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[Roberts Space Industries] $20 Million! - Page 25

post #241 of 334
Quote:
Originally Posted by Bluemustang View Post

So get a little higher package that gives that. It's certainly worth it for this game.
Yeah, its a great game and all, but i currently have better places to spend my 60$ then on an acces to an alpha.
post #242 of 334
Thread Starter 
Quote:
Originally Posted by Xtcent View Post

Yeah, its a great game and all, but i currently have better places to spend my 60$ then on an acces to an alpha.
https://robertsspaceindustries.com/store/69-digital-mercenary

$40 package has A/B access. It's only the lowest pledge available that doesn't.
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post #243 of 334
I forsee EvE's demise.... nah just kidding, but this is gonna be an amazing game if all goes well.
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post #244 of 334
Quote:
Originally Posted by -Apocalypse- View Post

I'll update it when they put up their $17 Million! post.
The in-game store, that uses in-game currency.... The ability to buy in-game currency doesn't make EVE a pay-to-win game, so why would it here?


The in-game currency that can be bought with real-world cash. Read the announcement again.
post #245 of 334
Thread Starter 
Quote:
Originally Posted by axel000 View Post

The in-game currency that can be bought with real-world cash. Read the announcement again.
It's been announced that way from the beginning. EVE has effectively the same system with PLEX.

And rather than using EVE's mechanic of player-set conversion rates, Star Citizen is metering the amount that can be bought. If you pay attention to what's been said, the current pledge prices for ships is a discount from what they will be, and the currently $225 Constellation has been said to require 40-60 hours of gameplay. The conversion rate is set to $1= 1000 UEC. So that's 3750-5625 UEC per hour if we ignore that we're working with a "discount" price. So let's just simplify it towards the high end, and say $5 = one hour of play. Now the metering. $25 a day. So you can get 5 hours worth of credits a day. That's not pay to win. That's pay to not fall behind.
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post #246 of 334
Quote:
Originally Posted by -Apocalypse- View Post

https://robertsspaceindustries.com/store/69-digital-mercenary

$40 package has A/B access. It's only the lowest pledge available that doesn't.
Oh thanks! I didnt see that, g2 get this biggrin.gif
post #247 of 334
Quote:
Originally Posted by -Apocalypse- View Post

It's been announced that way from the beginning. EVE has effectively the same system with PLEX.

And rather than using EVE's mechanic of player-set conversion rates, Star Citizen is metering the amount that can be bought. If you pay attention to what's been said, the current pledge prices for ships is a discount from what they will be, and the currently $225 Constellation has been said to require 40-60 hours of gameplay. The conversion rate is set to $1= 1000 UEC. So that's 3750-5625 UEC per hour if we ignore that we're working with a "discount" price. So let's just simplify it towards the high end, and say $5 = one hour of play. Now the metering. $25 a day. So you can get 5 hours worth of credits a day. That's not pay to win. That's pay to not fall behind.

I guess that's fairly reasonable. You won't get 12 year old kids coming in, then asking their mom if they can use her card to buy something in a game... making her think it's going to be like $5 in plants vs zombies... then $750 later they have a fleet lachen.gif.
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post #248 of 334
Quote:
Originally Posted by axel000 View Post

This is a great marketing tool for RSI, but I also see this as confirmation that Star Citizen is a pay-to-win title.

On the marketing side, they have made another million in the few days since the hanger alpha launched. Its generating more buzz, and backers are seeing the spiffier ships and hangers in other player's vids and deciding they don't like their drab starter ship and hanger. Smart.

On the pay to win side, they also launched an in-game store. Now at first blush it sounded OK - buy stuff to decorate your hanger... but then it goes on to say "add turrets and lasers to your ship".... so folks, its all confirmed. You can buy a lot of extra firepower and gameplay advantage in SC. That by definition is pay to win. Now you may feel that that is fine and not an issue, but lets be honest about what this game is and what it rewards. It rewards cash. Lots of it.
89% of pledgers are 29+yo people who have families and jobs, so they dont have time to play, yet they might have skill to fly. also if anyone attacks new players in uee space either uee fleet or the bounty hunter players will hunt them down. so i dont think the pirates will be making a lot of money in persistent universe. they will have to live in outer systems and highly possible they will be turning on each other for scraps.

Quote:
Originally Posted by Crazy9000 View Post

I guess that's fairly reasonable. You won't get 12 year old kids coming in, then asking their mom if they can use her card to buy something in a game... making her think it's going to be like $5 in plants vs zombies... then $750 later they have a fleet lachen.gif.
there is a limit 150k/usd which will probably be a monthly limit as well

also keep in mind that fully upgraded ship might be worth 3 times of basic ship. in privateer you could have aurora like ship taurus for 20k, which sported 2 plasma cannons each for 80k. same will be here as it seems so more and more. so buying variants is not wise moneywise, as its better to purchase basic ships and then sell one ingame.

PS: right now, they rolled out the cash shop for testing but there is now drama. they overpriced decoration items and buggy 20k, which now costs nearly like aurora 25k smile.gif
Ben Lesnick wrote they will correct it, so i guess people would get store credit back. buggy should not cost more then 5-7usd and decorations should not cost more than 500-1k credits. as someone pointed out on forum, these prices ruin immersion. buggy = aurora lol

now gun prices 4, 8, 12k are ok, thats in line with privateer pricing for better guns

best
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post #249 of 334
Yeah I thought they were going to make the store items real cheap, or give us a heap of "play money" like they did when they test launched the new website. We got given $500 or something, can't remember, to play with. Allowed us to buy, melt, upgrade packages etc and report bugs through the process. Then it was all wiped on site launch and reset. Didnt lose or gain any items.

