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#221
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Exactly!
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#222
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The simple solution to consumable iAP in high-score and leaderboard games is to immediately sandbox customers into separate leaderboards as soon as they buy iAP. They want convenience? Sure, the price is the inability to compete with people who don't want to pay for convenience.
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#223
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#224
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Here is my take on this. I copied the from the iPhone thread of the game.
Ok guys, I think I cracked the Pandor box here. I am pretty happy with my thoughts on this. Subatomic makes Fieldrunners 2, decide to become multi-millionaires. So they bring out an iPhone version, then an iPad version 2 months later at about 2.5 times the price. They decided that's not enough. They want more. So, from the beginning itself, they planned a higher than normal difficulty level. A lot of seemingly hardcore players found the normal mode arduously challenging (correct me if I am wrong). At this point, there were no IAPs at all, so gamers just took the higher than normal difficulty curve as a challenge. Now, some 3 1/2 months after release, when the coffers are running dry, the guys at SUbatomic device to unleash the atom bomb (no puns). IAPs. They claim it is warranted by 3 people sending in email requests over 3 days to get IAPs in to cut short the process of playing the game. In true fact, the difficulty was jacked up, and a lot of frustrated gamers who already spent money buying the game will think that "OH well, lets just spend another $4.99 to finish this crap off". The fact that people are defending this move simply because they're not making it more difficult is a tad foolish, since the game was already more than difficult to begin with. I call this a bull. Subatomic are just devious people like MadFinger, just that they've done this a little more subtlety and cleverly, so much so good ol' Eli has fallen into their trap as well. What say you? To me, if indeed this is what transpired, I wish the guys at Subatomic to their graves. TL;DR: The game's difficulty was artificially inflated from the onset with the aim of introducing IAPs at some point after release to make progress 'easier' and 'faster'. |
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#225
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It was fairly obvious the game was designed around IAP from first play, all the hooks were already there.
I would be more impressed if support emails were resolved before this kind of malarkey. I doubt I'll be so quick to buy another game from Subatomic in future, I've bought FR PSP, PC and now FR 2, all have outstanding issues. Part of making money is treating your customers fairly, fail that and there will be a delayed but definite impact. |
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#226
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Take my word for it, come clean by saying this was intended from the start and you'll get back some respect from some of us. |
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#227
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How many people actually asked for iAP to be added? AND... How many people are actually asking for the bugs to be fixed? Please fix the crashing, stuttering audio, and loading time, I think you owe us that, at least.
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#228
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I really like the Fieldrunners series. If I want to continue to get new content and updated editions of the game, then I need to hope for the success of Atomic. If this means they need to adapt their games to the current climate of the App Store, then so be it. |
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#229
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#230
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I'm glad you're putting purchasable coins into the game. I plan on buying the iPad version once the next update comes out and I will very likely drop a buck or two into coins, if for no other reason than out of spite for all the children on this forum who can't comprehend how businesses work.
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