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@CYBETSTEP and fellow players

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Re: @CYBETSTEP and fellow players

Postby Tysonx » 04 Jul 2014, 06:58

I'mma play the middle man here

CuppyCakey wrote:In light of the recent game patch, two issues/changes that has been made is stirring up commotion among the Onigiri community. I know they have been mentioned in other post but I'm bringing them up again as an official enquiry to Cyberstep.

1. Move speed+ alcohol (Moon King) removed

I do not understand the logic behind this. If their goal was to keep players interested in the content, its a really horrible way to do it. Cyberstep reduced the experience gain rates but thats alright, some of us enjoy the challenge for playing content underleveled. However, removing an important game mechanic that existed originally within the game that is almost vital for boss slaying and covering huge areas without walking for minutes IS NOT going to keep the content interesting or rather, reduce it into a grindfest and even if you grind all the way to the suggested level of the dungeon, certain bosses that have superior movespeed compared to players will justwalk up to them and take them out in one attack or more, making dying unavoidable unless you are reasonably over-leveled or over-geared. I believe this change was not applied in the JP servers, so as to why it is implemented here, I can find no good reason (take for example, a squishy and already overpowered wand user, now forced to tank hits from bosses and the only way to not get hit and die, is to grind till he/she is able to OHKO the target before it does anything the player).

As to why this change will have absolutely no effect on keeping players interested and the duration a player would play, pre and post patch,consider the following scenarios :

a) Pre-patch - players rush main quest and finishes at say level 30 while the game cap is 50, they would still play to hit level cap and gear up end game.

b)Post patch - Players now have to grind and gear pass the original level and gear requirement so they can OHKO bosses to progress in plot.

Amount of time players spent in both scenarios would roughly be the same,so now just which of the two would be more enjoyable to the players? B pretty much takes out the challenge of kiting and dodging attacks as running at base movespeed would eventually result in the boss catching up to the player and dealing massive damage - only solution to all dungeons? Grind till you can OHKO them.

Healers are more viable now (Idaitans Grace and Movement Ougi), the loss of Moon King only affect Kirito-san clones who want to solo and one hit everything. Though partying is not everyone's cup of tea, it removed the redundancy of all the movement boosts when everyone and their mother could just drink a beer

Untradable Costumes

Okay, I tried to look at this from a business minded perspective (being fair here, of course Cyberstep want to maximize profit - all profit seeking organisations do with no exceptions, we cannot blame them for wanting this). However, this change may work against Cyberstep and the players at the same time (I'm saying this as a third year student in bachelor of commerce, majoring in finance and accounting). How so? Well, to keep it simple, an economy where tradable currency is not circulating to at least a decent degree, is a dead economy. By implementing this change, what happens? Lets have a look :

1. Cash users with those costumes cannot sell them, this will discourage them for rolling for more costumes in the future. Logic behind this? Just ask yourself. If you already have a costume that you cannot sell/give away, why buy another? It would cause the old costume to be just stuff sitting in the inventory. If costume owners could sell them, they would and then roll for new ones when they get tired of the old costume - resulting in profit for Cyberstep $$$.

Disagree, now costumes will have some sort of rarity value as they will change out what you can roll later and you can feel more unique instead of a stormtrooper clone

2. Players that do not own the costumes cannot buy one off other players. If they could buy them off other players, they would but at a cost (OC). Well, OC does not magically appear out of nowhere, players (player A) in this category would need to either buy OC to trade for costumes, or farm and sell stuff to other players that buy OC (player B) - profit for Cyberstep $$$ either way, as either player A or B has to buy OC.

Wrong, someone gambling for a costume would be avg 400oc, and from what I've seen most were selling for 75-200 per part. It is true that OC buyers fuel the economy for f2p, but pure f2p players who make OC off trading are minor wounds that buils up when they buy costumes rather than gamble for a lower and more constant price

3. I believe Cyberstep made this decision in fear of players selling costumes off to other players at low prices, devaluing the costumes. Well, considering the mega low drop rate of these items, I doubt any seller with a logical and sane mind would sell them at a low cost - just look at the forums, 300 OC for panties..... not even the costume sets.

