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Tannim222
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oOStaticOo wrote:
oOStaticOo wrote:

Well, you are delusional but there is nothing we can say to convince you otherwise. How do you think F2P games keep their lights on? You can go and play NW absolutely free, have access to all the content in the game from beginning to end, so how are they making money to stay in business? How are they generating new content for their players to play? Must be pulling something from their posterior region I guess.

I'm not delusional. I think I've been quite clear on what I think is of value. I'm only asking for an opinion.
I've also have researched what current western market MMOs monetization models. There are multiple models in existence and multiple games out there apparently posting profits. It should be noted that Perfect World posted losses this last quarter placing blame squarely on the shoulders of Never Winter not retaining sufficient paying customers.
Apparently they have some plans for NW in the future that they consider it a worth while product to support based on work done in Perfect World's Research and Development Dept. Which means Cryptic is receiving support in more than just funding from a publisher to continue operating the game. We are in a very different situation. For the games that offer no paid-for-content, there are games also posting profits that do offer paid for content. Using one as an example in the attempt to prove an argument falls flat when it isn't the sole method of a game profiting.

Radiac wrote:

So that we're clear, what do the Mission Packs buy us, do they:
A) Unlock that TF/Trial forever with a single purchase of the Mission Pack or...
B) One pack bought equals one run of the TF/trial you get to do, and you can invite others to join the TF team at no cost to them.
With option A you're probably never going to sell a Mission Pack to everyone that wants to do the TF, because people who know each other will form groups and do the old "I'll buy this round, you pay next time" thing instead of making each one of them buy the pack, which I'm not against, I just wanted to point out that it reduces sales in the mechanics of how it works. You might make more money if you make the packs cheaper but mandate that every non-sub who wants to do the TF has to buy one to unlock it forever for themselves. With option B riding on someone else's ticket doesn't bother me as much, due to the repeat business potential it has.

I referenced the packs from DCO and TSW as an example for a reason, they are one time purchases.
And yes, there is the potential "loss" of sales from not requiring purchase to unlock by allowing access under someone else's pass when teamed. This is the trade-off from cutting the player base off from one another. The other side of that is the non-paying player can't siimply run this content whenever they want and needs to either make a purchase or ride-along with a payer. I also realize that it can be a difficult thing when forming teams and such for SGs that want to run say a series of things together and having to make sure each team leader is someone who has access to the right content. Again, trade offs here.

Really, though I think the boon for the player base here is a way of not being segregated from one another. Also, if done the other way where everyone has to pay to enter, not only are players segregated, but also what tends to happen is development in these types of monetization systems tends to focus more on the pay-for-content then general development for the game. This means that the paid content development tends to end up being more required for further game play as the basic game ends up aging. Non-paying customers end up feeling like second class citizens instead of part of the game as the system changes from encourage to pay via perks of paying to pratically-forced-to-pay because there is more development - more game to play - behind the pay wall. And it is those particular systems that tend to result in negative backlash (from what I've researched).

And the player segregation can get worse than just split two ways with multiple packs:
Group of players A in Titan City, Group B in Pheonixville (not a real place)and has access to A, Group C in Paragonea (see what I did there :P) and has access to A, Group D MegaTown-ville (not a real place) and can go to A, in Group E can go to A, B, C, and D, Group F can go to A, B, C but not D, and so on.

In an effort to not split the playerbase the ride-along-system was brought up as an option. Its good in that it won't split force splitting, bad in that it won't force purchasing, this may be good over all because it won't focus development away from non-payers.

Its also why I originally suggested that the ride-alongs don't earn any specific rewards at the same rate as those who paid for access, its another incentive for those who don't pay to want to pay. They aren't cut off from the content completely, they aren't cut off from the rewards completely, they have a tase of what's available to them, and if they want the freedom of playing the content whever they want and earn rewards at the higher rate, they can purchase the pack they like, micro-sub for paid content and / or parts of the sub perks they like, or sub up for all the good stuff.

I also think of the other non-game perks that subs can offer to which Warcabbit mentioned like a special GM queue, beta access for new content, and so on should also be a consideration when looking at what a sub may offer.

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brainman wrote:
brainman wrote:

Tannim222 wrote:
Would this be acceptable?

Yes!
Hehe, to me that would be the perfect solution.

Sounds good to me also.

Some questions, though:

Once there is content to reach level cap, would subsequent issues contain a combination of free and paid-for content, or would it all be mission packs? What about new zones?

Darth Fez asked this elsewhere -- would paid-for content all be modular, so that you could buy 1, 4, and 7, for example, without missing out on bits of an overarching core storyline?

Spurn all ye kindle.

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My delusional comment was not

My delusional comment was not meant for you Tannim.

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Cinnder wrote:
Cinnder wrote:

Sounds good to me also.
Some questions, though:
Once there is content to reach level cap, would subsequent issues contain a combination of free and paid-for content, or would it all be mission packs? What about new zones?
Darth Fez asked this elsewhere -- would paid-for content all be modular, so that you could buy 1, 4, and 7, for example, without missing out on bits of an overarching core storyline?

Again, everything I posted about what I think is of value is purely opinion and not of any particular direction that the business team may go as I'm not on the business team.

But, in my opinion, there should be a combination of free additions to the game and paid for packs. The packs would need to be modular to decrease the pay-wall barrier from getting too large for access. And my own personal design philosophy for raid-like-content is to avoid the tread-mill of one must to raid A to get gear set 1 in order to be effective in raid B to get gear set 2 in order to be effective in raid C to get gear set 3. By the time one gets several raids in, even if those who have never done A could get into D, group who hasn't done A-C could end up seriously under performing making the content a non-starter without grouping with sufficient players who have done A-C. I would apply the same methodology of not requring the tread-mill to content packs.

I would harbor a guess that if there were modular content packs that would allow non-payers to ride-along, there would not be a great weight of profit-driven design focus which means the game as a whole remains supported by development. And we don't end up with split-up player groups cut off by pay-walled content from one another as I indicatedin my previous post.

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Tannim222 wrote:
Tannim222 wrote:

And the player segregation can get worse than just split two ways with multiple packs:
Group of players A in Titan City, Group B in Pheonixville (not a real place)and has access to A, Group C in Paragonea (see what I did there :P)

I see. The REAL Dread Pirate Roberts has been retired for 30 years and is living like a king in Paragonea :)
So clearly I cannot choose the wine which is in front of ME.

On a more serious note, if Neverwinter has 2 million people (or accounts made anyway) and isn't making a profit, that scares me. For this reason, I think we should all be less concerned about CoT somehow making too much money or scaring the non-subbers away and more concerned about what it will take to make the subscription a perceived "best option" for people who like the game, leaving the non-sub option open for people who just don't have money and/or the casual players who don't really love the game or want to play it all that much.

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The report did t state NW

The report did t state NW wasnt making profit only that their publisher posted losses for this quarter losses I suspect in relation to expected gains. They apparently blamed the losses on NW for not retaining sufficient paying customers. There was mention that they still expect to gain from NW based on what is in line through their Research and Development.
Lets not forget this is Perfect World we are talking about here.

Its a balancing act when it comes to non sub and sub players. The ideal mix seems (to me) is a game that doesnt feel restrictive with cut offs at every turn for non subs with an inobtrusive cash shop presence in the game, and offers sufficient perks to desire a sub.
A balancing act between oOStaticOo's desire for a "I paid for the box all playable content should be free" and Radiac's position of "I would be willing to pay regularly in addition to the box purchase to access playable content".

Personally, I beleive I have been forthwith in my desire to provide a concise mix between thise two extremes while taking the first point of inobtrusive, unrestictive game world and perks of purchasing into account.

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oOStaticOo wrote:
oOStaticOo wrote:

Well, you are delusional but there is nothing we can say to convince you otherwise. How do you think F2P games keep their lights on? You can go and play NW absolutely free, have access to all the content in the game from beginning to end, so how are they making money to stay in business? How are they generating new content for their players to play? Must be pulling something from their posterior region I guess.

