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Bearbeitet von JackFroggo: 12/9/2022 7:44:48 AM
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How to make a F2P Friendly seasonal model (A Comprehensive Guide)

If you are reading this, you've likely paid $15 to do so. Just kidding, I'm not Bungie. All jokes aside (except the seasonal model) I'd like to offer a suggestion to big ol' Bungo that would most likely return a majority of the player base to the game and its quite simple. Make the seasonal model F2P friendly. I'll start off by explaining how the current seasonal model is P2P (Pay to Play). The current model requires you to pay $15AUD (sorry I'm Australian) to access: 1. Weekly story missions 2. Re-playable seasonal activities 3. Premium pass exclusive rewards (legendary armor ornaments, resource packs and seasonal armor ect.) 4. Dungeon content (not all seasons) 5. Exotic armor and a weapon 6. An exclusive vendor for rolling high-stat armor and increasing drop chances 7. Seasonal engrams 8. All seasonal challenges 9. Seasonal Artifact and mods Whilst the F2P players only receive: 1. A free pass (exotic weapon, bright dust and upgrade modules) 2. Most of the Seasonal challenges 3. Dawning, Solstice, FotL and the Guardian Games 4. Seasonal artifact and mods As you can see (and probably already knew) there are no activities for the F2P players to do other than Strikes, Crucible and Gambit, which get pretty boring after a while unless you love them. Taking this information into account it wouldn't be unreasonable to call the F2P experience a glorified demo. Now how about fixing it? Well here's my suggestion. Season Pass holder gain access to: 1. Premium Pass (Legendary armor AND weapon ornaments, Exotic Weapon, Exotic Ghost shell, Exotic Sparrow, Exotic Ship, Exotic Weapon and Armor Ornaments to match the legendary armor ornaments, Exotic Weapon ornaments, EXP increase and silver) 2. Dungeon Content (every season) 3. Premium Challenges (rewarding extra bright dust and additional vendor benefits) 4. Seasonal Vendor additional benefits(stat-targeted armor focusing, increased deepsight drop chance, seasonal currency drop increase, increased engram drop chance ect.) 5. Exotic Weapon and Armor Quests Whilst the F2P players should have access to: 1. Free pass(Bright dust, Exotic Engrams, Upgrade Modules and 150 silver at tier 100) 2. Weekly Story Missions 3. Re-playable Seasonal Content 4. Seasonal Armor and Weapons (Excluding Exotics) 5. Seasonal Vendor (Excluding Benefits listed above) 6. Seasonal Artefact and Mods 7. Solstice, Dawning, FotL and Guardian Games Now to explain. Lock behind the Premium Pass the seasonal exotics, dungeon, premium challenges and premium vendor benefits. For the pass itself go as hard as possible designing the ornaments. The seasonal armor should look GREAT but the seasonal ornaments should look AMAZING, it's important to reward the players for playing the game, that's how you keep them on it, if you want them to stay with the game for years then both the content and rewards have to be rewarding and/or refreshing. Lock all the seasonal exotics behind the premium pass, I know it sounds evil but you can't give the F2P players all the good stuff, only the stuff they need to stick around. Then after a while of sticking around and getting comfortable they decide they want to spend money. Don't make the seasonal exotics OP without having a slightly less OP, free alternative. People will always end up min-maxing their builds and making a slightly better alternative but locking it behind $15 is a good way of incentivising them to buy the Premium Pass. The Premium Challenges should reward 50 more bright dust than the free challenges as well as increase the value of the seasonal vendor's 2 upgrades a week system (I don't know the official name of the system but you get 2 upgrade items a week from the seasonal challenges that you can use to unlock additional benefits at the seasonal vendor). Do not lock the vendor behind the Premium Pass, just increase the value of the vendors benefits for Premium Pass owners such as 2 deepsight weapons guaranteed on the first clear of the seasonal activity that week instead of just 1. Also provide benefits for the seasonal dungeon. Now about making a dungeon every season. I know it's a bit of a tall order but making some seasons without a dungeon means that you have to go all out on the seasonal activity and story, whereas if you make a dungeon every season there will be forgiveness if the seasonal content and/or story is a bit dry. As for the seasonal activity, the way they're structured is a bit tedious but as long as it's rewarding players will look past the grind and at their inventories instead. The story missions narrative are completely up to you and if you reuse lost sectors and whatnot for their level design there will be forgiveness, as long as there's a dungeon every season and the narrative is good. And that's about it, that's what I and probably many others would like the seasonal model to be like, but whether you decide to listen to your dying community's pleads for help or not is up to YOU BUNGIE. Sincerely, a concerned, frustrated and loyal fan.

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