Makes sense to do it here again but I guess they decided against it.
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post #250 of 334
Thread Starter 
Updated the OP. Everyone should read this bit on the $17 million announcement:
Quote:
As some of you may have noticed we launched the very beginning of our IN-GAME store with Voyager Direct yesterday.

It had a soft launch (we deliberately kept it back from the weekly email) so we could roll it to get feedback and see how to integrate what is a tricky thing into Star Citizen at such an early stage of development.

Even with a soft launch quite a lot of people started using the store (no surprise the Buggy is the top seller!)

Unfortunately there seems to be some misunderstanding in our intentions with the prototype in-game store, as the forums erupted with a significant amount of “discussion” last night!

I have read all of the criticism and there have been many great points. One of the great things about Star Citizen’s development is that we can get feedback like this… and use it to figure out how to make things better.

The intention of creating Voyager Direct right now was the very opposite of what a lot of people are upset about. It is not supposed to be a cash shop! It’s meant to be the very opposite!

I felt that it was important that we should make clear what are in-game items, earnable via game play. This was the whole reason of segregating these new items into the Voyager Direct store rather than the pledge store. We intend for players to be earning UEC in a limited fashion as early as the dogfighting module (say for fighting so many test battles, or winning a team battle competition) and felt Voyager Direct would be the first step in getting the basic systems in place. Ultimately you will be purchasing all these game items inside the game from in-game vendors on various planets but this won’t come online until the Planetside module. Since the web team at Turbulent had already built a store interface and the team here was already creating items to outfit the hangar and ships, it seemed like an easy option to create Voyager Direct now to allow all of you to play with and check out some of the game items as they are created rather than waiting for Planetside module to see them in engine. The concept was that people that wanted to show their support and contribute towards the development cost of the game could buy some items to play with in their hangar but by establishing the prices in game terms it would also make it clear that these items are all earnable in game. I should also point out that Voyager Direct is intended only to sell cosmetic items or basic ship items that would be available on pretty much any planet – the better items will always have to be bought by actually flying to the appropriate planet or earning the via gameplay. There is no need to buy anything from Voyager Direct – it is all OPTIONAL and should be viewed the same way that you view paying for a subscription or buying a skin. All of this will be earnable in the game, without too much time invested.

I’m very opposed to having a game where ANY of the items, outside of your initial game / ship package can be only purchased with cash. I hate the bifurcation of items in most online games, even when they are just for flair items. I want Star Citizen to allow players to earn everything they need in-game for ships, upgrades and even flair.

Our plan is once Star Citizen is launched the games ongoing running and content costs (which will be significant as we’re a data & content heavy game) will be supported by the ongoing purchase of new game packages as well as the money the game will earn by some of the players choosing to buy some UEC credits with real money as they don’t have the time or patience to earn the item in game (and for this I wanted to establish a cap so someone can’t just come in and buy everything, although with a skill based game with a heavy rock paper scissors approach to ship design and weapons this won’t help that much as you think). We are making the bet that this will be enough to cover the game ongoing running costs and we will not need a subscription like other big online games live Eve Online or World of War Craft. But it is a risk as we’re taking some of the things that games use to support on-going running costs like sale of flair items and making them not require money just gameplay.

I was disappointed to see so many people feeling that we were trying to gouge people or do a money grab. I thought I had been very clear in my post yesterday that everything was optional and only should be done with the intent of supporting the game financially as opposed to something that was required. The whole team is incredibly grateful for all the incredible support we’ve received but as far as we’re concerned anything beyond the most basic pledge is optional and should be done to support the game’s development and not because you feel like you have to.

I do agree that pricing structure feels off – part of that is the problem of a blend of real world prices (cosmetic items to show support had been established at $5) and the in-game prices we need to manage. One of the other things we have been focusing on is the idea that the pledge or add on ship you opt for now should be cheaper in real money terms than its equivalent in UEC when the game is live, so the few weapons have been priced to our best guess as to what these should be relative to the actual in-game costs of a ship once the game is live. This leads to a dichotomy in value – of course a poster should be a lot less than a laser gun! It also doesn’t help that we’ve established an exchange of 1000 UEC to $1. 5000 UEC for a poster just sounds a lot more than $5! I am inclined to halve the prices in the Voyager Direct Store, with some of the smaller flair pieces, like posters getting a reduction even beyond this.

In addition there’s been quite a few complaints about having to “pay to test”. Which absolutely was not the intention! From a testing perspective what everyone can do now with their basic hangar (and don’t forget you can move items around between ships now) we have everything we need on the testing front. There is no need to buy a poster to help test it. The real testing will happen when you can earn UEC in-game and you then buy all these items. But we appreciate everyone’s eagerness to help out, so I’m investigating the difficulty of implementing “TEST UEC” now rather than waiting for the dogfighting module – the idea would be that everyone would get a certain amount of TEST UEC at different periods and could use the credits to buy items that would exist for a day in your hangar to check them out, try them on your various ships, walls and so on. This is doable but does require some significant work on the web side, so if we take this route it will be a little while before it can be implemented. We had originally planned this for the dogfighting module (as it is useful for people to try different load outs in balancing) but we can move up the schedule if enough people think it’s important.

In the spirit of community involvement and discussion and as a big thank you for reaching $17M I think the best thing to do is to give everyone a further 5,000 UEC and let you voice your opinion on some of the proposed solutions (and know that if you vote to reduce the Voyager Direct prices we will credit back the difference in UEC to people’s accounts for people that have already spent UEC)

Also, I will enjoy killing all of you from the deck of my Battlecruiser.
Edited by -Apocalypse- - 8/31/13 at 10:47pm
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