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Time to remove cc costs for fleet requisition conversion

STAR WARS: The Old Republic > English > Galactic Starfighter
Time to remove cc costs for fleet requisition conversion

Storm-Cutter's Avatar


Storm-Cutter
02.14.2017 , 04:15 AM | #11
Trouble is if you shut off this tiny trickle of revenue, there will be absolutely zero incentive to ever work on GSF again....

- This may have already happened, but don't give the devs yet another excuse to ignore GSF.

"It makes us no money whatsoever since we make this change. It's too niche....So no point in including it on any roadmap....."

I spend most of my CCs on GSF, but only my monthly stipend, since there's precious little else to spend them on after 5 years.....
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merovejec's Avatar


merovejec
02.14.2017 , 04:31 AM | #12
Yeah what people dont realize is that spending cc on this keeps GSF alive!

Also here is pretty much depends on your "gear" a Tier 3 scout can pretty much rip through anything! Having a mastered ship with the most needed things is a great advantage in the vacuum of space!
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Krixarcs
02.14.2017 , 11:42 AM | #13
u know what? I spent 20 dollar when i first started playing so I could unwrap a skybolt. my exGF deleted my account and now i cant get the skybolt back no matter how many time i complain to customer service. now i have to use the flashfire. its not fair

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caederon's Avatar


caederon
02.14.2017 , 01:06 PM | #14
Quote: Originally Posted by merovejec View Post
Yeah what people dont realize is that spending cc on this keeps GSF alive!
Does it?

GSF is alive in the sense that they haven't removed it from the game, and they added some non-GSF rewards for playing... but it is certainly not alive in the traditional sense of 'actively under development.' I find it hard to believe that without the minute amount of money coming from Req Conversion, they would just turn off the lights and power down GSF. It clearly hasn't been enough money (along with their other highly questionable sources of monetization) to fund active development.

I would prefer they monetize GSF by offering things that players actually want to own, rather than squeezing rocks to get tiny dribbles of income from concepts that are basically a burden on players.

It doesn't take THAT much of a budget to get a couple new ship skins or models made every so-often. The cosmetic paintjob textures are easier than ship models, but even those are pretty trivial. Considering that they scavenged the existing Cartel ships from assets already made for the game (yeah that Ocula on Rishi really looks like a scout, doesn't it) I'd bet they could make decent money off of having a new set of original Cartel models without breaking the bank to pay an artist.

- Despon

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phalczen
02.14.2017 , 04:55 PM | #15
Quote: Originally Posted by caederon View Post
It doesn't take THAT much of a budget to get a couple new ship skins or models made every so-often. The cosmetic paintjob textures are easier than ship models, but even those are pretty trivial. Considering that they scavenged the existing Cartel ships from assets already made for the game (yeah that Ocula on Rishi really looks like a scout, doesn't it) I'd bet they could make decent money off of having a new set of original Cartel models without breaking the bank to pay an artist.

- Despon
At the very least, the zakuul interceptor could be a Reskin for a type 1 or 3 scout and the koth/Theron shuttle a reskin for the t1 bomber
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Storm-Cutter's Avatar


Storm-Cutter
02.18.2017 , 02:04 AM | #16
I guess it's like a lot of companies the world over. There are a lot of little tweaks that benefit the customer out there, but unless there's 10s of 1000s of dollars payback, it doesn't even get considered.

A weeks dev time is probably charged at something like $50 an hour, when you consider their wages and the overheads. if the return is 10K in CM sales for a reskin or a CC/req change. From a purely business point of view the developer is probably better deployed creating a new armour skin or creature mount which might earn 50K or a 100K in CM sales + residuals.
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Murjo
02.24.2017 , 08:49 AM | #17
i support this idea. it seems fair.

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Verain
02.25.2017 , 12:24 PM | #18
Converting about seven dollars worth of ship-to-fleet is pretty beneficial for a player starting out, who has the goal of mastering all ships sorta quickly. This lets you unlock the ships a whole lot faster, at which point you can pop several days worth of tokens on to them. Converting like over a hundred dollars of ship to fleet allows you to aggressively push upgrades onto a single ship or too.

I suspect the devs intended that you feel like you *should* convert about seven dollars or so, and wanted to leave in the possibility for a whale to just go all out to get upgrades a little bit faster for a lot more cash, but didn't assume many would take them up on that.

In practice, I have no idea how much is spent in this mode. New players often don't understand that they should even pool tokens to begin with, so they will likely spend them as they come in, and be somewhat unlikely to buy new ships until they have a lot of fleet req naturally. Unless you know which ships you want, and what you want them for, why would you spend a real life dollar to unlock a ship that comes with no upgrades in any way, a few days earlier? The fact that this is reasonably affordable player power for a small (to some) cost isn't even made obvious by the game. Veteran pilots don't seem to care about it anyway- if you are rolling an alt, you are probably going to unlock whichever ship or ships you want to earn req with on that character with the fleet req token, and then you will fit into one of two free-to-play camps: either you pop tokens as you get them because that's the only ship you care about on your alt, or you just pool tokens and spend the generous ship req as it happens, not bothering to pop tokens until you naturally unlock everything (or everything you care about).

My point is- as designed, the game sort of wanted you to spend 2-8 dollars per GSF character, to get you started onto a whole hangar, and dangled a dubious carrot about stripping your non-main ships naked for serious money in order to upgrade one main ship, a very rarely chosen path. As CURRENTLY implemented, there's almost no need for this, for new players or veteran players.

Devs have VERY SMARTLY added the grand galactic starfighter pack. I think everyone agrees that it feels fair to have cosmetics available on the cartel market, as that is the model this game uses for everything else already.

But I would also expect them to:
- Add cartel variants of other ships available in the starfighter pack and also for direct purchase.
- Add the ability to LEGACY UNLOCK cartel ships. The legacy unlock could cost hundreds of cartel coins (like 400 is a common amount for that, it could even be more). You would expect that such an unlock would add a 0-req version of the cartel ship to all present and future characters. The lack of this honestly seems like a technical issue, because there's zero interaction with legacy at all currently.
- Add literally any other sort of monetization to the game, or around it, either touching player power not at all, or only a little.


I really think the fact that they haven't touched the game except to fix a few glaring bugs is telling of a lack of focus on GSF, and possibly lack of access to those with familiarity with the code base.
"The most despicable person on the GSF forum."