I think the main problem I have w/ the sentiment that "Overwatch's monetization isn't that bad" is: 1. the monetization models the game is often compared to when supporting this notion are also bad-- if not egregiously worse-- and should also be changed. 2. the monetization is the content for Overwatch at this point, and there is no real reason for people to continue playing if they aren't actively spending more money. Overwatch's monetization doesn't *have* to be bad. In fact, I think that if they actual monetized things people gave a shit about and want to pay for-- then they'd be better off. Of course, that'd also come hand-in-hand w/ moving back towards a content structure that exists outside of reused events, collaborations, and more original cosmetics. Whenever I see the excuse that "well they have to make money for this free to play game", I always like to counter w/ one word: Warframe. A free to play game that has been free to play before Overwatch even existed, has more diverse content and more longevity, and also has a free battle pass, free new characters, free content updates, and more in-depth customization options, with most things in the game being earnable for completely free thanks to the trading system, enabling players to trade premium currency for player items. Digital Extremes certainly isn't a company that is only "making enough money to stay afloat" either. When Warframe was created, they were nigh-bankrupt, and today they're doing better than ever. It's not about the game being monetized, but that the monetization of Overwatch feels hollow. Pretty much all the new content for the game is related to things they can monetize. With Warframe, their monetization is smart, unobtrusive, and offers more players more options. Skins are recolored via color pallets, and not individually, separately purchased recolors of the same skin. You can equip additional attachments to your character, like armor, and capes. Skins can be mixed and matched. And in a game w/ 50+ unique characters, many of them have a number of options for their appearance that can be purchased at anytime. Show your playerbase that you respect their time and money, and they will buy stuff in your game. Blizzard has been working backwards here, where their monetization structure feels like it's asking for more money from the players and offering nothing in return-- aside from more ways to spend money.
"Pretty much all the new content for the game is related to things they can monetize." This statement is completely untrue. How is 222 test monetizable? How is min1 max3 monetizable? How is kingmaker monetizable? How is junkenstein monetizable? How is map rework monetizable? How is mirrorwatch monetizable? How are new modes monetizable? How is community crafted monetizable? How is qp hacked monetizable? How is hero mastery monetizable? How is crises pve monetizable? We've been content bombed for several seasons already. If you still think new skins are the only new content, you might want to have an amnesia check, because something is wrong with your perception of reality
@ this is the type of comment one produces when they hyper focus on one sentence instead of the larger point. the modes mentioned here are test modes blizzard has been hyping up for months in order to bring players back, only for it to be released when rivals finally came out, so no one really cared about 6v6 by that time. the three separate format tests that are all just different iterations of 6v6 are not real "content" to a vast number of players, but is seen as blizzard adding back content they already removed from the game. junkenstein was alright, but that's one event stretched over an entire season when people were already gearing up to move to rivals. the marketing for the event was also bad, and was paired w/ all the things that are monetized. same goes for mirrorwatch. the event was fine, but one stale event per season is just not enough when your game is hemorrhaging players. qp hacked is not "content", they are playtests for things that may not even be added, for things that most players may not even care about. and again, the marketing for it is nonexistent. the fact that idek what you're talking about in regards to community crafted makes my point in i itself. if an active players doesn't know what that is, the players blizzard is trying to win back definitely don't. the vast majority of players don't engage with hero mastery, so bringing this up is really funny, because you're just showing that blizzard is making content people don't really care about. if you consider the last few months "being content bombed", i think the many players that have just left the game would disagree w/ you. this is less content than my example-- warframe gets in the same time, and feels like less content than what we used to get in the original game.
@ You see, your point is that blizzard does not have enough actual game content to justify the monetization. I provided you a load of examples of content, and you disregarded them with marketing and "test are not content." The first one is irrelevant because marketing has never been a part of the discussion. The second one is ridiculous. Calling actual changes to the game that you can actually try and have fun with not content just because it is a test is just bad faith argument. And, I am really curious, what content exactly do you think Blizzard should add if new modes are not real content to you?
