undutchable80, on 20 May 2019 - 01:56 PM, said:
I really like it, since it helped me get passed the 110 grind so much faster. Also used a couple of some (semi) stock tanks to get past the stock grind faster.
Thanks!
I have been a buyer of these, but each time they come up for sale I mention the ‘on/off’ functionally. Think I will stop buying until something is implemented.
If an ‘on/off’ option is not available - how about another solution, By default the bonuses only work on tech tree tanks, not on premiums.
Let's say, hypothetically, that we would implement the on/off switch. This would bring a lot of issues, such as: should we increase the price of the booster, should we change the functionality for everyone that already has booster on their account etc, etc.
Too much issues, for little, if any profit, in my opinion that is.
I had assumed most people bought these for the grind rather than crew. I understand tgey are nice bundled on a prem tank if you wanted to build up a brand new crew, but didn’t think many people would buy 5X outright purely for crew training, where the benefit is diluted depending on number of crew members.
option to turn on/off premiums? ![]()
Badz360, on 20 May 2019 - 04:11 PM, said:
I had assumed most people bought these for the grind rather than crew. I understand tgey are nice bundled on a prem tank if you wanted to build up a brand new crew, but didn’t think many people would buy 5X outright purely for crew training, where the benefit is diluted depending on number of crew members.
option to turn on/off premiums? ![]()
Well you know what they say about assume.... It makes a donkey out of you and me.
Crew training is worth more in real money than grind is anyway, and it's only the ACT part which gets reduced. The whole crew still gets the +800% if you have two x5 missions.
As for turning them off for premiums, just don't win twice in a day in your premium, it's that simple.
parim1331, on 20 May 2019 - 03:02 PM, said:
Let's say, hypothetically, that we would implement the on/off switch. This would bring a lot of issues, such as: should we increase the price of the booster, should we change the functionality for everyone that already has booster on their account etc, etc.
Too much issues, for little, if any profit, in my opinion that is.
I think it's quite easy: keep this existing deal as it is, as people payed for that and made a decision on that. Then develop a 'reserve pack' of extra manageable x3 bonusses (that also apply to crews) and sell them in a package instead with a slight cheaper price.
- it allows us to choose when to apply
- it allows non-premium players to experience how great the manageable xp bonus is
- it solves the issue that I can't play the tanks I like without accidentally applying the bonus.
parim1331, on 20 May 2019 - 03:02 PM, said:
Let's say, hypothetically, that we would implement the on/off switch. This would bring a lot of issues, such as: should we increase the price of the booster, should we change the functionality for everyone that already has booster on their account etc, etc.
Too much issues, for little, if any profit, in my opinion that is.
You mean WG profits more if people run out of boosters faster, that kind of profit. One thing that doesnt require much brainpower would be to halve the time of the boosters and double them. (f.e. 12x2 instead of 24x1). But that won't happen. Just be honest and admit it's not about technical issues but about fear of making less money when you make boosters more customer-friendly.
parim1331, on 20 May 2019 - 03:02 PM, said:
Let's say, hypothetically, that we would implement the on/off switch. This would bring a lot of issues, such as: should we increase the price of the booster No, pricing is already high,
should we change the functionality for everyone that already has booster on their account Yes, obviously. etc, etc.
Too much issues, Not really I think, but I'm no IT expert.
for little, your guess is as good as mine
if any surely a little at least, going by the forum discussions,
profit
in my opinion that is. Thank you for commenting!
Answers in bold ![]()
Zmago5000, on 20 May 2019 - 12:31 PM, said:
2. payers should get at least some ingame advantage over non-payers,...why pay if not?
I specifically wrote gameplay advantage.
xp and credits are gameplay advantages.
Now, if you mean gameplay advantage, then the answer is simply: because they want to progress faster,get better QoL gameplay, and gets to pretty up their tanks. This business model works, proven by several MMO's.
It is also a bloody abomination, where those that pay more cash gets to cheat those that do not. Actual gameplay advantages for money is a horrible model, that makes the FtP players leave the game, making it less fun for the PtW players that suddenly has no easy marks to prey on, making them leave as well.
And really, HOW is "The bigger wallet wins" a fair game?
does " "Check", nah, look, I just shredded a 100$ bill, take that move back and make another one".
Sounds like a game of chess you'd like to play?
its pretty simple, if i pay I expect some advantage over F2P,..not much because i dont want them to leave the game, but some to encourage payers to pay and the game toi evolve,....The game is as dead without F2P players as is without P2W players....
Faster exp and more credits or special camo or crewskins ,.. arent really an advantage in game-play if you know what i mean,...To be honest I want the sligtest edge in gameplay (armour, gun, mobility, camo etc) to get me atleast to 50,1% WR which curently is not the case
thats why I stoped spending,)...simple.
I tried my first ever (I think) ranked battles this weekend, but with a pile of 5X XP boosters to get through - I didn’t want to waste them on ‘elited’ Vehicles - so stopped me from playing many, as stopped after first victory for each tank I tried.
Just feedback as to why an on/off would be useful.
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