Increasing Player Population

How do we increase player population? Besides advertising of course.

How do we keep new people from getting overwhelmed by a lot of complexity? I got shut off because it looked like Fallen Earth. There was hardly any explaining. I only came back because I was extremely bored. Only then did I take the effort to fully understand concepts.

After players get over the initial barrier, how do we increase retention rates of players?

Of course I have my own opinions but I want to see yours and your reasoning.

Off topic. The date for the racing event has been changed to the 30th. It’s a Friday EST so eu players can stay up because of weekends.

Advertising, plain and simple.  An influx of players means little.  It’s the retention that matters.  Retention of players is vital for long term success.  Logically, the game has been able to retain players, only the devs may have an idea of retention levels.  Retaining players is controlled largely by factors outside of the control of the devs, such as the number of gamers who like space sims which based on the market is a limited demographic.  Since it’s a smaller market with limited ability for case studies, advertising to bring in new players and increase the amount of data regarding retention is key.

 

I’m sorry, but it’s true.  Despite the player base issues, this game has been available for over a year and a half publicly.  We can have some confidence that either someone else is helping to foot the bill, or the devs are getting royally underpaid.

Complex

 

That is the one word answer to low retention rate.

 

This is game design fact: Simple fun = higher retention

 

Angry Birds, Candy Crush, Rage of Bahamut, Clash of Clans these are some of the multi million dollar (billion?) earning mobile apps.

 

They have deep and ingenious game design delivered in a deceptively simple gameplay. Unsuccessful game developers make two wrong assumptions about these games. First they attribute the phenomenal earnings to a large market. Second they assume minimal thought were put into the design of these games and that the braindead masses make up the majority of spending consumers. Mainstream publishers will write off complex games like SCon served on a PC platform as doomed. I don’t believe that. But Stargem will have to revise their philosophy if they intend to reap AAA rewards.

 


 

The core gameplay of Star Conflict is both simple and hugely entertaining.

 

You have 3 classes of ships that fly differently providing variety. Easy to master controls. Fly around and blow stuff up. This is tier one, where the majority of those who tried this game seem to give it a thumbs up. This is Star Conflict’s biggest (if not the only) selling point. Where the simple act of coordinating with strangers has a game winning knock-on effect. It is incredible.

 

Then these guys meet us.

 

We decimate them effortlessly. Over and over again.

The less intelligent ones will reflex a IMBALANCE~! response or This OP, That OP whine. P2W! Purple mods rules all.

The smarter ones notices patterns. They see teamplay at work. Coordination and the hint that this game goes much deeper than just pew pew.

Those on the fence, tend to ask and listen to the smarter ones who will tell them that there is indeed teamwork and depth to the game.

 

Those who don’t get it will quit at T2-T3

 

Those who stick with it will have to make a decision. Do they accept the Grind or do they not ?

Most will give it a short extension to see how long the handicap will last for before eventually deciding that they cannot fit the demands of game into their routine then leaves.

Less than 10% (maybe) evolves into one of us. The enlighten ones who pledge allegiance to The Grind.

 

 

The Grind is artificial Complexity.

 

 

It is a monetization scheme put into place as a means to generate income for the development team. And it clashes head on against the unwritten contract between consumer and developer.

 

The modern gamer EXPECTS access to end game content including being able to play on a level playing field without handicap THE INSTANT they decide to keep a game installed.

We then demand PRIVILEGES should we prove our LOYALTY by staying with the game over the course of time.

 

Take games like DOTA2, CS:GO and TF2 for example. You are able to play without handicap the moment you start playing the game. Remaining loyal to the game ENTITLES you to aesthetic perks (which so happens you can even make money from but that is besides the point)

 

Stargem did not sign this contract. They instead dictated the following:

 

You shall play at a handicap and with limited access to content until you prove yourself loyal to the motherland game.

 

Today’s gamers will not sign on to that.  You either put out or GTFO is the accepted norm. There are too many free downloads, insane discounts and too little time to play them all. Ask any random guy to choose between a hard to get virgin versus the sexy school xxxx. You’ll quickly realize it really isn’t a choice.

 

Take a look at our module grades.

