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Showing results for tags 'playerbase'.
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The game costs $15 dollars to gift to someone. This is also worth about 8 war chests. So what if we give players 10 war chests if they gift someone the game. This would incentive's people to spread the game. And good god could you imagine unboxing videos with this system.
naes posted a topic in Design IdeasI personally think a really good way to drum up some interest into the general population would be to advertise a free weekend for people to invite their friends along and experience what an amazing FPS this game truly is. It might just be the difference maker and kick start the boost to players we all wish to see happen. Keep up the solid work guys.
I want to start off by saying I'm fully aware that the game is in EA, but the harsh reality is that the playerbase has been declining since launch. Joe Brammer said yesterday that 'the game has still a year of development to go' in a topic called 'the game is dead'(or something similar). Although that's true, you can already tell people are running out of patience by reading the Steam reviews, ingame comments and comments made on other social media. And obviously by looking at the number of people playing this game. In my opinion it's easier to gain players than to convince players to return to a game they didn't like a year ago. I've seen people say that this game doesn't need casuals, because it's aimed at competitive players. And wants to become an eSports game. But to become a serious eSports title I'm convinced it needs the casual playerbase and an audience to be interesting enough for companies to invest their money in and for Bulkhead Interactive to make money. My question is; how can Bulkhead Interactive change the momentum? How can they make this game a success after the rough start? (I don't have the solution, but I hope this game will succeed. I enjoy playing it from time to time as a casual.)