"We are listening to the community"...

What are ARX if not a premium currency then? Do I really need to link anything? The fact that you will be able to earn them in game doesn't diminish the fact that this is the definition of a premium currency. As for "premium skins", that was my "I'd do this instead", i.e. I'd pick out some common skins currently available in the store and make them available for purchase using the regular money we have in the game (or tie some to some cool activities), and keep the more fancy ones in the store as they are now (i.e. "premium skins").
Ah ok - so you made the term up to make it sounds bad - thanks for the clarification o7
 
Ah ok - so you made the term up to make it sounds bad - thanks for the clarification o7
"Made the term up"?! "Make is sound bad"?! Really? Where are you from? What do you think it is then? That's pretty much the official umbrella term for these things, whatever these might be called in a given title. I'm going to call a cigar a cigar.

First definition I found via Google: https://www.giantbomb.com/premium-currency/3015-9066/
Second definition (but it's Urban Dictionary, so...): https://www.urbandictionary.com/define.php?term=Premium in game currency
 
What he did was he described something accurately using conventional standard terminology.
giphy.gif

For a second there I actually started doubting myself...
 
Actually the current tiers on consoles are as follows:

300 Frontier Points for £3.19
500 Frontier Points for £5.19
1000 Frontier Points for £9.99
2500 Frontier Points for £23.99

Anything that is currently £1.00 in the Frontier Store for PC is 100 Frontier Points on consoles.

Frontier have had to use a virtual currency on consoles since the beginning because of requirements beyond their control.

I don't see this changing very much when they rename Frontier Points as Arx.
And then if you manage to get a sale, you can get 2500 FP for £13.99, and use them when there are items on sale on the Frontier Store. Double dip :)
 
Nothing shady about what he said. It is completely true.


Right now I can buy an Anaconda ship kit for GBP 8.
https://www.frontierstore.net/game-...-game-extras/anaconda-ship-kit-16-pieces.html

Assuming that stuff costs the same after a GBP to ARX conversion, what if I can only buy ARXes in multiples of GBP 10 value?
What would I do with the remaining 2GBP worth of ARX that can't buy anything else?

Also, I really only wanted to spend GBP 8. Why did I have to buy them in GBP10 blocks?


That is really the issue of stored value card schemes. You don't see it?
Or are you happy to just throw money away?

Again, it is only a bad scheme if you only ever plan on buying one thing, once. In that case you would have them left over, and you would be out 2 bucks. Your alternatives would be to not spend money on it, or accumulate the points through play.

The scheme is fine if you plan to buy multiple things over time. Just buy the ARX packs that make sense for what you want, and overages can be applied to the next purchase. Also, now you can earn them in game, so it is entirely possible to offset any price hike just by playing the game.

The "controversy" here is completely fabricated
 
The "controversy" here is completely fabricated
Calling it a "controversy" is, perhaps, pushing it; this I agree with.

But people object to such implementation because said implementations operate on all sorts of nasty psychological hooks and often have ugly in-game side-effects (usually in the form of very grindy mechanics). I'll concede that for an accurate assessment we'll need to wait till the changes go live, but I don't think I've ever seen an implementation of a premium currency that:
a) wasn't "in your face" (think ads or displaying the currency front and center when it's not the main game currency)
b) was transparent in terms of pricing
c) didn't involve a price hike
d) didn't increase grind (especially if gaining such currency is possible via in-game activities)

Pretty much all implementations come with some of the above, if not all. Now, most people don't really object to this in F2P games (the ol' "developers need to make money" argument stands in that case), but it's really ugly when implemented in full-priced games.

I, personally, object to these types of practices in fully priced games. Be these loot-boxes, premium currencies or in-game stores. I sort of gave ED a pass on the in-game store, as that was before the industry went all-in with these things and I wasn't as defensive about it, plus it was a simple "pay X, get Y" type of deal (even if the value was incredibly bad... like "gold horse armor" bad). Nowadays I refuse to purchase (i.e. full-price) games with micro-transactions in them in any shape or form - I play games to chill and have fun, not to have an extra ad running in the background asking for money.

Final note: for a small taste of what kind of psychological tricks companies employ I suggest watching the following video:
It's downright chilling. It's not a hit-piece, it's just a conference talk where one developer gives some insight into how to monetize games for maximum effectiveness. These tricks are primarily employed by free games (mobile at that), but there's nothing stopping companies from using the very same things in full-priced PC titles...
 
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Back to the point: My initial question was how many of you wanted an ingame currency, not how this ingame currency is or will be designed/implemented. My intention was to find out the percentage of players. I totally didn´t want to go into speculations like many of you did.
 
Back to the point: My initial question was how many of you wanted an ingame currency, not how this ingame currency is or will be designed/implemented. My intention was to find out the percentage of players. I totally didn´t want to go into speculations like many of you did.
Well I certainly didn't want the in-game currency. It's a fact of playing on console I have to live with anyway.

I would've much preferred certain cosmetics to be directly earnable in-game by actively doing appropriate and related things.

I thought the game was moving in that direction with the trophies for the squadron leaderboards and decals for certain CGs.

I guess that remains to be seen.
 
Again, it is only a bad scheme if you only ever plan on buying one thing, once. In that case you would have them left over, and you would be out 2 bucks. Your alternatives would be to not spend money on it, or accumulate the points through play.

The scheme is fine if you plan to buy multiple things over time. Just buy the ARX packs that make sense for what you want, and overages can be applied to the next purchase. Also, now you can earn them in game, so it is entirely possible to offset any price hike just by playing the game.

The "controversy" here is completely fabricated

Indeed, it is fabricated.
Simple because you dont know how big will be the smallest package.
The smallest package could be as small as the cheapest item.

