New Boards; Old Suggestions

There’ll only be condensation if your comments are met with a cold response. ba-dum tss. I’ll see myself out.

I think health packs are essential for those who want to be competitive. And that creates an urgency to buy them which can obviously drive revenue. I have over 1500 at the moment and would happily swap 1000 for your VIP haul @kgb!

Healthpacks are just the energy mechanic of this game. I see a lot of talk of “I played so many games. Why does this exist??”, but those games played don’t seem to be in this category of games.

It exists because it’s the standard for mobile gacha games. They all have a cap on how much content you can do in a given time without spending. Usually with some kind of recharging energy.

MSF for example has energy for each individual campaign, for each individual raid and has healthpacks on top of that if your team fails.

Some games also give you the “option” to watch advertisements to get more “quarters” or energy.

Healthpacks really are only a barrier for newer players anyway with smaller and weaker rosters. Any deep roster really isn’t using any healthpacks, be it due to team strength or roster depth.

As far as health pack sales go, I don’t know how many people use HP to get more. Nor if the act of using HP is tracked as a “sale”.

But most people quickly realize that you can get them with HP (since you get an popup when you run out) and I can’t imagine many ever use cash.

Anyway the fact that health packs are a place HP is used by some, and that therefore some people may need to buy HP because they use)))d some of it up on health packs, is plenty of reason for the devs to leave the system as is.

Regardless of players now being able to circumvent it with creative rosters use (May and some other people can heal up anyone), or using Taco tokens, using HP is still a fast option.

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I recall when I was getting started that there were occasional deep discount sales on health packs, something like 100 packs for 10 bucks or so? You’d think if pack sales were of any importance that they’d still be running something like these offers from time to time.

In arcade games, quarters make money, sure, but they also conceal the fact that most of those games are incredibly short and shallow. Have you ever played an arcade beat-em-up with infinite continues turned on? You’ll beat it unbelievably quickly, and find that there’s a whole lot less game than you remembered.

For most of these games, quarters were revenue but they were also a really important feature.

Yeah, this is why they have to bundle the old beat em up arcade games as collections and not individually. The ninja turtles cowabunga collection has 13 games included. If they just tried to sell Turles in Time or the original arcade game by itself it would have to be a really low price, because you can beat the entire game in like a half hour.

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I was a teenager in the golden days of arcades (80-85). I didn’t need infinite continues turned on as I could play games like PacMan (I’d memorized the patterns) or Asteroids/Robotron (can earn infinite lives) for hours on a single quarter. Sure game play was shallow but it didn’t mean I didn’t like doing it repeatedly. I still have a MAME system to relive my glory days and I don’t mind the game play one bit.

KGB

I think you might not be representative of most players, MPQ or otherwise.

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Oh, this comment is a gas gas gas!

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It’s a sort of semi-gacha aspect, though I think MPQ is older than gachas lol. Traditional mobile ones anyway. They don’t want you to just be able to play infinitely.