Loveless, on October 25 2012 - 10:40 AM, said:
I have no idea where you are getting your facts, unless it is all personal opinion and if it is, you're wrong.
Most developers I have talked to have said that a majority of the profits are from cosmetic items and cosmetic related items. They even went on to say that fewer, flashier cosmetic items sold better than many super customizable cheaper ones.
When it comes to boosts credit boosts sell better than xp boosts.
I also never said anything about the disposition of new players. Just that you're giving them worse mechs while knowing that they won't know the maps like the players with the better mechs, further compounding a bad and unfair experience for them.
Hipnox, on October 25 2012 - 11:19 AM, said:
Stats and level systems are some of the necessary trade offs needed to make a F2P model work.
Tell that to TF2 and Dota 2(I don't play either game, but I know the models).
Neither gives you any statistical advantage and valve is swimming in money from them. TF2 EXPLODED in popularity when it went F2P. The excuse of "it was a game before then" doesn't touch on how the model influenced the game from then on. Consistent money rolls in on a game that hadn't made a profit in years.
Tell that to the numerous web games that make money solely through donations(100% free games). Tell that to Tetris Friends, which doesn't give you an edge over other players while playing from levels, but just access to some new cosmetics to buy.
And I'm not saying remove the credits, just the levels restricting access to stats. Heck, you could keep levels and tie them to access of different options instead of straight up upgrades. Let people unlock different gear, different weapons, and different mechs. Just. Not. Better. Ones.
You don't need levels when you have credits. You're already restricting content flow by forcing gear modification purchases, levels are redundant and do nothing to help.
Edited by D20Face, October 25 2012 - 11:55 AM.