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Quote:This is very much not the case. Whether or not the existing population hand-holds the incoming free players is not going to affect things that much in the end. As much as our egos may like the idea, this game is not rocket surgery. You don't need to get the down-low from a seven year vet to try the game out and decide whether or not you enjoy it.What I'm getting from this thread is that a very large part of the success of the CoH: Freedom model is falling on the shoulders of the VIP/Premium players.
I have the choice as a VIP to either ignore the FTP players completely or spend at least some minimal amount of my limited play time being a personal mentor to complete strangers. But I need to be standing right next to them to have a conversation. I do have the option of adding them as friends. Let's see, I've got just 8 people on my friends list after 7 years, so sure, I have plenty of room and would love to start adding the names of random strangers so that they can send me messages every time I log into the game--Oh wait!
The FTP people need their own chat channel. I would love to monitor it and help them out when I am in the mood. But I've already had to stop monitoring the Help channel because of the spam. And I miss it. It always felt good to answer questions and give friendly suggestions.
Yes, there are complicated systems in the game. It's not an accident that most of them are behind the pay wall. The game is perfectly playable without the additional systems. -
NCSoft quarters are the same as calendar quarters, so Q4 is Oct-Dec.
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Quote:1. Add them to your friends list. Problem solved.1) If I reffer a friend to the free to play DEMO, but cannot speak with them properly, it causes them to leave. Many of my gaming buddies were playing other games with sub fees but are growing tired of them. They know I have been playing this for a long time and I suggested trying it. I mean, it's free, and they might like it. "Meet me on Virtue where we can...Oh wait...not talk ever"
(I know my forum account says differently, but I did at one point have an alternate account which was taken in the divorce)
2) In a game that requires teaming, and heavens knows redside is needs the love a ton on Virtue, at least, it's almost strange that the one most important concept of City of Hero's Freedom, feels so limited. Yes I know there are work arounds, and yes I know that we could all move to Exalted to be rushed away from the onslaught of new players and technical issues, but the main concern I have is that the element of team building which has always been the shining gem of CoX has been replaced by clunky work arounds which effect new players and old players alike and create a rift between the two types of players.
2. "Requires teaming?" What game are you playing? -
I wonder how many here are old enough to have played Tunnels and Trolls...
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Quote:I'm not aware of any major MMO that has gone pure F2P + microtrans.I think this bears some elaboration. The key word in the above, for me anyway, is hybrid. I'm told by a friend who sort of follows the ups and downs of MMOs in general that quite a number of other games have converted to a pure "free plus microtransactions" model and ended up going from About To Be Dismantled to Raking In More Than They Ever Dreamed Of With Subscriptions. This suggests that the non-subscriber (the microtransactions) side of the ledger is where the real money is, and that a "hybrid" model is kind of like a strange compromise designed to minimize revenue potential.
NCSoft may say they are hoping to use the hybrid model as a gateway drug to obtaining more subscribers, implying only a minor side benefit of additional revenue from subscribers due to microtransactions, but that seems to fly in the face of recent experiences elsewhere in the MMO industry that demonstrate the vast amounts of money to be made from the microtransactions alone (and the diabolical illusion that the game is "free" simply because there is no monthly subscription cost).
And no, the non-subscriber is not the big side of the equation.
Think of it this way - you're running an MMO - your customer base looks like this:
100,000 potential players that are willing to spend $10/month on your game
50,000 potential players that are willing to spend $20/month on your game
25,000 potential players that are willing to spend $50/month on your game
10,000 potential players that are willing to spend $200/month on your game
(Yes, these are completely fictitious numbers, but they are somewhat representative of the kind of distribution people have seen in the past).
A. Under a pure, $15/month subscription model -
The players willing to spend $10/month go elsewhere, everyone else subs. You have 85,000 subscribers and gross $1,275,000/month
B. Under a hybrid model -
You get all the money on the table, but 85,000 subscribe. You have a fairly stable income of $1,275,000/month and make $3,975,000/month in microtransactions.
C. Under a pure microtransaction model -
You make $5,250,000/month in microtransactions.
The difference between A and B/C is why so many companies are hopping on the hybrid model. The difference between B and C is that a company will prefer the pseudo-guaranteed monthly income under B as long as the totals are roughly similar.
Yes, the vast majority of the extra income is made from the microtransaction side, but it's made from subscribers - this is simple logic: the subscribers are the ones who were already willing to pay $15/month. If someone is willing to spend $200/month on the game, then they were almost certainly already subscribers. So the big microtransactions consumers are not going to be drawn in by F2P - they're already here. -
Quote:The monthly recurring amount is trivial, since no RMT spam account is going to last a month. And in any event, it's not the amount so much as the fact that NCSoft will ban the card number. Needing a new CC number for each account is a major hurdle.I really have no sense of the speed with which spam accounts get banned (as a practical matter given the demands on the GMs), but I don't think RMTers would need to hit every server. Even a little experience with CoX teaches one that Freedom and Virtue get the lion's share of players and are therefore easily the best targets. And $5 opens /tell forever for that account, right? It's not a monthly fee is it? If so, a single $5 expense compared to $15/mo is a pretty huge difference and explains, to me anyway, why RMTers would never invest in real subscriptions but might not blink at free accounts with a one-time $5 "cost of doing business" fee (per ban) if it earns them hundreds or thousands in the process.