 

Mk.I

Mk.II

Mk.III

Mk.IV

 

Do we ‘really’ need 4 varying degrees ?

 

Ofcourse not. 

 

It is counter to fair play. But that is what Stargem settled on to draw income. Unfortunately that isn’t the best move. These guys are Russian and Russians are pragmatic developers. They cannot imagine spending any amount of money unless it gives them a ‘solid’ benefit. And they assume the world market to behave the same way; which as other games have proven, we don’t. Asking someone to spend money on something that looks nice for the sake of ownership is downright illogical. They believe you will only pay up if you are either made to pay or if it gives you a significant boost to performance. Impulse and vanity buys are alien concepts.

 


 

The monetization model made the Grind. And the Grind works by taking the simple fun core gameplay mechanic of Star Conflict and turns it into an unattractive complex monster.

 


 

Veterans of the game will scream BUT IT ISNT THAT HARD TO UNDERSTAND

GEAR ISNT THE BE ALL END ALL of competitiveness

 

As a veteran myself I can affirm that both are true. It isnt hard to learn the game and gear only constitutes part of a winning formula.

 

But we aren’t discussing truths.

We are talking about perception.

 

A beginner will not see the game unfold into T3 and up as staying the same or becoming simpler. It gets more complex negatively. 

The beginner will see the differences in gear quality stats. He will lose out to superior teamplay or experience.

And he sees only himself playing at a disadvantage.

You are required to Grind for content JUST TO PLAY ON A LEVEL PLAYING FIELD.

 

The difference may be small but by principle it is against fair play.

It is wrong. And you are required to Grind the game for an extended period in order to play normally instead of being rewarded for sticking it out this long.

While at the same time GIVING THE GUYS MAKING YOUR GAME EXPERIENCE A MISERY YOUR MONEY.

 

People don’t mind giving you the cash for something he likes. But they expect to feel good doing so. Purchasing in Star Conflict is a negative experience.

 

I can spend $300-$400 in one trip to the mall with the GF/Wife and I would pay it gladly because I enjoy the experience.

Spending $10 in Star Conflict and watching my license wasting away in the waiting queue or not getting the right game mode for my contracts is not enjoyable.

 


 

It is perception. And it doesn’t look good.

 


 

Simple is NOT dumbing down.

 

Try putting into text on how to drive a car. It will end up looking like an essay. Yet driving one physically is simple.

Simple in game terms is logical. If something makes sense, our brains will process it happily. It could involve in-depth, technical pro’s and con’s dilemma but if it seems logical, we will consider it as simple.

 

Ship fittings with elements of the grind messing it up is illogical

Our ship tree is illogical to accommodate LeGrind

Higher level play meta-game is a mess because of illogical ship slots concept

The choices we are provided with in terms of modules is unnecessarily unfun.

 

Almost EVERYTHING peripheral surrounding the core gameplay of SCon pew pew is Unfun, illogical and unnecessarily overcomplicated,

 

Matchmaker ?

 

That is the representative embodiment of how game philosophy can truly screw up something simple.

 

Setting up games could be made so easy if we didn’t have all these convoluted power brackets. And the power brackets exist because of the monetization model. Low server pop is a vicious cycle. The longer the wait, the more people give up waiting. The more gives up waiting the longer the wait. Star Conflict is in a mess propagated by its’ own undoing.

 

Take a look at the top 3 most populated games on Steam:

 

Tlb7Za4.jpg

 

Which one of those top 3 games have power brackets ?

Which one of those requires you to Grind for end game content ?

Which one of those make LESS money than Star Conflict ?

Which one had to spend so much time retweaking its’ peripheral game elements just to make the core game work ?

 

 

Star Conflict is a Tactical Team Based Shooter game.

 

And on that virtue alone this game I can rate it as AAA

 

But everything else surrounding that core gameplay is choking the shiit out of SCon.

 

Ship tree. Modules. Meta-game. Tiers. Matchmaker. Squads. Corps. Custom Paint.

 

EVERYTHING not core to the game concept is screwed up.

 

Why is the core gameplay not messed up ?

