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P1l0t

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About P1l0t

  • Birthday 02/10/1995

Personal Information

  • Flight Simulators
    DCS World
  • Location
    Mars
  • Interests
    BVR Air Combat, Aerobatic flying

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  1. TF-51 bothered me that I had to manage everything with a mouse. I don't have a 3rd hand. What I have to set on the keyboard and use, my other hand is on the joystick. For example, clickable airplanes want you to press 3 buttons to perform these 3 button presses to, for example, activate a missile. I press button 2 and turn on the radar, then I look for the air target I want to attack. I don't want to push buttons all the time! I try to write respectfully, but ED's marketing text often says that clickable planes are better, but they forget about a lot of people who don't like it. Look, F-5, MiG-15 and F-86 are coming, there is still more aircraft to enter the FC series. DCS World has to be attractive, not everyone wants to read a 400 page user manual and it's just one aircraft type. If you want to fly another aircraft 400 pages of learning. We also exist who only love the FC series! The FC series also uses the same PFM, the same radar range, the same detailed missile flight model and operation. Only we don't stand on the ground for 20 minutes to set up the navigation, after 20 minutes we attack the invaders on the front line and defend our country! We need more planes and more variety in the game!
  2. You missed those who don't like the clickable cockpit and that's exactly why FC3 is attractive because it's simple, but so detailed that you can still feel like you're in a real airplane! This is a product that needs further thinking and adding more planes!
  3. I'll try, it's a complex series of ideas that have to be turned into something that's really attractive! Yesterday I imagined it completely differently!
  4. Right now you don't get anything! You get the base game and two boring planes! You can try a product for 2 weeks, but after 2 weeks they will take it from you! You get a delicious hamburger and when you're halfway through, someone comes and takes it away and you're left hungry. Buying something is completely uncertain whether it will be good or not. Think about getting the FC F-15C aircraft with simple gameplay. Then you see the F-15E in full clickable version, what are you going to do if you're an Eagle fan? But in addition, you can buy any FC aircraft whenever you want! Believe me, there are many insecure people, and there are even those who cannot afford to buy a valuable joystick. This person invites his friend here and maybe that friend will be the one to buy him a joystick and this friend will also buy him something else from the E shop. Because he achieved a goal with simple perseverance to get something! Meanwhile, he brought a person who gave money to ED! I've loved Free to Play for years, now I'm somewhere else because I get a reward when I enter and play! This motivates me to see what is happening there every day and to enter and become a member of the community. If I see something valuable, I buy it right away! Anyway, what's there is boring, but I'm still there because the reward motivates me!
  5. The topic I am discussing revolves around conceptual ideas and there is ample room for changes. One clear fact, in my view, is that DCS World, as a multi-layered game, isn't very popular, but it has the potential to be. If the game avoids relying on XP and credit grinding, it could instead reward time spent on online servers. The time players invest is valuable and should be rewarded, perhaps with FC aircraft. Fully interactive, clickable aircraft do not need to be part of this Free to Play model. In other instances, this approach has expanded the player base, converting them into paying customers and ensuring a consistent player presence since Free to Play models are attractive. It's a simple truth that people will take what is free. Moreover, rewarding players for their time spent playing is even better as it motivates them to engage with the game. Just consider how many people would be encouraged simply by the prospect of getting something for playing. They might start playing, then discover more attractive items in the E shop, and eventually be willing to make purchases. Currently, DCS World offers just two boring aircraft and a map. After two weeks, players are still undecided about the value of what they've tried, and then they're prompted to make a purchase. However, if FC aircraft could be earned through game time, players would permanently own them. Ultimately, even those who choose not to stay might share their experiences with friends, attracting new potential paying customers to ED, and those who didn't even want to stay here stay here because they got something for free! This makes Free to Play attractive and thus brings with it leaps and bounds those who will give money to ED because they appreciate how valuable their presence is just because they are here and playing!
  6. The player base should be increased because DCS World is a complex game,and the subscription system would turn many customers away from ED! Yesterday, I discussed the genuine Free to Play concept on the forum, suggesting that, in general, offering something for free alongside paid content tends to appeal to a broader audience. This is because individuals contribute either their time or money. Everyone's preferences matter, whether they simply play or are willing to invest significant sums, into ED due to their enjoyment. ED should expand its development team to generate a steady stream of new content, thereby attracting more players and catering to a wider range of needs. I believe the genuine Free to Play model could also be implemented successfully! An example of the Free to Play concept: When playing with the Su-25T, where you pay with your game time to get another FC aircraft. (you can only get FC-level aircraft through simple play). So anyone who just wants to play gets something, and his presence helps more people play, for example, on online servers. Time is also valuable! Finally, if you fall in love with DCS World, go to the E shop and buy a fully clickable airplane or helicopter! Currently, when a new player comes here, they get nothing interesting, just two boring planes and a map. If you start playing, you are motivated to stay here because you get valuable rewards and finally, if you become a fan of DCS World, your presence is honorable because it contributes to more people in the community.
