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Tactics Balance the game around season pass

Duster

Active member
Nov 18, 2014
38
0
-this threead was meant for suggestions, not tactics-

A mistake a lot of early access games are making is charging nothing for the base game but then having dlc.

This causes them to have to balance things so that you can't be satisfied with the base guns.

In sanctum 2, there is a pay 2 win tower that gives nearby towers extra range. You always need it in your arsenal so most of the other towers are useless

In payday 2 sniper rifles make the game a thousand times easier but cost real life money. Having the guns balanced this way means that 8/10ths of the rifles are complete garbage, same with most sidearms. This throws away potential.



Killing floor 2 has great potential to be good gun porn, so I don't want to see dlc come onto the field and make most of the already existing weapons useless and keep them that way.

When the game first debutes, which i'm assuming will be 40-50 dollars, give us the option to get a season pass right away for an additional 15-20 dollars and just consider the items that you add in later to be completing the game
 
I expect DLC, but I expect any map DLC to be free, I expect a sort of half and half of free and paid weapon DLC (but whether it's paid for or not, it better not be unbalanced!), and paid cosmetic DLC.

I don't expect or respect season passes. It's a stupid model, basically saying "Give us money for god knows what!"
 
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I expect DLC, but I expect any map DLC to be free, I expect a sort of half and half of free and paid weapon DLC (but whether it's paid for or not, it better not be unbalanced!), and paid cosmetic DLC.

I don't expect or respect season passes. It's a stupid model, basically saying "Give us money for god knows what!"

"Pre-order now and your character gets a free unibrow! Only at gamestop..."
 
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I expect DLC, but I expect any map DLC to be free, I expect a sort of half and half of free and paid weapon DLC (but whether it's paid for or not, it better not be unbalanced!), and paid cosmetic DLC.

I don't expect or respect season passes. It's a stupid model, basically saying "Give us money for god knows what!"

Season passes are as damaging to the industry as preorders and post release date press embargoes. Especially since even AAA companies can sometimes fail to deliver their "season" - i.e. Ubisoft delaying their first AC Unity DLC and going full damage control offering both it and an entire recently released game for free
But yeah, by all means have DLC, but don't make the weapon DLCs straight upgrades to the defaults (only applies to a couple of the past weapons in the packs coughsteampunkLARcough), make them situationally useful in situations that the default weapons couldn't perform in as well, that's what I'd consider to be the most fair advantage
 
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WHY do you want DLCs guys? Just why? What happened to the times when a game was finished when it got released? Bug testing BEFORE you could buy the game?
All this stupid DLC, Early-Access, Season pass BULL**** must be stopped!
I've got no problem with patches and usual updates though.

We live in 2014, soon to be 2015, DLC and early access are just products of a rapidly moving digital industry

There's the good way to do DLC (content created and added post-release to add value to a game/extend its lifespan), and the bad way to do DLC (pay2win, or content created in development and removed to put behind a paywall)
There's also the good way to do early access (*tumbleweed rolls past*, potentially KF2 will be a good example though) and the bad way to do early access (see: the entire early access section on steam)
Haha I might be too harsh on the EA system but no successful EA games immediately come to mind, though i'm sure there's a few

I sort of agree with your mindset though... I want to go back to the time when you could pay 40 quid and get a feature/content complete and refined game that barely needed to be patched
I'm not sure if EA is superior to that... you start with a lesser game and stuff gets added to it over time which keeps it at a certain level of interesting, but having a complete and full game to jump into is far more exciting
From the sound of it KF2 is going to be a mix of that, and isn't going to be in EA for long before it's considered final
 
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We live in 2014, soon to be 2015, DLC and early access are just products of a rapidly moving digital industry

There's the good way to do DLC (content created and added post-release to add value to a game/extend its lifespan), and the bad way to do DLC (pay2win, or content created in development and removed to put behind a paywall).
The "good" way you describe is in my eyes totally covered by updates. Just regular updates like the seasonal ones in KF1. Also the DLCs (which are actually not DLCs but that was discussed in another thread) of KF1 were not bad, but they did destroy a lot of the atmosphere... All these steampunk, robotic, funny and crazy characters paired with more event maps than regular ones just kept destroying the flair the game had... This time I'm hoping for lots of dynamic lights, flashlights that are actually useful and needed, maps like the grindhouse and incindiary ones and please NO chickens.
 
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