 

Because the developers; despite their bad decisions elsewhere, have wisely kept monetization out of it. The actual pew pew is unaffected. They have done well in keeping premiums in check.

 


 

People quit because of the uneven playing field. That the game forces them to grind to access ‘fair’ content. That we have to fly at a handicap by default. Privileges we expect for our loyalty by sticking around remains unpaid. Fluff and unnecessary overcomplicating obstacles blocking our way of getting into a match to play a tactical team shooter. Things that don’t make sense forcing us to play without freedom. 

 


 

Fix the Game?

 

Simplify the population divide. When we had that T2/T3 split … SCon’s world was at its’ prime.

 

Casuals enjoy themselves in T2

Competitive squad play and hardcore expert pugs in T3

T4? In some twisted way was a privilege earned by those who play long enough to afford the negative income games.

 

Introduction of T5 and accessibility of T4 increased the population divide UNNECESSARILY.

Casuals players are mixed with Hardcore ones.

PVE served as a temporary respite for non competitive players who just want to enjoy pew pew

Until PVE was tuned up because of screwed up meta. Making PVE even more unenjoyable thus taking away the final refuge casuals had.

T1 got destroyed by leaderboards

 

You want people to stay on and play SCon ?

 

Do away with the tier brackets. Or reduce it. Sector Conquest is THE BIGGEST THING Devs did right. It gave an outlet to the expert gamers.

 

Now figure out how to do the same on the other end of the spectrum. Casuals need their ‘Sector Conquest’ solution. 

Where they can play for fun and not have to deal with the competitive pilots.

 

Scrap everything illogical and external to the core mechanic

Modules, Grades, Contracts … simplify AND add depth + diversity to them by making the choices intuitive

Passive ship bonus … implants … all Fluff in an attempt to balance an imbalanced philosophy. Scrap it. Fix the root of the problem, not tack on ‘smart’ solutions

 

PVE is untapped revenue. Why isn’t it monetized ? How or why did it end up almost core to PVP progression when it should be a supplement. There is so much potential; both content and financial, in PVE. Why wasn’t it expanded despite having a clearly popular audience.

 


 

Junk wall of text. Dont read this.

 

Open space is hinted to change the game so much it might solve alot of our problems. All the points above could be made obsolete once Open space is launched. I sincerely hope it does.

 

if not … rework all these distractions. refocus and re-emphasis the winning formula that is SCon PVP concept. Too much fluff that adds nothing but nonsensical complexities turning away beginners. Grind that can be easily replaced with another monetization model. One that won’t hinder the rest of the game but instead exist alongside it instead of dictating our freedom on how to play this MMO.

 

 

<3 Stargem

tl;dr: we need hats for our space ships?!

Many good points but as the Dota 2 example you brought up shows: complexity as such is not the problem. Imbalance and grind certainly are though.

Wall of text

Well, Wargamming and Gaijin are milking millions from people in warthunder and World of tanks, and nobody seems to complain.

 

In fact for a lot of people, the grind is the meaning of the game. You want to get the Tiger, you want to get the T110E3 because you have seen people in youtube doing awesome things with them. You want to get the Mig 15 and kill sabres in Corea.

 

And at the end, is not the destination, it is the journey.

 

PS: Grind in Star Conflict is very small. I have all non premium ships in the game, playing since October 2013. And modules are so grindy because you can use them in any ship. So a purple assault rails can be used in any fighter of that tier. Is not a purple assault rail for the phobos. Is for all the fighters in Tier 3. Comparing it to Warthunder, where you have to unlock the same ammo belt over and over and over…

Big wall of text

Fully agreed. The game has a strong basis. Entertaining gameplay, correct graphics, fast paced (if you don’t look at queue time). But something is off, counter-intuitive. A shame that the playerbase is so low…

Well, Wargamming and Gaijin are milking millions from people in warthunder and World of tanks, and nobody seems to complain.

Actually players complain all over the place about the grind in those games, but they still get played because the grind is packaged better. You advance simply by playing either of those games, not the multi-currency click-fest we have in Star Conflict. Also when you unlock a new plane or tank it does for the most part play and perform very differently than the one you played before, whereas in Star Conflict the differences lie in the bonuses but otherwise you advance to more of the same.

