Halo 6 business model

the perfect solution for us gamers would be free games with free dlc, but here in the real world we know we have to pay for something, especially if we want good quality.

micro transactions is not the same as pay to win. Not necessarily.

here are my thoughts on what 343 should charge for and what should be free for everyone.

base game (including campaign, matchmaking, forge, local customs and multiplayer - minimum) as normal game price.

PvE mode could be paid for separately or part of the base game depending on how nice 343 are feeling.

armours (including weapon skins) , stances, assassinations would work one of two ways. We could have the credit system of reach and give the player the option to buy or earn credits. Alternatively there could be paid for exclusiveb armour sets/attachments.

vehicles and weapons should NOT be paid for along with maps.

next, online customs. There could be two options, firstly for the generic user to buy outright a server for the custom server browser costing around £/$10. The next option could be a licence for a streaming server for youtubers and twitchers who would pay on a monthly basis since they get paid on those services through advertising.

So to play custom games it would cost me £10?

> 2533274810945725;2:
> So to play custom games it would cost me £10?

local customs, ie. How it is now, hosted on your xbox maybe over live is part of the base game.

having your own online server, ie. Random people going online and joining your game hosted by one of 343s server would be paid for. The subscription model for this is used by battlefield, but that really excludes gamers who don’t make money off having the server through the likes of youtube meaning we would pay for it out of own pocket ultimately dividing the community.

a one time payment for a server if you are not going to broadcast. Monthly/annual licence subscription if you are.

I think the model they have now is fine, but it does need a few tweaks to avoid even remotely resembling pay to win.

Keep experience and REQ points, but ditch random unlocks. Perhaps random for consumable cards, but not perms for certs and armor. You buy certs directly with REQ points you’ve earned and there is no way to purchase those with real money. You also earn credits (like in Reach) which can be bought via microtransactions (e.g. $2 for 5,000 credits) and they are used to purchase armor, emblems, colors, stances, animations, etc. If they’re worried that not as many microtransactions will happen because people will just save a up a bit and get the one item they want, then make all the items really expensive. I’d much rather have to save the equivalent of a million REQ points and be able to outright buy the thing I want, then keep draining points and hope I get what I’m looking for. If they continue to add new good armor and weapon skins each month that cost a lot of credits, microtransactions will continue to happen. They can count on completionists who will dump hundreds of dollars to get everything, and if every month they release some epic armor that costs an obscene amount of credits to purchase, they can count on plenty of people who’d rather dump 10 bucks to buy credits rather than earn them thru gameplay. In the end, microtransactions do not touch the weapon certs for Warzone, as they’re not randomized, but paid for directly with REQ points, which, again, cannot be purchased with real money.

This is all assuming we still get good playlists/custom games/forge/file share support. That stuff comes first.

Okay sorry rant over.

> 2533274802029738;4:
> I think the model they have now is fine, but it does need a few tweaks to avoid even remotely resembling pay to win.
>
> Keep experience and REQ points, but ditch random unlocks. Perhaps random for consumable cards, but not perms for certs and armor. You buy certs directly with REQ points you’ve earned and there is no way to purchase those with real money. You also earn credits (like in Reach) which can be bought via microtransactions (e.g. $2 for 5,000 credits) and they are used to purchase armor, emblems, colors, stances, animations, etc. If they’re worried that not as many microtransactions will happen because people will just save a up a bit and get the one item they want, then make all the items really expensive. I’d much rather have to save the equivalent of a million REQ points and be able to outright buy the thing I want, then keep draining points and hope I get what I’m looking for. If they continue to add new good armor and weapon skins each month that cost a lot of credits, microtransactions will continue to happen. They can count on completionists who will dump hundreds of dollars to get everything, and if every month they release some epic armor that costs an obscene amount of credits to purchase, they can count on plenty of people who’d rather dump 10 bucks to buy credits rather than earn them thru gameplay. In the end, microtransactions do not touch the weapon certs for Warzone, as they’re not randomized, but paid for directly with REQ points, which, again, cannot be purchased with real money.
>
> This is all assuming we still get good playlists/custom games/forge/file share support. That stuff comes first.
>
> Okay sorry rant over.

wow, big block of writing.

so essentially to break it down what we both agree on, essentially, no random armour unlocks. And keep micro transactions away from REQs

what I disagree with, is consumable cards. I think they need to just go. Warzone can still play with the req system, but req cards are not locked/burned, all available in game using the same level system. If burn cards were to remain, they should use the same currency. Just credits, or req points. No need for two.

one thing is for sure, we need customs server browser