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A New Kind Of Affinity Booster?


TwiceDead
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So due to lack of time, I won't really be able to benefit much of affinity boosters, including free ones. 

This made me think, why haven't they included affinity boosters that doesn't count down when you're not playing? Obviously because if it lasted two days, it might as well last forever to the average gamer(exaggeration). 

 

Simple fix to that is to simply make an affinity booster that doesn't count downwards unless you're online, but it doesn't last as long as a regular booster. 

I'd pay 20-40 platinum for an affinity booster that doesn't count down when you're not playing, but only lasts for 3 hours. 

 

Thoughts? 

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When it comes to boosters, I have to say I like the way LOL does them. I'm sure it's been done that way somewhere else but either way, it works for me. Having the choice between timed duration boosters or match/run specific would work out pretty well. Being able to buy a booster that would last 10 mission or some other number. That way I can tailor my play sessions around that. I would buy a x number of mission booster and do some heavy defense mission killing or any of the mobile defense missions I like to run.

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you would have to take some things into mind, lets say someone is playing solo and suddenly he/she needs a bathroom break and pauses the game, would the timer still count down during the pause?  Another thing is someone could be in the oh so cluttered trade chat hoping to sell his prime BP in the lobby, would the counter still tick then or when actually in a match?  Other than that I do think it is a valid option in a way.

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I'd pay 20-40 platinum for an affinity booster that doesn't count down when you're not playing, but only lasts for 3 hours. 

 

Thoughts? 

 

Or, and this is a crazy thought... you could not buy a booster until you know you'll get a decent amount of time out of it.

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you would have to take some things into mind, lets say someone is playing solo and suddenly he/she needs a bathroom break and pauses the game, would the timer still count down during the pause?  Another thing is someone could be in the oh so cluttered trade chat hoping to sell his prime BP in the lobby, would the counter still tick then or when actually in a match?  Other than that I do think it is a valid option in a way.

These are good points. I don't really have a solution to them though, other than make the boosts timer counting from the mission time. 

 

 

Or, and this is a crazy thought... you could not buy a booster until you know you'll get a decent amount of time out of it.

If the option is there, would it be a bad thing? 

I can't imagine it'd be terribly hard to implement either. 

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I agree, it would be a nice addition, especially in regards to boosters given out as part of an event, seeing as whether or not you'll have the time to make any use of it is more or less out of your hands - save for reschedueling accordingly - which, as in the case of this past event, would mean trying to work around the boosters being handed out smack-dab in the middle of the week.

In the case of boosters directly linked to online time - let's call them "Online boosters" for now; they'd be fitting for the times you have an evening or night you want to spend doing nothing but playing Warframe.
Boosters linked to real-time - or "Real-time boosters", are fitting for the times you have a lot of free time to spare - weekends, holidays, etc.
Finally, boosters linked to missions; "Mission boosters", would be fitting for the times you'd like to get the most out of your playtime, but can't reliably say you'll be able to play non-stop - might have kids to attend to or what not.

In regards to functionality, Online boosters would be in effect as long as you're logged in, which would include hanging around in chat or what not. It would be fairly easy to implement I imagine, seeing as the game already tracks how long we're on for.

I guess the only "issue" I can see is that, unless pricing is adjusted according to the potential gain versus the effective gain, one type of booster might render the other obsolete.
For example, let's say you play an average of 3 hours a night, and you have a 1-day Real-time booster, a 3-hour Online booster, and 10 mission Mission booster available. While you'd have a huge potential gain with Real-time boosters, your effective gain would likely be far less. But they'd have to be the most expensive one-time purchase booster, exactly because you'd have the best potential gain.
Conversely, buying 8x 3-hour Online boosters would have to be more expensive than a single 1-day Real-time booster, and in turn 3x 10 mission boosters would have to be more expensive than 1x 3-hour Online booster.

Basically, the more potential gain a booster would give, the more expensive it would have to be.
On the other hand, buying the equivalent to that amount of potential gain, using boosters with a better potential vs. effective gain ratio, would have to be more expensive, or there'd be no point to the former.

A bit late, so my math is likely faulty, but I hope you get the crux of what I'm trying to get at - even if the numbers might not add up. :S

Either way, I do think it's a good idea. :)

Edited by Santiak
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There is no point in multiplying a number of different boosters. 'Online boosters' will do the trick, showing not the greed of developers, but their respect for players.

I'm playing WF approx. 2-4 hours per day, so three day booster is actually 6-12 hours for me. It feels like a waste, so I'm not buying them (only in exceptional occasions).

But something like 50 platinum for 24H booster is quite good offer, and it will make sure that I'm not wasting anything when buying a booster.

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