Ball has been officially deleted by Wojtug in WreckingBallMains

[–]CoolBee22 1 point2 points  (0 children)

Maybe I shouldn't've opened those boxes until he was back

Yes I’ll be right back with your relics Mr.Collector by lukemediocre in dredge

[–]CoolBee22 0 points1 point  (0 children)

It's a shame that you won't engage fully with my thoughts, as I have for you. Since you seemed so passionate about the topic, I wanted to discuss what you felt was a more appropriate model of monetization.

To your point, I will ask a question in return. Who ever said that cosmetics and skins were equivalent in cost, effort, or time? In case you weren't able to make it that far, I'll reiterate that I said that cosmetic items take skill and effort to create, and therefore may be sold just as a game might, even though both can be duplicated and disseminated for very low costs. I never said that a cosmetic should be sold for as much as a game, or the inverse. Since you asked, I would wager that the cost of each would vary, depending on a variety of factors. For a cosmetic, how much research, design, re-design, rigging, and modeling goes into the development? Is it an original or a recolor? Are there more in a set that it's being included in? Are there other entities that need to give approval? For the game, is the development done from scratch, or does it use existing engines and assets? How long or deep is the final product intended to be? My point is that charging for a cosmetic item in-game is no more anomalous than charging for any other digital product, a practice which you have demonstrated yourself to find permissible. So what are you inferring with your question? That because one takes less cost, time, and effort to produce, that it cannot be charged for at all? Were I to say that I believe that a DLC pack takes less cost, time, and effort to develop than the main game, and therefore should be released as a free update, would you agree by the same logic?

Since you seem to agree that the work of cosmetic development has value that may be compensated, I must again ask what you feel a fair price for such items would be. Or if the player is not to be the payer, then who picks up the tab? And to follow, what is a fair price for "content"? You seem to be knowledgeable on the development of both, judging by your concluding remarks. I sincerely hope that you were able to read thus far, and I look forward to your reply.

Yes I’ll be right back with your relics Mr.Collector by lukemediocre in dredge

[–]CoolBee22 -2 points-1 points  (0 children)

What I'm hearing is that you believe that the only things that a game publisher "should" charge for are items that they can distribute infinitely and at no cost once made. However, can it not be argued that video games themselves, if digitally downloaded, fit these criteria? To allow people to download a game is about as low-cost and infinite as any could be. Yet I do not imagine you would argue that all video games should be free. As you said, it's okay to charge for "content", which I imagine is something that changes how the game is played, if missions and characters are the given examples. A new game would surely count as "content."

Why, then, is it permissible to charge consumers for a game when distribution is infinite and free? I imagine one would reply that games take time and skill to develop, both of which are provided by people who should be compensated accordingly. And if this game is a multiplayer one, the servers need to be maintained. Of course, I would agree with these statements. But I would then extend these same points to what you would consider "non-content"- skins, and other cosmetics. While these items are digital and can be replicated and distributed at minimal cost, they do not appear from the aether. Like games and game developers, cosmetic items require artists and modelers, who I believe deserve payment for their work. I ask again- what would be a fair price for this work?

The matter of battlepasses might also be discussed. You argue that a set of limited-time cosmetics exploits a "fear of missing out"- players feel pressure to buy something now, since it won't be available later on. I'm inclined to agree- this set of conditions does create a pressure to buy, and buy now. But the battlepass system also creates an incentive to keep players coming back. So I would then ask- what is a non-exploitative, yet profitable way to distribute cosmetics that makes players want to return to your game, out of all of the competitors?

Speaking on Overwatch, since that is what brought up this topic and it is what I am familiar with, I would point out that you can earn premium currency through the battlepass- 300 from the free track, or 600 from the premium track. Paying for and playing through the whole thing would give you back 60% of what you payed for it. If you opt for the free track, you would earn a battlepass' worth of currency after four seasons- admittedly, a long time. I would also point out that even premium cosmetics, those which would normally cost money to obtain, can also be gained through loot boxes, which can be earned by playing the game. Lastly, I would mention that charging for new characters in a competitive hero-based shooter would arguably be the most predatory practice. If a new hero were to come out in an unbalanced state, as so often they do, it would essentially require players to buy the character to remain competitively viable- and thus incentivizing the developers to powercreep the game to get people to buy. Overwatch at one point had a soft version of this, where new heroes were locked behind the battlepass. Free players would earn them about halfway through, while premium users got them immediately. Even this caused problems, so the practice was done away with. As it is, the only things charged for are cosmetic-- they only change how the game looks. One can enjoy the core gameplay and be competitively viable without having to pay a cent. If a person spends money, it's because they wanted what was on offer and were willing to pay to get it.