  7. Only novice pilots fly head on 1v1 duels against an AIM-54 equipped F-14. Trained pilots fly close to the ground with AWACS assistance. However, the MiG-29M's radar is more powerful and gives it more tactical options. It would approach the level of the current J-11A in terms of radar range, but because of the AIM-54, only novice pilots would really play a 1v1 duel with it at the same altitude! The opponent of the F-14 would be the MiG-31 with at least one R-33S or R-37 missile, where the MiG-31 would have a slight advantage against the F-14 or would be on the same level if the F-14 pilot is average or Ace! I have a different opinion about the XP grind, I've been using it successfully for 11 years and I enjoy every minute of it, I got just as much joy when I gave money to another place, and I'm even more proud of it because I grinded for a couple of products that can be obtained for free but cost money for others.
  8. Thank you for taking the time and effort to provide such detailed feedback! I've been exploring ideas for the skins and considering how they tie into the XP grinding aspect. It's intriguing to see different perspectives on this. Some individuals have offered compelling insights. I often find myself thinking that experiencing firsthand might shift perspectives. In the context of DCS World, the addition of fully clickable counterparts for NATO aircraft presents an immersive experience across various aircraft categories like helicopters, strike aircraft, interceptors, and air superiority fighters. However, it's noteworthy that Redfor hasn't seen updates in 4th generation machines for 15 years, which could impact efficiency but not necessarily enhance functionality, only detailing. The essence of XP grinding lies in its ability to immerse players and maintain their engagement. The challenge lies in ensuring the product remains stimulating beyond repetitive tasks. Continuously engaging in air combat with the same aircraft can lead to monotony over time. XP grinding serves as the foundation of the free-to-play model, attracting both free players and potential paying customers. This, in turn, bolsters the game's revenue for the developers. Presently, some aircraft like the Su-25T and TF-51 may not appeal to all players. The trial period of two weeks may not suffice for players to determine the value of a product in DCS World. However, committing extensive time to grinding might lead to regrets. It's essential to highlight that grinding primarily pertains to FC products, while fully clickable ones may not necessitate such an approach. If we simply grind an FC product with a free to play game, the only thing we can regret is our time. However, if we regret an FC product that we bought for money, no one will return the money we spent on it. That's why free to play is better! It can be highlighted here that it multiplies the player base, who can bring additional paying customers with them, who ultimately give money to ED! Anyone who judges this as bad doesn't understand what I'm talking about! You are on the wrong track here, the MiG-29M has a more powerful engine, it can deflect its radar at +-85 degrees in Azimuth and thus it can fly a beam maneuver during target tracking while guiding a missile at you. The older MiG-29S can only deviate in the Azimuth by +-65 degrees during target tracking, which does not allow a beam maneuver. After multiple missile launches, the MiG-29M can fly a beam maneuver several times with a radar lock, while the MiG-29S cannot! This is an ED marketing text invented to make money, the majority must agree with it. Years ago, a developer wrote that they would not produce FC products because it would not make as much money. Meanwhile, fully clickable planes are still at FC level with the only difference being that they are much more detailed and the cockpit is clickable and you can ask for more money. I consider it the right decision because FC products do not bring in so much money and ED would not be able to achieve so much success. Surely there are those who would be happy to have more FC-level aircraft or even helicopters! The older generation in the old days solved a problem, you know, in that country they don't allow the modern Flanker and the modern Fulcrum to be made in DCS World! They simply swept the problem under the rug. Also, everything they did had to be praised and considered the best! Unfortunately, there was only one problem, that the whole system failed because of this mentality!
  9. I don't know what it is and what to do with it, but Redfor's planes are 20 years behind modern NATO planes and it's not fun to play such campaigns. Even before you bring up servers from the 80s, I wouldn't call it the 80s if an FA-18C or F-16CM flies older missiles with avionics from the 2000s! And we play real scenarios with airplanes from the 80s against modern airplanes that were made after 2000! This is exactly why I am writing ideas on how to bring a more modern Flanker or Fulcrum into the DCS world, which seems to be in demand!
  10. Regarding the fact that an FC-level aircraft has been developed with its documentation, I would recommend this comment in another topic. Link:
  11. I've discussed this extensively with my community, and several people have pointed out that there's simply nothing more to do once you've mastered a particular aircraft. There's no dynamic campaign, no goals to strive for. If you don't have a squadron to fly missions with, the game quickly becomes monotonous after mastering the flight and procedures. This is especially true if you're playing solo, making it even more tedious. Consider this, if you've been solely engaged in air combat for 10 years, there's little novelty left to captivate a veteran who has achieved all their goals. After 2-3 years it won't be boring if someone is a beginner pilot, but after a longer time it will be boring! That's why I've attempted to formulate goals that can provide ongoing motivation and incentivize players to log in and play, particularly those who might otherwise go days or weeks without touching the game due to boredom. Providing players with goals to strive for will create more challenges and engagement within the game. I've observed this pattern with several YouTubers as well. They develop a fondness for a specific plane, but after a few years, they find themselves in a position where they've reached a plateau and have nothing new to showcase. Consequently, they become inactive because there's no further goal to pursue.
