Funcom, pay me in croms

Now that funcom has revamped the battle pass so you get 3 weekly actual; eh, challenges, wouldn’t it be nice if funcom paid you in croms for completing tasks after you have finished the pass?

If the point is it to get people to come in to play more often, or keep them in game longer when they are serial refreshing, the ability to make croms doing the challenges would encourage this.

Oh pull that trigger all the way back. I have no use for croms, I don’t shop the bazaar. But I think it would be nice for those that are inclined to but put off by pricing.

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But then how would Tencent make money? :scream:

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Should be a thing, tbh!

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Hahahaha

Butts in seat raises player count that draws in more players.
The higher the player count the more encouraged people are to buy the game.
Whether we like it or not, we are; in a tertiary way, working for funcom. And if you don’t get the battle pass you are doing it for free.

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The natural evolution of that system would be challenges turning into grinding sessions that lack any sort of enjoyment.

You got to understand the grind that CE players are willing to do and realize any attempt for rewards for gameplay would simply turn into an exploited session of people scamming the system.

However there is some merit what you are suggesting but it’s got to be something that won’t break the bank.

How about a simple 1cc/hour played in the game. You can give all the vets still playing a few thousand to stick with the game and it still churns out a gift. Plus it actually rewards attendance vs skill/knowledge level.

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And if you do get the battle pass you are paying them to do it! So… where is the incentive to get it?

I mean, I’d rather do something for free than have to pay to do it. :woman_shrugging:

Don’t get me wrong, I still bought the battle pass when it came out because I CHOSE to support Funcom. Not because I wanted to do any sort of work or any nonsense. When AoW Chapter 3 hit, that ship sailed and I never came close to finishing it and I won’t be getting one again. The rewards have been less and less “worth it” in the last few chapters than they were in the first few chapters of it’s existance and the last few chapters have been, frankly, bad.

I do not regret having purchased the original one, nor all of the culture DLC’s.

Only the first time. From then on it’s more or less free; time is money.

I don’t shop the bazaar so I have the croms to buy the next pass; I wont even spend funcoms croms at the bazaar. Like I said this isn’t about me, this is about giving serial refreshers a reason to stay in game long then it take for em to write a post. And give people that are priced out of the bazaar an option.

:wink:

Playing RoE we had 4 tiers of dailies. 1st one was basically for the season pass. Pretty easy stuff like reload your weapon 3 time sin a match sort of stuff. And up to tier 4, usually something alpha male hard core. Like during the theme for it season, defeat the pirate on his ship. That is a 4 prong mission, find the ship, get on the ship, hope no one else is there, then defeat the pirate. I never got to fight the pirate. But the game token pay out :astonished:

That was the reason for doing the higher tiered missions. Game token to spend in the store to get the themed armor skins for that season; that didn’t come in the pass.

These were actual skins, just retextures of the weapons and armor sets.

It looks like those “relationship stories”…

A person praises their “recent significant other” because they are X, Y and Z which amounts to saying the person doesnt take things too seriously.

7 years later they want a divorce because their spouse doesnt take the relationship seriously.

BP progressions begs to differ.

And there is an old video people with this mindset should be aware. It is not about gaming per se, but it is about things you think are “gaming the system” when they are actually the “system gaming you”.

Always assume your adversary is smarty then you; till they prove other wise.

I would be fine with every specific amount of effort past the battle past completion gives me 1 crom coin a completion after the battle pass has been completed.

However only gives crom coins if you purchased the pass otherwise double the required amount to get the same reward if you don’t buy the pass.

The BP is a perfect example of this. It took less than 2 minutes during the dev stream for 3.0 (yes even before the release) that everyone understood how to use single player/sys admin spawning to complete the BP is 10 minutes. Even with the current restrictions now in place, we all know how to gain those 8 levels within 5 minutes through crafting in single player. This is the same behavior we should expect if there is any reward based on play. If there is a way to exploit the system to maximize the gain, it will be done.

Now the larger topic of whether or not this is intentionally installed in the design of the game…for these I would say no. The point of these type of systems is to encourage game play and continuous player counts to leverage as marketing to other players. Its very hard to do that if players have figured out that they only need to spend 10 minutes a day or 1 hour a week or whatever and then the numbers tank.

