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> > > > > > > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
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> > > > > > > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
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> > > > > > > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
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> > > > > > > > > Anyways, that was all. Farewell.
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> > > > > > > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
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> > > > > > > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
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> > > > > > I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.
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> > > > > You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.
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> > > > tell me more, what studio finance team do you work for? I’m genuinely interested since you seem to know all about the F2P model. Lets do some math. Lets say there are 1 million players that spent money in a F2P game, and 5% are the so called whales you mentioned (this is higher than what actually exists, its probably more like 1%). That 50,000 people spending around 500$ per year on micro transactions. That generated 25 million in revenue. Then you have the other normal 95% that spend around 50$ a year on avg. A much more normal number less than a 60$ game that people would pay anyway. That 95% is 950,000 players. If they each spent 50$ then that generates 47.5 million$ in revenue. This is why your argument is flawed. Their goal is to get millions of players to spend 10-50$ a year on battle passes and maybe a microtransaction or two. This generates far more revenue than the 1-5% that are spending anywhere from 200-1000$ a year. That 5% is an overestimation for sure. 99% of people that are willing spend money in a game will buy the battle pass and maybe a couple store items totaling 40-70$ for the year. F2P games are driven by volume through having a massive playerbase which is why the game is free and why they’ll want the game to appeal to the mass audience of casuals. (keep in mind making a game accessible doesnt mean it cant have a high skill ceiling -which it most definitely will). For your theory to be correct youd need 10% of the playerbase that is willing to spend money to be whales, and ill be honest here theres no way in hell thats true for any game.
Apparently you really cant fix stupid - " Lets say there are 1 million players that spent money" I gave a hypothetical situation of people who WILL spend money idiot. Not the entire player base (general non spending playerbase = casual gamer). This is just about the people who will spend money. What’s funny is I also said the 50$ is a hypothetical avg. Some will spend 20$ some will spend 70$. But this guy clearly doesn’t read and has no critical thinking skills. If you had actual reading comprehension skills you’d see I was talking about the people who WILL spend money. And the normal 95% I referred to being within that subset group of players. So none of that was backtracking at all. Its ok bud you can admit you have no clue what you’re talking about. For your idiotic whale statement to make sense there would need to be so many people spending 1K$+ that its comical to think about. This whole thing was a hypothetical scenario to show you why you’re an idiot who doesn’t understand basic math and statistics. So once again please enlighten me where I said the avg casual player? Lets be clear though the normal 95% are players who are in the group of people who WILL spend money. The avg casual will spend nothing. We are talking about 1 million paying customers, not the entire playerbase. Sorry I just had to lay that out for you since you have trouble reading and thinking at the same time. So I was right. You definitely can’t fix stupid. Big time yikes from this buffoon.

