[quote=“Amaznazaz, post:21, topic:6286”]
Alternatively, the team could maintain their current standards and employ more staff to work on premium stuff. I hate compromise!
[/quote]I probably worded that wrong - by “free players get worse cosmetics” I meant strictly relative to paid players. The level of free player cosmetics could still be better (or worse, or the same) than it is now.
[quote=“Amaznazaz, post:21, topic:6286”]
Most new games (not all, by any means, but certainly most) these days run just fine with full settings on a lower end of mid-range PC though, so I would expect more people to be up to date with graphical trends and not playing catch-up.
[/quote]Depends on the game, and the developer’s mindset. IMHO they should avoid setting hard limits on top end settings when unnecessary. For example, for open world games draw distance doesn’t really need to be capped, and could be the whole world, and terrain detail can keep ramping up till the whole world is at maximum detail, giving a poly count that could reach trillions. Particle effects like fires can just keep ramping up the particle count (if they’re designed to be scalable effects so transparency might increase).
IMHO max settings are more often decided by consumer psychology - some people are put off buying a game they can’t run at max, regardless of how good it currently runs. It’s annoying.
[quote=“Galileus, post:20, topic:6286, full:true”]
I’m sorry, but I ain’t going to point out differences in custom premium equipment in PvE game and premium WHOLE VFX OF THE GAME. [/quote]Where did I suggest that? For both, most of the VFX is constant (world, UI, and much of the rest) and the art is simply amended to improve things. - You do want artists who know how to do this efficiently, though.
Ok, I didn’t explain “most RPGs scale it in some manner”. I guess we might have a different idea of what is meant by art scaling - I didn’t hear the term before and I don’t see it on google, so I just interpreted it myself. I’m just talking (here) about modifying the base - eg making a sword shinier with a fancier hilt, adding glows and particle effects, etc. Adding more decorations to textures, like gold seams or emblems. Basic color/hue adjustment. Things like that.
RPGs like WoW & Skyrim use this lots, as do many non-RTS games.
[quote=“Galileus, post:20, topic:6286, full:true”] … “my personal experience said you’re not important!”, or any other such nonsense.
This is stretching it way too far. At this point I cannot believe you are honest in this discussion, and as such, I have no interest in it’s continuation.
Do enjoy your bubble.
[/quote]That’s not a fair summary IMHO. I said my frequent duration participation in numerous discussions on this including a real-life workshop (and, I’ll add now, discussions with multiple devs) on the issue has shown that most people are more put off (including purchasing habits) by paid game-affecting stuff than they are about paid cosmetics. I never said your opinion was unimportant - I merely said it was, from my experience above, a minority opinion - which is an important detail in this discussion when evaluating whether something makes sense financially. There was no intent to insult or demean. And if you disagree with that, just tell us why you think I’m wrong.
I apologize if I assumed that you were “annoyed by your opponent’s actions” - it sounded like you meant that from above but rereading it you don’t explicitly state it. I want this to be a civil discussion.
I’m sure you know there are many people who have issues with game-affecting payments, so I don’t know what makes you think I’m not being honest in this discussion.