The video represents an illuminati style of capitalism that has this concept of manipulation of the masses to maintain control. I don’t believe that is necessarily the case as the leaders of capitalism and the world, in general, are far too reactionary and, IMHO, stupid to be able to orchestrate something of that level. No what I see is that with that observation and the observations where we see the completed revolution when the people ‘wake up against the tyranny’, we find the same exact thing with different people now in power. The only rational explanation to this is that we actively want to be lead and that power corrupts. This power is then abused throughout the age of the societal structure until a breaking point and then crumbles to start again. The issue is with human beings wanting social structure and comforts and the rest of it just complies with these desires and the natural order of what happens within power structures.

You go to lengths to disprove the very point you trying to make.
Not everything you think is made for a given objective is.

The only objective that people seem to understand, albeit in a very “scarce” manner is that a business is there to make money.

I had people even going to lengths to compare “selling progression” with “selling [insert the most trendy illegal substance here]”, as if the aim of any sale on a game is the same as the aim of sale of anything else in terms of morality.

People make a lot of assumptions about what others, or everyone, or a given group of people does things for. That leads to wrong conclusions in most areas of “public choice economics”.

A classic example, I dare say a text book example, as it is what most of us studied in college at the “1.01”: What is the most effective solution for traffic jams given the options: Larger roads where the traffic gets heavier, more alternative roads to the most sought destinations or more convoluted paths to the most sought destinations ?

Like players choosing the “best approach to handle player choices”, mostly people get the wrong answer. Larger roads will lead to more traffic jams, statistically, and with causal inference. Larger roads leads people to choose that path, which leads to more people using that path instead of seeking alternatives. In real situations, larger roads even lead to larger and longer jams in places which have narrower multiple paths that lead to faster travel and shorter travel time.

When you are dealing with multiple people of multiple backgrounds in expect them to make decisions, ALMOST always you have to give the options that the “most rational idea” will find puzzling. You might need to get people to decide not do something by making it unatractive instead of forbidden, you might entice people to choose a given alternative because it is the most edgy, not the most rational, and often you need to make options so stupid they are what most people will choose.

And it is not because “people are stupid”. Smart people do stupid things from time to time. People are ignorant of different subjects, or aware of different aspects of choices. There isnt 100% equality of information in a population that must make the same choices, and it decreases the large the population is.

Then there is the “cost of opportunity”. Most people understand the concept of cost of opportunity when it is obvious. Anyone will know that paying for a given meal is more expensive than not paying for the exact same meal, but when it does not involve payment or exchange, things get very cloudy to the average person.

Another text book example:
Group A and Group B are put into a larger Group C. In this group C, a leader proposes that Group A which has 30 people, must pay 2 bucks a month and all the money will be divided and distributed equally to group B, which has 10 people. The proposal will be subject of optional vote monthly costing 3 bucks. The average “northfolk” will say “oh, it is democracy, vote with your wallet” and other things “northfolk” usually say.
What does vote with your wallet means ?
Group A will risk not winning the vote if not everyone votes, sometimes some of group A might feel group B “needs” that, etc etc. Not all group A is bothered about it.
Vote with wallet means the “smart” on group A will just shrug it and pay 2 bucks for the pool instead of making a point costing 3 bucks to vote against. Group B has an incentive to vote for, because it costs 3 bucks to vote, but that means they receive 6 bucks, net 3 bucks. Which means they are not losing 3 bucks, they are earning 3 bucks.

Someone might say “oh, that is a in a vacuum proposition”(meaning it is a mute example).

Well, that is EXACTLY how governance science makes effective use of public money, assigning how much the money people pay on taxes distributes through the social services and administrative needs. We convert assets and hours of work in values, which also is converted by a token from free time, land needed, etc, and at the end of the day, we find out how much your “bother” cost and how much one can charge for it.

That to find out another common misconception from the average person: “Raising taxes/prices not always lead to more revenue, and number of tax payers/customers also doesnt”.

So sometimes what you say “drives players away” is a selective filtering of the playerbase you are not aware of. Meaning, sometimes, you are bothered until you leave and stop being a bother, and a cost.

There is so many things to consider, and that is why they pay people who have 5, 10, 20 years studying it, and companies like Tencent, to tell you about it, rather than bothering about it yourself.

And it always work out well for the BUSINESS.