@ not my point, and yes, playtests are not new content, especially when those tests are in an attempt to fix an issue that the original game didn't have. that being said, i don't disagree that mirrorwatch and junkenstein are content, but those were events stretched across the season that saw minimal changes and were also still monetized lol. even then, do you genuinely believe that all of this content being released over the course of the last 6 seasons is enough? you need to put the content you're discussing into perspective. this is not a large amount of content for a year's worth of releases.
Overwatch’s monetization is no worse than any other game, and I feel like it’s unreasonable to expect Overwatch to change the F2P genre standard. Honestly the only way I could see it being changed is from government action or something along those lines because the companies have no incentive to do it on their own. One game that has done something really good monetization wise is The Finals which has no shop FOMO, once an item is released in the shop it is always available for purchase.
what does OW do that is worse than any other game? Fake bundle discounts, rivals has it. A temporary store fro fomo, LoL and Val. Riot made it. A battlepass, the thing that every game has. recolors, Rainbow six siege is the king of recolors. yes it's scummy, but it's not unique. I am all for shitting on OW for bad monetization, but every other game should be included in the dogpile.
I feel like the ow1 lootbox system is like the pokemon card gambling debate. "Lucky bags" are a very common thing in my country. You can get them at the baker. You can get them at gassstations, amusement parks, markets, grocery stores. Like babe, stop. It's free, it's fun and everyone knew what they were signing up for when they decided to put some money on the table. We don't like lootboxes because it feels like progressing in the the game. We like it because it feels like we're getting small little gifts all the time and it makes us feel special and like we're being rewarded for our time spent :3
The sad thing is, even if Blizzard executives had a change of heart overnight and decided they want to reintroduce lootboxes, legally speaking, they can't. A few countries have outright banned lootboxes as they're considered gambling. China and Japan are the big ones, with the big playerbases to match. So the two options would be: 1) reintroduce lootboxes everywhere except Japan and China. 2) reintroduce lootboxes but have the way they work be region-dependent to still follow international laws. Option 1 will lead to another review-bombing campaign, and option 2 would most likely be a lot of hassle, and would still unfairly favour certain countries. Me personally? I just want credits to actually be grindable in game. I don't mind not being able to earn coins for free, but credits? They're literally the free currency, and yet you can only get 150 a week, excluding BP rewards. 150 week is nothing, that's the equivalent of 2-3 voicelines for a week of playing, and over a month for one skin. Bring back credit rewards for queueing off-roles. It should have never left. 25 credits per game on your least-played role. Tbh, I wouldn't even benefit from that change because I've played since 2016. I already have 90% of the cosmetics I could ever want. But for a new f2p player, earning credits for cosmetics must feel like a pain.
@@totalwhitetrash It's also some countries in Europe. Since i remember sty covering it at the time it happened during overwatch 1 years. And at this point i looks like i don't care how they change their monetization. Got tired of waiting. Them trying to fix even small detail about the game looks like taking months to almost a year. Nor do i have any trust in anything they promise they're working on at this point.
I dont think overwatches monetization strategy is a problem but the game is over-monetized in the way that updates are focus on skins and things to sell you and there's too infrequently updates based on actual game content
"too infrequently updates based on actual game content" is an untrue statement. We got crises pve + a huge rework in s9. We got mirrorwatch in s10. We got community crafted + runasapi + map rework in s11. We got clash(2 new maps) in s12. We got junkenstein + two 5v5 test + map reworks in s13. We literally got new actual game content every single season. I didn't even count the new heroes. How is this "infrequent"?
@ just look at the current season. No new game content other than hazard and we’ve had multi shop updates, added Maximillian’s store, did collaboration skins, and added a slutty mercy but sold it as part of a 40$ battle pass bundle. Just seems like they’re asking for a lot of money when we can’t even get a proper balance patch over the course of the entire fucking season lol
@ "No new game content other than hazard" is not true. We got 222 test and min1 max3 test. If you want, you can even play the arcade modes. Also, what do you mean we can't get a proper balance patch? The meta character got nerfed, the characters outshined by the meta comp got buffed, and underperforming characters also got buffed. What can you even complain about this balance patch?
