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Gameplay Questions 
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Joined: Fri Jun 04, 2010 2:55 am
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Post Re: Gameplay Questions
:D Seems like you guys are planning to be as supportive of this game as Valve is with Team Fortress 2 will map packs be free like TF2 or cost money?
*free map packs = doesn't separate players ;)


Mon Oct 04, 2010 3:40 am
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Panzar Studio
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Location: Moscow, Russia
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Post Re: Gameplay Questions
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Seems like you guys are planning to be as supportive of this game as Valve is with Team Fortress 2

You are absolutely right. This is one studio = one game project for us and we going to make many major updates to the game in a future.
About maps. We haven't yet decided about DLC price policy but i'm afraid that maps won't be for free. But it's not 100% sure.

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(RUS) Список предложений - viewtopic.php?f=26&t=3081
(RUS) FAQ по техническим проблемам - viewtopic.php?f=23&t=2529
Dmitry Morozov,
CTO, Panzar studio
AriOrH - Tank 30, АриОрХ - Gunner 15


Mon Oct 04, 2010 12:30 pm
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Post Re: Gameplay Questions
The problem with DLC maps is dividing the community, which is extremely bad in a multiplayer orientated game.

Though you can't make everyone to buy an expansion, having multiple DLC's is worse not to mention selling each map seperatly. Probably stating the obvious here, but just thought I'd throw out what I thought. How would the devs make money with FoC then? Well how does Valve still make money with TF2? New buyers every day. Obviously Valve has a bigger brand and all but just some food for thought.


Tue Oct 05, 2010 9:15 pm
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Post Re: Gameplay Questions
that is a good point. this question probably can't be answered until after release due to the unknown variable of sales. Man, you guys are probably gonna have to work hard on anti-piracy


Tue Oct 05, 2010 10:27 pm
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Post Re: Gameplay Questions
The choice is between free client but charge for maps or charge for client and free maps. But it depends on a region markets and as i said it is not 100 %.

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(RUS) Список предложений - viewtopic.php?f=26&t=3081
(RUS) FAQ по техническим проблемам - viewtopic.php?f=23&t=2529
Dmitry Morozov,
CTO, Panzar studio
AriOrH - Tank 30, АриОрХ - Gunner 15


Wed Oct 06, 2010 8:58 am
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Post Re: Gameplay Questions
:D would prefer one time fee instead of paying for maps
but either way would be nice just not pay for game and pay for maps


Thu Oct 07, 2010 1:50 am
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Post Re: Gameplay Questions
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:D would prefer one time fee instead of paying for maps
but either way would be nice just not pay for game and pay for maps

that's why it's not 100% sure 8))

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(RUS) Список предложений - viewtopic.php?f=26&t=3081
(RUS) FAQ по техническим проблемам - viewtopic.php?f=23&t=2529
Dmitry Morozov,
CTO, Panzar studio
AriOrH - Tank 30, АриОрХ - Gunner 15


Thu Oct 07, 2010 6:47 am
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Joined: Mon May 10, 2010 1:10 pm
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Post Re: Gameplay Questions
Hmmm i would go for paid maps... ;)

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Sat Oct 09, 2010 10:04 am
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Post Re: Gameplay Questions
should take an official poll :mrgreen:


Sat Oct 16, 2010 5:41 pm
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Post Re: Gameplay Questions
Well, you said a player will have to buy client, then buy dlc and also have an ingame item shop. I think if you're making a solid, well thought-out game, then you don't need so many ways of payment. You can use other companies' practics: usually in the beginning it's a payable client only, the first map packs are free. On this stage you get the money from new players coming into game and you need to make them try your game and stay. Then you create ingame item shop and give 1 or two free updates, and then, when you have strong player base, you release the hudge payable update. If you have enough players - you don't even need Item shop, you can only have payable services like server transfer, char rename, and so on.
In my opinion saying that "Game will have few maps on the start and additional maps will be a non-free DLC" (c) Russian faq can scare a lot of players. They don't want to play a game where all you have to do is pay. At least i don't.
My opinion is that you should pay more attention to the RPG and Tournament parts of the game. As a close-combat slasher it should have an interesting fight mechanics and also some distant goals that players could potentially achieve (and they want to achieve them). You'll want to use more of an RPG mechanics, because the more project has from Shooter - the less it lives.
Sorry for wall of text.


Sun Oct 17, 2010 10:28 am
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