Because NW is NOT making new content in the way CoH players understand the term. A zone with no more than 30 repeatable missions (most in the open world usually click x or kill x, maybe 3 mini dungeons each less complicated than a CoH mission), a dungeon and maybe a raid is not the new zones and missions that CoH introduced with Striga etc and is far less work.

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It seems that the "For Rent"

It seems that the "For Rent" model that takes away things that are not "bought" is something many devs (Segev, Warcabbit, Tyche to name those I remember) want to avoid. The main reason I am agains the "rental model" is because most people seem to want "unlimited access" when renting. The unlimited access is basically accepting a pay-cap (which I think is truly a fundamental problem with subscription only models).

If the pay cap is too high people don't want the sub. If it's too low there's no income. Microsubs MAY be a good answer to that.

But the micro-sub model (assuming it accepts an unlimited access rental model) is basically built around the idea that the FULL sub can be greater than the standard sub. Thus why as a game company it can be attractive.

People expecting microsubs to offer a full sub at the cost of a full sub for sub only games (that have proven to fail) at around $15 don't understand the fundamental strength of the model IMHO.

- -

What MWM chooses to call a subscription does NOT need to be confined to what we've seen before. Subs can be a star stipend with progressive discount and NO content is on a rent basis.. but buying content for subscribers comes at a progressively larger discount. SOME may not call this a sub because its not an unlimited rental model but I don't think that definition is necessary at all.

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GH wrote:
GH wrote:

Tannim222 wrote:
For these reasons I would say that if we charge a subscription fee
There is no if. The kickstarter was based on providing a subscription model.

This right here sums it up for me. We've heard the phrase 'spiritual successor' for over a year now and one of the best features from CoX was the ease of subbing.

Now if you want to have a Stars system (or whatever) and a sub gets you X number of stars per month then I'm ok with that depending on how many stars you get and how much it costs to purchase something. Some examples:

Say we get an average of 2 new costume pieces a month at the Store and we get enough stars to buy one for free. I'm ok with this because I don't feel the need to have EVERYTHING but those that do can buy Stars for cash.

The hot new TF is almost ready to go live. Pay some Stars (say your monthly stipend's worth) and unlock it a month early! Again, patient people (or folks so busy they won't have much play time) can wait and the 'buy it nao' crowd can get it early.

The AE has gone live. Playing missions in the AE and creating new missions will earn you AE credit you can use to unlock new AE stuff like missions, maps, etc. Or you can use Stars for some of this at some exchange rate of Stars for AE credits.

Your base needs sprucing up. You can pay Inf for a new piece of art or pay Stars for it.

I'm fine with all of these. I'd be REALLY fine with them if I could earn some or all of them some other way (like unlocking capes rather than paying Stars). However, I am NOT ok with charging for anything like regular content unless it's through the F2P model. Anyone who can't scrape up the sub fee can nickel and dime their way as they see fit, I'll pay my sub and move on.

ANY hint at any sort of increased reward, chance of reward, quality of reward or anything like that if an additional fee is paid, I don't care how trivial it is, you'll see CoT turn into Sim Riot. You've already seen a glimpse of the pushback from this sort of thing. Don't underestimate the ire of the hardcore people who ponied up an average of $100.00 during the KS.

I understand the need to earn money doing this. I'm sure many of us were thinking 'if only CoH had earned more, would they have shut it down?'. However I'm sure you understand that your player's faith is a fragile thing. Asking a subber to pay a fee, no matter how small, for TFs or raids feels like charging me to get into the theater and THEN charging me to see the film. Don't do it. Don't hint at it. Don't even dream of it. The results could be disastrous.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

Asking a subber to pay a fee, no matter how small, for TFs or raids feels like charging me to get into the theater and THEN charging me to see the film. Don't do it. Don't hint at it. Don't even dream of it. The results could be disastrous.

I agree with this.

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Comicsluvr wrote:
Comicsluvr wrote:

... Asking a subber to pay a fee, no matter how small, for TFs or raids feels like charging me to get into the theater and THEN charging me to see the film. Don't do it. Don't hint at it. Don't even dream of it. ...

You forgot one!
[img]http://i.imgur.com/djENsim.png[/img][img]https://p.gr-assets.com/540x540/fit/hostedimages/1381585258/5068439.gif[/img]
Heheh. ;D

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JayBezz wrote:
JayBezz wrote:

If the pay cap is too high people don't want the sub. If it's too low there's no income.

Just like Goldilocks you need to get it just right and then the subbers will keep you in bears. Or something.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

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It is unlikely that a "full

It is unlikely that a "full subber" - whatever that winds up meaning - will have to pay fees beyond their subscription for access to what they want. What, precisely, "full subber" will wind up meaning goes to the heart, I think, of the underlying assumptions behind some of these seemingly irreconciliable differences of opinion.

If we go with a "microsubscription" model, one possible definition of "full subscription" is "paying for every microsubscription available." Another, possibly truer one could be "paying for every microsubscription available plus some extra for a positive flow of Stars to spend on Starmart items."

This would be roughly akin to being a subscriber in CoH: you have all the stuff a subscription can get you, plus a stipend of Stars to spend on Starmart items.

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By now you have GOT to

By now you have GOT to realize that most of the people backing this effort are, or were, hardcore CoHers. If you change things up TOO much from what CoH was, people will start jumping ship. Fast. I know, I'm seeing some of that right now. There are a group of people that I know that I'm talking to from when I used to play CoH that have lost a lot of faith in this effort and some have even already given up on it.

I understand that people want something new and shiny. I understand that there are a lot of people that think CoH had a lot of things wrong with it. I'm not denying that there were SOME things that could be improved upon. However, there were way more things that CoH did RIGHT. Those things need to be preserved and carried forward with CoT. If you lose those things then you have lost your players. Many people from CoH loved the ease of CoH. It wasn't complex, it didn't have a difficult system to figure out, the monetization didn't involve knowing Calculus to figure out what you could or couldn't afford. CoH followed the K.I.S.S. plan to perfection.

People talk about how they got bored with CoH from time to time and would then wander off and go play something else for a while, but they always ended up back in CoH. Why is that? I personally think it's because CoH did things other MMO's did not. Monetization was simple and easy. There were no gear degredation and deletion. There were no requirements to join a team. There were no, "You must have X gear or powers to do this raid." There were no Twitch Mechanics involved to play the game. It was a very casual game that went well with a casual player.

A lot of people are making a lot of suggestions on how to build this game differently. But is that REALLY what we want? I don't think so. I think the majority of the people that backed this idea did so in hopes of getting back their beloved CoH game. Yes, some things will have to be changed. Yes, some things probably do need to be changed. Yes, some things might be better if they are changed. However, you have to keep true to those core people that backed this game in hopes of getting those people back playing and spending money. If you step too far outside of that box you will lose those people. If you lose those people I'm afraid you will just end up like many of these other fly-by-the-night MMO games that make a quick money grab for as much as they can, then *pOoF*.

Also, you guys need to give us something. We have been holding on to the idea of this game being made for a year now. We don't really have much to go by still. I hear a lot of "We are having a few set backs, but are quickly working on getting back on course.", "We don't really have anything nailed down yet, so we can't confirm or deny.", "We are working tirelessly on trying to get everything finished, unfortunately we've had to push back on the dates when we were planning on releasing stuff." Even if it's not finished, but working, we need something. Mostly because there are too many wild suggestions flying around that if we don't have something to go by it's just going to frustrate the playerbase even more than it already is.

I'm sure you've started seeing this as much as I have. There are so many suggestions flying around I can barely keep track of them. Some of them are repeating suggestions, only with a little twist at times. Some of them are suggestions that can't even be done. Some of them are suggestions that can be done, just not at this juncture. But the point is, we NEED something to go off of. We NEED something nailed down and set in stone. Otherwise it looks like you guys are just flailing around in the dark and hoping that you strike something that turns on a light. I'm beginning to feel that you are building this game, looking at these suggestions being made, then going "OH! We need to put that in, let's backtrack and add that. OH! That too. And that. And that......"

Show us SOMETHING.