@ I dont think adding an unranked mode where you let each team have 1 more player and you never balance anything is a good example of them releasing 'content'. Also wtf crack are you on bro "the meta character got nerfed", you mean hazards leap cooldown went from 5-6 seconds and the widow change where? We then got buffs to winston and tracer who are dominating lobbies already. What can i complain about? the fact it was tone deaf and included none of the things I expected, that we got a 6v6 test that had awful balancing off rip that was never fixed, and then they just brought it back with no changes in a new format cuz fuck it. Also the arcade modes you mentioned are re-released gamemodes that nobody plays that come with accompanying store updates.
@ You do realize that having one more player on each team is a significant amount of work for the devs, right? It is surely convenient for you to just ignore the entire reason why we are only getting 6v6 in s14 not any season before it: the technical problems with consoles. Also, 6v6 is supposed to be a test/experiment for their data gathering. It should not have balance patches, because balance patches are confounding variables. Onto the balance, a 1 sec nerf to hazard's leap is not a small nerf, and the devs have been nerfing hazard bit by bit for three patches already. What? Do you expect them to sudden drop a huge nerf on hazard and make him literally unplayable? Of course, they are not going to do that. They are slowing shifting hazard down to find the right place he should be, and you not understanding that shows a lack of fundamental understanding of how to adjust basically anything in life. Also, if you were getting dominated by winston and tracer before or after this patch, you're just bad at the game. The meta characters are still soj, haz, and genji. Getting dominated by winston and tracer is ridiculous. They are one of the most outplayable characters in the entire game. By the way, the arcade modes in this season are not new. When I was talking about new modes, I was talking about the two 6v6 tests
I don’t mind the monetization model. You can get the battle pass every other season if you play enough, and while shop skins are expensive there’s usually some cool ones you can buy with regular coins. Some hero’s need more good skins like venture but otherwise it’s cool
Nice to see an interesting response to my comment espcially since mine is pretty harsh and doomer. I didn't think about Maxamillian vault like that but given it seems their isn't a way to manipulate them by any effective means just kinda turns it into a LET'S GO GAMBLING kinda thing which rubs me the wrong way. I guess i just hold overwatch to a higher standard since it was retroactivly turned into a F2P game which might not be fair but it's how I feel. In regards to better intrinsic motivation to play what I think the game needs is simple A. Reitroduce levels and borders with some kind of reward every 10 levels or whatever B. Add more universal battle pass rewards by giving people the option to trade in an exclusivly battle pass item for a token of a corresponding rarity that you can trade in for an item of the same rarity with some restrictions (no collab, no battle pass, nothing under 1 year old). That way if a skin is mid or a hero you don't play it isn't a waste. Also mabey just include loot boxes at the prestige tiers or whatever. C. Beef up hero mastery with meanigful rewards for long term devotion (emotes, mabey credits, legendary recolur "flex" skin, Silver or Carbon fiber weapons etc.) I wanna flex on people and say "yeah I'm an X main and proud of it".
The way I'd usually describe OW2's monetization is that it is *decent* if you are a true F2P but actually pretty darn good if you are willing to put in *some* money. Assuming you have a decently wide pool of heroes you enjoy playing, the battlepasses are pretty much always a good value, especially now with the 2000 credits, 600 coins and 80 prisms you get back from it. I tend to get the ultimate bundle if I happen to like the bonus skins in it since the 2000 coins back you get from it will cover any one shop skin I want the most that season. Maybe that makes me a whale, idk, idc. I think the main things I'd change are making old BPs purchaseable and indefinite, similar to Halo Infinite. And also that I think they need to stop being so goddamn stingy with the white credits and just let us earn them in perpetuity on a per-match basis. The gallery really should be treated like Halo's Exchange, as a F2P rewards shop. But once you get all the credits from that season's BP and you've done your weekly 150 credit challenge, there is literally no way to progress further until it resets. They really should be encouraging people to no-life this game but there is just this arbitrary cutoff point where you just stop getting rewards, and I think this is actually bad for them. There has got to be one motherfucker in a suit who is convinced skin sales will plummet if they make credits more accessible, but *nobody* is pulling out the wallet for gallery skins when they need to save that money for the exclusive shop skins. Even just like, 10 credits a match would go a long way to making the game truly more F2P friendly. The lack of recurrent rewards is a big reason why the player population falls off a cliff towards the back half of a season, everyone got all their shit and is just waiting for next season. They're trying to address this with competitive drives, but not everyone grinds comp, and even those who do seem to actively dislike the drives for being inconvenient and even sweatier than usual. There's a much more elegant solution here and its rewarding people's time investment in perpetuity.