Constant > the Unpredictable, they made the rates low for a reason--> more profit, as stated above when people are gambling rather than buying player stalls, more money goes into CS wallet

4. A stagnant economy is boring, it will drive players away, both Cash shoppers and non-paying players alike.

It would have been stagnant with or without, considering the only real things that sell are magatamas due to crafting laziness, most weps are crap, and costumes weren't really sold to begin with

Those are my thoughts and analysis on the matter, and if any reader is curious about what my feelings are with these changes, I must say i am very, very disappointed :cry: . These changes benefit neither Cyberstep or the Players, rather it drives the players away and creates tension between both parties,and in response results in less paying or happy paying customers. I personally have decided that I will ABSOLUTELY NOT make any future purchases from Cyberstep (yes, I'm am/was a paying customer) until they undo these changes OR provide a good reason as to why these changes are made ("prolonging content" is NOT a good reason, there are better and creative ways to retain player interest) as I honestly feel discouraged by these changes and has this affected my confidence in Cyberstep's ability to make good decisions. I can confidently say that if Cyberstep continues down this path, this game will die (Anyone who honestly think otherwise, feel free to challenge this statement and provide the reasoning and logic behind why)
The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run(such as invigorate).Again, parties aren't everyones cup of tea and most people don't play staff, but to each his own.
The argument for removing clothes is 50/50, It was an obvious move to keep the value of the costumes higher and to make CS more money from forcing gacha, however the argument its going to hurt the economy is moot and the fact the costumes now and later will be more exclusive would tempt people to not look like clones.

To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts. :idea:


2cents, take or leave
Thanks Jung for helping us get the original link for the new wiki^^
http://onigiri.wikia.com/wiki/Onigiri_Wiki


Feel Free to use this badge if you contributed to the wiki :D
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Re: @CYBETSTEP and fellow players

Postby SupremeTentacle » 04 Jul 2014, 07:00

Image

Reasons this doesn't matter to me anymore.
Selling all of my gear for ~40% of its market value!
~4 lv. 108 to 115 weapons remaining
Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: @CYBETSTEP and fellow players

Postby Midnightmare » 04 Jul 2014, 07:15

SupremeTentacle wrote:Image

Reasons this doesn't matter to me anymore.


I actually did want to ask, are ougi skills droppable or gacha only?
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Re: @CYBETSTEP and fellow players

Postby SupremeTentacle » 04 Jul 2014, 07:20

Midnightmare wrote:
SupremeTentacle wrote:Image

Reasons this doesn't matter to me anymore.


I actually did want to ask, are ougi skills droppable or gacha only?


Gacha only.

Keep in mind that if you want to use rapid storm, there is a requirement of 40 mind for 100% success rate.
Selling all of my gear for ~40% of its market value!
~4 lv. 108 to 115 weapons remaining
Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: @CYBETSTEP and fellow players

Postby Midnightmare » 04 Jul 2014, 07:24

SupremeTentacle wrote:
Midnightmare wrote:
SupremeTentacle wrote:Image

Reasons this doesn't matter to me anymore.


I actually did want to ask, are ougi skills droppable or gacha only?


Gacha only.

Keep in mind that if you want to use rapid storm, there is a requirement of 40 mind for 100% success rate.


That sucks, maybe i'll get it through a stall ._. my spear will have enough mind, not a problem anyway. Perhaps I can make do with skanda's grace for now...
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Re: @CYBETSTEP and fellow players

Postby CuppyCakey » 04 Jul 2014, 08:24

Tysonx wrote:I'mma play the middle man here

CuppyCakey wrote:In light of the recent game patch, two issues/changes that has been made is stirring up commotion among the Onigiri community. I know they have been mentioned in other post but I'm bringing them up again as an official enquiry to Cyberstep.

1. Move speed+ alcohol (Moon King) removed

I do not understand the logic behind this. If their goal was to keep players interested in the content, its a really horrible way to do it. Cyberstep reduced the experience gain rates but thats alright, some of us enjoy the challenge for playing content underleveled. However, removing an important game mechanic that existed originally within the game that is almost vital for boss slaying and covering huge areas without walking for minutes IS NOT going to keep the content interesting or rather, reduce it into a grindfest and even if you grind all the way to the suggested level of the dungeon, certain bosses that have superior movespeed compared to players will justwalk up to them and take them out in one attack or more, making dying unavoidable unless you are reasonably over-leveled or over-geared. I believe this change was not applied in the JP servers, so as to why it is implemented here, I can find no good reason (take for example, a squishy and already overpowered wand user, now forced to tank hits from bosses and the only way to not get hit and die, is to grind till he/she is able to OHKO the target before it does anything the player).