Anyway, people who were here before (and this includes Paragon) know that this was a huge problem in the past. If your ideas are correct, then we should be able to see it in a marked increase in RMT spam in the coming weeks - if that comes true, then Paragon can re-evaluate their strategies. In the meantime, we have a proven method of dealing with the problem, and absent evidence to the contrary, continuing with it seems to be a sensible solution. -
Quote:Past evidence has shown that even a tiny speedbump is enough to get the RMT spam out. So yes, in all likelihood a $5 requirement would be enough to deter them. Support generally isn't 'every few days' behind, the problem is that they can't be 'gone in 60 seconds' fast, which is around the level of response you'd need to keep it from being annoying.Right, so an RMTer who spends $5 can be assured of being able to do business for quite a while before a /spam report gets their account banned, yes? Given how much these guys presumably make, $5 per spam account every few days sounds like a drop in the bucket. Is that really going to be enough disincentive? RMT (as a whole) is, after all, a multi-million dollar industry, isn't it?
(multi-billion dollar industry, btw) -
Quote:Actually, we don't. All the 'tools' boil down to is a combination of ignore and report.Whatever it was like, now players have a good set of tools to protect themselves from what they do not want.
Ignore is a bad solution for this kind of problem, because ignore lists are finite. Eventually, you end up having to manage your ignore list, which is a pain and a half.
Report is a bad solution because support doesn't generally have the time to respond to these issues in a timely fashion. And adding resources to deal with it is a waste for Paragon.
Hide is pretty useless as well, unless you're willing to be hidden all the time. Otherwise, they would find you via search anyway, donig searches periodically and compiling lists of names.
Free accounts are basically very extended trials. Significant communication restrictions on such accounts are hardly unusual, and I, for one, appreciate them.
If a free player can't shell out $5 to lift the restrictions, then that's the way it goes. -
Actually, I think the bigger impact will be from returning/downgrading players that don't have the permanent Inventions license.
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Quote:You get one token for every 1200 points - it's by points, not dollars. This means that the $100 package, which gives 9600 points, awards 8 tokens.I get paid tommorrow, so I'll try to remember to post back and say how many tokens I got for my 15 dollars.
You also get a bonus token the first time you buy points, no matter the amount. -
Quote:What's interesting to me is that this is pretty much what I said. Anyone who has observed the previous subcription-to-hybrid conversions amongst MMOs is aware of the general numbers, which say that there is more money on the subscriber side of the ledger.Its interesting to me how obvious the reason for going hybrid is everything except what Paragon actually stated the reason to be, which was to grow the playerbase and provide options for people to buy the game in increments, some of which would pay less but continue to play at a lower level, and some of which would continue to subscribe and pay more than they did originally for more game enhancements than could originally be supported.
Large numbers of players will come to try out CoH, but very few of them will pay anything at all. On the other side, subscribers are willing to put down far more than $15/month, and this is what drives the majority of increased revenues from the hybrid model.
Quote:I say its interesting because that would seem to be the only sane reason to switch models to me, and yet that plain, bland, simple reason just doesn't seem to have enough cloak and dagger for many people who think there just has to be a more interesting insider reason.
Note that this doesn't have to have anything to do with "growing the base", "providing an incremental model" or anything of that sort. It simply has to do with the best way to sell their product, and past conversions have shown that there is more money to be made amongst your existing subscribers then there is to be gleaned from large numbers of free accounts.
Now I don't doubt that Paragon (like every other studio after Turbine) believes that they can buck the trend, and convert large numbers of free players into high value accounts. But if they actually dared to make financial projections on that wishful hope, they're being fiscally irresponsible.
Quote:They were looking for ways to monetize the game, and the hybrid model offered them one. They then set about to create one that would allow them to do the two things all game developers want to do: make more money, and make more game for their players. It is, after all, their job to make game bits. Anything which would allow them to make more game and make more money and give the players better overall value would be a win/win/win.
Quote:This general dismissal and disbelief in the statements of the devs when they are blatantly obvious is odd to me. Even if you assume that the people making the decisions like Brian Clayton and Matt Miller and Second Measure are acting 100% in self-interest, they don't make a percentage of the grosses like Steven Spielberg. There are only two ways for them to improve their own causes: keep the game profitable so they will still have jobs next year, and make the best game possible so that when the day comes to move on their resume will look good. But they get no additional benefit from the game making more profit than necessary to keep it alive, so its actually in their best interests to spend as much money as possible making as much game as possible, because in the long run they will not be getting jobs because of NCSoft's profit margin. They will be getting jobs based on the work they did. The more of it, and the better it was, the better for them.
You completely ignore the fact that at the decision making level, the impact on profits of your decisions is the critical factor in how good your next job is. If you're actually of a level to make decisions like the implementation of the hybrid model, no one will care how good your game is if it doesn't make any money.