Id rather have the game i paid money for. Monetization needs to be done as a service, not an obligation or exploitation. Cosmetics being tied to monetization is understandable, but still a problem for the free to play market. Personally, i think free to play is a poor model. Most of these games are very much mobile quality, instead of the quality promised. Games were fun when you could earn your "gear," whether it be merely cosmetic or not. A subscription service might be a better model, instead of the battlepass, instead have a monethly or yearly subscription cost. This can be a small price. Honestly this is more consistent and makes sense as you are offering a live service. Relying on not only having players, but on selling battlepasses and cosmetics is going to end badly. If the skins are bad or overpriced, they wont be purchased. If the battlepass isnt worth buying, people wont buy it. Consistent players are needed anyway, so a cheap price to play online seems far more reasonable. This is what WoW does, i dont see why this doesnt work for these games. The only issue would be the cover charge, but with microtransactions, most players pay way more than that anyway. I know why corporations do this, its because they can exploit consumers. They can suck every penny out of the idiots. I hope these games crash and burn.
I don't want to defend league, but if you're trying to point out a game having a confusing monetization system, league just isn't it. Purposefully trying to act extra confused is completely disingenuous towards your audience when the system only takes a few moments to understand how it works: RP - purchasable for money, used in the RP shop Blue Essence - easy and free to accumulate, used to buy champions Orange Essence - easy and free to accumulate, used to exchange for certain skins, not all Mythic Essence - gotten from chests and the battle pass, used in the Mythic Shop for exclusive rewards RP is the paid currency and can get nearly anything, Blue and Orange are for f2p players to get champions and skins, Mythic can only be grinded for and is there to get special rewards that cannot be directly bought by RP Obviously there's a bit more complexity to it but it in essence this is literally it.
@ you get loot boxes and key shards from playing normally. You use the keys to open loot boxes. The loot boxes have a chance to give you champion shards or skin shards or mythic essence. Champions can be bought at a discount using their shard + blue essence, or you can sell the shard for blue essence. Skins can be bought using their shard + orange essence and the skin shards can be exchanged for orange essence. Blue essence is for champions, orange essence is for skins, it’s still very straightforward.
@@drjamaymay405 I divided it into smaller sections so it could be easy to read lmao if I decided to organize it into paragraphs instead this would only be 1-2 at most don’t exaggerate lol.
i play warframe, ow2 can do alot better with how they trying to scam us. with less content then any free to play game i played. So no ow2 dont need to make money in the way its doing so.
I love warframe as much as the next guy, but it's a completely different genre of game, so the monetisation models can't be compared without being at least a little disingenuous. If this was a video on Destiny 2, then hell yeah I'd be right there with you praising Warframe and its devs for doing F2P correctly. But this is Overwatch, we can barely communicate with each other in text chat, can you imagine trying to use some form of trade chat in Overwatch? You'd end up buying a new slur before you buy a new skin, lmao. What Blizzard can learn from Warframe is community engagement. Digital Extremes have one of the best dev-player relationships I've ever seen. The fact that players can design cosmetics which end up in game, and those designers then get a portion of sales, still feels insane to me. I would LOVE to see Blizzard do something like that going forward. I've seen some of the artists in the OW community, and their skin concepts. They're brilliant, and Blizzard is missing a trick by not giving them the attention they deserve.
I think the main problem I have w/ the sentiment that "Overwatch's monetization isn't that bad" is:
1. the monetization models the game is often compared to when supporting this notion are also bad-- if not egregiously worse-- and should also be changed.
2. the monetization is the content for Overwatch at this point, and there is no real reason for people to continue playing if they aren't actively spending more money.