Set things down in stone.

Let us know what we CAN and CAN'T do, so we know better what kind of suggestions we can try to make that might make the game better.

And for God's sake, Moderate these forums! Somebody needs to come in and Mod smack some of these threads, lock them down, or just plain delete them and say, "You can't talk about that right now."

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Unfortunately, "we don't have

Unfortunately, "we don't have stuff set in stone yet" is going to be true for quite some time. This is because, until we get much, much closer to release, even things we heartily plan for may wind up changing due to better ideas of how to implement things, the exigencies of developments we didn't foresee, or simple constraints that emerge from other design decisions we make.

Simplicity will be a goal when it comes to making an understandable subscription model. As I said, one of the easiest-to-find options will be a subscription package that contains all microsubscriptions for a single monthly fee. To those uninterested in customizing their subscription in any way, this will be little different from a "buy a subscription" option. Just select it, give payment information, and go play.

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When will that be? 20 years

When will that be? 20 years from now!?! I'm telling you, give us something. Like I said, even if it's not the final product we need something. People can only go off of hopes and dreams for so long. You NEED to nail something down. NOW.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

When will that be? 20 years from now!?! I'm telling you, give us something. Like I said, even if it's not the final product we need something. People can only go off of hopes and dreams for so long. You NEED to nail something down. NOW.

Something?
Like what?
You wan to see a textured 3D model running around a semi done city or two,, using one or two travel powers?

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Trying to speak on pricing

Trying to speak on pricing for monetization models before you know the general development schedule it will take for any items is a mistake. The model is based on Time to Develop.

Can the company do more to aid the public trust, sure.. but the game is not the same as the business department. And I feel many of the devs have defined their personal views on the subject well. I'm sure the business development team is taking that feedback along with the market research and whatever restraints are put on them by capital investors.

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brainman wrote:
brainman wrote:

Comicsluvr wrote:
Asking a subber to pay a fee, no matter how small, for TFs or raids feels like charging me to get into the theater and THEN charging me to see the film. Don't do it. Don't hint at it. Don't even dream of it. The results could be disastrous.
I agree with this.

As far as the subscribers go, I'm fine with that. BUT, I have to ask, you guys ARE okay with the idea of putting some kind of Incarnate-like content in the "you must subscribe to be able to do these trials" category (like CoX had) right? And if that is what's done, you're both okay with the idea allowing the NON-sub people (who are presumably paying zero dollars per month on an ongoing basis) to pay-per-run for those trials if they want to, in order to still be able to participate without having to go full sub to get just one trial done, right? Am I interpreting you correctly here?

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Minotaur wrote:
Minotaur wrote:

oOStaticOo wrote:
Well, you are delusional but there is nothing we can say to convince you otherwise. How do you think F2P games keep their lights on? You can go and play NW absolutely free, have access to all the content in the game from beginning to end, so how are they making money to stay in business? How are they generating new content for their players to play? Must be pulling something from their posterior region I guess.

Because NW is NOT making new content in the way CoH players understand the term. A zone with no more than 30 repeatable missions (most in the open world usually click x or kill x, maybe 3 mini dungeons each less complicated than a CoH mission), a dungeon and maybe a raid is not the new zones and missions that CoH introduced with Striga etc and is far less work.

I hate to be an "I told you so" (and if I am, I'm not directing that sentiment at Minotaur) but this sounds an awful lot like they're letting the quality and quantity of their new content suffer. I personally have to wonder if that has happened because they aren't monetizing it well enough to make it worth their own while to make GOOD content and plenty of it, and only roll it out when it's really something worth paying for in the first place.

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Tannim222 wrote:
Tannim222 wrote:

I'm curious is the follwowing scenario ok?
Purchase of the game: grants access to standard content from 1-50 (assuming 50 is level cap), all the missions, task forces, etc... which are labelled "standard" are available. Comes with free sub time.

If a monthly stipend of Stars is included then ok.

Tannim222 wrote:

Mission Packs are created. These could be a series of missions, task forces, even multi-team-raid content. Subscribers get access to the mission packs, no additional purchase necessary.
Mission Packs are avaiable in the StarMart for individual purchase by non subscribers.
Mission Pack content is designed in a way to be inobtrusive to the game world. No, you can't entere here without $$ stuff.
Anyone who has access to the paid for content can invite whomever they want granting team members access to the content under the owner's pass.

Not ok to charge for Mission Packs(MPs). This is NOT b/c I don't value good story telling. I'm just concerned that the customer base is really not expecting to pay for mission-based content unless it's under the covers of an expansion release. Expectations are key. I can't say it enough.

Players spend hours-upon-hours talking about power sets, min/max builds, factions and NPCs. Outside of TFs and Trials, they don't do that for mission-based content.

Yet, if it's decided that MPs will indeed be sold then sell them well after Issue 0. Also, they should be new missions not extensions of Issue 0 missions. Exceptions that come to mind would be for 1) the CoT equivalent of a signature story arc, and 2) missions based upon newly introduced NPCs, factions or themes.

I certainly can foresee a forum meltdown if MPs are sold before the game is "fixed" and completely "playable". But I also foresee some trouble if they are sold before the customer base has become enamored with the game. So address the Issue 0 bugs, push out hot QoL changes, slide some more costume pieces out there (maybe even a few powersets), and then sell the MPs.

Tannim222 wrote:

Then there is a Premium level of access to the game which tracks all money spent on Stars in the StarMart (this includes sub fees). The Premium access grants a level of access between non-sub and subcription levels of access. Perhaps customizable by a point system of some sort which can be designated by the player can choose what they specifically unlock once they reach certain point thresholds.

Forgive me, but this seems to vague for me to grasp. I don't understand the relationship among "Stars", "point system" and "thresholds".

Tannim222 wrote:

Finally there is Guest-Authored content to which everyone would pay a fee to purchase in order to cover the costs of hiring on a guest author which would be someone of public repute (as earlier described, comic book writers, artists, internet-fame, authors, etc...). Those who purchase can still grant team members access under their pass.
Would this be acceptable?

Ok. This is an easy sell IMO.

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Catherine America wrote:
Catherine America wrote:

If a monthly stipend of Stars is included then ok.

I

I believe the intent is for stipends of Stars to come with subscription time.

Catherine America wrote:

Not ok to charge for Mission Packs(MPs). This is NOT b/c I don't value good story telling. I'm just concerned that the customer base is really not expecting to pay for mission-based content unless it's under the covers of an expansion release. Expectations are key. I can't say it enough.
Players spend hours-upon-hours talking about power sets, min/max builds, factions and NPCs. Outside of TFs and Trials, they don't do that for mission-based content.
Yet, if it's decided that MPs will indeed be sold then sell them well after Issue 0. Also, they should be new missions not extensions of Issue 0 missions. Exceptions that come to mind would be for 1) the CoT equivalent of a signature story arc, and 2) missions based upon newly introduced NPCs, factions or themes.
I certainly can foresee a forum meltdown if MPs are sold before the game is "fixed" and completely "playable". But I also foresee some trouble if they are sold before the customer base has become enamored with the game. So address the Issue 0 bugs, push out hot QoL changes, slide some more costume pieces out there (maybe even a few powersets), and then sell the MPs.

The types of Mission Packs I'm referencing would be in the vein of offerings like that seen in DCO or TSW. They're self-contained stories. In both games, those who subscribe have automatic access to any mission packs, those who don't subscribe can purchase them. For CoT, the additional avenue of access is a pass under the owner's access for ease of teaming and prevention of player base segregation.

Catherine America wrote:

Forgive me, but this seems to vague for me to grasp. I don't understand the relationship among "Stars", "point system" and "thresholds".

From what has been stated, everything including subscription is purchased via Stars which are bought by purchasing them with real world money. What I'm suggesting is a system to create a flexible, player customiziable "premium" access which is based on the amount of Stars spent in the cash shop which includes all one time purchases and month-over-time purchases (subscriptions and all forms thereof).

