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
That does sound good, its pretty realistic
Never gonna happen as much as I wish it would.
do you know how pissed off you just made gaijin with this XD dude they will lose so much cash
People have to deal with the consequences of their actions.
I disagree completely. The current system incentivizes either playing an excessive amount during a short period of time, or buying so much time that you don’t think about how much you’re playing relative to the purchase. I think this is unfair and manipulative.
However you’ve got no counter argument to the idea of offering both systems simultaneously. Different approaches to premium for different people. If the end result is more people purchasing premium then what’s the downside?
This seems like a great idea but the current system works fine anyway. And it encourages you to play (which is what they want) to get the most out of your premium time.
Personally, I’d rather something like consecutive premium time is discounted or you can buy short bits of premium with SL or similar. A way to make premium more accessible but not necessarily substantially different
You’d pay a lot more for each minute of play time than each minute of elapsed time.
You might feel better about it, but you wont’ be better off.