Overwatch's monetization doesn't *have* to be bad. In fact, I think that if they actual monetized things people gave a shit about and want to pay for-- then they'd be better off. Of course, that'd also come hand-in-hand w/ moving back towards a content structure that exists outside of reused events, collaborations, and more original cosmetics.
Whenever I see the excuse that "well they have to make money for this free to play game", I always like to counter w/ one word: Warframe. A free to play game that has been free to play before Overwatch even existed, has more diverse content and more longevity, and also has a free battle pass, free new characters, free content updates, and more in-depth customization options, with most things in the game being earnable for completely free thanks to the trading system, enabling players to trade premium currency for player items. Digital Extremes certainly isn't a company that is only "making enough money to stay afloat" either. When Warframe was created, they were nigh-bankrupt, and today they're doing better than ever.
It's not about the game being monetized, but that the monetization of Overwatch feels hollow. Pretty much all the new content for the game is related to things they can monetize. With Warframe, their monetization is smart, unobtrusive, and offers more players more options. Skins are recolored via color pallets, and not individually, separately purchased recolors of the same skin. You can equip additional attachments to your character, like armor, and capes. Skins can be mixed and matched. And in a game w/ 50+ unique characters, many of them have a number of options for their appearance that can be purchased at anytime.
Show your playerbase that you respect their time and money, and they will buy stuff in your game. Blizzard has been working backwards here, where their monetization structure feels like it's asking for more money from the players and offering nothing in return-- aside from more ways to spend money.
"Pretty much all the new content for the game is related to things they can monetize." This statement is completely untrue. How is 222 test monetizable? How is min1 max3 monetizable? How is kingmaker monetizable? How is junkenstein monetizable? How is map rework monetizable? How is mirrorwatch monetizable? How are new modes monetizable? How is community crafted monetizable? How is qp hacked monetizable? How is hero mastery monetizable? How is crises pve monetizable?
We've been content bombed for several seasons already. If you still think new skins are the only new content, you might want to have an amnesia check, because something is wrong with your perception of reality
@ this is the type of comment one produces when they hyper focus on one sentence instead of the larger point. the modes mentioned here are test modes blizzard has been hyping up for months in order to bring players back, only for it to be released when rivals finally came out, so no one really cared about 6v6 by that time. the three separate format tests that are all just different iterations of 6v6 are not real "content" to a vast number of players, but is seen as blizzard adding back content they already removed from the game.
junkenstein was alright, but that's one event stretched over an entire season when people were already gearing up to move to rivals. the marketing for the event was also bad, and was paired w/ all the things that are monetized. same goes for mirrorwatch. the event was fine, but one stale event per season is just not enough when your game is hemorrhaging players.
qp hacked is not "content", they are playtests for things that may not even be added, for things that most players may not even care about. and again, the marketing for it is nonexistent.
the fact that idek what you're talking about in regards to community crafted makes my point in i itself. if an active players doesn't know what that is, the players blizzard is trying to win back definitely don't.
the vast majority of players don't engage with hero mastery, so bringing this up is really funny, because you're just showing that blizzard is making content people don't really care about.
if you consider the last few months "being content bombed", i think the many players that have just left the game would disagree w/ you. this is less content than my example-- warframe gets in the same time, and feels like less content than what we used to get in the original game.
@@admin-nimda also, junkenstein and mirrorwatch *were* monetizable lmfao. we got a slew of new cosmetics for both.
@ You see, your point is that blizzard does not have enough actual game content to justify the monetization. I provided you a load of examples of content, and you disregarded them with marketing and "test are not content." The first one is irrelevant because marketing has never been a part of the discussion. The second one is ridiculous. Calling actual changes to the game that you can actually try and have fun with not content just because it is a test is just bad faith argument.
And, I am really curious, what content exactly do you think Blizzard should add if new modes are not real content to you?
@ not my point, and yes, playtests are not new content, especially when those tests are in an attempt to fix an issue that the original game didn't have. that being said, i don't disagree that mirrorwatch and junkenstein are content, but those were events stretched across the season that saw minimal changes and were also still monetized lol.
even then, do you genuinely believe that all of this content being released over the course of the last 6 seasons is enough? you need to put the content you're discussing into perspective. this is not a large amount of content for a year's worth of releases.
