindwall is that 'fair' balancing becomes an exponential hell when adding new heroes/maps/modes. I pity the "David Kim" of this game, especially if the walls are high.
*by fair I mean blizzard put in good faith effort to keep balance sane between players who are willing to pay/grind a lot and those who are not
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On July 19 2014 16:59 trifecta wrote: the gameplay problem with paywall/grindwall is that 'fair' balancing becomes an exponential hell when adding new heroes/maps/modes. I pity the "David Kim" of this game, especially if the walls are high.
*by fair I mean blizzard put in good faith effort to keep balance sane between players who are willing to pay/grind a lot and those who are not they tried to make it as casual as possible mang
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On July 19 2014 16:40 ComaDose wrote:Show nested quote +On July 19 2014 11:22 ETisME wrote:I agree, this sucks. One thing that I dislike about LoL model is the character level, where you can unlock more rune spots, more spells and masteries. they really should reconsider this imo git lvl 30 newb it's painful to lvl up my smurf :p
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i think their pay model is fair.....they are not hiding anything so i dunno why ppl say it is shady lol if you don't like their price dont make a purchase they r pretty open with it tho
skins are completely optional so even tho they are priced pretty high there is 0 reason 2 buy them unless you are a collector
you get a pretty big selection of heroes of wk and you can easily play the game for $0 and have a good time it seems like
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On July 20 2014 03:36 JIJI_ wrote: i think their pay model is fair.....they are not hiding anything so i dunno why ppl say it is shady lol if you don't like their price dont make a purchase they r pretty open with it tho
skins are completely optional so even tho they are priced pretty high there is 0 reason 2 buy them unless you are a collector
you get a pretty big selection of heroes of wk and you can easily play the game for $0 and have a good time it seems like
The problem is their leveling system. You cap out on levels long before you can get all the heroes, so you pretty much have only daily quests to get gold. I'm lvl 29 right now and I have 4 heroes (2 4ks, 1 7k, and 1 10k) and only 2k in the bank. There's no incentive to play the game once you're max level if you don't have a daily quest.
That and the leveling system is similar to LoL in that you don't get to play the actual, real game until you've played at least 25-30 games (though LoL's drags out a lot longer), which is bullshit and really needs to not happen.
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ya they are completely revamping that tho....coming out this wk i think
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Plenty of pages dedicated at the business model, but none seems to care at the game engine and his physics, clunky hitboxes and near to nonexistent hit feeling, animations that seems to follow the 8 isometric directions like in '90 games (or tablet ones),etc.. I don't know if people are blind or what, me and my friends sometimes cant stop laughing while watching all this goofiness in a 2014 game (even using the sc2 engine, one of the smoothest and precise unit control i've ever tried)
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On July 22 2014 00:55 InVerno wrote: Plenty of pages dedicated at the business model, but none seems to care at the game engine and his physics, clunky hitboxes and near to nonexistent hit feeling, animations that seems to follow the 8 isometric directions like in '90 games (or tablet ones),etc.. I don't know if people are blind or what, me and my friends sometimes cant stop laughing while watching all this goofiness in a 2014 game (even using the sc2 engine, one of the smoothest and precise unit control i've ever tried) It's an Alpha. Some games like Wildstar looked and played pretty clunky during its closed beta, no streaming phase. Some people say that it's too polished to be an alpha, but you're making the opposite complaint. Personally, I'm with you. There are a lot more art assets that need to go into the game to smooth everything out. Like the red eyeball being the catch-all for every debuff in the game. It'd be weird if that wasn't just a placeholder. And stuff like Tychus' minigun attacks not producing any hit sparks. Some of the tactile feel isn't quite there yet. I can only assume that this stuff just hasn't been created yet.
Although, from watching TI4 all weekend, maybe lack of animations is just something inherent in MOBAs. I don't have any experience in the genre. Like in the EG vs. VG game 2 when one player would switch places with another because they got caught in the Faceless Void aoe. There wasn't even a faint blip of a blink animation or something. There is a balance over too much animation like the shit show that was WoW Arenas (or most MMO PvP) and not enough that there isn't a clear, tactile view of what's going on to the viewer. Hopefully HotS strikes the right balance.
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On July 22 2014 01:51 Arolis wrote:Show nested quote +On July 22 2014 00:55 InVerno wrote: Plenty of pages dedicated at the business model, but none seems to care at the game engine and his physics, clunky hitboxes and near to nonexistent hit feeling, animations that seems to follow the 8 isometric directions like in '90 games (or tablet ones),etc.. I don't know if people are blind or what, me and my friends sometimes cant stop laughing while watching all this goofiness in a 2014 game (even using the sc2 engine, one of the smoothest and precise unit control i've ever tried) It's an Alpha. Some games like Wildstar looked and played pretty clunky during its closed beta, no streaming phase. Some people say that it's too polished to be an alpha, but you're making the opposite complaint. Personally, I'm with you. There are a lot more art assets that need to go into the game to smooth everything out. Like the red eyeball being the catch-all for every debuff in the game. It'd be weird if that wasn't just a placeholder. And stuff like Tychus' minigun attacks not producing any hit sparks. Some of the tactile feel isn't quite there yet. I can only assume that this stuff just hasn't been created yet. Although, from watching TI4 all weekend, maybe lack of animations is just something inherent in MOBAs. I don't have any experience in the genre. Like in the EG vs. VG game 2 when one player would switch places with another because they got caught in the Faceless Void aoe. There wasn't even a faint blip of a blink animation or something. There is a balance over too much animation like the shit show that was WoW Arenas (or most MMO PvP) and not enough that there isn't a clear, tactile view of what's going on to the viewer. Hopefully HotS strikes the right balance.
if you are talking about Nether Swap, there is a very clear sound in game "swoosh" and a silver-white line between the two heroes when it's used, so it's pretty clear to the players maybe not to spectators
but yes I agreed HoTS' animation looks like utter shit, though slightly better than LoL (which isn't saying much because a toaster can run LoL)
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