General Microtransaction\Marketing: Make Packages set items be single purchasable (ARX-Shipyard)

One of the things that Frontier Developers do badly is the Microtransactions, this is in general something I do not support but Frontier Developers do it for yourselves:
not only make the previews of the livery MORE CLEAR but also please do this

Make the items of a package be buyable in single items, instead of the whole set!
This would make diegetic with the garage and mechanic experience of fleet enhancement, livery, look design into the game instead to be a "extra game", pay to look good and status symbol psychological pleasure based.

Instead make items of a pack be purchasable 1 by 1, instead to be 16000, they can be each one ( I am saying also selling right and left parts when mirrored SEPARATEDLY!)..
You would make it much more expensive but also in the same time reachable if one buys one piece at a time, and also with in game gameplay.

Such items should be bought with around 1000-3000 Arx ... this means that a total pack would be much more expensive if one wants to pay piece by piece so the incentive to buiy the whole pack at 16000 or whatever total price u wanna have is gonna still be convenient... unless people enjoy the accessories buying .. and you could make this happening via the shipyard

Like this you might make people PLAY TO GET IT, and also make it Diegetic with the experienc ebecause you are feeling like you are buying parts to enhance your ship and this happens piece by piece and it feels so realistically earned that the "microtransaction" aspect is hidden!

This is to benefit you and us together.

I can't understand why you are not doing it besides the fact that selling piece by piece would make you requiring to load also possibility for players to load ship models that feature various many various looks, but players like this will be able to feature whatever pieces of a pack they want and also buy stuff only they are interested in instead to receive packs with unnecessary stuff they will never use.

Please.

Thanks
 
I re exaplain even if I wrote it also in another forum post and also elsewhere not on this forum how to do this... for the good of the game, the players and improving the way MTX (microtransaction) are for the benefit of Frontier Developments and also for the whole gameplay! Yes.. the gameplay can benefit because Elite dangerous has a specific design that is originally good, different from how Microtransactions do apply to other games.

The developers do not understand what they have in their hands and microtransactions and also NON-microtransactions can be better applied and not need to be against the game as they are 99% of times if not 100% of times (I am in fact against microtransactions, just wanna be clear).

- Raise amount of how many Arx (per interaction) are received capping it at 800 - 1000 maybe (this depends from what is the whole system rehauling aimed and redesigned as, but of course on present status and ceteris paribus, this amount gives an idea the achieving of this without paying money but by playing should be made SURELY SOFTER and feeling achievable! (of course I understand such amount raised does touch other items too, so those items price in Arx should also be changed maybe raised of a little bit, but not much as it takes years to actually obtain some stuff that should not be that difficult to obtain... = aka present day NEGATIVE AND AGGRESIVE and cannibalizing MTX design.

- Liveries and so on, like Ship-spoilers, and ailerons, antennas and so on so called "packages" especially for ship elements (the spoilers and various aesthetical additions) must be separated in single parts and also left and right need to be separated! So it will need time to unlock

- Such items are single use, not anymore like now, you buy 1 you can mount it everywhere (this helps create not only more money or time to do this but generates a level of "diegetic" design of MTX - they generate the realm of a proper garage! Left ship spoiler will be 1 single use (of course infinite in the sense u can mount if unmount it but only on that type of ship, unless others are compatible) but also if you own one you don't own it for any other ANYMORE.

- Make packages of spoilers not anymore existing. You buy 1 piece at a time, raise the price of such single items... it can be 1000 or 2000 each even... (= there will be more moneyu from MTX spenders to buy the whole thing). Packages are useless as some people do not buy them for the fact they do not care for the whole thing but only one, the present status of MTX for ship spoilers etc, is a problem for their MTX market because I would not spend the whole price for a couple of things I am interested in of the package!

...(repetition) Creating the feeling of a garage (can be done!) as said above is crucial as it soften the MTX making them PART OF THE GAME feeling to modify a ship and making it unique... with efforts and expenses ... not stupid "Boosters".

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Further development: allowing to modify ships sound by introducing 3 or 4 modules engineers (or a section on specific engineers or specific stations bases or else that allow to modify 3 modules which should be agreed define what is the sound we hear.

