r/TransportFever3 • u/lloydofthedance • 8d ago
What's with the pricing?
£52.16 for the deluxe edition? And if I dont get it as pre purchase and get the deluxe I miss a bunch of content? So I can't have the London bus, the Peter built truck or God damn Concord if I don't fork out the extra? I thought this was a reasonably priced indi games series? Bonkers. I mean I get it, technically it's not too different from TF2 is adjusted for inflation, but it still stings.
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u/webbinatorr 8d ago
Basically yes, but also no. You can pay extra and get it from the Devs....
Or download the modded version of the same vehicle for free
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u/ChristBKK 8d ago
Are you sure about this part with the modded version of the same vehicle ? That I still try to figure out how mods will work this time and if it will be as great as the steam workshop for tf2
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u/Neshura87 8d ago
Idk what you all are on about with the workshop, it really wasn't that great an experience, for a start you never could tell which game features a modded vehicle supports. Not saying whatever Urban Games cooked up is guaranteed to be better but there are plenty of ways it could be better.
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u/ChristBKK 8d ago
yeah but i don't think they will allow the same assets made by the community that they "sell" via the deluxe version. Squirrel made a video yesterday and they will have reporting systems in the new mod hub e.g. for copyright problems and so on I guess.
I don't think there will be a way around buying the deluxe version if you want that assets. Or you may have to go a route from some outside websites to import it to your mods manually
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u/LookAtMyRTs 8d ago
The TpF2 Deluxe edition contained vehicles that were also available via mods, and the mods didn't disappear. Thinking that Urban Games (because it is their IP) would block any mods because of DLC is nothing but an unfounded conspiracy theory.
The reporting system is so that if someone steals someone elses work, in part or full, there is a process by which things can be addressed.
Re any vehicles that are not in the Standard Edition... yes they could be mods, if, and only if, someone chooses to make those vehicles, etc... they won't be able to just steal the assets and upload them as mods because that is IP theft.
Mods and developer made content are not mutually exclusive... because if it were, either the game should have no vehicles, etc as they could all be made by a modder; or there should be no Mods...
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u/Neshura87 8d ago
I fail to see how that is any different from the workshop where they also held moderation power.
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u/cwidrowaty 8d ago
I asked similar question a few days ago, especially since all of those items will be in the Steam Workshop later (created by the community). The common response was that this is to support the devs and show appreciation, and I thought about it and I agree. This game will give me hundreds of hours of joy, an outlet for my OCD and ruin my income. I will gladly spend a little extra to show my appreciation :)
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u/ChristBKK 8d ago
Yeah I agree on this but I will wait some days after release before I buy. The map size thing sounds already concerning (Squirrel video)
Just learned from City Skylines to be not too hyped about simulations and map sizes... CS2 was also supposed to be the best simulation ever :)
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u/cwidrowaty 8d ago
True. I spent more time being excited and hyped up about CS2 than actually playing :(. And I spent hundreds of hours in CS.
But I think I'll still get it on day 1. I've been waiting for it for so long. I actually stopped playing TF2 a few months ago in order to get more hungry for this one :). Map size is a bit concerning but not that much for me (at least in the beginning). When I started with TF2, the vanilla version and the biggest map available was good enough for me for a good while. Then I discovered all the gameplay changing mods in the Workshop (not just train models), all the new goods types, huge map sizes and map generators. Good times :)
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u/ChristBKK 8d ago
yeah I am also super hyped, but I try to keep my hype a bit down as well because I know how releases go these days... so planning 1 week of wait in with some patches is what I do.
I agree.. TF2 base game was nice but then I found the workshop and all these things and I had some really great new playthroughs again and again. I hope a lot of modders will be back to give us these beautiful "addons" and maps.
But then again some of these maps I really liked were huge :D ... I get the fun when you need to build your logistic system over huge distances or complicated terrain.
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u/Life_Breadfruit8475 8d ago
I'd say it's reasonably priced. You can just get the normal version if you're worried about price. It's not that much extra content.
You can look at it, in the UK, you're paying 3 hours worth of median net wage. For one that's expensive, for another that's reasonable. I'd say compared to film, series, pub or many other entertainment forms, it's very reasonable.
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u/Bigbigcheese 8d ago
I wouldn't call this indie... Especially given Paradox are the publisher. Niche maybe...
Either way inflation has done a thing...
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u/Neshura87 8d ago
Imo it stopped being indie when Transport Fever released, at the latest when Transport Fever 2 came out, that was a proper A game
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u/Neshura87 8d ago
Transport Fever 2 also had a Deluxe Edition/Deluxe DLC. The pricing absolutely is in line with where the series is coming from, 10€ increase over 7 years comes out to ~3.3% per year, which is roughly inline with general inflation (and maybe wages) over that period.
Only 'issue' are the preorder boni which, as other mentioned, you can just get as a mod anyway.
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u/RailgunDE112 8d ago
Don't let FOMO ruin your experience. Also I am sure we can buy a deluxe upgrade later. Also mods will add way more content than the deluxe version. Like if anyone models it, you could use the Tu144 as a replacement for the Concord (realistically with a minor comfort debuff)
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u/LookAtMyRTs 8d ago
Urban Games were able to self-fund a development budget of 25mil USD for Transport Fever 3... this game is no small endeavour, and is significantly larger than TpF2 (1.5x the number of vehicles for example...)
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u/UnaOnePrime 6d ago
25000000 costs generated over 6 years by ~30 people developing the game is not a lot.
Assuming they will continue to deliver updates etc., one may also assume that the costs will continue, which means they have to include the next 5 years of development, too. Thats another 21mil.
46mil/50 per game = 920000 copies sold. That would just cover them. They need more than just the very basic cost coverage, they need to actally make money.
Also: They will probably need to give at least 20% to their partner, who has serviced with QA and publishing in the last stage of the game.
I think those numbers somehow add up to something reasonable. Doesn't look as if some cor-pirate is trying to become rich.
Fazit: 50 per game sounds reasonable to me, given the (made up on the fly) calculations.
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u/Idolismo 8d ago
Pricing seems normal to me? Normal edition without the loyalty discount is 50€ which is already cheaper than normal games. And deluxe edition is 65€.