yellowquiet wrote:I agree with everything the-GURU-man said. Valve handled micro transactions in the best way. They just offered cosmetic guns with counters on them. Actually, rather than micro transactions, what would be cool would be a nostalgia pack of some sort as DLC. Like having a pack of cars inspired by old rollcage cars. Maybe having similar stats too. Maybe more balanced stats for Genesis. Or dare I say....Similar handling styles? Don't want to kill Rob. Can't imagine programming the old handling would be very easy at all.
Selling cars with different stats or more balanced weapons is consistent with pay-2-win models, something that backfires a lot in non-F2P games. PayDay 2 f*cked up lately. Few years back, the devs said they will never do microtransactions. A week or two back, suddenly you were able to get a safe from the game, but to open it's content, you had to buy a key for 2.5 USD. Inside were some random items, like custom skins, etc. But also some weapons, which initially looked just like normal weapons with new skins, however after closer inspection, those weapons had better stats. You can probably imagine how that went with the fanbase...
I can imagine a system where after-sale revenue is coming from selling new skins for cars, some different audio-visualeffects for the weapons, hats for cars, monocle, random junk... basically, we all jumped in on that, paying in advance for what essentially are cosmetic items - disco assassin, fancy skins for the cars, etc.
Map packs and car packs should be then handled as free DLC. Get inspired by Witcher 3 devs - it's more of a marketing stunt, because 17 free DLC packs sound way better than some after release updates. If you start selling new map packs as paid DLC, the community will start to fragment and you may be facing issues such as empty lobbies for certain maps. Look no further than to Battlefield where players are basically forced to shell out cash for Premium, otherwise they have a hard time finding sessions with normal game modes on maps from basic game.
Car packs DLC - me thinks it's okay if those cars have the same specs as cars accessible to players who don't purchase DLC, just with fancy skins and maybe new VFX, but nothing affecting the way the cars handle.
To sum it up:
- earn money by selling fancy skins, cosmetic items and funny VFX for guns, exhausts and the sound of the engines, etc.
- use that money to support continuous development of the game and occassionally make a new map, car or a weapon
- release that new content as a regular after release update, but call it a free DLC, so you earn good karma points
- capitalize on the new updates by offering new exclusive skins and VFX for the new cars and stuff
- to extract more customer surplus, offer a "season pass" for like 20 or 30 bucks that grants access to all the subsequent cosmetic items for no further payment. release this "season pass" on special occassions, like with a release of new "free DLC" content, and have it on sale for just a week or so, in order to put pressure on undecided players. throw in an exclusive VFX (something like disco assassin, but of course different), but make sure that this exclusive VFX is different each time - maybe someone will buy "season pass" more than once