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Gaming Beast
Registered: 06/30/2011
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

I have -0 interest in this game and won't be setting foot in there or playing it. The premise and concept is overdone and stupid. The purchaseable items are all ugly and I won't be buying those either, but I have 2 suggestions.

1. Make the Reaver suit be purchaseable seperately for M/F even if it's like 9.99. That is the only interesting looking suit and I'd actually buy that if it was seperate and I am sure others would too.

2. Make the guns hand items. Really makes no sense why they aren't other then lazyness. This isn't a suggestion for me personally but a few of my friends would really like some of these as hand items, and I'm sure you would get alot more sales that way as well.

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Sackboy
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

My feeling is until I go through the learning curve of the game,how would I know if I need upgrades or not?I might be really good at it and only need a powerfull gun and helmet,and grenades for kicks.Boom-splat! ...but for $50 I would expect everything that's been offered at that price PLUS bronze,silver and gold trophies and of course "free" access to future map and battle expansions.

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Fender Bender
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

I just posted this in another thread but deleted that post and moved it here since it's more feedback than anything. Anyways...

I was originally very weary of buying into NML and decided to offer up my reasoning. I chose to support this pricing scheme because 1.) I like the game. A lot.; 2.) I absolutely hate some freemium models, but not this one.; and, 3.) No one is forcing you to buy the $50 bundle

The way I see it is that VeeMee could have easily used the "consumables" pricing scheme used in Hunters vs. Yetis, Cutthroats, or to a lessor degree the rockets in Sodium2, which I never once bought into because I do not see the value in it. I also cringe at the idea that NML could have used a pay-per-play system modeled after Midway's Hot Streak Air Hockey where no matter what (unless you win) you're always going to be paying to play each game round (as opposed to the Midway 1-3 games where you play for free after level 10).  Imagine if the winners got to stay in the NML lobby while the losers had to pay another 6 cents per game. In that instance I would think that people would simply play the game until they got any (potential) rewards and then bail. I've seen numerous people tell Mass Media they want to be able to buy that table to play with friends, but when the equivalent is offered by VeeMee, everyone gets upset. As Bookepride said earlier, no one is forcing you to buy the $50 bundle. The gold suit isn't much better than the heavy armor / weapons and I just got taken down twice buy a guy in default armor / pistol from headshots (Once I get all of the items, I will be happy to post kit loadout stat comparisons). The individual weapons and armor are pretty reasonable in their prices, but no one is talking about that.  At least by purchasing the gernades, you aren't limited to 10 uses and then you're out another 99 cents, or your armor doesn't wear out after so many uses, and for that I applaud VeeMee's business model.

Secondly, people repeatedly buy into Granzella without bringing out the pitchforks because they release their items in waves so that you buy once and then a couple of months later incrementally improved items come out (I'm looking at you fossil digging). With NML, I'm just happy I was able to purchase the best items from the start instead of constantly having to rebuy to stay alive (though to be fair, who knows if Platinum armor or whatever is in the works for the future). As a final comparison, people constantly buy chips at the DL Casino and then lose them (I'm personally out around $40 from there with a current chip count of 0 and can't play again until I rebuy or get my 100 coins next week). Honestly, I am just happy NML's a pay once and go enjoy yourself type system.

Despite the point and click movement system, I would suggest that NML is the most dynamic game that Home has seen to date, and obviously that isn't free for the developers to make or maintain. Yes, it is similar to the Uncharted 3 space's game mechanics, but there you don't have real people firing back. Even Hot Streak has that pause when the puck passes the middle to account for lag, so the idea that you can shoot bullets at another user running across the screen and hit them is a milestone for Home. While I understand people's desires to obtain free weaponry and armor through in-game rewards, it makes sense that VeeMee needs to recoup the cost of development and cover server upkeep. I know there are exceptions, but I just find it odd that people think that they shouldn't have to financially support a space, but then they get upset when those very spaces never get updated or simply get retired.

(Sorry for the rambling)

-ck

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Gaming Beast
Registered: 12/29/2010
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Wanna buy a bridge $49.99 + tax + shipping/handling

Its a BETA bridge...

http://www.homelandsecuritynewswire.com/sites/default/files/imagecache/standard/earthquake.jpg

Tempest_Fire wrote:

Hey folks,

Thanks for your feedback on No Man’s Land. This is a big step forward in the Home game experience. With games like No Man’s Land, we’re looking to bring you more casual, free versions of games in popular genres, such as third person shooters. One of the advantages of launching a game in Home is that the community is always ready to voice your opinions. Because of that we’ll be able to take your constructive feedback and evolve the Home experience to meet your needs.

All eyes are on the forums for this one, so please use this, or any of the established threads to continue to voice your experiences.

Also, I want to confirm that there is a technical issue with the bundle associated with this game. Yes, it carries with it a price tag, but it should be noted that you are supposed to get EVERY No Man’s Land item in these bundles.

The total cost of these items would be quite hefty if purchased as individual pieces. As you can see, the intention with launching this bundle was to provide hardcore NML players with a discount should you decide to collect all the items associated with this game. 

We’ve identified the source of the problem that has resulted in all items not being included in this bundle. A fix is being tested in QA and will be pushed live soon. In the mean time we are working with Customer Services to offer a solution for those that have already bought the bundle and did not get all of the game’s items. I’ll come back to this thread and update you all once Customer Services are ready to act upon that solution, later today.

Thanks for your patience and support.



The quieter you become, the more you are able to hear...

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Uncharted Territory
Registered: 12/01/2005
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Homes No Mans Land

 

Buying a leaderboard score for 50 dollars.

Once again developers are pushing the cost of the casual, social game experience in Home up by offering a bundle pack of full armor.