Overwatch’s monetization is no worse than any other game, and I feel like it’s unreasonable to expect Overwatch to change the F2P genre standard.
Honestly the only way I could see it being changed is from government action or something along those lines because the companies have no incentive to do it on their own.
One game that has done something really good monetization wise is The Finals which has no shop FOMO, once an item is released in the shop it is always available for purchase.
what does OW do that is worse than any other game?
Fake bundle discounts, rivals has it.
A temporary store fro fomo, LoL and Val. Riot made it.
A battlepass, the thing that every game has.
recolors, Rainbow six siege is the king of recolors.
yes it's scummy, but it's not unique.
I am all for shitting on OW for bad monetization, but every other game should be included in the dogpile.
I feel like the ow1 lootbox system is like the pokemon card gambling debate. "Lucky bags" are a very common thing in my country. You can get them at the baker. You can get them at gassstations, amusement parks, markets, grocery stores.
Like babe, stop.
It's free, it's fun and everyone knew what they were signing up for when they decided to put some money on the table.
We don't like lootboxes because it feels like progressing in the the game.
We like it because it feels like we're getting small little gifts all the time and it makes us feel special and like we're being rewarded for our time spent :3
The sad thing is, even if Blizzard executives had a change of heart overnight and decided they want to reintroduce lootboxes, legally speaking, they can't. A few countries have outright banned lootboxes as they're considered gambling. China and Japan are the big ones, with the big playerbases to match.
So the two options would be:
1) reintroduce lootboxes everywhere except Japan and China.
2) reintroduce lootboxes but have the way they work be region-dependent to still follow international laws.
Option 1 will lead to another review-bombing campaign, and option 2 would most likely be a lot of hassle, and would still unfairly favour certain countries.
Me personally? I just want credits to actually be grindable in game. I don't mind not being able to earn coins for free, but credits? They're literally the free currency, and yet you can only get 150 a week, excluding BP rewards. 150 week is nothing, that's the equivalent of 2-3 voicelines for a week of playing, and over a month for one skin.
Bring back credit rewards for queueing off-roles. It should have never left. 25 credits per game on your least-played role.
Tbh, I wouldn't even benefit from that change because I've played since 2016. I already have 90% of the cosmetics I could ever want. But for a new f2p player, earning credits for cosmetics must feel like a pain.
@@totalwhitetrash It's also some countries in Europe. Since i remember sty covering it at the time it happened during overwatch 1 years. And at this point i looks like i don't care how they change their monetization. Got tired of waiting. Them trying to fix even small detail about the game looks like taking months to almost a year. Nor do i have any trust in anything they promise they're working on at this point.
I dont think overwatches monetization strategy is a problem but the game is over-monetized in the way that updates are focus on skins and things to sell you and there's too infrequently updates based on actual game content
"too infrequently updates based on actual game content" is an untrue statement. We got crises pve + a huge rework in s9. We got mirrorwatch in s10. We got community crafted + runasapi + map rework in s11. We got clash(2 new maps) in s12. We got junkenstein + two 5v5 test + map reworks in s13.
We literally got new actual game content every single season. I didn't even count the new heroes. How is this "infrequent"?
@ just look at the current season. No new game content other than hazard and we’ve had multi shop updates, added Maximillian’s store, did collaboration skins, and added a slutty mercy but sold it as part of a 40$ battle pass bundle. Just seems like they’re asking for a lot of money when we can’t even get a proper balance patch over the course of the entire fucking season lol
@ "No new game content other than hazard" is not true. We got 222 test and min1 max3 test. If you want, you can even play the arcade modes. Also, what do you mean we can't get a proper balance patch? The meta character got nerfed, the characters outshined by the meta comp got buffed, and underperforming characters also got buffed. What can you even complain about this balance patch?
@ I dont think adding an unranked mode where you let each team have 1 more player and you never balance anything is a good example of them releasing 'content'. Also wtf crack are you on bro "the meta character got nerfed", you mean hazards leap cooldown went from 5-6 seconds and the widow change where? We then got buffs to winston and tracer who are dominating lobbies already. What can i complain about? the fact it was tone deaf and included none of the things I expected, that we got a 6v6 test that had awful balancing off rip that was never fixed, and then they just brought it back with no changes in a new format cuz fuck it. Also the arcade modes you mentioned are re-released gamemodes that nobody plays that come with accompanying store updates.