What some companies of have done is to create a level of access which lies between what subscriptions offer and what non-subscribers can access. For example:
Game A offers subscribers 10 character slots
non suscribers have 2
after $50 has been spent in their chash shop, the premium access is 5 character slots.

Normally, the levels of access - that is what is unlocked and when based on cash spent is fixed. Get stuff A-D when $50 is spent. Get stuff E-G after $100 and so on. I only mentioned tracking the monies spent into a point system where a player can unlock the portion of things they find of value. Thus, they can choose to save up points to get that one thing they really want unlocked. One player may not want to unlock expanded storage, but really wants to unlock character slots, after they've spent however much money to do so, they can unlock the desired access.

It isn't an absolute necessity to create customizable premium access, I had thought it something more personalizable would be nice.

It also automatically sets up a system for subscribers who stop subscribing to not have lost everything they had access to, or a way of earning back some of what was lost.

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I'd like to add to this

I'd like to add to this discussion that if we DO end up getting 2 million user accounts made, and by that I mean 2 million individual purchases of the "box" for $50 each, then you just made $100 million dollars at that point. First, I define that as some legitimate type of success in and of itself, and second, I bet you can make the whole game "$50 to buy, own it forever, no sub required" at that point without having to sweat the finances. The yearly INTEREST on $100mil (if invested in the stock market or something) should be enough to pay everybody, keep the lights on, put all of the programmers' kids through college and develop another game or two I would expect.

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I just want to throw in that

I just want to throw in that a Monthly Stipend of Stars should NOT mean, X amount of Stars left over from your original purchase of Stars after you decide what you spend your Stars on.

That is not a Stipend. That is called change.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Radiac wrote:
Radiac wrote:

Minotaur wrote:
oOStaticOo wrote:
Well, you are delusional but there is nothing we can say to convince you otherwise. How do you think F2P games keep their lights on? You can go and play NW absolutely free, have access to all the content in the game from beginning to end, so how are they making money to stay in business? How are they generating new content for their players to play? Must be pulling something from their posterior region I guess.

Because NW is NOT making new content in the way CoH players understand the term. A zone with no more than 30 repeatable missions (most in the open world usually click x or kill x, maybe 3 mini dungeons each less complicated than a CoH mission), a dungeon and maybe a raid is not the new zones and missions that CoH introduced with Striga etc and is far less work.

I hate to be an "I told you so" (and if I am, I'm not directing that sentiment at Minotaur) but this sounds an awful lot like they're letting the quality and quantity of their new content suffer. I personally have to wonder if that has happened because they aren't monetizing it well enough to make it worth their own while to make GOOD content and plenty of it, and only roll it out when it's really something worth paying for in the first place.

It's also a function of a game where you beetle up to max level as fast as possible and then the game starts.

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Very good, Tannim. Thanks!

Very good, Tannim. Thanks!
I like the idea of options available on the "premium" branch.

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Catherine America wrote:
Catherine America wrote:

Very good, Tannim. Thanks!
I like the idea of options available on the "premium" branch.

Thanks. Keep in mind again these are only my opinions and in no way reflect any direction the business team may take.

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Can we haz one of the Guest

Can we haz one of the Guest Artist be someone like?

[url=http://paulrenaud.deviantart.com/gallery/][img]http://fc04.deviantart.net/fs71/f/2014/288/9/9/the_art_of_paul_renaud_by_paulrenaud-d82wo12.jpg[/img][/url]

A loading screen or two wouldnt hurt either.. or 5! ;)

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Alright, this took a while to

Alright, this took a while to chew through... lots of things have been said and even if I might be a little late on some points, I have a few things to say and I believe they are important.

There has been talk about Guild Wars 2 or in short GW2. Their model to archieve income was used as an example for a profitable "Buy to Play" MMORPG. I played it a lot and I want to share my expieriences with you here, especially on the gem store. As disclaimer, I am a little out of touch with the game, I have not played for a couple of months now.

What is their shop like? First you can buy gems for Money to spend in their store, convert them to ingame currency or convert ingame currency to gems. But the rate for the latter is rather high, my style of gameplay earns me not enough ingame currency to consider this much of an option.

The gem shop contains various items for style and convienience, but they also have lockboxes for wich you can buy keys. True, you get a few keys as reward for completing story chapters, but the droprate for those boxes is rather high, I have thrown away whole stacks (max stack size is 250) of them, while I maybe got aroud 30 or so keys by playing 9 characters to max level and beyond.
Some other thing is, minipets don't get sold seperatly, you get a package of them wich gets you three random pets of variable rarity. They are tradeble, so if you want a specific pet you can buy them from another player, wich can get quite expensive if you happen to like the rare ones.
Some of the boosters offered apply a minor buff to performance affecting character stats, they can make you tougher, boost your damage or chance to find magic items. And some services do offer ways to get crafting materials more easily, like ressource nodes in your home instance or a pick-axe that spawns extra materials otherwise relatively hard to get and sellable at quite a high prize.

On further notice, sometimes the admins seem a bit distant and indifferent. When reporting issues and bugs you never get feedback and it took them months to fix a rather annoying clipping problem that not a few players expierienced. This, I feel, gets especially frustrating when you talk about it with a WoW- player, whos response was: "I had a issue like that too, reported it, got a response from a GM and after a few hours it was fixed." Furthermore farmbots you reported you could still see running their skripted path a whole week later.

As for the community they seem to attract with that: I met a few really nice people there, but seems to me most of the players are farmers. The biggest guild on my server is openly dedicated solely for that purpose, get loot, get money, as fast as possible using whatever means there is. Yes I know, farming is not as such a bad thing, but in this game I saw and felt it everywhere. I marked the days on the calender when I met a random player willing to do teamplay. And I do not mean to say I did not get team invites, but the feeling that everyone played just for their own benefit was very strong. It was a very popular strategy to just stand there and spam all AoEs available into events, just to tag as much opponents possible since every enemy damaged by you gave you a chance for loot, when he died. Most of the time all you got to see from the enemies was their dying animation.
This is personal expierience and might be a problem of the two servers I played on or just bad luck. It is however personal experience gathered over a long time, I played it since the beta events and at first thought it was the best MMORPG ever made. And I do not regret buying it, the content they have created is stunningly beautiful and shows a deep love for detail. But their monetisation model should be examined very carefully before taken into consideration.

Okay, so much for that.

As for some of the ideas thrown around in this thread, some of them are very interesting and promising, even if they might still need work.

For example if we take Radiacs idea. The setting is: there is content you will have to subscribe for. I do not want to advertize for a paywall, honestly. I'm kind of indifferent on that matter, I understand both sides. But in a fictional setting, where the content behind a paywall exists, those tickets would be a good idea. I especially favor the version that would allow you to play said content for one day, sold quietly in their own section of the star-mart. A bundle-deal where you would save a little would be nice, but buying just one should be definitely there.And I envision said content as instance, you could only enter through a menu option, players who do not have access would not even see, so they will not get tauntet everytime they try to enter the zone.

Please note that I am not saying the paywall should be there, only that those tickets would help in reducing it's impact IF we should get one. I also think everyone who has subscribed for the paywall content should receive free tickets to give away to friends, as additional bonus. That way you could save some up and then invite all your friends to a 'behind the paywall'- sunday or something like that. Everyone has fun, no one needs to stay online no matter what and the rest of the week you could go back to play the normal content. And I do not believe there will be a lack thereof. Most of the game should not be paywalled, even in an example like mine. If you could only play the normal content until max level and then got nothing to do escept you pay for it. I too would be seriously affronted, no doubt about that.

As for the paywall itself... I am not fully convinced it would alienate so many players. Especially if we consider that a full subscription is not the only model. Segev's microsubscription idea is very interesting and offers the possibility that the paywall would be dramatically reduced in impact. We are all used to subscription fees of 15$. That is quite a high wall to climb. But with segevs idea, the 15$ get splittet up between all the things a subscription would normally cover. And access to the paywall content would not be half of that. If you just want to play that content, you might end up paying a fee of 3 - 4$ per month. Could be more, could be less, just my guess here. But to me, that looks a lot less negative, considering there are even ways to circumvent having to pay real money at all. The only ones left out of that are people with no income, no free time to play and earn ingame currency to buy stars off of other players and no friends with at least that much income (or free time) to get some free tickets.

