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2012-05-06, 11:30 AM | [Ignore Me] #91 | |||
Staff Sergeant
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Just because I dislike some customizations doesn't mean I dislike them all. And just because others like most customizations doesn't mean they like them all. The system that I described above could be used by both to determine specifically which customizations show up. Players dig that kind of control. |
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2012-05-06, 11:32 AM | [Ignore Me] #92 | ||||
Contributor Major
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It's much easier to just force skins to be seen and make sure that skins which are popular aren't ones that are immersion breaking. Last edited by ArmedZealot; 2012-05-06 at 11:41 AM. |
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2012-05-06, 11:42 AM | [Ignore Me] #93 | |||
Staff Sergeant
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Seems even easier to me not to have any skins that are immersion breaking. Last edited by LostAlgorithm; 2012-05-06 at 12:27 PM. |
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2012-05-06, 11:46 AM | [Ignore Me] #94 | |||
Contributor Major
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Games like Gunbound have done similar things I believe. Players had to spend more to be more extreme and unique. And when Christmas rolled around they had to spend more to have Christmas themed items. The further they deviate from what a normal character should look like, the more they had to pay. There will be skins that don't fit within PS's universe, players like having options in things to buy, our only hope is that they are made rare in proportion to how far they fall outside the universe. Last edited by ArmedZealot; 2012-05-06 at 11:56 AM. |
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2012-05-06, 11:50 AM | [Ignore Me] #95 | |||
Staff Sergeant
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2012-05-06, 11:57 AM | [Ignore Me] #96 | ||
Contributor Major
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That is the audience that TF2 appeals to, and crazy hats aren't outside of TF2's universe as well. That audience helps TF2 survive and be successful. These kinds of people will likely be in PS2 as well, and will likely be a minority, but that doesn't mean they should be shut out and ignored if they will pay for something.
Last edited by ArmedZealot; 2012-05-06 at 12:02 PM. |
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2012-05-06, 12:03 PM | [Ignore Me] #97 | |||
Staff Sergeant
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2012-05-06, 12:12 PM | [Ignore Me] #99 | |||
Contributor Major
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To do this would mean creating a whole different product for such a group, to make sure that each customization that makes it into the game has an option to turn it off as well, and that the option has all the store support to go along with it. This just adds work for the devs for an arguable minority to compete against another arguable minority. It's also completely in the air on how to price such an option to make it effective and bring everything in the green in terms of money lost/money gained. Last edited by ArmedZealot; 2012-05-06 at 12:17 PM. |
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2012-05-06, 12:13 PM | [Ignore Me] #100 | |||
Major
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As I mentioned earlier, we haven't seen any evidence the Devs are planning anything crazy. But just in case they do (and who knows what they might do a year or 2 in), I agree it would be good to have an option to turn off the display of certain customisations. in fact, I would want to use it on the current VS Max design, but that's another discussion. |
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2012-05-06, 12:27 PM | [Ignore Me] #102 | |||
Staff Sergeant
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I realize we had them, and I didn't like them then either. I dealt with them, but I'd have prefered not to have had to unless I specifically felt like seeing people wearing Santa hats shooting at each other. They didn't make any sense in the story of the game, they were just fun items, and while there's nothing wrong with that I simply prefer not having to see them.
Again, I'm not going to argue technical details. Yes, it would cause more work, but players do like this kind of control. If one person is willing to pay it, I can guarantee you they're not alone. Pricing simply depends on how much skins will be in the first place, which I'm expecting the majority to be no more than a dollar or two. As such I think somewhere between $10 - $15 is entirely fair for such a feature, and I'd certainly be willing to pay it. So long as it lets you pick and choose, it remains relevant even to those who do like some customizations as well, and price like that seems very appealing for that control. Last edited by LostAlgorithm; 2012-05-06 at 12:30 PM. |
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