 

The gold bundle offers everything No Mans Land has to purchase.

What does this do for game experience, does it make it feel more copy and paste than what game already offers, with the checker board movements.

 

No doubt the gold will help you to the top of the leader board.

Costing $50.00 dollars for this ultimate bundle, it better help.

I would be pretty upset, if it did not give me a big advantage at that price.

 

The real question, is this 50 dollar bundle going to give you the best experience and enjoyment out of a game?

Its a individual choice and what you really what to take away from this game..

Pride or purchase.

 

Everything I know about my own enjoyment and time spent with shooters out of home on disk and downloadable costing the same and a lot less with a, 50 fold improved existence of fun, tells me NML is not worth the price of the gold admission.

 

Look at all the great spaces we have lost because they are not frequented.

Its a risk anymore to make a large investment of entertainment with in Home.

Here today and gone tomorrow. If you have money to burn, then you should stay warm until the fire burns out.

 

Apparently, Veemee expects the user's to pay for the (R&D) research & development,to better the game after releasing it incomplete, with 1 level, no single player, no class match up and no rewards for leveling up at the moment...Hmmm!

This just shows me, Veemee did not have confidence in their own product or just pushed it out the door for a smash and grab at the Home users expense.

   

Supporting a underdeveloped shooter in home that should have had all the bells and whistles out of the starting gate.

This game could have and should had offered an unmatched ride in Home.

I do not even see the NML horse placing on the Home track right now.

    

But that is just me and my perspective, you will have to decide, if No Mans Land is for you.

Sorry, for the rant..

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Uncharted Territory
Registered: 03/25/2010
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Tempest_Fire wrote:

Hey folks,

Thanks for your feedback on No Man’s Land. This is a big step forward in the Home game experience. With games like No Man’s Land, we’re looking to bring you more casual, free versions of games in popular genres, such as third person shooters. One of the advantages of launching a game in Home is that the community is always ready to voice your opinions. Because of that we’ll be able to take your constructive feedback and evolve the Home experience to meet your needs.

All eyes are on the forums for this one, so please use this, or any of the established threads to continue to voice your experiences.

Two game design recommendations which should help generate revenue:

1.) There is presently no way to compare damage/defense capabilities for weapons and armor until after they're purchased. This creates an incentive for the player to not purchase, for fear of not knowing what to get and ending up with unused equipment. If the player is allowed to compare potential loadouts before purchasing, so they can see the incremental differences in different weapons and armor, it will be much more conducive to sales.

2.) The fifty-dollar bundle should not be the first thing the player sees at the commerce point. Place that icon last. The player needs to get used to seeing commodities at $1.49 in order to establish a mental baseline of what to expect to pay. Microtransactions are a lot more palatable to the Home consumer rather than lump transactions. By placing the ultimate bundle first, the player knee-jerk reacts with, "I gotta spend fifty bucks to kit myself out!? This game isn't worth fifty bucks! RAGE!" (...As has been so eloquently demonstrated on this forum over the last twenty-four hours.)

The rest of my feedback on the game's pricing structure and current bugs can be found here, and a full review is located here

NorseGamer

Editor-in-Chief, HSM

www.hsmagazine.net


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Lombax Warrior
Registered: 03/30/2010
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

They need unlockables in the game and other free stuff to make is worth while to even get started with it. It seems pretty expensive to get a costume and a gun and what gun should I buy?

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Uncharted Territory
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Soontir wrote:

They need unlockables in the game and other free stuff to make is worth while to even get started with it. It seems pretty expensive to get a costume and a gun and what gun should I buy?

What sort of loadout you choose to go with depends on your playing style. The heavier your armor, the more damage you can take -- but you won't be able to move as quickly between waypoints. Given that this is a cover-based shooter instead of a free-roam shooter, and you can use the O button for evasive action while running, I'm personally biased in favor of heavy armor (the heavy helmet, in particular, is practically a must-have).

Where it gets interesting is with firearms. Are you the type of player who likes to charge ahead for some close-quarters combat? Maybe a machine gun is the right fit. Or do you prefer to hang back and camp? Go with a sniper rifle. Sniping gives you insane amounts of long-range damage, but if a skilled player (preferably with enough armor to withstand a shot or two) can close the distance, that advantage is reversed.

Personally, the loadout I prefer is heavy armor, sniper rifle and machine-gun pistol. I can pick off people from long range, withstand a lot of punishment, and switch to a rapid-fire sidearm if someone does manage to get in close on me. This loadout works best when part of a large fireteam; it becomes more challenging when you're in a one-on-one or two-on-two scenario.

As for grenades, I go with frag and incendiary. Against skilled players, though, the smoke grenade is actually much more valuable. It just requires a different set of tactics.

One note: heavy armor, rifle, upgraded sidearm and two grenades cost me nine dollars and change. That's it. It's a very reasonable pricing structure. That said, I also knew exactly what I wanted. The game tutorial lacks an introduction to anything other than default loadout (which surprises me, because you want your consumers familiarized with what you're trying to sell them), and there's no way to compare armor/damage stats until after the items are purchased. Seems like a fairly obvious design flaw, which fortunately has an easy fix.

Hope that helps.

NorseGamer

Editor-in-Chief, HSM

www.hsmagazine.net


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Lombax Warrior
Registered: 03/30/2010
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Thank you!

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Sackboy
Registered: 01/27/2011
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Re: [INFO] No Man's Land: Feedback and the Gold/Silver Bundle

Jun 21, 2012

Nice loadout, NorseGamer.  I went straight down the middle with medium armor and a Carnivore assault rifle.  I guess you could qualify me as "Cautious Assault"

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