@ You do realize that having one more player on each team is a significant amount of work for the devs, right? It is surely convenient for you to just ignore the entire reason why we are only getting 6v6 in s14 not any season before it: the technical problems with consoles.
Also, 6v6 is supposed to be a test/experiment for their data gathering. It should not have balance patches, because balance patches are confounding variables.
Onto the balance, a 1 sec nerf to hazard's leap is not a small nerf, and the devs have been nerfing hazard bit by bit for three patches already. What? Do you expect them to sudden drop a huge nerf on hazard and make him literally unplayable? Of course, they are not going to do that. They are slowing shifting hazard down to find the right place he should be, and you not understanding that shows a lack of fundamental understanding of how to adjust basically anything in life.
Also, if you were getting dominated by winston and tracer before or after this patch, you're just bad at the game. The meta characters are still soj, haz, and genji. Getting dominated by winston and tracer is ridiculous. They are one of the most outplayable characters in the entire game.
By the way, the arcade modes in this season are not new. When I was talking about new modes, I was talking about the two 6v6 tests
I don’t mind the monetization model. You can get the battle pass every other season if you play enough, and while shop skins are expensive there’s usually some cool ones you can buy with regular coins. Some hero’s need more good skins like venture but otherwise it’s cool
Thank you to replying to my comment!
Phenomenal and insightful video too!!
Nice to see an interesting response to my comment espcially since mine is pretty harsh and doomer.
I didn't think about Maxamillian vault like that but given it seems their isn't a way to manipulate them by any effective means just kinda turns it into a LET'S GO GAMBLING kinda thing which rubs me the wrong way.
I guess i just hold overwatch to a higher standard since it was retroactivly turned into a F2P game which might not be fair but it's how I feel.
In regards to better intrinsic motivation to play what I think the game needs is simple
A. Reitroduce levels and borders with some kind of reward every 10 levels or whatever
B. Add more universal battle pass rewards by giving people the option to trade in an exclusivly battle pass item for a token of a corresponding rarity that you can trade in for an item of the same rarity with some restrictions (no collab, no battle pass, nothing under 1 year old). That way if a skin is mid or a hero you don't play it isn't a waste.
Also mabey just include loot boxes at the prestige tiers or whatever.
C. Beef up hero mastery with meanigful rewards for long term devotion (emotes, mabey credits, legendary recolur "flex" skin, Silver or Carbon fiber weapons etc.) I wanna flex on people and say "yeah I'm an X main and proud of it".
The way I'd usually describe OW2's monetization is that it is *decent* if you are a true F2P but actually pretty darn good if you are willing to put in *some* money. Assuming you have a decently wide pool of heroes you enjoy playing, the battlepasses are pretty much always a good value, especially now with the 2000 credits, 600 coins and 80 prisms you get back from it. I tend to get the ultimate bundle if I happen to like the bonus skins in it since the 2000 coins back you get from it will cover any one shop skin I want the most that season. Maybe that makes me a whale, idk, idc.
I think the main things I'd change are making old BPs purchaseable and indefinite, similar to Halo Infinite. And also that I think they need to stop being so goddamn stingy with the white credits and just let us earn them in perpetuity on a per-match basis. The gallery really should be treated like Halo's Exchange, as a F2P rewards shop. But once you get all the credits from that season's BP and you've done your weekly 150 credit challenge, there is literally no way to progress further until it resets.
They really should be encouraging people to no-life this game but there is just this arbitrary cutoff point where you just stop getting rewards, and I think this is actually bad for them. There has got to be one motherfucker in a suit who is convinced skin sales will plummet if they make credits more accessible, but *nobody* is pulling out the wallet for gallery skins when they need to save that money for the exclusive shop skins.
