Idea For New Items to Increase Players and Money

WaterfiendWaterfiend Join Date: 2013-09-01 Member: 187543Members, Reinforced - Shadow
Firstly, the addition of all of the new items is awesome. And I have an idea of how to improve this.

Instead of just getting a non-marketable item, with no revenue made to the player or NS2, we should implement a system similar to TF2 and CSGO's model.

Some "basic"/cheap skins available for free, but with crates, that can be opened from a key in the store, for a valuable reward, a better comedic. (Instead of uncrating it can be hatching a lifeform, etc.)

If there is money involved, from trading or uncrating items, then that's a huge intensive for players to come, and stick around. It also makes money for the NS2 dev, and as seen with the TF2 model, it brought MUCH more players into the community, and the players, and devs can make much more money from the average player.

Comments

  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited April 2016
    That would only work if we NS2 had a much larger playerbase.
  • WaterfiendWaterfiend Join Date: 2013-09-01 Member: 187543Members, Reinforced - Shadow
    coolitic wrote: »
    That would only work if we NS2 had a much larger playerbase.

    It might not be as huge success as TF2, or Dota 2, but it can build the current size of the community, and won't take much more work from the current in-game items approach.
    The thing is, it may not be 1 mil concurrent players, but it can definitely have a shot of raising it from what it is atm.
  • FoxyFoxy United Kingdom Join Date: 2014-08-19 Member: 198032Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow
    TF2 was a roaring success before any skin system was bought out, Dota 2 also was, I assume. The initial problem is NS2 is a 32bit application, If too many skins were to enter the game, it would exceed its RAM allocation and would crash the game. The further problems are as cooltic already stated, the playerbase is nowhere near the size it would need to be to justify the cost of developing this sort of feature. It's a nice idea, but it's too unrealistic in my opinion.
  • develdevel Join Date: 2014-09-13 Member: 198444Members
    It doesn't break the game mechanics, it helps player retention and visually shows that the game is being developed. People generally expect the game to have custom ingame skins like in StarCraft2 and Dota2.

    So, it's still the cheapest way to develop.
  • FoxyFoxy United Kingdom Join Date: 2014-08-19 Member: 198032Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow
    devel wrote: »
    It doesn't break the game mechanics, it helps player retention and visually shows that the game is being developed. People generally expect the game to have custom ingame skins like in StarCraft2 and Dota2.

    So, it's still the cheapest way to develop.

    That makes some pretty broad assumptions that
    A) The 32 bit issue has been solved (can only be solved by NS2 being migrated to a 64bit application)
    B) There is already some sort of system in place and it wouldn't have to be written from scratch for Spark.
    C) There is concrete evidence that new skins and player retention are contiguous to one another.

    My opinion, the cheapest way to develop specifically for player retention is the current approach, QoL improvements, new tutorial etc.
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