Still, I do not say that we should have paywall content, I have read some arguments against it that I well understand. But I wantet to offer a different viewpoint, it might be not as good as some say, but it might also be not as bad as some of you fear it will be.

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I'm happy for there to be a

I'm happy for there to be a $3-4 model where you get a months worth of something (to be decided) as long as it absolutely has no affect on my $10 (to be agreed) a month sub that gets me everything (not up for discussion).

When you start looking at 10 things costing $1 to a free to player and then 5 bundles of different value that get you monthly access to costumes, AT's, maps, I don't want anyone to think that makes the standard sub suddenly cost or even worth $50. You want my $10 a month, we need to talk about what you're going to give me for that. $15 is a seriously premium figure. My monthly sub COULD cost a free to player $50. That's how it should be.

The best way to get people (all players) to try the pay-walled content is a free to play weekend, not tickets for friends as the same people would (over and over) get those tickets whilst the vast majority (assuming a level of popularity) would never see that content.

I'm not saying there couldn't / shouldn't be tickets, stars should be tradeable for a wide variety of services and goods which could include daily, weekly / whatever-y passes for kids/partners/friends/cousins/whatever to play with you. Teaming is one of the major draws that people list when talking about CoH. It should be one of the cornerstones this game is similarly built around.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

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I hope you're just using

I hope you're just using placeholder numbers, there, GH. CoH ran with a $15/month subscription, and that was considered LOW by the standards of MMOs. With the way inflation's going, calling $15/month a "premium" as if it were a high-priced subscription may lead to a great deal of disappointment.

We don't yet know the monthly costs we'll need; it will depend on a number of factors on which we're still gathering data. But I would be very surprised if anything resembling a "full subscription" were less than $15/month. I'm concerned it may have to be higher than that, depending on our population. It's one reason we're looking so hard at how we structure our cash shop; there's a limit to how high a subscription can get before people just won't pay it, and if it's set too low for the population of the game, the game won't be sustainable. Using a cash shop typically proves more lucrative as it increases the number of players by lowering the barrier to entry, but allows those with larger pocketbooks to support the game more strongly by giving them something on which to spend that cash.

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Hmm...

Hmm...

I would try to make it simple so when reviewers talk about the pricing model, they can just reference the main 3, and in passing note that a Build Your Own from Micro Subs existed.. but wouldnt really go into it much.. cause it would take up too much of the reviewers time. :{

Small, Medium, Large. :)

Starter PAK is $5.99 /mo? 600 Stars /mo? + 25 Bonus Stars
Basic PAK is $10.99 /mo? 1,100 Stars /mo? + 50 Bonus Stars
Pro PAK is $15.99 /mo? 1,600 Stars /mo? + 100 Bonus Stars

Lifetime Pro PAK is $800 One time, plus you get your own Building in-game (or other stuff).
No rent for the lot the building is on. But there is a Movers fee if moving the building from downtown to Uptown, or any Other lot.
Fee includes Demolition and cleanup costs of older building being removed. ;)

Hehe.. and a billboard in front of the lot like this????
[img]http://i.imgur.com/IouRMay.png[/img]
... but showing an image of what it might look like once its done.
If they click on it, details about the Owner, etc...

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Segev wrote:
Segev wrote:

I would be very surprised if anything resembling a "full subscription" were less than $15/month. I'm concerned it may have to be higher than that,

How high are we speaking here?

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brainman wrote:
brainman wrote:

Segev wrote:
I would be very surprised if anything resembling a "full subscription" were less than $15/month. I'm concerned it may have to be higher than that,
How high are we speaking here?

If i had to guess, Segev Does Not want to allow a Monthly sub that includes Everything (not pay an extra penny for anything else, ever). Even if it was $20+, cause he believes MWM will be loosing money if they ever do that. :{

Well, he might actually be concerned with there initially only being 15,000 - 16,000 players on average (with a little growth, depending on players migrating from the other depreciated Phoenix projects after some time) in the 1st (and 2nd) year. So the $15/mo wont cut it if it turns out that way.

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Izzy wrote:
Izzy wrote:

brainman wrote:
Segev wrote:
I would be very surprised if anything resembling a "full subscription" were less than $15/month. I'm concerned it may have to be higher than that,

How high are we speaking here?

If i had to guess, Segev Does Not want to allow a Monthly sub that includes Everything (not pay an extra penny for anything else, ever). Even if it was $20+, cause he believes MWM will be loosing money if they ever do that. :{

True that! That is the exact feeling I get as well. Which is why I am now hesitant about this whole thing.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

If i had to guess, Segev Does Not want to allow a Monthly sub that includes Everything (not pay an extra penny for anything else, ever). Even if it was $20+, cause he believes MWM will be loosing money if they ever do that. :{

True that! That is the exact feeling I get as well. Which is why I am now hesitant about this whole thing.

lets wait for Segev to address this. ;) I was just stating my Own FEELING! its not Fact! ;)

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I do believe it is not a

I do believe it is not a matter of if he wants to or not but what he can do. They have not yet determined the costs they will end up facing and so there is no way of ensuring a sub fee of 15$ will work. I understand the concerns, but I think we should wait until there are facts presented.

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Izzy wrote:
Izzy wrote:

oOStaticOo wrote:
If i had to guess, Segev Does Not want to allow a Monthly sub that includes Everything (not pay an extra penny for anything else, ever). Even if it was $20+, cause he believes MWM will be loosing money if they ever do that. :{

True that! That is the exact feeling I get as well. Which is why I am now hesitant about this whole thing.

lets wait for Segev to address this. ;) I was just stating my Own FEELING! its not Fact! ;)

And I was merely agreeing with your FEELING. As I too feel that way as well. Just by going off of some of the things he has mentioned as how he would like to see things ran. As far as when we'll get any solid answers about that.............I would say..........."soon" (tm).

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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I seem to remember being a

I seem to remember being a full subscriber to CoX after it went Freemium and I still had to pay to unlock some costume pieces and power sets (like Demon Summoning, and the Funky Laser Gun blaster set, and so forth) so this is not new or unlike what CoX had. I also want to re-iterate that I would call a $20 subscription "fair", if it got me like everything, $15 is probably "priced to move" and I would expect to have to buy some more stuff over and above that, like the aforementioned costume and powerset stuff, and then anything less than that I couldn't begin to try to price out by myself.

Beyond that, going with what Segev said about revenues, I still feel like what the game REALLY could use is some kind of thing that you can can use/do almost every time you log in, is optional, but fun, and which the company could realistically charge you for each and every time you want to do it. As I've mentioned before, in Magic Online this is the 8-person Booster Draft tournament. They're constantly filling up 8-man queues and running these things on there and each person who enters one has to pay 2 Event Tickets (each ticket costs a dollar to create by buying it from the company, and you can't trade them around to other players, bots, etc, like currency) plus they have to have 3 virtual packs of cards at $4 each. This represents $14 worth of money spent by someone in order to play in a Booster Draft, which you might lose quickly and drop out of in like 30min or you might have to deal with somebody's slow internet connection and wait for like 3 hours before the whole thing is over. $14 for one evening's entertainment, maybe. Granted you get to keep the cards at the end and you might get a valuable rare or two, and if you win you could win prize packs, etc. Still, the up-front cost is approximately $14, and often you win nothing and get no really valuable cards at all. Granted, Magic Online has no subscription cost, or cost to download and install it. Even then, they COULD charge for the "box" and just give people a lot of extra packs to get them started.