Going to pull that out of context just to point out, game BP only counts for the weekly 3 tasks after the pass is done. It wont be that easy to earn those extra croms.

Now I got a headache.

You have yet to offer an alternative explanation and best I can figure went into a very lengthy discussion about just trusting it all works out in the end because sometimes the most logical solutions don’t apply.

What is the purpose of the BP is not increase player interactions and gain player counts?

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their business model is not selling copies of the game but the store itself.

for what its worth i would not be surprised if funcom decides to give the base game for free…

you get 1200 CC back with Battlepass, so you are somewhat getting crom coins.

the purpose of the battepass is to have people engage into the microtransactions. to have those 1200 CC available and find yourself wanting sometihng. and encourage you to buy more.

its a manipulation…

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I don’t believe Conan Exiles is a great type of game for a Battlepass system like say Helldivers 2 has. I don’t know if that is where the OP got the idea from, but its what their topic reminds me of. In HD2, you can find Super Cash (their currency like crom coin), during missions. You can also earn it through unlocking parts of their Warbonds (their battlepass), much like we do here.

I actually do prefer HD2’s system. It rewards you for being an active player, and you can even unlock their warbonds by just playing the game instead of outright buying. It kinda preys on the crowd who ‘can’t wait’ which might turn some people off. But I’ve seen similar measures used by PS2 and its never really bothered me. Especially since it doesn’t take it to an extreme. I have about 80 hours played in HD2 for example, and I have 2 premium warbonds unlocked without having spent anything.

There’s also the whole thing of all of their warbonds always being available. As well as a free one being available. Now the premium warbonds do not have any ‘free’ content. They must be purchased to unlock things from. CE has no way of completing previous battlepasses, but also have free content. I’d much prefer if past battlepasses were still available.

There’s a couple of differences though. In HD2 you have to earn a currency (medals) to unlock portions of the Warbonds. In CE you have to just get exp from normal stuff. In HD2 there isn’t any curated play, meaning no singleplayer with options, servers with options, just peer to peer missions that are over in about 10-45 minutes. Its a much faster paced game with a lot of in and out play.

In 80 hours of play, I’ve played with thousands of players. In 80 hours of Conan, I might see my clanmates and my neighbors on occassion. Even on highly populated and full servers.

I don’t know how to mimic the system to make it work in Conan. We have admin, singleplayer, and mods that change the difficulty of the game in various ways. And all of those methods of playing are part of the game. Its why I think the Battlepass system was a bit weird for this game, but I don’t think its bad per say. But earning crom coin for playing isn’t really going to work. It would require so many restrictions that I don’t think it would be fun to do. Even for those used to playing in a base game state like consoles.

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Again, MAKE MONEY. The one thing people are often right, again, not by the reason they think they are, and you are disputing it.

What I said is pretty clear: Not always player count means more money, but more money always means more money.

There is no discussion about it, just you stating what “people say”.

Again…HOW. Yes it should drive the over all goal of fiscal solvency. Duh. But we are in the weeds on HOW it does since it really not that great of a conversion compared to the others…60 items for $10. yeah there is more to it than that.

@Hansel suggests that it’s enticement to get Crom coins and therefore the cost factor of the BP is more about marketing to get them used to the microtransaction and having the Crom coins spent means you have to spend $ to renew your commitment to the deal of the BP. But that is indirect benefit.

Others have stated (and the whole freaking point of the OP) that playing enticements matter in terms of an online games-as-a-service model. With that, the goal is to maintain player #'s. You can’t do that if you create a system that can be easily bypassed into just a blip of time. Which goes to my overall point in that the rewarding players for time played needs to be very simple and very direct with no wiggle room of methodology to exploit (as it is with any attempts to wrangle skill based rewards into this since that is easily exploitable in single player games) However time playing is something that isn’t easily replicated (although you could just leave your game running…but you gain the positive metrics for such a thing as well) but at the same time not removing the overall need to funnel the revenue stream. This is why the 1cc/hour is great. There isn’t anything to exploit and the rewards are balanced as something to acknowledge as a gift but isn’t going to give them a spider skin…if anything it gives the vets the ability to circumvent any pricing strategies that put a just-out-of-reach CC price point so the consumer has to buy the next tier up bundle and therefore nullifies (to a point) the complaints against that pricing strategies since they can easily respond that the cc/hour is calculated into the pricing strategies.

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