Actually players complain all over the place about the grind in those games, but they still get played because the grind is packaged better. You advance simply by playing either of those games, not the multi-currency click-fest we have in Star Conflict. Also when you unlock a new plane or tank it does for the most part play and perform very differently than the one you played before, whereas in Star Conflict the differences lie in the bonuses but otherwise you advance to more of the same.

Slot layouts in the three federation tacklers in T4 + bonuses made them very different, just for once. Same with the 3 empire gunships.

Sure but despite that I never felt like I did progressing say from an MS-1 to an IS-7 in WoT or from a bi-plane to a jet fighter in WT. In those games it feels - to me - like the tiers are there just to fit in all the content, whereas in SCon it feels - to me - like the tiers are just there to create grounds for monetization.

Sure but despite that I never felt like I did progressing say from an MS-1 to an IS-7 in WoT or from a bi-plane to a jet fighter in WT. In those games it feels - to me - like the tiers are there just to fit in all the content, whereas in SCon it feels - to me - like the tiers are just there to create grounds for monetization.

 

Well, it is maybe me, but I felt some kind of progression from the hercules to the LB.  In total performance, and also in configuration capabilities. 

Well yeah, maybe you feel the change. Many people won’t. When i switched from Sword to Sword S, it was a huge change, mainly because of the engine slots. The S feels like a brick you try to fly, while the Sword is a nimble little ballerina compared to it. But. If not for the engine slots, i would probably wouldn’t feel any difference at all.

 

And there are people who are much less aware than I am. Actually i would say most are.

Progression is good.

 

It is a type of gameplay mechanic that I actually like. But:

 

We do not have a progression mechanic.

We have a penalty system. Handicap.

 

Whether it is substantially significant or not it doesn’t matter.

If beginners see it exists, they will be put off the second they go on a losing streak without a deeper understanding of why.

They will blame the game as imbalanced and pay2win even though it *may* not be as bad as they think it is.

 

A better alternative in serving up progression is variation or choice.

 

Instead of weak modules becoming stronger,

you replace it with basic modules that offer new functionality when upgraded

 

Instead of weak ships that is replaced by stronger ones

you offer basic ships with the option to unlock different variants

Instead of tiers

You can replace it with game lobbies

 

module example:

basic shield = boost shield 5%

shield unlock 1 = +10 to all shield resistances; penalty shield size

shield unlock 2 = 20% shield size boost; penalty energy regen

shield unlock 3 = Individual Resistances can now be equipped

 

ship example:

basic Kris ECM = base stats with 2 Shield slots

ship unlock 1 = same as Kris but ECM module range +50%, +1 Engine -1 Shield

ship unlock 2 = same as Kris but ECM module effects +50% +1 Capacitor -1 Shield

ship unlock 3 = +7% Weapon damage, +20% Crit chance, -33% spread and 20% laser overheat +1 Hull -1 Shield

 

Game lobby example:

Arcade = Basic ships and modules only, no squads

Expert = No ship restrictions, squad queue

Sector Conquest = End game ships only, corporation squads only queue

 

 

This does several things:

 

1. Variety not Penalty

Current philosophy is you play at a penalty and progress through the game to fix that handicap

You change this to a choice system. The more you progress, the wider your choices are on how to play the game.

This can be applied to modules, ships and even game lobbies.

 

  • Veterans are rewarded for their loyalty ie. more choices

  • Casuals are not stuck in no man’s land in mid game ie. no bad ships or modules

  • Beginners are not penalized WHILE learning ie. less choices to confound them, tutored gameplay at a measured pace.

  • Incentive to progress is still retained ie. the next unlock has the potential to make you a better player

 

Players will still Grind AND Pay you to grind because we like unlocking things. This time however, we do it happily

 

2. No Power brackets

Tiers is an unnecessary game mechanic. It does not need to exist.

In-fact tier based games are hampered by it more than it does them good.

 

What is the purpose of tiers ?

I dont play War Thunder or World of Tanks. Explain to me why tiers should even be there ? What good does it do ?

