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6/9/2019 12:12:33 PM
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A bad price can ruin good content and a good game just as fast as bad content can. People never forget the feeling of being ripped off or squeezed. Im sure the 96% of players who never returned would agree.
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  • ^ This. Bungie lost me as a customer with their new marketing schema. Charging people on the front end, and then making something free to play with no real incentive for existing players to fork over more cash reeks of a shady traveling salesman vibe. [i][b]Did you buy D2 at launch, as well as CoO and Warmind? If you want to play Shadowkeep and 2020 content, give us another $60 bucks.[/b][/i] [i][b]Did you not buy D2 at launch, or CoO and Warmind? If you want Shadowkeep and 2020 content, give us $60 bucks, and go get all that stuff you never bought cause it is now free.[/b][/i]

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  • CoO was that feeling, Dark blow me DLC from D1 however never gave me the feeling of getting ripped off.

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  • We talking about D1 or d2? Or both?

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  • They used to do it this way and got told the content droughts were such a terrible problem by tons of players who "did it all at once". They didn't just start yhe annual pass format beecause they felt like doing something different, they did it because of feedback.

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  • Well I think it was what they [gamers] got for the price they paid. They did pay it in the first place, which means they thought it was a fair price for what they expected and ultimately was not delivered. I sense less price sensitivity and more quality sensitivity. I know not everyone has lots of disposable income, but 100 dollars isnt a huge price for something that delivers hundreds of hours of fun in the grand scheme and to most people. Problem is they price higher and deliver less quality, so it became a quick money scheme. Quick money got its name because it's no investment in the future. You squander what consumer sentiment you have built. They should bundle everything up, deliver it at once, and price it accordingly. Maybe have a "supporter pack" you can buy with cosmetics to drive some extra revenue. But keep it simple. I'd be ok with that. And keep it available indefinitely.

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  • I think bungie has squandered to much of its reputation leaving it way to vulnerable. Now's the time bungie would need a strong community to support them through self publishing and it's all but gone now. Interested to see how bungie moves going forward, going free to play was a smart decision.

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  • I'm sorry but where the Hell did you get 96% from because that isn't even close to being true lol Forsaken had 13 million players when it dropped...

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  • Well considering 98% of my clan has abandoned the game I'd say those figures are pretty spot on, and it case you missed it forsaken was a year ago...

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  • Sounds like you need to find a new clan. Even now we have more players than we did in Year 1. No matter what way you look at it, OP's statement that 96% are gone is ridiculous.

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  • My name isn't lebron james. I don't chase rings.

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  • No it had a little over 1 million players when it dropped. The player base hasnt been at 13mil since maybe 3 weeks after d2 vanilla dropped

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  • I just looked it up and apparently it was over 3 million when Forsaken dropped. At launch it was around 1.3 million from what I can gather. So assuming this information is correct, Forsaken tripled the initial player count.

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  • Not sure where you "looked it up" at but on bungie's own player tracker they have over 14 mil players tracked not 1.3. Regardless of all of that my point resides in what the player count is today.

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  • Editado por RussellMania: 6/9/2019 11:11:29 PM
    Bungie's own player tracker? If you're referring to Destiny Tracker, they're not affiliated with Bungie lol. And the 14 million number is the number of players that have ever played Destiny 2 at any point. Whether they played for 2 hours or 2 years. The daily player counts are people who are still playing, and it's only tracked daily. One person may only play on Tuesday nights, another may only play on Sundays. So it's safe to say the actual active player count is WAY higher than what DTR shows. So yeah... Total player count is not a useful metric. And here's where I "looked it up" lol... Nice try bud. https://www.pcgamesinsider.biz/news/67786/destiny-2s-forsaken-expansion-allegedly-tripled-the-games-player-count/ https://venturebeat.com/2018/11/08/destiny-2-player-count-up-over-this-time-last-year/

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  • Editado por shotumup134: 6/10/2019 2:34:10 AM
    The tracker tracks account log ins daily so if someone plays Sunday and another Wednesday they would be counted separate. Forsaken did triple the population but not the total, only the actual at the moment. 1 mil current (at the time) to 3 mil. Either way what you're talking about are old numbers. The player bace is below 1 mil now, no one is concerned what it was months ago

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  • [quote]The tracker tracks account log ins daily so if someone plays Sunday and another Wednesday they would be counted separate.[/quote] I literally explained that to you in my last comment lol... wtf... And yes Forsaken tripled the daily logins which means by that same logic it also tripled the total player count... What the Hell lol And no, the player base is not below 1 mil right now. You are just making yourself look more stupid everytime you type, bud.

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  • Not sure where you "looked it up" at but on bungie's own player tracker they have over 14 mil players tracked not 1.3. Regardless of all of that my point resides in what the player count is today.

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  • Lmao how many of those are peoples alt accounts

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  • Not to mention that prohibitive pricing effectively prices players out of the game, which means fewer people buying/playing the game, which is a net loss for anyone who still plays.

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