In the 1980s, "video games" were a thing you went to an "arcade" and pumped quarters into a big wooden box to play, like, Pac-Man for 10 min per quarter spent, if you were good at it. In a world where Magic Online charges $14 for a Booster Draft and people are willing to do THAT, I still maintain that it IS possible to charge people like $1 per run of a TF, even if it is above and beyond the $15 subscription, and get away with it without running the risk that the whole world will revolt and burn you at the stake. I personally am not opposed to making the rewards for successful completion at the end really good for this to attract gear-junkies like myself. How exactly to interact the subscription rates and pay per run rates and reward drop rates is entirely up for debate, but I remain steadfast in my opinion that a considerable segment of the population would buy that, and those who would are the ones with money to spend in the first place, I suspect. This would give them the added impetus to spend that extra money to support the game without having to resort to gold farming and bots, etc.

I thank Lutan for his comments regarding GW2 and how that game's money model works. I've never played GW2, so that was enlightening for me.

R.S.O. of Phoenix Rising

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(slams head on desk) AGAIN!

(slams head on desk) AGAIN! Cuz I KNEW he'd try to sneak that in again. And again. And again..........

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Izzy wrote:
Izzy wrote:

brainman wrote:
Segev wrote:
I would be very surprised if anything resembling a "full subscription" were less than $15/month. I'm concerned it may have to be higher than that,

How high are we speaking here?

If i had to guess, Segev Does Not want to allow a Monthly sub that includes Everything (not pay an extra penny for anything else, ever). Even if it was $20+, cause he believes MWM will be loosing money if they ever do that. :{
Well, he might actually be concerned with there initially only being 15,000 - 16,000 players on average (with a little growth) in the 1st (and 2nd) year. So the $15/mo wont cut it if it turns out that way.

A full sub may include all content, but it doesn't mean those people won't still spend money on other things. I subbed in CoH, but didn't expect unlimited storage for example. A full sub can and will still be augmented by one off purchases, to me it's just "all the things payable monthly".

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Radiac wrote:
Radiac wrote:

I seem to remember being a full subscriber to CoX after it went Freemium and I still had to pay to unlock some costume pieces and power sets (like Demon Summoning, and the Funky Laser Gun blaster set, and so forth) so this is not new or unlike what CoX had. I also want to re-iterate that I would call a $20 subscription "fair", if it got me like everything, $15 is probably "priced to move" and I would expect to have to buy some more stuff over and above that, like the aforementioned costume and powerset stuff, and then anything less than that I couldn't begin to try to price out by myself.
Beyond that, going with what Segev said about revenues, I still feel like what the game REALLY could use is some kind of thing that you can can use/do almost every time you log in, is optional, but fun, and which the company could realistically charge you for each and every time you want to do it. As I've mentioned before, in Magic Online this is the 8-person Booster Draft tournament. They're constantly filling up 8-man queues and running these things on there and each person who enters one has to pay 2 Event Tickets (each ticket costs a dollar to create by buying it from the company, and you can't trade them around to other players, bots, etc, like currency) plus they have to have 3 virtual packs of cards at $4 each. This represents $14 worth of money spent by someone in order to play in a Booster Draft, which you might lose quickly and drop out of in like 30min or you might have to deal with somebody's slow internet connection and wait for like 3 hours before the whole thing is over. $14 for one evening's entertainment, maybe. Granted you get to keep the cards at the end and you might get a valuable rare or two, and if you win you could win prize packs, etc. Still, the up-front cost is approximately $14, and often you win nothing and get no really valuable cards at all. Granted, Magic Online has no subscription cost, or cost to download and install it. Even then, they COULD charge for the "box" and just give people a lot of extra packs to get them started.
In the 1980s, "video games" were a thing you went to an "arcade" and pumped quarters into a big wooden box to play, like, Pac-Man for 10 min per quarter spent, if you were good at it. In a world where Magic Online charges $14 for a Booster Draft and people are willing to do THAT, I still maintain that it IS possible to charge people like $1 per run of a TF, even if it is above and beyond the $15 subscription, and get away with it without running the risk that the whole world will revolt and burn you at the stake. I personally am not opposed to making the rewards for successful completion at the end really good for this to attract gear-junkies like myself. How exactly to interact the subscription rates and pay per run rates and reward drop rates is entirely up for debate, but I remain steadfast in my opinion that a considerable segment of the population would buy that, and those who would are the ones with money to spend in the first place, I suspect. This would give them the added impetus to spend that extra money to support the game without having to resort to gold farming and bots, etc.
I thank Lutan for his comments regarding GW2 and how that game's money model works. I've never played GW2, so that was enlightening for me.

When i ponder what the rest of the CoH players are like, I imagine them as semi-older that have an older PC with Solitaire as the primary game, before they got CoH. ;)

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I honestly do not know for

I honestly do not know for sure where our "necessary average revenue per player" will fall.

I suppose the thing I need to keep reminding myself and others is that there was no such thing as a "100% full subscription" in CoH at the end. If you were a subscriber, you had a stipend of c-store cash precisely because there were things in the c-store which simply being a subscriber did not "rent" you.

The best I can do is give some very rough - and I do mean VERY rough - estimates of where I think the pulse of customers willingness-to-pay might lie. The dirty little secret of selling anything is that something is worth what people will pay for it. If people won't pay enough to finance its creation, it is [i]not worth creating[/i]. Not until either the costs to create it come down or the desire of people for it rises.

The absolute maximum - and this is in the "getting too expensive to expect many people at all to pay" range - that I can see is $17/month. I doubt we'd make money there because we'd probably not actually retain enough subscribers. Honestly, that's about twice what many MMOs charge per month. Subscription-only MMOs go for $13-$18/month, with discounts if you pay more in advance. Sony Online Entertainment actually offers "all-access" to all of their games for $15/month or $120/year. WoW is $15/month, or $13/month if you buy 6 months.

I therefore do not expect us to be able to compete if we charge a "subscription fee" that is supposed to be our top-of-the-line that is more than $20/month, and THAT is relying on the extreme desirability of targeting our product to an audience who will pay a premium for it. I'd prefer not to rely on such things; not only is it a gut-wrenching way to repay our customers' loyalty, but it simply is not competitive.

All the games I've looked at have a c-store, whether their subscription is required or not. For those (like WoW) where the subscription is REQUIRED, there is not even a stipend provided for the c-store (as a general rule); there's no need, since the incentive to pay for a subscription is playing the game at all. Those where there's a free-to-play option tend to have, on top of other perks, a stipend of c-store cash along with a subscription, allowing players who subscribe to eventually get anything they want without paying more than their subscription fees...although they still are encouraged to spend more for c-store items if they don't want to have to wait.

Notably, mission/quest content (either total access or early access) is an explicit subscriber perk in SOE games (e.g. EQ and EQ2) and DCU, amongst others.

Precisely what you get for a subscription varies by game, unsurprisingly. Of course, thsoe which mandate a subscription give you "able to play the game," but some offer more c-store incentives (it's basically a discount club for the c-store), while others offer unique access to rented costume pieces, or the above-mentioned content access, etc.

As I've stated, I'm less of a fan of rented costume pieces, character slots, and other things which lock characters. I know others feel that is the only valid incentive to keep people paying a subscription. Personally, I'd rather they pay for their subscriptions based on a desire to be able to keep doing more cool and fun things rather than out of a fear that they'll lose access to something in which they've invested a lot because of one or two things that happen to be suddenly paywalled. That feels at least as much like extortion to me as does "well, we're offering a game they want more than those other MMOs, so we'll demand $20/month!" It's the kind of "now we've got 'em" hand-rubbing villainy that is actually bad business because it upsets and alienates customers.

The last thing I want is for somebody to stop paying a subscription and decide, "Well, my character is locked...I guess I won't play this month." I would much rather him say, "well, I can't do the newest mission, and I don't have as much inventory space, and I can only chat with my good friends who have me on their personal chat list...but I can still do missions with friends and get out there and play the game." That way, they're still playing and, when their financial situation allows, they will look at the game they've been playing consistently as a place to spend some of their now-surplus cash, gainig conveniences they'd lost.