 

Without tiers your server population multiplies

 

Powerbrackets is an artifact from old RPG games that made money from scheduled content releases.

Income is generated as players grind for rare drops. They do that for a chance at a worthwhile loot drop. Worthwhile for devs normally meant power items.

This was bad game design. The longer someone plays, the stronger he gets. Over time you end up having players who are too strong for the majority of the server.

Thus tier brackets was born.

 

It is a band-aid solution to a flawed philosophy.

 

For a studio to design their game from scratch and VOLUNTARILY choose to incorporate tiers is mind boggling. You do not have powerbracket problems and consciously gave yourself one.

I can only assume it was a financial decision. Stargem wasn’t sure how well their game can generate income and followed a trending game in Russia, World of Tanks.

 

3. Community

Our old T2-T3 split was Star Conflict’s golden age.

Player base was split into an effective division.

Those who play casually or is still learning fly T2

Pro gamers and corp squads challenge each other in T3

T1 was a beginner lobby that people move out of naturally.

What we lacked back then was a purpose for clan vs clan.

 

It wasn’t the tiers that made the relationship great. It was how well the different gamer types were managed in-game. T4 and T5 ruined it because that created game lobbies that does not serve a purpose. Sector Conquest is a success in terms of game design in my eyes because it provided a much needed avenue for an important segment of the community. Corp squads. But we paid the price in a diluted and unnecessary divide of the majority. The casuals, solo pugs, learners and corp regulars now cannot rally together into groupings that made sense anymore.

 

Social order was disrupted.

 

It is a big deal but no one is talking about it. Instead we waste our breath arguing why people still populate T3 which is to me a byproduct of a broken up social order.

To a minor extent this contributes to more people leaving the game.

Significantly - the newer players who find themselves mixed in battles that they cannot comprehend as clueless neebies fight against organized veterans.

 

Giving incentives to veterans to tier up is a smart band-aid but it is still what it is. A short term solution to a flawed philosophy.

Incentives to play T4 and up is to Star Conflict what Tiers was to old RPG games. A new mistake fixing an old one. It will bring positive results which unfortunately will only confuse Stargem into continuing that mistake.

 

 


 

Casuals leave because peripheral game elements do not suit them. The complex stuff. The unfairness.

 

On steam screenshots we see space ships. lasers. explosions.

First timers jump into the game and discover they get exactly what is advertised.

 

Space shoot 'em up

 

They are surprised to see how well teamplay is integrated into the game

Then delight when they understand different classes and roles are not aesthetics but actually bring REAL impact on gameplay

 

After 2 weeks … they then face their first real disappointment.

 

The need to understand technical aspects of game mechanics.

For sci-fi geeks we love it.

For the majority of the world who just want to blow stuff up it is an obstacle

 

A significant obstacle because ship fittings and different ship ranks and passive bonuses are NOT WHAT THEY SIGNED UP FOR

 

Casuals saw the pictures and they came for the pew pew.

Now they find out they have to understand game science to play fairly

They then find out there is a huge GRIND that is associated in order to play fairly.

Now there a 2 things they don’t like being FORCED upon them.

 

Geek science + Grind … just so they can continue to pew pew with others on a level playing field.

They did not ask for this.  They do not get a choice  whether they want to participate in this or not.

Game design is DICTATING player’s gameplay too strict.

 

Casuals quit.

 


 

People leave because they cannot fight fairly

 

People feel they are not successful because of gear, ship ranks and tiers.

These are common complaints by people who do not understand the game in its’ entirety.

They will blame module quality

useless ships on the ship tree

mixed tiers or bad matchmaking

and distract attention from much needed balancing towards player created meta at the competitive level.

 


 

People who decide to give the game a chance eventually leave because they cannot commit to the grind.

 

Grinding is not optional.  It is the status quo.

 

You will play at a penalty until you have served your time to the service of LeGrind

People are rational and make rational decisions

Our options right now is - how much can you endure before you become competitive ?

 

Since there are no hard data on that people fumble about at their own personal pace

And everyone has different thresholds.

Those who cannot commit to what LeGrind demands … quits

Apparently the average threshold is lower than is currently being asked for for modules but ship leveling is too fast.

