the game is underdeveloped for a 1.0 release that costs 40.00. while objectively speaking its come a long way, it hasnt come far enough to cost that much ESPECIALLY when youre going to implement micro transactions that will allow players to bypass a certain and imho core aspect of the game: earning plots.
we still dont have titans.
no npcs.
no quests outside of ‘objectives’.
no real story or lore.
still have very limited number of enemy types.
tbh, cubits need to be earnable in ways other than through leveling up, and they shouldnt be used to purchase plots unless youre buying them outside of a max player-level restricted cap. (i.e. level 50 player has 250 plot limit or something but can buy more once they reach the cap)
If youre gonna flat out let players buy plots with cubits, then cubits should have a chance to be found in game from breaking blocks or killing enemies or from reaching certain prestige goals within their individual beacons. its gonna suck when second week after launch the wallet warriors are building huge castles while the players whove been dedicated to the game since the start but arent looking to spend EVEN MORE MONEY on such an underdeveloped game are chipping away at ranks trying to earn enough cubits to build a half decent looking base of operations.
I have nothing against wallet warriors. Ive spent well over 1k on warframe. Thats not the point here. The point is completely bypassing work required to earn certain benefits within the game. It just seems quite unfair imho.
Xp and Resource boosters should be a thing. Plots for cubits before a cap? i dont think so.
another thing,
you should give everyone who is from early access a nice lump sum of cubits, then give players appropriate increases in cubits based on the tier of backer package they purchased. this should also include tier based customizations (such as character body paints) based on the tiers of support from early access.
Then, everyone who buys the game after early access should also get a nice chunk of cubits to start out with.
IMHO that should be (for the post release players) half the purchase price of getting the game worth of cubits (i.e. 20.00). Doing that would make the ‘buy plots for cash’ aspect a little less ugly since everyone would essentially be doing that upon purchase, it would be an added value incentive to buy the game, start players off with getting a taste of what cubits can do for you, and make it seem like you honestly want us to feel like we got what we paid for.
Im gonna stick around and play off and on and see how it all works out. But if cubits are too hard to come by and prices of cubit items arent reasonably affordable then i dont see this game getting the post release level of traction it had during the early access.
Cubits should be tradable too. Tradable premium currency is a huge acknowledgement to players who cant or dont want to spend money beyond the intital price to own the game.
It will also make for a more interesting live economy. Perhaps even allowing us to buy cubits in game with coin. That would allow players who are the most competitive in pricing and who provide items players actually want/need to really benefit from their work. As is… coin dont do much but get items you can already farm, and that you most likely have plenty of already if you are at the point where you have a store.
If not, then there need to be cosmetics and plots available for coin as well. Even if its a 10x or 20x coin to cubits ratio…
just my thoughts from someone that wants to see the game do well, but also wants the game to treat players fairly and NOT become a nexon-esque money grab campaign.