As to why this change will have absolutely no effect on keeping players interested and the duration a player would play, pre and post patch,consider the following scenarios :

a) Pre-patch - players rush main quest and finishes at say level 30 while the game cap is 50, they would still play to hit level cap and gear up end game.

b)Post patch - Players now have to grind and gear pass the original level and gear requirement so they can OHKO bosses to progress in plot.

Amount of time players spent in both scenarios would roughly be the same,so now just which of the two would be more enjoyable to the players? B pretty much takes out the challenge of kiting and dodging attacks as running at base movespeed would eventually result in the boss catching up to the player and dealing massive damage - only solution to all dungeons? Grind till you can OHKO them.

Healers are more viable now (Idaitans Grace and Movement Ougi), the loss of Moon King only affect Kirito-san clones who want to solo and one hit everything. Though partying is not everyone's cup of tea, it removed the redundancy of all the movement boosts when everyone and their mother could just drink a beer

Untradable Costumes

Okay, I tried to look at this from a business minded perspective (being fair here, of course Cyberstep want to maximize profit - all profit seeking organisations do with no exceptions, we cannot blame them for wanting this). However, this change may work against Cyberstep and the players at the same time (I'm saying this as a third year student in bachelor of commerce, majoring in finance and accounting). How so? Well, to keep it simple, an economy where tradable currency is not circulating to at least a decent degree, is a dead economy. By implementing this change, what happens? Lets have a look :

1. Cash users with those costumes cannot sell them, this will discourage them for rolling for more costumes in the future. Logic behind this? Just ask yourself. If you already have a costume that you cannot sell/give away, why buy another? It would cause the old costume to be just stuff sitting in the inventory. If costume owners could sell them, they would and then roll for new ones when they get tired of the old costume - resulting in profit for Cyberstep $$$.

Disagree, now costumes will have some sort of rarity value as they will change out what you can roll later and you can feel more unique instead of a stormtrooper clone

2. Players that do not own the costumes cannot buy one off other players. If they could buy them off other players, they would but at a cost (OC). Well, OC does not magically appear out of nowhere, players (player A) in this category would need to either buy OC to trade for costumes, or farm and sell stuff to other players that buy OC (player B) - profit for Cyberstep $$$ either way, as either player A or B has to buy OC.

Wrong, someone gambling for a costume would be avg 400oc, and from what I've seen most were selling for 75-200 per part. It is true that OC buyers fuel the economy for f2p, but pure f2p players who make OC off trading are minor wounds that buils up when they buy costumes rather than gamble for a lower and more constant price

3. I believe Cyberstep made this decision in fear of players selling costumes off to other players at low prices, devaluing the costumes. Well, considering the mega low drop rate of these items, I doubt any seller with a logical and sane mind would sell them at a low cost - just look at the forums, 300 OC for panties..... not even the costume sets.

Constant > the Unpredictable, they made the rates low for a reason--> more profit, as stated above when people are gambling rather than buying player stalls, more money goes into CS wallet

4. A stagnant economy is boring, it will drive players away, both Cash shoppers and non-paying players alike.

It would have been stagnant with or without, considering the only real things that sell are magatamas due to crafting laziness, most weps are crap, and costumes weren't really sold to begin with