I don't want to charge $20, $25, $40 per month. I would love the OPTION to exist for players to spend that much! Such high-spending players help sustain the game for a broader base of lower-spending players! But if we set ourselves up such that that was "the maximum" or "the full subscription," we'd upset those who couldn't afford it, possibly drive them off (especially if it's the only tier we offered). There have been suggestions for tiers of subscriptions. The "microsubscriptions" are just the logical extension of that. Buy what you want. Simplicity is re-achieved by offering pre-built packages of microsubscriptions - probably 1-3 of them - which are cosmetic packages to create "tiers" of subscriptions.

To me, the ideal situation would be akin to how players can feel with existing "subscription" models: they have subscriptions which give them a number of perks, but there's always something they might want in the c-store, and even if they have a stipend they either have to anticipate saving up for it or spend more cash to get more c-store currency to get it now. This isn't exploitative; it's always offering something more so that nobody gets bored. Anticipation, I've learned, is as important to people's enjoyment of a game as anything else. (It doesn't replace other elements of quality, but it also is not replaced by them. It is critical.)

To borrow a phrase, when engaging in the entertainment industry (which we are), "always leave them wanting more." The corrolary is, "always have more coming up...soon."

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Regarding 1980s video games,

Regarding 1980s video games, I remember how much I disliked the quarter-eating method, and how much I more enjoyed gaming (and gaming grew more widespread) once the model shifted toward playing freely through purchases and reasonable monthly fees. Thankfully, home gaming consoles, Commodore 64s, networked PCs, MUDs, and eventually CoH came along...and I don't need to visit the local Putt-Putt with pockets all a-jingle. I am not at all convinced that CoT needs an equivalent quarter-eating (or dollar-) mechanism on content to be financially sound. Very few games actually use such a mechanism and those that do can expect complaints and avoidance by people like me. If we go that direction at all, it better be practically invisible except to players who desire pay-per-run, and provide no advantages except what can also be obtained through a simple sub plan.

Minotaur wrote:

A full sub may include all content, but it doesn't mean those people won't still spend money on other things. I subbed in CoH, but didn't expect unlimited storage for example. A full sub can and will still be augmented by one off purchases, to me it's just "all the things payable monthly".

That roughly matches my expectations as well, assuming a CoH-like model... one exception being that I could see some guest author content being forced to fall outside of even a full ($15-20?) sub, if that content segment really grows and requires royalties.

How exactly we work with Stars and everything else remains unclear to me. If we had a coherent depiction of the continuous flow of Money -> Stars (one-time vs. recurring discount packages) -> Stars Shop (Sub / Microsubs / one-time purchases), as it applies to the wide variety of sellable CoT stuff that Tannim started to list, I might understand what we're attempting to build upon. Specific recommendations are almost impossible without that preliminary plan, and I'm stuck saying things like "please encourage feeling X" or "please don't do Y to player segment Q".

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Segev wrote:
Segev wrote:

To me, the ideal situation would be akin to how players can feel with existing "subscription" models: they have subscriptions which give them a number of perks, but there's always something they might want in the c-store, and even if they have a stipend they either have to anticipate saving up for it or spend more cash to get more c-store currency to get it now. This isn't exploitative; it's always offering something more so that nobody gets bored. Anticipation, I've learned, is as important to people's enjoyment of a game as anything else. (It doesn't replace other elements of quality, but it also is not replaced by them. It is critical.)
To borrow a phrase, when engaging in the entertainment industry (which we are), "always leave them wanting more." The corrolary is, "always have more coming up...soon."

This is something I can get behind.
Personally I'd prefer the sub + stipend solution. Even if that means waiting a month to save up enough stars to buy that new costume.

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I'm fine with what I've heard

I'm fine with what I've heard from Segev on this thread and others with regards to payment options. I'd like to point out that the reason I keep relating everything back to "pay to raid" is because that was the original subject of this thread, which I started, and as such I would like to keep my own posts "on-topic" where possible.

With regards to the "no $40 or $50 sub levels" item, I would be okay with it if there were a "Family Plan" option of some kind where one person can pay for more than one global chat handle/set of toons. So like you've got mom, dad, and the two kids, and instead of charging them $15 each it's more like $50 for the family plan. They can all be logged in at the same time from different devices, etc, like they have their own account, but one credit card pays for it every month and that person can set one account to be the "boss" and the others to be "dependents" or whatever. You might even give the "parent" level users on that account the right to change the "kid" level users' passwords, I don't know. That last part might be a logistic nightmare too though.

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(Segev posted right before me

(Segev posted right before me and I missed it, so I should follow up on that.)

Pricing philosophy sounds reasonable, key is getting it right so that a $15-20 sub feels like it contains that amount of value, whether it's simply in the form of ongoing access to a great expanding game, or an average game but enough stars to splurge on cash shop items. Costing more than MMO 123 is fine if CoT also clearly provides that much more value & quality.

...and I'm matched pretty much with Segev's second-to-last paragraph. I'd like to see the model work so that new content is sorted sometimes as "core" and sometimes not, then priced so that the "Full Content and Gameplay" subber's Stars stipend (or whatever we call it) gives them early & full access and always let them perma-unlock all content releases and new powersets released during their subscription period, -BUT- is not enough to also afford all of the account services, QoL features, and other "coming soon / extras" in the cosmetic categories. The full subber then has freedom to either:
- easily maintain their full access to the expanding content & gameplay with maybe a little left over for extras
- avoid some content / powersets to spend their stipend/stars on cosmetics & QoL instead
- have it all by spending more than that $15-20 "Full Content & Gameplay" sub.

The box buyer who doesn't sub is clearly missing out on -some- new content and powersets and cosmetics, but is still provided with a solid core of content and gameplay. That entices the more casual players to sub / microsub when they're ready to experience more, or at least purchase the individual new powersets / cosmetics / content expansion packs. They still have reason to think their box purchase was a good value, and with safeguards (free content periods, leader access, etc), teaming stays easy.

No objections from me on a Family Plan Sub Bundle from a customer standpoint.

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I think it might be a good

I think it might be a good idea (or just necessary even) to make the game sub-only in the first year or so, like CoX was. For one thing it means having absolutely no division of the player base at first which some people have expressed problems with, and for another it establishes a baseline set of content that comes with the box purchase when the F2P option does appear, if it ever does. Furthermore, there will not be any non-sub people until the month four at the earliest, if the "three months sub comes with box purchase" thing happens, which feels highly likely. In the first year you might not have a lot to offer the subscribers that the non-subs don't feel left out by not having in the first place and when you do roll out new costumes or zones or missions, etc, you can then decide whether to make each new thing an "expansion box" to have to buy, or something that only subs get, or a one-time cash shop purchase, or whatever.

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Believe it or not, I actually

Believe it or not, I actually agree with Radiac for once. If you sell the box at $59.99 per person and then charge a $19.99 a month Subscription I don't think that would be too much to ask. Even if it is, I am sure that most of the CoHers will be willing to pay for it. I'm pretty sure they would like to see MWM flourish so they can once gain have a home and a proper Superhero MMO to play.

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I think we should be cautious

I think we should stay aware of the difference between our own attitudes toward subscriptions as hardcore CoH/CoT supporters and those of the average potential player, unless we're trying to be the only players. To an outside eye, this is an indie studio's MMO with no recognizable lore tie-in and - without a CoH deal - no right to market a connection to a known product line.

Honestly, I see a year 1 sub as mostly an extension of the kickstarter for fans to fund the future of the game, and our chance to prep for altitis / crafting by buying the easier-developed & sold QoL additions or accumulate Stars for a flood of year 2 releases once the game and store are running steady. The box purchase is the dependable "pay for year 1 maintenance & development up to this point" funding source from the average gamer who isn't already aware of CoT or committed strongly to it. All players get a benefit from that past work and thus are reasonably asked to pay for it. I don't mind if even a large number of box buyers go without subs at first, because they're adding mass to the playerbase which is critical for startup and advertising, and they'll be helping to cover big fixed costs during the least stable point in CoT's life, even without subbing.

Requiring those less-hardcore players to start making repeated commitments (monthly sub or stop playing) at the 3-month mark, during or just after MWM faces the issues of startup, seems like asking a lot of them. Will 3 months give enough time to establish a track record of quality and reliability and resolve any failures? - because any lack thereof -plus- a sub requirement mentally stacks the risk factors and adds to their hesitation to buy the box at all or convince friends to try it.