 


 

Veterans leave for more subjective reasons but no less important.

 

Quality of games

Purpose for being here

Competition

Community

 

If Stargem want people to still talk about and play Star Conflict in the year 2020 … they need to revise their game philosophy.

 

What I’m proposing is to revert from a World of Tank clone and more towards a DOTA2 approach.

 

Where you have 100’s of ships all balanced to one another yet each one bringing something unique with them

 

That you can still monetize using the Grind system but you need to rethink what and why the Grind is for.

 

Rather than making it a necessary requirement, use the Grind as a means to widen player options instead.

 

And that involves removing tiers … which also has the plus point of fixing player type distribution an easier task.

 

Removing module quality while you’re at it and you then have the ability to simplify ship fittings on first impression but at the same time add depth as people unlock stuff using a new and smarter ship+module tech tree.

 


 

I’ll end this huge rant with review quotations of another sci-fi F2P game. it may not relate directly with SCon but hints at what game reviewers look at and will no doubt rate SCon upon launch.

 

Game shows that piloting doesn’t have to be a complex task, and it gets players straight into the action. But we’d urge them to concentrate on the game; with poor matchmaking, few maps, overly simple game modes and a limited free game, players might not stick around. And that would be a shame. It’s a fun diversion, to be sure, but with its less-than-extensive customization options, absurd reliance on grinding to incentivize microtransactions, and limited variation in actual gameplay, it probably isn’t worth a monetary investment.

 


 

I’ll save on how a DOTA2 type ship and module system could look like for Star Conflict and how you could monetize that fairly for a later day. Doubt that anyone is interested anyway.

I agree with kine on some points.

Beginners go in t1 to learn the basics. Very simple game at that point. Ingame tutorials help on every subject. I myself hate it when I am placed on a guided tutorial. “Do this then do that.”. Tutorials work best when they are advertised and are options. People are more inclined to learn when they don’t and want understand something. They don’t want books shoved into their ears like it’s school. The opening tutorial for moving a ship and such should stay as it is.

Casuals and semi-beginners should have t2. No squads allowed, like what Kine said. I really don’t understand the whole module giving more options concept. More mods should be available in the tier. The devs did that and did it well. T2 should be advertised as the casual gaming.

From here gameplay splits in 2 paths

T3 should have a warning saying that competitive gaming is there and it gets uber complex. Squads allowed.

T3.5 has the same complexity as t2. Difference is a new set of ships. Selling my ship roles here xD.

From there it’s T4 where new ship roles and old come together with the complexity of t3. Sector conquest is available here

//

Matchmaking set up

T1 is T1. It plays with itself.

T2 is played with T3.5 ships. Both tier ships have the same power and survivability parameters. T3.5 gives privileges to casual gamers who have stuck around long enough to be rewarded with new ships with new abilities but still the same strength so those new ships are not overpowered.

T3 is played with itself. It’s for those competitive gamers.

T4’is just like t2 ships and the new T3.5 ships but with the complexity of t3.'this is where sector conquest is.

Hope you understand my messed up logic

I dont know if ur trying to solve the problem or trying to fck it up

Just trying to fck the problem. I should make a diagram so it’s easier to understand.

No.

 

Start looking at how this game can be without tiers and you will begin to see what I meant. No convoluted matchmaking. No special rules to balance matches. Less waiting times. This involves scrapping the T1,2,3,4,5 ship tree format. There is only one powerband. All ships belong in the same tier. All ships are balanced to one another. They differ in specific ways, giving it its’ own unique quirk. Like a DOTA2 hero. A game like that does not need a matchmaker to differentiate between ship tiers because all ships are in the same ‘tier’. Imagine all 100+ of our ships able to play in the same arena. All the players in the server are in the same matchmaker pool. Now factor how well that would balance in an Open Space theater.

 

But more importantly and relevant to this topic … player retention.

 

Main point to take away from my wall of text is the Carrot vs Stick system Stargem is using for this game. Current grind we have is the ‘Stick’ where you start playing the game and each new tier at a handicap. You are penalized for not having done the Grind long enough. Ships. Modules. Matchmaker. All of these are penalties to the player until he has Grind enough. I am proposing a ‘Carrot’ system instead where you Grind because it unlocks you more options. More playstyles. More tactics.

