curiosity wrote:The 1st quote about who can make trade in their map.
Yeah sh*t happens, like your aguments.We're not just talking about them, we're talking about systematic procedure as to whether or not, the people who want to be able to make trades in their maps can be allowed. If we're talking about the same procedure as a mod in a very large discord server then that would mean the takes days to process for an unkown amount of dozens applicants.
If you're going to give an idea how it could come out then tell me how the bloody hell is this manageable? You want mods to just investigate, and verify people every time? Not to mention, this is also entirely up to what the moderator thinks.
If you really are seriously talking about these sort of people, then that's just hella restrictive. If you're going to speak up about letting map makers earn money then this shouldn't be this limited to the most well-known people and respected in the community. We're looking for good people.
With the criteria being that high and targets way way more qualities than actually necessary to begin with that would mean that in map trading would become the most under-used feature in the game.
curiosity wrote:The 2nd quote about the person that's responsible.
I don't think you understand the social pressure from this. Large companies can handle some parent's complaining from this but i don't think indie devs can tolerate it as well.
Also it does apply juridically and ethically. Tell what you've said to the judge see how it goes. Scams happen because it's a form of a deceptive or manipulative marketing scheme. And also that has to be specifically prevented and may also has to be refunded if it is possible for the victims and also punish the offender and that's by law.
Ethics means having a moral principles when it comes to activities that affects people. Deceiving people into wasting money literally breaks the conventional idea ethics.
Also, the trading is being done through Eric's own system. While i'm not entirely sure what it changes things but Eric will for sure has to manage any trading that had happen terribly. So he's liable legally here.
I think because it's done through Eric's system, he's partially liable for scams that occur precisely because he's technically letting them happen in the first place. Eric won't have the damn money to hire lawyers for his lax security if this just happens.curiosity wrote:The 3rd quote about how much can you gain.
Besides a few bucks probably then yes.
Like i said, this is pure speculation. [spoiler]I'm not qualified in statistics nor economics.[/spoiler] I don't even know how much players pb3 will get.
Paul308-base seems like an enticing example of a constantly replayed map. But flashback 8 years (or more) the average players reach 1000 or something and we had significantly more variety in maps. When pb2 reaches a thousand players daily then, you can expect like a hundred and a half matches or more each filled like 6/8 4/8 7/8 or 8/8 (full matches aren't shown tho) something something . And the question is which one of those is ur maps? Probably one or two, and in a very rare case, a handful.
Of course, at the time there's the usual bosscat1-saw5 every few days or so but the rest are just unique maps.
Some City map matches were made and never seen again.
These days, people won't make matches and would often join existing ones.
If you played pb2 when it still reaches 1000 daily, you should have seen the trend where repeat maps are seen for the time being but never seen again when you waited a few days.
What i could say about Paul308-base is that it's a pure and simple rp map. Adding a mere sniper rifle skin for that one map, in one match, in one life that will get stolen afterwards. Then yeah that will deter players from buying that gun.
Like i said, players might try to buy some stuff once or twice but you're buying something that's probably so miniscule that you don't really miss that much when you don't buy them.
Basically, players are hardly going to have any incentive at all to buy a gun in a base map that's going to be gone the next time you join.
In marketing, you want people to feel like they own what they buy that's why you're idea is fundamentally weak.
It's because they can't bring what they "own" to other matches or rejoin that I think they'll hadly have incentive at all.It's not exactly a stretch either that people just happened to remember a map of a certain genre especially since that's what you see nowadays with a small playerbase. (pvp? niru-dm2, saw? bosscat1-saw5, base? paul308-base)
With a large playerbase that effect is going to be a lot less prominent. (Go back to where i said when it was average 1000 players.)
For now the same map trend died down and have a lot more varied maps in pb2 atm during the time of writing this.A DLC-ish extra content sp map series or saw maps are likely a better example on how to make trades rather than some splish splash it's waste kit. I can see people buying those if that map is so good and has a lot of effort that players want to see more and there is also actual content to buy. Even then, you can't really make them too expensive like you would for a real dlc.This isn't a server sized model like minecraft or roblox server does, this is just a 2-32 (32 max players pb3?) players per match in a bound to be oversaturated matches in a game. And how much of those 32 players max at a time are going to buy for such a tiny content?
Why don't you give me a well guided speculation how could you earn a decent amount of money using this? You only just gave example of a popular map with the wrong point of view using the current trend of players in pb2 rather than thinking the size and scale pb3 will have and then slap a pay stuff for thing.
It has to statistically make sense. Ask people what mp matches where like when it was popular.
curiosity wrote:The 4th qoute about an argument financial incentive to make (good) maps
This ain't a
Money krusty krab meme.
It's surprising pb2 managed to even stay afloat without any new content. By the time the vars came (var update is the first major update in years before custom art), pb2 is alr dead. Maybe it would have a spike again in playerbase if it was advertised but we alr know Eric is alr working on pb3 years ago now before the var update even came.
Even then, people still had the creativity to make maps on a true to the word, a dead game.
What about the new players? Same sh*t still applies.
They had the creativity to make maps. Get inspired by existing map that they liked, tried to imitate and top off them. Innovative people making unique maps.
Financial incentive is going to be a side dish or even less in your main course in your food of fun. Unless you can prove that you
can get a lot of money otherwise.
curiosity wrote:The 5th quote about Eric getting money.
This is just rather desperate, this is just one of ways Eric could get money. It's been discussed in discord how could this work. Of course, nothing has been decided yet, just ideas and speculation.
In the most recent, Eric has entailed the idea of still having guest accounts and paid accounts.
Far back are monetizing art for use into something more permanent. Particularly custom player skins. Other example are custom art for use in map making.
I think Eric has also said something involving a subscription.
Eric thinks whether pb3 would be a p2p, or a f2p game with certain restrictions.
There are lots more these are just on the top of my head. Though essentially, Eric remarked that he'd like the payments would be something f2p wouldn't mind to have.
Other entertained ideas that involve the currency is to get coins when leveling up. Seems rejected(?). It's not much discussed how to get coins without paying for those specifically nor from a trade (other than the lvl up).
Virtual currency isn't entirely confirmed yet i think but is very likely to happen. You can probably expect a virtual economy in pb3 i think.
curiosity wrote:The 6th quote about money good.
Money good brrrrrrrr.
Payment options does not necessarily make the game any cooler.
The reason why pb2 died is because it didn't have any major update when it was just basic triggers, backgrounds, walls etc. (no bg/decor adjustments either.)
Other than creative gimmicks you could pull off, they're relatively plain aesthetically and mechanically. Otherwise, things you could do are relatively simple.
As i said, by the time there's any major update, game's practically dead.
Another factor is that this is flash, we can't go nuts here in detail nor mechanically. phsc's urbanrealwar is close to the laggy point.
Assaultscout going nuts with details (decals, furniture, effects, dead bodies) led to the game dropping fps.
Periodical updates, more possibilities, this is a sandbox game goddammit. So much sh*t you could do in pb3. If you feel like it, you could recreat the entire battle royale game with randomized weapons, the storm, a parachute, the flying plane. In pb2, that would just be 10 fps or smth.
Financial motivation will be the last thing i would need to recreat a popular gamemode from tf2, theme the entire damn map, and even make a whole class system with their own customisable weaps.
For newer people or any player really the allure that you could make your own map and have people try them. It's really intruiging isn't it?
When you think that you have something cool to show to the players in pbc won't you be happy to have them say "this is a great map." Isn't that what map making should be in the first place? Just raw imaginaton and creativity?Basically what i'm saying is that it's f*cking cool and i should make it.
Hello.