What rock do the anti-DLC tin-foils live in?
Fappuchino
Join Date: 2012-10-10 Member: 162008Members
<div class="IPBDescription">I mean really..</div>More than one person has already started a thread, and expressed their wish for the devs to release something cosmetic (or who knows!) so we can continue to reward something WE DON'T SEE EVERY DAMN DAY ON PC: A working workshop day one/ a game that, let's be honest, is priced somewhat lower than it should technically be/ the promise of free addition and patches/the fact it's unique and has actual polish.
Every time, there's a clueless individual throwing around "micro-transactions", as if the top E-sports games right now don't have that.
Every time, there's a clueless individual throwing around "micro-transactions", as if the top E-sports games right now don't have that.
Comments
It's pretty unique yes, but polished?
When the vanilla game is feature complete and polished I would happily pay a small amount for character customisation and new maps.
Buying DLC for a game with glaring polish issues makes me uncomfortable. Not that UW have announced that. Just the idea. Paying for a game which is still being finished, then paying for more content so soon, cosmetic or otherwise.
I totally support UW. I bought special edition etc. For me though it's too much when some here suggest we should give more money at<i> this</i> stage.
It'd be more productive if you could start discussions without the name calling. Seems like you're ready to flame anyone who doesn't agree with you.
Buying DLC for a game with glaring polish issues makes me uncomfortable. Not that UW have announced that. Just the idea. Paying for a game which is still being finished, then paying for more content so soon, cosmetic or otherwise.
When the vanilla game is feature complete and polished I would happily pay a small amount for character customisation and new maps.<!--QuoteEnd--></div><!--QuoteEEnd-->
May I ask what's the last game you played that had a satisfactory polish level according to your standards? Did it have a team of 9 people too?
I believe weapons are out, as that would be a nightmare to scale. Hats, decals, etc? Personally, i'd rather this not turn into another TF2 (which I enjoy!). When explaining NS2 to friends, I often compare it to chess: A constant give and take, but with teamwork. I don't hide under a rock or wear tin hats, but I personally hate DLC.
Actually, the only E-Sports games that have micro-transactions are DotA2 and LoL, which are both ARTS's games. Though while DotA2 only has cosmetic fluff up for grabs, LoL actually sells its gameplay-content which I think is cancerous for any E-Sports. Since NS2 is a FPS-RTS hybrid, we should compare it to Counter-Strike and StarCraft2 respectively and those games do not have any silly DLC content.
But yes, at this point the game has far more pressing issues than hats.
It would even be unethical not to get their money and to use it for greater good, as they obviously don't know how to spend it properly.
League is far from a Pay to Win business model. Champions and rune pages can be acquired by in-game currency (IP). You already start with two rune pages, and that is by far enough for a long time playing, and you can buy champions for only 450 IP that are just as good as champions costing 6300 IP.
Counter-Strike got a lot of game-breaking bugs and has an awful spectator interface for casting. Starcraft 2 will get a DLC content, so that argument is completely invalid.
The business model DOTA2 got, can easily be implemented to NS2 without ruining the artstyle and theme.
I think where a system like LoL is really painful is how it slows down your possibilities to learn to understand the game. In DotA you can get beaten by some hero, pick it next game and figure out how people defeat it and where its weaknesses are. In LoL not so much.
It's a little like WoW where after 50 hours of play you can still understand only how your character plays out, but only get a very faint idea of how the other pieces on the board are interacting. At least my early PvP experience was very much applying the same moves to every target because I had no real way to understand how the fight plays out from their viewpoint.
There was already the deluxe edition
You say they need to raise more money for DLC, but I'm telling you that you're asking that they spread butter on both sides of the bread
<i>It's going to be a mess</i>
-DLC maps? Any paid maps would be a disaster and fracture the community. UWE is smart enough to avoid that.
-DLC weapons? Same issue as above.
-Hats? This isn't TF2. I really, <i>really</i> don't want to see hat collection in this game.
-DLC skins, like in Killing Floor? That would be <i>okay</i>. Personally I don't think it's worth UWE's time, but you never know.
Now here comes my stupid idea. You've been warned.
Inspired by Magic: The Gathering Online, I'd say have "ticketed" competitive matches. The idea is to buy a ticket ($1 or so), join a team/clan, and these tickets will allow you to play in a "competitive" server which is <b><i>exactly</i></b> the same as any other official pub server. (Fracturing the community with premium content is a big no-no.) The idea is that the winners will win something (their tickets back, or worthless "pro points") and maybe have a leaderboard of clan wins/losses on ticketed matches.
Counter-Strike got a lot of game-breaking bugs and has an awful spectator interface for casting. Starcraft 2 will get a DLC content, so that argument is completely invalid.
The business model DOTA2 got, can easily be implemented to NS2 without ruining the artstyle and theme.<!--QuoteEnd--></div><!--QuoteEEnd-->
You mis-read me. I said LOL offers huge chunks of its gameplay content (heroes and runepages) up for unlocking. Since unlocking those by playing takes painfully long, you get people paying over 300$ for that "free-to-play" game one micro-transaction at a time. My point specifically was about how this kind of practice is inherently bad for a game that tries to pride itself on its competitive nature. I did not say it's pay-to-win.
Counter-Strike has been the most played FPS for years now. It is one of the best games ever made for competitive matches. It may not be as "watchable" an E-Sport as DOTA2 but that comes with the FPS-genre. I do not know what "game-breaking" bugs you are on about but they cannot be that "game-breaking" considering its popularity after all these years. Things like the russian-duck should be considered features by now since they could be easily patched but won't be because its part of the game - think bunny-hopping and strafe-jumping in NS1.