Those are my thoughts and analysis on the matter, and if any reader is curious about what my feelings are with these changes, I must say i am very, very disappointed :cry: . These changes benefit neither Cyberstep or the Players, rather it drives the players away and creates tension between both parties,and in response results in less paying or happy paying customers. I personally have decided that I will ABSOLUTELY NOT make any future purchases from Cyberstep (yes, I'm am/was a paying customer) until they undo these changes OR provide a good reason as to why these changes are made ("prolonging content" is NOT a good reason, there are better and creative ways to retain player interest) as I honestly feel discouraged by these changes and has this affected my confidence in Cyberstep's ability to make good decisions. I can confidently say that if Cyberstep continues down this path, this game will die (Anyone who honestly think otherwise, feel free to challenge this statement and provide the reasoning and logic behind why)
The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run(such as invigorate).Again, parties aren't everyones cup of tea and most people don't play staff, but to each his own.
The argument for removing clothes is 50/50, It was an obvious move to keep the value of the costumes higher and to make CS more money from forcing gacha, however the argument its going to hurt the economy is moot and the fact the costumes now and later will be more exclusive would tempt people to not look like clones.

To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts. :idea:


2cents, take or leave





Thanks for the input but I have considered most of the points you mentioned while writing the original post, However, it was not relevant to write on it till you brought them up. I'll clarify them as well as I can.

Healers are more viable now (Idaitans Grace and Movement Ougi), the loss of Moon King only affect Kirito-san clones who want to solo and one hit everything. Though partying is not everyone's cup of tea, it removed the redundancy of all the movement boosts when everyone and their mother could just drink a beer

The existence of moon King only meant that the value of all buffs were somewhat equal, since the number of bottles you could carry are limited (if everyone had 1 bottle and had moon king in it, you would be valued for your other buffs such at atk up, def up, etc. However, the change does make staff users more valuable, that is undeniable as it is now a staff exclusive buff (On a side note - I'm gonna sound bitter here but here goes.... I prefer to party but who would prefer an underpowered wand user when there are other uber DPS out there. From a wand users perspective, soloing is no longer an option and you are already pre-patch a lower priority when it comes to party member selection). Can you buff yourself though? Can't remember if there are any self targeted MS buffs. You could still get 2 staff users and buff each other I guess.


Disagree, now costumes will have some sort of rarity value as they will change out what you can roll later and you can feel more unique instead of a stormtrooper clone

I would have to disagree to your disagree here :lol: . If they are indeed going to swap out what you can roll later, the costumes will always retain their rarity, since the number of those costumes brought into existence after they swap the rolls will be fixed (If you played Dota 2, its like the immortal items), so over time the value is likely to rise over time as buyers who seek to obtain them after the rolls swap off would have to pay a higher price for something that is available in a fixed quantity and they can no longer roll for. In the case where you do not want to feel like a stormtrooper clone, you could simply choose to keep them. Making them tradable only gives you an option, not an obligation.


Wrong, someone gambling for a costume would be avg 400oc, and from what I've seen most were selling for 75-200 per part. It is true that OC buyers fuel the economy for f2p, but pure f2p players who make OC off trading are minor wounds that buils up when they buy costumes rather than gamble for a lower and more constant price

Constant > the Unpredictable, they made the rates low for a reason--> more profit, as stated above when people are gambling rather than buying player stalls, more money goes into CS wallet

I was not referring to only f2p players here, as I mentioned a player can purchase OC then trade them for a costume. Once you purchase OC you will immediately be classified as a "paying customer". So if you are a paying customer that wants a costume, you have two choices pre-patch. Buy OC, trade for costume or gamble for costume. So assuming two possible traits in an individual (end of the spectrum case in this example, as most people are usually somewhere in between) :

1. risk averse - people who are afraid of risk. These guys would buy OC and purchase the costume from someone who sells them, unlikely to gamble.

2. risk loving - People who love or are not afraid of risk. These guys would just gamble for the costume.

In an economically sound market, if the average cost for a costume by gambling is 400 OC, the other risk-free option would likely cost around 500 - 600 OC. The price difference between the two options is called a risk premium, which is the price paid to avoid risk. With that said, the market is open to more potential customers as pre-patch includes risk-averse players while post-patch only caters to risk loving players.


It would have been stagnant with or without, considering the only real things that sell are magatamas due to crafting laziness, most weps are crap, and costumes weren't really sold to begin with

Have to agree with you on this one, as adding one more item type to sell won't be much on an impact on the current economy, but hey it would hurt to make it available right? More options are better than less (in this case, just one extra).

The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run (such as invigorate).

The underlined part shows that your closing statement/post is is then one-sided to party players or mind users. Also shows that were both only human, we tend to see things from our own sides of the coin, so as you mentioned, to each his own.