 

It also simplifies the game for casuals

 

That is the positive side effect for the Carrot system. You only start the game with basic all-rounder ships and modules. With few options to customize your builds BUT is still equal in power to other advanced versions of ships in the game. Grinding will unlock advanced ships that has more slots to customize and more modules to mess around with. These are still balanced overall against basic ships by having lower base stats and requires the player to fit modules to bring those back up to par with Basic stats. BUT that is now an option for expert users to exploit and optimize. If you are a casual and do not wish to explore that part of the game you don’t have to.

 

So in this world … no one has to suffer through a starter penalty. Beginners and casuals are NOT FORCED to deal with in-depth aspects of the game if they do not want to NOR are they penalized for it.

 

No

 

Mk.I

Mk.II

Rank 7 ships

Bad matchmaker

No bad ship fits because you didn’t ‘get it’

 

It isn’t dumbing down either.

 

You can keep the game as simple as you want OR as customizable as you want. But that is now a player choice and no one gets penalized for whichever route they choose to take. People leave because the game eventually got complex and is forcing you to grind through things you are not interested in in order to start playing on a level playing field. This game is unfair, unnecessarily tedious and casuals have no choice over the matter.

 

Stargem says:

Take it or Leave it.

 

Look at the player count and guess which one the players chose.

So you are saying that casuals and competitives together? Doesn’t that bring in the issue of kill squads? Of course like you said in the first wall of text, have squad enabled play in one type and no squad in the other.

What your are also saying is that if casuals choose to do so, they get and stay with an average or slightly above average ship that doesn’t particularly excel at a type of gameplay but still doesn’t suck. If players choose to be competiive they can fit different modules on so they can excel at a specific gameplay or scenarios but do ok at everything else. Of course this doesn’t factor in the “Skill factor”.

It’s just a gear and build standpoint.

Honestly when I see the map teaser ingame, I see needs rank 7 or 10. That makes me want to puke. Open world should be open. If you factor in reality no one would bring a spaceship that is poorly welded together out to fight a supremely made state of the art spaceship. If we lived in the space era the only reason why we would do that is because we don’t have enough money to buy a good ship. No one buys a bike when there is a motercycle. Okay that was off topic. It’s late.

So let’s say we have three ranks of ships. R1 is simple for people learning. Almost no customization but with it’s special and active modules to make it unique as a ship class. R3 is very complex, with different ways to specialize the ship still with all the modules for competitive players. R2 is just a step in between for casual. All have around the same strength according to the ship class. So now skill is a defining factor with little excuses to say that something is OP or some other complaint.

Usually people with R3 ships would go in the game section that allows squads and R1 and 2 would go for the one disallowing squads. That is not to say you must be in a squad to go against R3.

I think I see the concept now and I like it. Correct me if I’m missing something.

What would the devs do with all the players that grinded their butts off? If they choose to implement this much better system it would make people very angry. They could just give them free synergy according to all the ships the players maxed out. I don’t see how they could monetize this system? They are in this business to make money and also to enjoy what they do. Explain how they would monetize.

I posted this a while back. Includes a possible method to implement.

In short assign all unlocked ships an XP or credit value (whatever they choose as coin to unlock ships in new system)

When they patch the game, players will have a pool coin to start re-unlocking their ships to the way it was or in a new direction entirely. Up to the players.

Same thing like what they did when Synergy was introduced.

[http://forum.star-conflict.com/index.php?/topic/21070-tier-less-specialization/](< base_url >/index.php?/topic/21070-tier-less-specialization/)

 

Several Monetization strategies.

 

1. Pay to instant unlock

we used to have this for modules which was excellent and fair

you either put in the time to unlock a blue module or you paid for it.

this can be applied to ships in tierless system

 

2. License and Boosters

Same thing as we have now. You have licenses that gives extra resources and short term boosters.

It will still sell because the Grind still exist. You need to earn all these resources to unlock stuff

 

3. Silver Ships

Premium ones are sometimes referred to Gold ships.