Granted CS:Source had its problems with hit-reg for the first year or two but that has been completely fixed.
StarCraft2 will see the release of Heart of the Swarm soon which is rather an Add-On in the classic sense than a DLC (especially considering its getting released after more than 2.5 years). Just like Frozen Throne was released for WarCraft3 about 2 years after its release to make it a classic and really get that balance down with the unit additions.
Also I don't agree that the business model of TF2 and DOTA2 is easy to implement. UWE has no prior experience with the micro-transaction model and in order to preserve the art-style-integrity of NS2 they can not experiment a whole lot. Besides, they have A LOT of other stuff to deal with.
This is because 1) The game is fun, 2) The marketing tends to be done by viral media; people posting various videos of the game, and friends seeing their friends playing it. I'm sure there are other ways UKE could work on getting more players in.
For instance, the game's performance issues actually -did- affect my buying decision. I wasn't going to get it at first, worried that even my great computer wouldn't run it. Thankfully, a friend gifted it to me. Seeing how I'm not as unlucky as some people, I'm glad now, but I do think that working on the game's issues is pretty likely to encourage prospective buyers, and make the existing players excited enough to recommend it to friends.
Once UKE has a larger install base, it might make more sense to work on DLC. Until then, prospective buyers might go to the store page, see DLC, and assume it's a pretty incomplete game being cashed in for as much money as possible. I'd certainly buy DLC though.
It would even be unethical not to get their money and to use it for greater good, as they obviously don't know how to spend it properly.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not the money input that's problematic, it's the time it takes to make said hat. UWE has very limited resources.
That's why DLC is a bad idea, it tends to kill your game at the promise of making some fast cash.
Why do you think most AAA console games abuse DLC so much?
They want to milk the customers then just kill the game/community so they buy a another game and start the process all over again.
A lot of PC game devs tend to build upon selling over several years, unlike console game developers that scream instantly scream FLOP or SUCCESS based on how it sold in it's first month.
An example:
DA:O was a PC game ported to consoles.
DS2 was a console game ported to PC, and a horrible one at that.
<img src="http://i.imgur.com/AXBLN.jpg" border="0" class="linked-image" />
Why don't you actually let the Devs finish the game before you ask for DLC... Are you that bored of the game already you need DLCs?
Perhaps you missed out on Black Armour and you want to wave your cash around so you can feel better than the rest of the community
because you have special armour?
Good point. Quite a few people did that already.
My apology, but you don't need every single champion to play competitively. In fact, you only need 5 or 6 champions and 2 to 3 rune pages, that's it. You can get that and much more before you even hit level 30.
<!--quoteo(post=2009538:date=Nov 4 2012, 02:42 PM:name=Blaxxun)--><div class='quotetop'>QUOTE (Blaxxun @ Nov 4 2012, 02:42 PM) <a href="index.php?act=findpost&pid=2009538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Counter-Strike has been the most played FPS for years now. It is one of the best games ever made for competitive matches. It may not be as "watchable" an E-Sport as DOTA2 but that comes with the FPS-genre. I do not know what "game-breaking" bugs you are on about but they cannot be that "game-breaking" considering its popularity after all these years. Things like the russian-duck should be considered features by now since they could be easily patched but won't be because its part of the game - think bunny-hopping and strafe-jumping in NS1.
Granted CS:Source had its problems with hit-reg for the first year or two but that has been completely fixed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ground strafing has been forced as a feature because Valve haven't updated CS since 2006; it has nothing to do with how Valve sees it as a feature. There's also a rule that you're not allowed to use +duck on mwheel, but this is nearly impossible to find out. Then you have roof-boosting, silent planting and sky peeking, which if anyone does this, you have to go through a painful reporting system from either ESL or PlayNation.
Also, you would need to set up your own HLTV before actually playing the match to later check through the demos to find out if anyone did in fact sky peek.
<!--quoteo(post=2009538:date=Nov 4 2012, 02:42 PM:name=Blaxxun)--><div class='quotetop'>QUOTE (Blaxxun @ Nov 4 2012, 02:42 PM) <a href="index.php?act=findpost&pid=2009538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->StarCraft2 will see the release of Heart of the Swarm soon which is rather an Add-On in the classic sense than a DLC (especially considering its getting released after more than 2.5 years). Just like Frozen Throne was released for WarCraft3 about 2 years after its release to make it a classic and really get that balance down with the unit additions.<!--QuoteEnd--></div><!--QuoteEEnd-->
No matter how you want to twist on it, it's still the same concept.
<!--quoteo(post=2009538:date=Nov 4 2012, 02:42 PM:name=Blaxxun)--><div class='quotetop'>QUOTE (Blaxxun @ Nov 4 2012, 02:42 PM) <a href="index.php?act=findpost&pid=2009538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I don't agree that the business model of TF2 and DOTA2 is easy to implement. UWE has no prior experience with the micro-transaction model and in order to preserve the art-style-integrity of NS2 they can not experiment a whole lot. Besides, they have A LOT of other stuff to deal with.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's way less time-consuming than any other ways to earn a sustainable income on. Look at how Bungie did it with Halo 3, the armor sets are different even at long distances, yet every single one of them have the same artstyle. Riot Games had to experience with this type of business model until League of Legends, Valve had no experience to this with Team Fortress 2 and Perfect World had no experience before they made Blacklight: Retribution. It isn't as difficult as you're trying to make it be.
Hmm could be paid DLC, in terms of you have to buy a "spray can"... Ah well... At least it wouldn't break the game consistency, I mean in war soldiers tend to modify their gear (both Kharaa and Frontiersmen could have this stuff on their toys)