Thanks for bringing these points up so I could clarify my earlier post. If there was any bias in my OP, well I'm only human (obviously annoyed by the changes) but if you go through The OP with these points, hopefully they make more sense and sound less biased.
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Re: @CYBETSTEP and fellow players

Postby Tysonx » 04 Jul 2014, 09:03

CuppyCakey wrote:
The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run (such as invigorate).

The underlined part shows that your closing statement/post is is then one-sided to party players or mind users. Also shows that were both only human, we tend to see things from our own sides of the coin, so as you mentioned, to each his own.

Thanks for bringing these points up so I could clarify my earlier post. If there was any bias in my OP, well I'm only human (obviously annoyed by the changes) but if you go through The OP with these points, hopefully they make more sense and sound less biased.


Tysonx wrote:The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run(such as invigorate).Again, parties aren't everyones cup of tea and most people don't play staff, but to each his own.
The argument for removing clothes is 50/50, It was an obvious move to keep the value of the costumes higher and to make CS more money from forcing gacha, however the argument its going to hurt the economy is moot and the fact the costumes now and later will be more exclusive would tempt people to not look like clones.

To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts. :idea:


You kinda cut that last part to make it seem biased but I forgive you 8-)

CuppyCakey wrote:I was not referring to only f2p players here, as I mentioned a player can purchase OC then trade them for a costume. Once you purchase OC you will immediately be classified as a "paying customer". So if you are a paying customer that wants a costume, you have two choices pre-patch. Buy OC, trade for costume or gamble for costume. So assuming two possible traits in an individual (end of the spectrum case in this example, as most people are usually somewhere in between) :

1. risk averse - people who are afraid of risk. These guys would buy OC and purchase the costume from someone who sells them, unlikely to gamble.

2. risk loving - People who love or are not afraid of risk. These guys would just gamble for the costume.

In an economically sound market, if the average cost for a costume by gambling is 400 OC, the other risk-free option would likely cost around 500 - 600 OC. The price difference between the two options is called a risk premium, which is the price paid to avoid risk. With that said, the market is open to more potential customers as pre-patch includes risk-averse players while post-patch only caters to risk loving players.


Still hurts the company in the long run, even with a "risk premium", I only gave 400oc avg because that's technically where you should get a costume at that rate though ofc luck plays a factor.

Lets assume someone sold a full costume bare min:
75x3 for Parts
100x2 for body and pants
450oc total

Of course there's other factors such as rarity, competition, etc etc [but the price wouldn't really have gotten much higher since it's cosmetic only], however , my point is the fact Gacha is RNG at set rates is what makes the trading a dagger to CS's wallet
Most people...suck at pricing items properly and in the long run, GS would have *theoretically* made more money off the gambler with average luck than the safe buyer(slightly more)/true f2p (hardly anything) but it all adds up later

///:end
Thanks Jung for helping us get the original link for the new wiki^^
http://onigiri.wikia.com/wiki/Onigiri_Wiki


Feel Free to use this badge if you contributed to the wiki :D
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Re: @CYBETSTEP and fellow players

Postby MadScientist » 04 Jul 2014, 09:07

GG Game over. On strike. Official break starts now. I quit CosmicBroken and took a bunch with me and will do it again.

I figured how can they ruin this game like CosmicBroken without PvP? Well there you have it.

1 thing after another. We have 1/5 the exp rate as JP as it is and MoonKing is something I will not play without. They will make the game tolerable for a very small amount of retarded cashshoppers who will continue to pay them large amounts and boast about how great the dead game is like CosmicBroken. I swear, you go on there and you will see people defending that crap empty game with their lives.

Less people = less work.
Release cashshop items = easy quick cash
*I think I need more money. Time to go throw in some more garbage. :lol: *
QUITTING. CS = GREED

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Re: @CYBETSTEP and fellow players

Postby SeekerFate » 04 Jul 2014, 09:37

Well, it's not like he's trying to shoot the thread down, he did say he was playing middle man so it's more like a devil's advocate to let people see this situation from a wider array of viewpoints whether or not people agree or disagree as he could just be like all of us and swearing behind the screen at this shitty "downgrade". It's a pretty noble effort especially with the looming threat of someone beating down on everything he says without listening at all or giving a respectable counter-opinion.
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Re: @CYBETSTEP and fellow players

Postby CuppyCakey » 04 Jul 2014, 09:38

Tysonx wrote:
CuppyCakey wrote:
The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run (such as invigorate).

