WHY 2019 changes will not make any difference
Дата: 03.01.2019 14:24:34
Hamsterkicker, 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.
WHY 2019 changes will not make any difference