  12. Unfortunately, you didn't read what I wrote carefully enough, so you completely misunderstood. It will be interesting, however, if the NATO equipment runs out of the repertoire, then what source of money will be there to guarantee success, because at some point it will run out. Sellable skins or FC products that cannot be implemented in full fidelity and can be included in DCS World do not in any way interfere with the operation of fully clickable products. Everyone decides for himself whether to allow only FC or fully clickable planes on his server! This rejection of everything that is new leads nowhere. This is an idea anyway, it doesn't have to be interpreted as arriving tomorrow!
  13. There are players who have been here for a long time and have no motivation because DCS World is developing in a direction different from what we would expect. Some like this direction, some don't. I have already discussed the Su-35 in other topics, all of its weapons are now available in DCS World. I've seen the Flaming Cliffs Closed Beta tester documentation, Flanker and Fulcrum together total 3 pages, and that's it. There was nothing secret in it, you can find what I saw on the Internet simply by using a Google search. The radar of the Su-35 Bars covers at least 2 pages, it is presented in such detail here on the forum. Growling Sidewinder flies a Su-47 in his latest video on the Youtube channel, and it has 2 large LCD displays and a HUD. I watching the video and ask myself, why didn't ED do this? Others make mods for free, and ED could make money with it because no modern Redfor aircraft has entered DCS World for 15 years. NATO planes are coming off the assembly line. The website you showed where you can download skins for free, I think ED could also make money with that. I don't think $3 or $5 would be too much for a skin. Anyone who could upload a skin there would receive a skin as a gift, thereby helping ED to achieve success. With the XP system, you could earn additional skins, all you need to do is play or buy one for $5. There could even be an SD resolution skin for cheaper, or a UHD resolution skin for the most demanding, it's either game time or money for ED! I haven't been motivated by anything for a long time. Unfortunately, I am not attracted to NATO equipment. Not playing anymore and looking for something else is not a good solution. There are many opportunities in DCS World that no one wants to take advantage of. I understand that this is a hardcore simulator, but the fact that MAC takes players away from here does not guarantee that they will come back. Ideas should be invented that encourage people to play and spend money. There is a free-to-play player who grinds the FC MiG-29M and brags about how happy he is. Then his other 5 friends come to DCS World and immediately buy the FC MiG-29M. ED gets to it $75 immediately, and there could be a bunch of other versions, or if they like one of the fully clickable planes, then $80 per person goes to ED again. What I'm trying to write about has been successful everywhere. If you do the free-to-play concept normally, it won't bother anyone from the hardcore simulators. Meanwhile, DCS World is slowly growing and can achieve success. I just wanted to share my idea on the forum, FC is the best basis for ED to earn more money and attract players! You see, you too can write an FC product that could make money for ED or attract players here! The free to play concept keeps the players!
  14. So you are saying that the current FC2024 product is completely arcade? Sir this is not so! These FC modules are still part of DCS World and Flaming Cliffs 3 is about the most successful product of ED. This brings newcomers to DCS World, who later buy fully clickable products! There has been nothing new in the FC product for 15 years and redfor fans have a serious demand for additional aircraft. DCS world has been producing quite a lot of NATO products lately!
  15. It's hard to imagine that the way you play now in Single Player, where you have a logbook that awards you when you play, would work online. If you achieve enough aerial combat victories in Single Player, you will continuously receive medals. Further thinking about this, if you exit an online server, it wouldn’t be difficult to report to a server how many ground units you have destroyed or how many planes you have shot down. Both take-off and landing are monitored by DCS World, which can inform others of your activities in the common chat. When you leave a server and say you played for 1.5 hours, the results can be linked to your account, sent to a server, and based on that, you can earn XP and credits. For instance, a landing could be worth 10 XP, an air combat victory 100 XP, and destroying a ground unit 50 XP. As you play, you accumulate XP and credits, which you can then redeem in the E-shop. For other companies, this concept has long been effective in attracting new players to the game and motivating veteran players. No one should be offended, but the current concept of DCS World is that you buy a product in the E-shop, and that’s the end. There is no maximum motivation to learn something with the module you bought. This free-to-play approach makes the DCS World attractive and encourages people to play, offering endless possibilities and significant motivation, and making money for the ED in the process! This idea of mine only applies to FC modules. Fully clickable products should not be mixed in! These fully clickable products must be purchased for real money! I can tell you that elsewhere, thanks to the fact that there are daily missions, I play there every day. If there wasn't a daily mission, I wouldn't be interested in going there because what's there is boring! Since there is motivation, I still go there and deal with it because I get a reward that I can then use for something! Think about having a community skin sharing website where you can get skins for all kinds of aircraft. Let's say 5000 XP for a skin and some credits. Let's say you play 5-10 hours for this skin. I think this is a good thing. Or you can get, say, a missile with 3 days of play for your plane. Or you can buy it in the E shop immediately. Someone plays, someone gives money to ED. Both are in ED's interest, I think! I think that you have to move with the times, and ED and the players benefit from this!
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