H1Z1

SOE dropped the ball. From being very clear it would not be a P2W game, they then introduce microtransaction related 'world events' with the emphasis on on the world event part.

It is still P2W regardless of how much harder they make it to firstly get to a drop or what the success rate is of finding a useful weapon.

You can make the plane fly longer, slower, make it more visible to other players to negate the P2W factor somewhat by giving others equal opportunity, but regardless its a P2W transaction technique and if there are very few players around, that player has a good chance of being rewarded for his donation etc.

Its a fundamental game decision which shouldnt change through alpha/beta/v1.0 etc.

Keep it to cosmetic items and itll be fine.

You didn't watch the video. You need at least 100 players on the server to be able to use it.
 
You didn't watch the video. You need at least 100 players on the server to be able to use it.

right, and this figure could be adjusted going forward.

Thinking about it, if there is a chance you get nothing from it, or somebody else takes it.. what is the point? Might prevent people from using it at all perhaps.

Is there a chance of a local server? if so then we are safe down here, saffers are not going to waste money like that.
 
right, and this figure could be adjusted going forward.

Thinking about it, if there is a chance you get nothing from it, or somebody else takes it.. what is the point? Might prevent people from using it at all perhaps.

Is there a chance of a local server? if so then we are safe down here, saffers are not going to waste money like that.

I wouldn't call it a waste. Sounds like a fun event as it spawns a whole lot of Zombies as well.

I'd definitely do it every once in a while.
 
It's going to be a F2P game. F2P games will always have restrictions and features intended to entice players into making use of microtransactions.
 
It's going to be a F2P game. F2P games will always have restrictions and features intended to entice players into making use of microtransactions.

The whole concept of the airdrop is to give you a head start/boost to your survivability, thus the non-paying customer will not be restricted to content. If any, the non-paying customer will get a better experience at the core of the game: hunting for loot and trying to survive with the bare minimum.

I believe that most of the outrage over the past few days have been as a result of the community misunderstanding (like Zuma, taken out of context) the devs w.r.t. "buying weapons". If a weapon is freely available in the open world and happens to pop up in a paid for airdrop, does it equate to premium content?

I borrowed a friends account and played 6 hours this weekend. Saw a couple of airdrops happen and the chaos that ensues - random players rushing it and zombies following them.

From my own experience, raiding 3 crates did not yield any uber advantage; instead I found some ammo (.308), basic gear (helmet) and crafting material (batteries, food, bandages, wood, lighter, steel). Sure it gives you a leg up, but if you go grind, you'll find exactly the same. So the airdrop, as it stands, is basically a paid-for spawn "hack" that might not yield much value.

I'm still in two minds about the airdrop mechanic; it breaks the survivor style game play by getting loot almost instantaneously, but with hungry zombies, and hungrier players around, there is an element of tactics/strategy that'll be required in future. Just imagine seeing an incoming airdrop, a bunch of players running towards it (hunger games style?) and a lone sniper chilling on a hilltop, picking them off one by one, whilst his/her comrades mop up and loot as they close in on the airdrop. What about players looking for Carmageddon style carnage?

As for the game, as it stands, I won't be buying an Early Access title anytime soon. After spending plenty of time on DayZ and getting plenty annoyed at the snail pace development and almost game breaking bugs, I don't want to invest effort in another alpha release.
 
It's going to be a F2P game. F2P games will always have restrictions and features intended to entice players into making use of microtransactions.

Unless the wording changed to "the crate guarantees you a weapon and ammo", you could theoretically spend hundreds of $$ and never get anything that sways the game dramatically.

Probably the only thing I blame SOE for in this saga, is monetizing what will eventually be a F2P game, in a not-incredibly-playable phase of the game.

But, I have 7 Days to Die :D
 
The whole concept of the airdrop is to give you a head start/boost to your survivability, thus the non-paying customer will not be restricted to content. If any, the non-paying customer will get a better experience at the core of the game: hunting for loot and trying to survive with the bare minimum.

What I'm saying is that as with any F2P title, standard game mechanics will be just annoying enough to make hitting that purchase button on the in-game store look more enticing. If people are expecting a game comparable to DayZ, they're looking in the wrong place.

In h1z1 you're going to get hungry faster, you're going to get thirsty faster and you're going to find less weapons. That's just how F2P games work. These games are built on convenience purchases.
 
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