Silver ships are credit ships you pay to make unbreakable.

Because ship progression has been shorten (tree still exist but lines are short) there is a possibility that revenue may take a hit.

So monetize repair bills and raise repair bills across the board. Up to the point where advanced ships repair cost almost eats up all of your match income.

Now players who want to grind out using their favourite ships cannot do so quickly. Unless they pay GS and make those ships unbreakable.

Silver ships do not get damaged thus you do not pay credits for their repair. As incentive you could also give Silver ships a % bonus to match resources.

 

4. Special Event Ships

Because there is no longer a ship tree, you could go all out merchandizing them without limitations of progression lines, balance or what not.

You could freely ‘plug in’ a ship here and there and even remove them and it wont affect the ship tree or make it look illogical etc.

Take advantage of this by introducing temporary ships. People hate rentals. Especially when they can see it all the time and not be able to use it coz of a pay wall.

Temporary ones however is a different thing. They are there to be rented and only appear once in a while. Curious or just want something novel for a change ?

Pay GS and fly out in a limited time only ship. Halloween ghost ships. Pink Valentine frigates. Earth Hour Engineers.

 

5. Competitive PVE

PVE balance is screwed up because of powerbands. You get T5 monster guards rampaging T3 missions. In tierless you can tune PVE difficulty so much easier because everything is of equal power. And when you have balance, you can make it competitive. Player vs Environment is the number 1 money maker on mobile games. People hate to lose. They are also willing to pay to win. but player versus player pay to win is frowned up. But not so much when you are paying to beat up bots better. PVE P2W is *ok* Look at popular mobile app games again and you will see this as a common theme. They let you pay to beat the game while no one complains because it is against the computer, or single player or whatever.

PVP P2W = bad

PVE P2W = Google Play

Sell PVE modules and ships. Things that gives a bonus to PVE missions but are normal when used in PVP.

Example:

Pirate premium ships do 5% extra damage to pirate bosses.

Special Event ships converts all PVE loot into artifacts

etc

 

6. Perks

Why are boosters being given away for free ? Coz you cannot monetize those perks. You cannot sell power or that ends up being P2W

If you sold it *indirectly* however … that is a gray area

What if existing Credit boosters can only be bought using artifacts?

PVE modules, Special event ships will raise in value. You could do the same with Silver and DLC ships but at a lower conversion rate.

With a better Matchmaker and ship tree that does not need PVE for grinding purposes this could replace that function.

You can go pure PVP but if you want to enjoy using perks, grinding PVE once in a while gives you artifacts to buy them

And some paid for ships are made to grind PVE better.

 

Won’t this make affect module upgrades ???

 

Well if you’ve read what I wrote previously, we should have scrapped module upgrades. It is unfair. Paying GS to upgrade modules is Pay 2 Win. Mk.I orion does small amount of damage boost. Pay GS to upgrade it to Mk.III is paying for more power. That is wrong by principle. But in case that constitutes as a large part of SCon’s current income paying to unlock and this new PVE grind for artifacts-perks should make up for it. If not generates more since it is recurring whereas module upgrade currently is a one time payment.

 

etc

etc

etc

 

so many ways to make money from online games.

This game has seen many sweeping changes but removing the progression system is one that will never happen. There are other games for that. And personally I don’t think such a change would make a whole lot of sense for SCon, either. 

updated old tierless topic

[http://forum.star-conflict.com/index.php?/topic/21070-tier-less-specialization/?p=267622](< base_url >/index.php?/topic/21070-tier-less-specialization/?p=267622)

 

 

I don’t think such a change would make a whole lot of sense for SCon

 

Why not ?

 

A need for change really depends on the reasons why people leave the game. You do what you must to make your game successful.

 

If people do indeed drop the game because they feel the handicap, cannot commit to the grind and / or not interested in ship fittings (including getting the required modules to purple) then it is in the Studio’s interest to adapt and make those changes.

 

I’m doubtful they know 100% for sure why retention rates are low.

These are my deductions from convos and observation and suggested remedies.

 

I may be wrong and that 90% of the drop outs could in-fact just simply did not like spaceships in the first place.