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WHY 2019 changes will not make any difference

Дата: 03.01.2019 14:24:34
View PostHamsterkicker, on 03 January 2019 - 11:47 AM, said: How valid your criticism may be, I think both you and WG itself are missing the most important point and that is how to keep attracting new players..   I mean lets be honest, however good you make a game, at a certain point in time any player wants to move on to a new game or at least will try out something new.. Like myself first I spent 1000's of hours in Quake, then COD-series, then switched to Battlefield and now I am on WOT with occasional trips to other games like The Division.. I still enjoy WOT immensely, however my satisfaction comes from other things than at the start. I am no longer that interested in new tanks or even tank lines and for serious clan play I lack the time, so I focus more on completing campaigns or missions and overall to improve my game play. I also didn't leave the other games because they were or went bad.. no I just got bored with them..   Now, for every player that gets bored with the game, new players have to come in and stay in to keep up the numbers and trust me Newbies that have never played the game do not get turned off by premium ammo, Type 5 Heavies or MM-templates. They just want to have a go at driving a tank and shooting some stuff to bits. Simple. The next step is to keep them in by make their effort/time worthwhile. At that stage what you don't want as a developer is that they get murdered/discouraged and feel utterly useless on the battlefield.    Despite there being some form of newb-protection in the lower tiers, this is the real problem for WG. Experienced players apart from having map and game mechanics knowledge, have better crews, better equipment etc.. Even with the same tank pitting a player with under 1000 battles vs one with 30 K + battles is just never going to be a fair fight.   In 2018, it is my belief, that WG finally came to the conclusion that no change to the game (look what happened after the completely upgraded the graphics with 1.0 (short uptake of numbers than lower again)) will lead to a significant higher influx of new players, therefore instead of focusing on attracting new players they switched to making the game attractive for the paying customer... Hence the influx of "OP" premium tanks etc..   Judging by the financial success of this strategy, highest income per player of any FTP game, in 2019 this trend will continue, be it for the better or worse, I really don't know..   They only thing I know is that with this strategy, that when I get finally bored of this game, there will not be a new player ready to take my place.        

eekeeboo:   But in that regards, changing the game isn't how you gain new players. Advertising is how you gain new players. That's why balancing, updates and advertising all have different agendas and are carried out in different ways. 

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