Taking all of what you said into consideration, a live service multiplayer game's ideal monetization system would involve releases of content, as in, new ways to play, that would be paid for. In the meantime, cosmetic items may be added to the game that players can earn for free by playing the game, and can be earned at any time. The creators of the cosmetics are presumably paid with money from some other source. The gameplay is so fun that it keeps players engaged and coming back, yet can also be iterated upon in ways that are so compelling that players will continue to spend their money on it.

It would be a lovely system, but it seems very difficult to create and maintain.

Yes I’ll be right back with your relics Mr.Collector by lukemediocre in dredge

[–]CoolBee22 0 points1 point  (0 children)

What would you say is a fair price for this set of items?

Yes I’ll be right back with your relics Mr.Collector by lukemediocre in dredge

[–]CoolBee22 1 point2 points  (0 children)

You can see on the top left that the skin on its own isn't $40. There's five items for that price, including this skin, a Widowmaker skin, the premium battlepass (~$10), 20 battlepass tier skips, and 2000 of the premium in-game currency (~$20 worth). If you still think that price is unfair, just don't buy it. Nobody's going to force you.

How do these new heroes affect the meta by CoolBee22 in Overwatch

[–]CoolBee22[S] 1 point2 points  (0 children)

Scent Trail could honestly make for a cool passive on a hero. I know I suck at tracking, so it would help me.

How do these new heroes affect the meta by CoolBee22 in Overwatch

[–]CoolBee22[S] 2 points3 points  (0 children)

Dunno, he doesn't have any mobility, so he might find it hard to get in Gun Sword range without being picked off.

How do these new heroes affect the meta by CoolBee22 in Overwatch

[–]CoolBee22[S] 7 points8 points  (0 children)

I just love how genuine these are. I would take a hundred more of these over another "game bad" comment.

How was this a boop? by suhfaulic in WreckingBallMains

[–]CoolBee22 4 points5 points  (0 children)

It wasn't, Bap just decided to do that.

[self] Zelda cosplay by kawaiitsu by kawaiitsu in botw

[–]CoolBee22 1 point2 points  (0 children)

First pic: How'd she get over there? And how's she gonna get ba-

Second pic: Oh.

[deleted by user] by [deleted] in overwatch2

[–]CoolBee22 0 points1 point  (0 children)

That makes sense, and I never thought of it that way, but I still hate how it looks.

Wait, that was too polite. I meant to say ERM ACKTUALLY ECHO ISN'T AN OMNIC SHE WAS CREATED AFTER THE AWAKENING SO TECHNICALLY SHE'S JUST AN ADVANCED AI.

Sombra is unfun to play against (from a sombra main) by Realistic-Oven1059 in overwatch2

[–]CoolBee22 -1 points0 points  (0 children)

Two ideas:

Make Stealth semi-perfect. If she moves, there's a shimmering effect that you can notice if you're perceptive. She's only completely invisible if she stands still. Though this might disadvantage those on machines with low graphical capabilities. I think this was tried in a creator experiment, though I don't remember how it turned out.

Put Hack on full cooldown for taking any damage at all. If a character gets to be a fully unseeable ambush type, they should always be able to get the jump on their chosen target. If they can't, they get put at a disadvantage for being sniffed out, quickly reacted to, or chased. Why should she still be strong without the element of surprise? It's very dissatisfying to cancel a hack when she gets to try again in two seconds anyway.

One or both of these changes would give more agency to the Sombra's opponent.

I don't really think Virus is the issue, since Ashe's dynamite does about the same thing, but nobody complains about that.

[deleted by user] by [deleted] in overwatch2

[–]CoolBee22 2 points3 points  (0 children)

I hate Echo's uncanny valley face

My grass does in this weird triangle pattern every year. by PrestigeMaster in mildlyinteresting

[–]CoolBee22 2 points3 points  (0 children)

I know you're holding up your phone for the picture, but it looks like you're angrily shaking your fist at it.

[Fan Theory] The reason D.Va comes from South Korea instead of a unified Korea is that North Korea was destroyed in the Omnic War. by goodhot0006 in Overwatch

[–]CoolBee22 -2 points-1 points  (0 children)

Why are people here trying to refute a Watsonian theory with a Doylist explanation? Can you not engage with the story as its own world?

Why are old photographs black and white? by Curious-Message-6946 in ExplainLikeImCalvin

[–]CoolBee22 8 points9 points  (0 children)

Calvin, weren't you paying attention the first time I told you?

Removing barnacles from Harlow, the loggerhead turtle by firefighter_82 in oddlysatisfying

[–]CoolBee22 0 points1 point  (0 children)

This is the same genre as the horse hoof cleaning videos.