scottee wrote: They're never going to change the system until people stop playing. And when people stop playing, that's the end of the game.Blame it on the human psyche. If you gave people the choice between investing their money at a constant 1% per year or pulling a slot machine handle at a widely varying -3% per pull, they'll overwhelmingly take the slot machine. They experimented early in the game. 10 packs used to give a guaranteed new character cover. They changed it to give the same expected value, but without the guarantee. The result? They sold more packs. The truth is, the top end of players hate variability, because at high amounts of effort, you want consistent progress. The vast majority of the playerbase prefers a lot of variability, because with minimal to medium effort, you have the chance to pull a big cover. It same reason pro level TF2 players hate crits, because it adds unnecessary variance. However, that same variance is what builds a big playerbase of noobs, because every once in a while, they blow up a whole hallway of enemies and think, "This game is so fun!"
scottee wrote: The truth is, the top end of players hate variability, because at high amounts of effort, you want consistent progress. The vast majority of the playerbase prefers a lot of variability, because with minimal to medium effort, you have the chance to pull a big cover.
Grantosium wrote: Also MFF biometrics don't have an expiry date, or a limit to how many characters you can have.
Malcrof wrote: Grantosium wrote: Also MFF biometrics don't have an expiry date, or a limit to how many characters you can have. Unclaimed ones usualy expire in 7 days. Been playing MFF for a year, have every character rostered, even cho who was released yesterday.. and have 0 6*s... and only ever use 3 chars for everything, so most everyone else is lvl 1-15 and just garbage taking up space.. no roster diversity at all, same 3 chars every day, any time i play.. If i played hardcore , maybe someone else would eventually be useful, but they have nothing to make you care about anything other than your core 3 chars... so what exactly is the point of adding new people? At least here, there are reasons to level and use different chars.
firethorne wrote: Malcrof wrote: Grantosium wrote: Also MFF biometrics don't have an expiry date, or a limit to how many characters you can have. Unclaimed ones usualy expire in 7 days. Been playing MFF for a year, have every character rostered, even cho who was released yesterday.. and have 0 6*s... and only ever use 3 chars for everything, so most everyone else is lvl 1-15 and just garbage taking up space.. no roster diversity at all, same 3 chars every day, any time i play.. If i played hardcore , maybe someone else would eventually be useful, but they have nothing to make you care about anything other than your core 3 chars... so what exactly is the point of adding new people? At least here, there are reasons to level and use different chars. What's the point? Fun. And why not, in Future Fight, roster slots are free! Also, at higher level play, there character differences do become important. And there is a significant difference between things in you inbox expiring and things in your inventory expiring. Inbox is more like the shield resupply, but everyone is on the same day and get the same reward. If you don't play that week, the GM and login rewards will expire, sure. But, the only way you aren't seeing and claiming things is if you don't launch the game. And after you do, there is no pressure of you get bios for a character you want, but don't have room for him, to pay up for a roster slot or let him be lost forever. It also just feels more generous and allows you to achieve your goals. I've been playing FF since the second anniversary of MPQ, and have everyone (except Cho, added in last update) rostered, and have two maxed 6*s. I've been playing MPQ from yeah one, and feel like I've made nowhere near that progress.
acescracked wrote: I like the OPs effective use of underlines.
Virus Type V wrote: acescracked wrote: I like the OPs effective use of underlines. I tried clicking on them but the links don't work..!
firethorne wrote: So, to get a bit more on MPQ and less on MFF, I have two questions. 1. What are good ways to make consistent/player guided progression a reality? Perhaps that runs the risk of this being moved to suggestions . And I think we've already seen a number of good ideas in that vein proposed there anyway, like blank tokens that let you pick the cover, or getting what you want from some sort of an in game currency. And that sort of leads to a question that perhaps can't be answered well by anyone but the devs... 2. Why don't these exist? Or, in the cases where they are, why were they made so prohibitively expensive, to a point where not selecting the random route is an absurd waste (120 to 720 CP per level of skill v a mere 20 for a random pull, for example). What led to deciding to make randomness the core element of progression when developing your design philosophy?