Who designed MTX has no understanding of the game, only of the profit making laws and has done even that wrong ...
Additional to this other stuff can be added like new engineers where one can modify the ship sounds, by mixing
-a bit of -Thruster modification
-a bit of Power distributor modification
-a bit of power plant modification
(- maybe also the armor and hull should be defining the sound as this is also something that "in reality" does define what can be the sound we hear inside the cockpit).

Intervening on these 3 (or 4) "axes" will be able to generate tons of different sounds so one can modify by "ROLLING" the sound of a ship (there will be presets that will be of course found from the "early" statistic creators of players that want to share "HOW TO MAKE THAT SOUND HAPPEN", how to make that other sound happen etc..

Developers (of the microtransactions) of ED do not understand what they have in their hands; They should for players, game and developers benefit...

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Some of this will lead also to adding from designers new spoilers to the game (I mean ship spoilers and ailerons and so on)
and also creating some packages of sounds that can be obtained
 
(" If ") MTX items need to exist "In game" in the sense NOT THAT THEY GIVE ADVANTAGE of piloting... I am not saying that nor even suggested it.
But items need to exist in the sense that they can be "touched", they can be felt as a progression, as a garage feeling, this is what also makes them appealing so some people will not wait and buy them, but those that do want to play with them on can actually feel (not just these but also other things) can be achieved.

It doesn't take 100000 hours to obtain those that one want, but maybe 1000h 2000h in total... (of course one doesn't like them all so it won't take much maybe as much as 1000h to obtain what one likes most.

But at least it will take time the more one has a larger Hangar fleet.

Right now it's just a system thrown there to hook some fishes... it's terrible! and not really respectful like MTX ARE MOST OF THE TIME ...

Who designs MTX in games needs to understand games, this is a constant in gaming, the more people that operate in recent 10 years demonstrate they do not understand nothing of the ethics of art and game design, this must stop and it can be done in a positive way for ALL.
 
The design of "TIME" one player has to wait is crucial, fundamental in generating the correct feeling. Feeling that it is possible and how intriguing is to own such modification (additions) to their own ship has to be feeling achievable, has to be made possible and immersing the player into a garage feeling, the garage where one can "store" stuff (unlocked) and that will be then mounted on a single ship.
Ailerons, and so on will be valid for one ship, once one mounts them they can be unmounted, but will work (as it is now) only for that kind of ship (unless the game designer wants to make a spoiler\aileron\antenna be mountable on multiple ones then they will be compatible for multiple).

The leverage of time design, an axis, has been completely wrongly designed. Time is one of them.
Connected to sense of achievable. Weekly cap of Arx is wrong.
Separation of items in NON-PACKAGES is another one.
Unlocking a package and making it available infinitely is also TOO PERMISSIVE, you need to make item be 1 timers: if one has them they are existing as "UNITS" in the garage and can be mounted unmounted infinitely but have not INFINITE number as they are now once unlocked.

They are 1 element: Left front spoiler? ok
Right back spoiler?
Central back spoiler?
Right back spoiler.
Central big back spoiler?
Antennas set? .. no .. better for antenna left antenna right.
Hazard "Marauder aggressive front cage"...

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The amounts are just an example, they cannot be too low but not too high per single piece of course as you would defeat the entire system with both, it needs to be balanced.

You have the data: how much a player can put around xx age which is what you have the most player playing at?... Let's say sub 17 years old "there is no limit"
But 18+ years old up to 60 years old we have limited time a week and interactions we can do.

So you put a different pondering on the data as sub 18 years old should be less heavy on the statistic in this case and make the players above 18 be a major driver...

After the whole calculations which this above is only a part of...

You decide how much items considering also other parts buyable in the game (or modify their prices too) are at, you set how much per week we can get..

But it cannot stay 400... it's just disrespectful and counter productive.

Players do not have to play this game only. This is the major error of developers. Allow players to play and have a life and still enjoy playing in the game.
Be balanced... And also raise how much ARX cost, so people that buy do spend money... There are many leverage\axis\variables aroudn which the entire thing can be overhauled and improved into a system that also is diegetic... right now I don't feel I am going to modify my ship in a way that it feels satisfactory... You can instead generate a "garage" feeling where I am "pimping my ride" (as a Mtv show once was called) ... Items need to FEEL MATERIAL in the game, they need to be single use.
This is a major element that is missed in the present "state of the art" of Microtransaction implementation in ED.

The whole thing can be balanced! Right now it's not ok.
 
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