Even just like, 10 credits a match would go a long way to making the game truly more F2P friendly. The lack of recurrent rewards is a big reason why the player population falls off a cliff towards the back half of a season, everyone got all their shit and is just waiting for next season. They're trying to address this with competitive drives, but not everyone grinds comp, and even those who do seem to actively dislike the drives for being inconvenient and even sweatier than usual. There's a much more elegant solution here and its rewarding people's time investment in perpetuity.
Based centrist thesis statement.
Id rather have the game i paid money for.
Monetization needs to be done as a service, not an obligation or exploitation.
Cosmetics being tied to monetization is understandable, but still a problem for the free to play market.
Personally, i think free to play is a poor model. Most of these games are very much mobile quality, instead of the quality promised.
Games were fun when you could earn your "gear," whether it be merely cosmetic or not.
A subscription service might be a better model, instead of the battlepass, instead have a monethly or yearly subscription cost. This can be a small price. Honestly this is more consistent and makes sense as you are offering a live service. Relying on not only having players, but on selling battlepasses and cosmetics is going to end badly. If the skins are bad or overpriced, they wont be purchased. If the battlepass isnt worth buying, people wont buy it. Consistent players are needed anyway, so a cheap price to play online seems far more reasonable. This is what WoW does, i dont see why this doesnt work for these games. The only issue would be the cover charge, but with microtransactions, most players pay way more than that anyway.
I know why corporations do this, its because they can exploit consumers. They can suck every penny out of the idiots. I hope these games crash and burn.
I don't want to defend league, but if you're trying to point out a game having a confusing monetization system, league just isn't it. Purposefully trying to act extra confused is completely disingenuous towards your audience when the system only takes a few moments to understand how it works:
RP - purchasable for money, used in the RP shop
Blue Essence - easy and free to accumulate, used to buy champions
Orange Essence - easy and free to accumulate, used to exchange for certain skins, not all
Mythic Essence - gotten from chests and the battle pass, used in the Mythic Shop for exclusive rewards
RP is the paid currency and can get nearly anything, Blue and Orange are for f2p players to get champions and skins, Mythic can only be grinded for and is there to get special rewards that cannot be directly bought by RP
Obviously there's a bit more complexity to it but it in essence this is literally it.
what about the crafting page?
shards, boxes, keys, ect.
@ you get loot boxes and key shards from playing normally. You use the keys to open loot boxes. The loot boxes have a chance to give you champion shards or skin shards or mythic essence.
Champions can be bought at a discount using their shard + blue essence, or you can sell the shard for blue essence.
Skins can be bought using their shard + orange essence and the skin shards can be exchanged for orange essence.
Blue essence is for champions, orange essence is for skins, it’s still very straightforward.
@@molamola9723 if it was that straightforward, why did it take 8 paragraphs to explain it?
@@drjamaymay405 I divided it into smaller sections so it could be easy to read lmao if I decided to organize it into paragraphs instead this would only be 1-2 at most don’t exaggerate lol.
@@molamola9723 if you need to subdivide it to make it easier to understand, It can't be that simple.
i play warframe, ow2 can do alot better with how they trying to scam us. with less content then any free to play game i played. So no ow2 dont need to make money in the way its doing so.
I love warframe as much as the next guy, but it's a completely different genre of game, so the monetisation models can't be compared without being at least a little disingenuous.
If this was a video on Destiny 2, then hell yeah I'd be right there with you praising Warframe and its devs for doing F2P correctly. But this is Overwatch, we can barely communicate with each other in text chat, can you imagine trying to use some form of trade chat in Overwatch? You'd end up buying a new slur before you buy a new skin, lmao.
What Blizzard can learn from Warframe is community engagement. Digital Extremes have one of the best dev-player relationships I've ever seen. The fact that players can design cosmetics which end up in game, and those designers then get a portion of sales, still feels insane to me. I would LOVE to see Blizzard do something like that going forward. I've seen some of the artists in the OW community, and their skin concepts. They're brilliant, and Blizzard is missing a trick by not giving them the attention they deserve.
Overwatch does the same things other games do, but since hating Overwatch is the popular thing to do.... BOOOO OVERWATCH SUCKS
Overwatch sucks
Productive comment thats really conducive to the conversation 🤡
@ I know right 🐸