Even if that's not happening and they will keep the same pattern, as in smallest package equal to the price of a regular 6-pack paint job, you can still save your free Arxes for the cheaper items.
And if you dont really like the system, no one can force you to buy any Arx at all... you will still accumulate them by playing the game (no grind was implied in any of the announcements). Which is not currently possible.

Also with bigger packages one might get a better price per point.
Currently on consoles you can buy a paint-pack and a ship-kit slightly cheaper than on PC because you can buy a 1000 points pack which exactly cover both items. And this is with the cut that certainly MS/Sony takes from any transaction.

But why not make a drama out of it 2 months before the launch
 
Calling it a "controversy" is, perhaps, pushing it; this I agree with.

But people object to such implementation because said implementations operate on all sorts of nasty psychological hooks and often have ugly in-game side-effects (usually in the form of very grindy mechanics). I'll concede that for an accurate assessment we'll need to wait till the changes go live, but I don't think I've ever seen an implementation of a premium currency that:
a) wasn't "in your face" (think ads or displaying the currency front and center when it's not the main game currency)
b) was transparent in terms of pricing
c) didn't involve a price hike
d) didn't increase grind (especially if gaining such currency is possible via in-game activities)

Pretty much all implementations come with some of the above, if not all. Now, most people don't really object to this in F2P games (the ol' "developers need to make money" argument stands in that case), but it's really ugly when implemented in full-priced games.

I, personally, object to these types of practices in fully priced games. Be these loot-boxes, premium currencies or in-game stores. I sort of gave ED a pass on the in-game store, as that was before the industry went all-in with these things and I wasn't as defensive about it, plus it was a simple "pay X, get Y" type of deal (even if the value was incredibly bad... like "gold horse armor" bad). Nowadays I refuse to purchase (i.e. full-price) games with micro-transactions in them in any shape or form - I play games to chill and have fun, not to have an extra ad running in the background asking for money.

Final note: for a small note on what kind of psychological tricks companies employ I suggest watching the following video:
It's downright chilling. It's not a hit-piece, it's just a conference talk where one developer gives some insight into how to monetize games for maximum effectiveness. These tricks are primarily employed by free games (mobile at that), but there's nothing stopping companies from using the very same things in full-priced PC titles...

Excellent post!
 
And then if you manage to get a sale, you can get 2500 FP for £13.99, and use them when there are items on sale on the Frontier Store. Double dip :)

But... but... but...

In the mean time, that money isn’t sitting in my bank account, earning interest. It’s in FDs bank account instead! That’s predatatory pricing right there! What’s the point of getting paint jobs at a quarter of the price, if I’m losing out on the 0.000001% interest in the mean time.

Won’t somebody of the children if the Citibank Executives who will have to do without a new Porsche, all because Frontier got greedy, giving away paint jobs and offering things on sale.

____
;) Smiley included in the hopes of avoiding Poe’s Law.
 
But... but... but...

In the mean time, that money isn’t sitting in my bank account, earning interest. It’s in FDs bank account instead! That’s predatatory pricing right there! What’s the point of getting paint jobs at a quarter of the price, if I’m losing out on the 0.000001% interest in the mean time.

Won’t somebody of the children if the Citibank Executives who will have to do without a new Porsche, all because Frontier got greedy, giving away paint jobs and offering things on sale.

____
;) Smiley included in the hopes of avoiding Poe’s Law.

First of all, where do you bank? Secondly... whaaaaaat?
[...] Won’t somebody of the children if the Citibank Executives who will have to do without a new Porsche [...]
 
Back to the point: My initial question was how many of you wanted an ingame currency, not how this ingame currency is or will be designed/implemented. My intention was to find out the percentage of players. I totally didn´t want to go into speculations like many of you did.
Too late, the freight train is rolling!

Oh, and to answer you question... I don't want it.
 
Calling it a "controversy" is, perhaps, pushing it; this I agree with.

But people object to such implementation because said implementations operate on all sorts of nasty psychological hooks and often have ugly in-game side-effects (usually in the form of very grindy mechanics). I'll concede that for an accurate assessment we'll need to wait till the changes go live, but I don't think I've ever seen an implementation of a premium currency that:
a) wasn't "in your face" (think ads or displaying the currency front and center when it's not the main game currency)
b) was transparent in terms of pricing
c) didn't involve a price hike
d) didn't increase grind (especially if gaining such currency is possible via in-game activities)

Pretty much all implementations come with some of the above, if not all. Now, most people don't really object to this in F2P games (the ol' "developers need to make money" argument stands in that case), but it's really ugly when implemented in full-priced games.

I, personally, object to these types of practices in fully priced games. Be these loot-boxes, premium currencies or in-game stores. I sort of gave ED a pass on the in-game store, as that was before the industry went all-in with these things and I wasn't as defensive about it, plus it was a simple "pay X, get Y" type of deal (even if the value was incredibly bad... like "gold horse armor" bad). Nowadays I refuse to purchase (i.e. full-price) games with micro-transactions in them in any shape or form - I play games to chill and have fun, not to have an extra ad running in the background asking for money.

Final note: for a small note on what kind of psychological tricks companies employ I suggest watching the following video:
It's downright chilling. It's not a hit-piece, it's just a conference talk where one developer gives some insight into how to monetize games for maximum effectiveness. These tricks are primarily employed by free games (mobile at that), but there's nothing stopping companies from using the very same things in full-priced PC titles...

I’ll bet you 5 Arx it will only be as intrusive to the experience as CQC is. It’s there for the people that want it, and out of the way for the people that don’t
 
I’ll bet you 5 Arx it will only be as intrusive to the experience as CQC is. It’s there for the people that want it, and out of the way for the people that don’t
And I really, REALLY hope you'll also be able to say "I told you so" later as well. This is one of those cases where I'd hate to be right...
 
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