We know how they work. All we are doing is advocating for better value and quality of our purchase. Doesn’t mean they have to, they can do what they want which is to maximise profit.
The issue is if this was the case 24 hours would become 1 - 4 hours translated.
On top of that, tracking time on a universal clock is simpler code with far less backlash.
Nearly all games avoid this due to backlash reasons as well as simplicity of code and better player behavior.
If I purchased playtime instead of just yearly, I’d feel rushed and I’d feel worse if I had a wasted match.
Today if I have a wasted match I have a full 24 hours to see if I want to come back to the game later.
However, if I bought 2 hours I’d feel rushed for those two hours of playtime; as an example.
So hard no.
This idea was thought of by ten-thousands of game devs and hundred-thousands of players over the last 30 years, and rejected for good reasons, mostly good psychological reasons.
Remember when cell phones had you purchase talk time in minutes? Data in minutes?
Made you have rushed conversations, and forced limited data use.
Regressive idea.
If you want better products then by them elsewhere or not at all. The best incentive for a company is competition. When advocating and attempting to implement policies for “better” conditions you often get outcomes that do the opposite. Look at price- or wage contorls they leave empty shelves and people without jobs
I believe the term is Womp Womp, corporations have to pay people fairly and price their products fairly. Are you a supermarket CEO by any chance?
Please go ahead and explain what “fairly” means, a rather arbitrary word is it not?
No I like to study economics though
This is going to veer off topic, but my view is that it should be fair to ordinary hard working citizens. Most corporations believe it needs to be fair to their profits. So that’s your choice to make in which viewpoint you support. However, as a player with zero shares in Gaijin, it is irrational to side with them.
The only thing this would achieve is making premium more expensive
Let me introduce you to the idea of a stake holder(not a shareholder) I like to play war thunder and with premium time. I think this proposal is gonna hurt my ability to play with premium time. That is my stake, which I dont want to lose.
Premium time as a match counter instead of straight up hour / day counter? Sure.
I don’t buy premium at all because of FOMO. Every second the ticker ticks without you playing is lost efficiency and utility of your purchase. The only negative factor is that they will jack up the price. How much? We don’t know.
I would like to be able to play without FOMO.
Another Bingo check for some guy in the thread having no clue what FOMO elements are.
Don’t forget to hand the sheet in and claim your prize.
And that is very understandable. With the current system, what I do, is buy “in-bulk” and when its on sale. I have alot of premium time now because of that; Why I dont have FOMO from any premium time I have left. Obviously you should spend your money how you wish.
Thanks, I dont really have FOMO when playing this game, A reason why I enjoy it alot. You should try it :)
lolwat? That’s not how premium works.
1- It’s $40 a year on sale.
2- $40 is below the average large game in price, and FAR cheaper than many other live service games.
You can’t think of it as “wasted time” cause you’re paying $40 for an entire year.
160 hours played across 360 days is $0.25 per hour, which is a downright steal.
And we have all experienced amazing games that take less than 10 hours to complete and cost $30+.
What?
That thought process only works for people who buy the year pack on sale, which is only available at a certain time of year.
It does not work for anyone considering purchasing premium at any other time in the year. Therefore you’re essentially conceding the point that premium is not worth buying outside of a narrow window of time.
Additionally it does not account for shorter premium options, so the only way to get real value out of premium time is to buy it in bulk during a narrow window.
The system I am proposing would make it so premium time has more value across all time periods and amounts. Furthermore I never said these options had to be mutually exclusive, quite the opposite. I think it would work best if they introduced a play time based option along side the existing raw time based option and then they could see which one sells better.
What I want to avoid is the scenario where someone purchases like a week of premium but then has something come up preventing them from playing as much as they intended, wasting the purchase. If it was available as play time instead then it doesnt matter if they can’t get to the game for most of a given week, their purchased time will be there waiting for them when they can play.
I’d rather have it match based rather than ingame time based. What if you forget to close WT overnight, or accidentally leave it open for some reason?
The current system is better than your proposal, but it could be made even better. Something like a day only counting when you log into WT would be better.
The most expensive short premium option is days, which no one should be buying to begin with.
It’s there to incentivize you to by annual of course.
All systems are.
Even with this suggestion, the most expensive option would be the 1 hour option, with the 1080 hour option being the cheapest per-hour.
This system was done on cellular phones and has been phased out.
This system has failed to be implemented in MMOs prior to this suggestion for War Thunder for good reason.
It doesn’t work psychologically, which is important for game morale.
A better suggestion, a genuinely better suggestion is after 1 week of inactivity premium pauses.
Yuh