Quote:Why would they do less than they could? Why would they specifically try to make more money than necessary for NCSoft when every dollar they spend on us - provided the game remains profitable in general - helps us and helps them, and every dollar they save helps NCSoft and no one else. No one is going to hire Positron because of his ability to squeeze money out of our pockets. That's not his job. They are going to hire him to make games, and every day of City of Heroes' existence has been a job audition for him. This is the body of work he'll one day be judged upon. Not whether he engineered a way for me to buy more costume sets.
On the other hand, if Positron does have some say in these decisions, then you're dead wrong. If he has the authority, then he also bears the responsibility, and whether his decisions lead to success or failure are going to be a huge part of any job interview on his part.
Quote:I'm sure NCSoft has some sort of profitability target for Paragon Studios, and its their job to try to hit it. But why should anyone think for even two seconds that anyone at Paragon Studios wants to do anything but spend as much money as possible making games, and in the process making stuff for us. Everything they make for us is good for them. Every missed opportunity to make a better game for us hurts them *personally* in the long run.
1. Make the best games possible
2. Sell them in the best possible way
Focusing all your efforts on making the game and ignoring the marketing/sales side of the equation would be folly. I find it amazing you don't recognize that. Or, for that matter, to recognize that Paragon has spent a huge amount of time building the store and the infrastructure, which has nothing to do with making the game better, but was instead all about finding better ways to sell it.
Quote:I'm not so naive to think that my interests and their interests always coincide. But they generally do when it comes to trying to make a quality game, because I want one and they have to be able to claim to have made one. We may disagree about the details, but not the general motivation. So when they say, yes, we want to make more money but we want to do it by making more game and selling it to a larger audience, why that seems to be a cover story of some kind to so many people is really bizarre to me.
For my part, I don't think Paragon/NCSoft are being sinister. The facts of the situation and the underlying numbers are pretty obvious to anyone who has watched the previous conversions. Paragon wants to make more game and get paid for it. Each of us will have to make an individual decision as to how much we want to buy. There's nothing unfair about that, and anyone who expects corporate decision makers to tell us the complete and total truth along with the underlying reasoning is a fool.
At the same time, they aren't saints. They aren't just in business to make great games. Making great games gets you nowhere unless you can sell them properly. And no, selling them properly doesn't mean squeezing every last cent out of a customer (which is remarkably hard to do on a mass basis anyway.) Paragon and NCSoft have spent a great deal of time and capital on Freedom. They didn't do it out of the goodness of their hearts, they did it because they believed they could make more money by making the game better and selling the game better. -
Son/son corruptor. Sonic's subtle effects will make your friend's powers stand out a lot by comparison.
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Digital stores are often heavily driven by discounts - Steam has some truly amazing numbers in this regard.
Moral of the story? There'll be another sale, that's a guarantee. Your ability to wait until then is the limiting factor. -
I don't think it allows you to purchase a costume bundle twice. However, it will allow you to buy a costume bundle even if you own one or more pieces contained in it.
This is a tricky piece of UI, as it's quite possible that the bundle price is still cheaper even if you own some of the individual pieces. -
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Actually, the real reason is fairly well known.
While it's true that they'll make additional revenue from people who pick up the game and subscribe or buy points, and they'll make additional revenue from people who would have quit but instead continue playing as premium... the real reason is always to make more money from subscribers.
The general pattern of these games is that a subset of the population spends many times more than the average player. This is something that just can't be tapped from a subscription model - no matter how much you want to, it's not possible to spend more than $15/month on the game. NCSoft tried to make some inroads on this with booster packs, but compared to the hundreds (and thousands) of dollars that are dropped by 'whales' on these games, it just didn't compare.
(There's numerous examples of people spending thousands of dollars a month on F2P MMOs.) -
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You are not supposed to be able to buy something that you already own. It will let you put it into your shopping cart, though, then give you an error when you try to check out.
This is probably their top priority fix, since it's a horrible UI. -
Actually, there may well be excellent reasons for the devs not to give compensation.
It's a lot easier to say some of these things than for them to actually do it.
Adding points, for example - for starters, you're going to need to write a script to add the points. Make sure it only adds to VIPs. Make that VIPs that were subscribed at the time of the outage. Wait a minute, check your date math. Oh, what happens if someone is buying points when the script runs. More QA. Umm, what happens if someone is buying at the store when the script runs. Hey, let's just take account services and the store offline while the script is running. Moar downtime ?!?!? Oh, by the way, QA just told me that the game servers crash if you take the store offline. How many more hours can we prop the Zwill in front of a camera?
Honestly, unless they already have the capability to do something already, developing a new compensation method can be a pretty big mess. Which is why, if there is compensation, it's most likely to be something that they can already do. Like a DXP weekend. (Cue complaints about people who work on weekends.) -
You get a reward token for every 1200 points you buy, as well as a bonus token the first time you buy points.
(Only the $15 and $100 packages are even multiples of 1200 points, but it does 'remember' the amount you purchased before, so 3 $5 purchases will give a token.) -