However, each loadout will have a combination of strengths and weaknesses; even though either a cash bought build or in-game earned build may be able to triumph under a specific circumstance which you want to be able to win, depending on how each build does this, only one might also be able to win under a different specific circumstance which you also want to be able to win. This is a build's flexibility/adaptability power.
Can you trust Behaviour Interactive to guarantee that this will be the case? When thinking about cash shops in other games you'd be wise to be mistrusting. The higher you place your faith in a man, the farther it has to fall. I'm getting caught in a slippery slope argument here, but bear with me. With what you've put forward, Cubanski, you run in to three scenarios: Scenario 1 - Not Pay to Win: Player A purchases and item which can be countered from the cash-shop. He deploys that item to the battlefield, has no discernible advantage, and it gets countered. Why, then, did he purchase the item from the cash shop? Complete waste of money. Scenario 2 - Pay to Win: Player A purchases an item which can not be easily countered from the cash-shop. He deploys the item to the battlefield, has some tangible advantage over his enemy, and goes on crusading to victory. Not a complete waste of money, but it's pay to win, and it's things like this which we're trying to avoid. Scenario 3 - Tribes: Ascend/Planetside 2 - Emperor Help Us: Player A purchases an item which can not be easily countered from the cash-shop. Player B wants to stand a fair chance against Player A, so he also purchases an item which can not be easily countered from the cash-shop. Both players have put money in Behaviour Interactives pockets, great, but to stand a fighting chance you have to buy it from the cash-shop. All of these scenarios are about as appealing as being punched in the throat.
Again, it really depends on the game design I think, but in general, I don't have anything against helping new players jump in, which is how I hope an XP boost would function.
Good example. I would say that no item should be purchased expressly for tactical advantage. I mentioned before that perhaps items/character options with combat stats could be purchased with cash from the game store if you already earned the in-game option, and each stat from the store was at most identical to that in-game character option, if not less, but with an added non-combat, non-pay-to-win advantage, e.g. bonus experience on squish Eldar with Dreadnaught fist (depending on experience boost is pay-to-win or not, of course).
I have never played PS2 and from the many times it has been mentioned on these forums with bad opinions I probably never will Nope because I am not their CEO or own their company, but as far as I am aware Miguel Caron has repeatedly stated in this thread that this is not his intention in a cash shop. I stated a long time agon in this thread that I thought xp boosts were pay2win. It gives someone that pays for it an advantage over someone that doesn't use it. As this game is being built around horizontal progression ( i think ) so an increase in xp will mean an increase in diversity in the build/load out , meaning you may have potential superiority in certain situations faster than someone that hasn't bought it. So in my opinion an xp boost bought for real money will lead to more diversity faster giving you a tactical edge. Now before you say "yeah, but as there is a cap on xp ( is there? ) , everyone will have the same amount of diversity in the end" It gave you an advantage in certain situations over someone that didn't buy it. To be honest I think I'm am now arguing for your side, but I was repeatedly told that xp boosts aren't p2w
If we deny cash shop everything and only see negatives of everything in it, from boosts to cosmetics and gear in all ways, feedback towards the cash shop becomes absurd of moving towards only one solution not having it at all, and then we might end up with something far worse. And i can not fathom or imagine something worse.
Where as I see xp boosts that speed up your progression as p2w as it will give you a possible advantage over someone that hasn't used one. So how do you linit xp boosts to new players only? When the game is finally released, we will all be new, xp boosts will give an advantage over someone that hasn't bought one, due to the potential increase in loadout options.
I blame it on the forums, keeps being messed up when i try to colour or even copy paste for that matter, its a bumpy ride.