The underlined part shows that your closing statement/post is is then one-sided to party players or mind users. Also shows that were both only human, we tend to see things from our own sides of the coin, so as you mentioned, to each his own.

Thanks for bringing these points up so I could clarify my earlier post. If there was any bias in my OP, well I'm only human (obviously annoyed by the changes) but if you go through The OP with these points, hopefully they make more sense and sound less biased.


Tysonx wrote:The post seems to one-sided to players and/or solors. The fact that movement speed is pretty MND user or ougi makes people such as me more viable and wanted in a higher level party run(such as invigorate).Again, parties aren't everyones cup of tea and most people don't play staff, but to each his own.
The argument for removing clothes is 50/50, It was an obvious move to keep the value of the costumes higher and to make CS more money from forcing gacha, however the argument its going to hurt the economy is moot and the fact the costumes now and later will be more exclusive would tempt people to not look like clones.

To anyone else who would agree with me, bump this up to get GMs attention or if not, feel free to post your thoughts. :idea:


You kinda cut that last part to make it seem biased but I forgive you 8-)

CuppyCakey wrote:I was not referring to only f2p players here, as I mentioned a player can purchase OC then trade them for a costume. Once you purchase OC you will immediately be classified as a "paying customer". So if you are a paying customer that wants a costume, you have two choices pre-patch. Buy OC, trade for costume or gamble for costume. So assuming two possible traits in an individual (end of the spectrum case in this example, as most people are usually somewhere in between) :

1. risk averse - people who are afraid of risk. These guys would buy OC and purchase the costume from someone who sells them, unlikely to gamble.

2. risk loving - People who love or are not afraid of risk. These guys would just gamble for the costume.

In an economically sound market, if the average cost for a costume by gambling is 400 OC, the other risk-free option would likely cost around 500 - 600 OC. The price difference between the two options is called a risk premium, which is the price paid to avoid risk. With that said, the market is open to more potential customers as pre-patch includes risk-averse players while post-patch only caters to risk loving players.


Still hurts the company in the long run, even with a "risk premium", I only gave 400oc avg because that's technically where you should get a costume at that rate though ofc luck plays a factor.

Lets assume someone sold a full costume bare min:
75x3 for Parts
100x2 for body and pants
450oc total

Of course there's other factors such as rarity, competition, etc etc [but the price wouldn't really have gotten much higher since it's cosmetic only], however , my point is the fact Gacha is RNG at set rates is what makes the trading a dagger to CS's wallet
Most people...suck at pricing items properly and in the long run, GS would have *theoretically* made more money off the gambler with average luck than the safe buyer(slightly more)/true f2p (hardly anything) but it all adds up later

///:end


Lol... I don't even know why you seem bent on shooting this thread down, when technically you are in the player camp. As for "cutting out the quote to make you seem biased", even if I loaded the whole quote which would be a waste of space as people could just scroll up to see it, the effect is the same, I pointed out the underlined part and that's all I was referring to and that part alone with or without the whole quote still shows bias no matter how you read it. Don't see why you got so worked on it when all I was basically saying that's your biased view as it benefits you with no offence intended. As you see it that way, others see it another, we all have somewhat biased views. However majority don't see it your way. As for people sucking at pricing items (can be priced silly high or silly low) and cosmetic items holding no value, seriously I know I keep referring to Dota 2 but its the best solid example out there. Just google dragon bone hook and $38000 courier. Those items are cosmetics the size of a five cent coin. That is just an example of how the market could go both ways. However, the positive side to players is greater during the pre-patch. I was just stressing on how CS would not necessarily lose income by reverting changes and keep the masses happy. So what if your Gacha only policy could theoretically earn you more when a chuck of your player base/potential customer leaves. Personally the CS part does not bother me, I got what I want either with trade or no trade on but just saying its not good for the playerbase.
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