Sales volume and early success builds on itself in today's MMO landscape; unlike early CoH we have many competing F2P and hybrid games and lack an established product line / lore, so demanding the premium of a sub before demonstrating superior gameplay would be a tough sell to the average gamer. Sub-only should be reserved as our fallback position to guarantee funding if release sales don't surge beyond the kickstarter backer count. Treating it as our primary position is too likely to put us into that collapsed backer-only state, losing our best shot at growth to the 100k player range and with it, the overall higher number of both box sales and subs. Sub-only will always be there as an option if we get desperate.

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I recently started playing

I recently started playing Warframe again and something that I like from that game could also be a good idea for CoT - Login Rewards.
http://warframe.wikia.com/wiki/Login_Rewards
Basically each time you log in (but no more than 1/day) the game rolls a random reward based on the number of consecutive days you have logged in. More than 1 day NOT logged in and it resets the counter.
Rewards include XP (Primary Weapon XP, Secondary Weapon XP, Melee Weapon XP, Warframe [armor] XP, money, Weapon/Armor Blueprints, etc).

For CoT this could also include single/multiple use unlocks as a way for players to not have to purchase access to some features.

If the game does this any type of XP reward (if any - pure XP, XP Booster, etc) or item reward should go to the first character you log in with.

Just an idea :)

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cybermitheral wrote:
cybermitheral wrote:

I recently started playing Warframe again and something that I like from that game could also be a good idea for CoT - Login Rewards.http://warframe.wikia.com/wiki/Login_Rewards
Basically each time you log in (but no more than 1/day) the game rolls a random reward based on the number of consecutive days you have logged in. More than 1 day NOT logged in and it resets the counter.
Rewards include XP (Primary Weapon XP, Secondary Weapon XP, Melee Weapon XP, Warframe [armor] XP, money, Weapon/Armor Blueprints, etc).
For CoT this could also include single/multiple use unlocks as a way for players to not have to purchase access to some features.
If the game does this any type of XP reward (if any - pure XP, XP Booster, etc) or item reward should go to the first character you log in with.
Just an idea :)

NW does something very similar via invoking on a per character basis, the irritating thing for me is that it partially resets after 30 hours, meaning that if you go away Saturday morning and return Sunday night, you lose some of the progress.

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All I know is that by now,

All I know is that by now, something should have been put down regarding what MWM wants to do going forward with monetization. All this talk about "How about this, or this, or this?" is not getting us anywhere fast. If anything it is frustrating us. It's time that MWM starts making some clear decisions about it and give us an idea on where it is going. If you want some feedback, that's fine. Just give us a poll of some kind with a few options to choose from. Not everybody is going to like everything, but there may be some things we are willing to live with over others.

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You want them to make a

You want them to make a "clear decision" now? A "clear decision" that is almost certainly going to be modified, if not completely changed, by the time the game goes live?

This will achieve what, exactly?

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Scott Jackson wrote:
Scott Jackson wrote:

I think we should stay aware of the difference between our own attitudes toward subscriptions as hardcore CoH/CoT supporters and those of the average potential player, unless we're trying to be the only players. To an outside eye, this is an indie studio's MMO with no recognizable lore tie-in and - without a CoH deal - no right to market a connection to a known product line.
Honestly, I see a year 1 sub as mostly an extension of the kickstarter for fans to fund the future of the game, and our chance to prep for altitis / crafting by buying the easier-developed & sold QoL additions or accumulate Stars for a flood of year 2 releases once the game and store are running steady. The box purchase is the dependable "pay for year 1 maintenance & development up to this point" funding source from the average gamer who isn't already aware of CoT or committed strongly to it. All players get a benefit from that past work and thus are reasonably asked to pay for it. I don't mind if even a large number of box buyers go without subs at first, because they're adding mass to the playerbase which is critical for startup and advertising, and they'll be helping to cover big fixed costs during the least stable point in CoT's life, even without subbing.
Requiring those less-hardcore players to start making repeated commitments (monthly sub or stop playing) at the 3-month mark, during or just after MWM faces the issues of startup, seems like asking a lot of them. Will 3 months give enough time to establish a track record of quality and reliability and resolve any failures? - because any lack thereof -plus- a sub requirement mentally stacks the risk factors and adds to their hesitation to buy the box at all or convince friends to try it.
Sales volume and early success builds on itself in today's MMO landscape; unlike early CoH we have many competing F2P and hybrid games and lack an established product line / lore, so demanding the premium of a sub before demonstrating superior gameplay would be a tough sell to the average gamer. Sub-only should be reserved as our fallback position to guarantee funding if release sales don't surge beyond the kickstarter backer count. Treating it as our primary position is too likely to put us into that collapsed backer-only state, losing our best shot at growth to the 100k player range and with it, the overall higher number of both box sales and subs. Sub-only will always be there as an option if we get desperate.

You make good points here but what I keep circling back around to is the problem, as I see it, is that when you roll out the game itself, you're presumably rolling it out with everything you've got included as far as content and missions, etc. I doubt they'll have any new content ready to go by the beginning of month 4 that they can then say "Subscribe and you get to do THIS, don't and you don't". So at that point you're differentiating between sub and non-sub with things like number of character slots (who really needs more than like 3 by month 4 of the game?) and costume slots (I can make a new costume and save it to my one costume slot, and I can immortalize my old costume by taking a lot of screenshots, so again, don't care), and other stuff which seems like less of a draw than something like Incarnate trials and so forth would be.

I agree with you, however, that we can only mostly talk about our own likes and dislikes, and being hardcore backers of this game, we're NOT the casual gamers.

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One of the beauties of using

One of the beauties of using microsubscriptions is that, if we find ourselves with "not enough" to differentiate between a "full" subscription and non-subscription, we don't have to. We just don't have those microsubscriptions for which we have yet to produce material. And then add them later. Because a microsubscription is not trying to hit at a "subscription" price, but just cover its own smaller price, we're not going to be selling something for more than it seems to be worth on a promise it will get better. Instead, we just add new microsubscription options as we complete development on those options.

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Segev wrote:
Segev wrote:

I suppose the thing I need to keep reminding myself and others is that there was no such thing as a "100% full subscription" in CoH at the end.

(...and a lot of other good stuff...)

I'm with you on your thinking here, Segev. The CoX sub model at the end worked well for me because it straddled that line between "included with" and "choose what to get with your points this month."

2 questions:

1) You mentioned other games offering pre-paid discounts, e.g. pay sub for a year in advance. Are you looking at offering this for CoT?

2) Should I ask what the current thinking is on some variation of the old veteran rewards is, or is that a can of worms better left for another time?

Spurn all ye kindle.

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Veteran rewards are something

Veteran rewards are something we're only at the stage of, "We will have them," right now. Anything I listed would be off-the-cuff thoughts. But there definitely will be some in one form or another; they're just too useful both to the company and too popular with the fanbase not to have. They're win-win, all the way through.

Paying for more Stars at once will almost certainly get you more Stars, and paying for subscriptions in advance will likely get you a discount in some form. That could take the form of just "more Stars per month" which are then useful for buying microsubscriptions, or it could be a genuine discount in Stars on the price of microsubscriptions bought for months at a time. Or maybe something else if some brilliant idea comes up.

But we do plan SOME sort of discount for bulk/long-term purchases of microsubscriptions.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Here's what has been set in stone on monetization at this time;
We will have it.
The market is changing around us all, what was established as hard-set rules even a few years ago now is unheard of. To determine today what monetization model will work next year is just asking for trouble.

So far, this is the only thing set in stone after 2 years of development. I'm sorry, but that last statement is crap by the way too. Any smart investor that puts money into some kind of project will first want to see a business plan designed to show how they plan on making all their money back. Before you do any kind of a business you have to have a plan laid out. Of course nobody will know what the market and the economy is going to be like from year to year, but you can't wait until the last minute to figure out what you are going to do to make money.

That does not instill confidence in the people investing in your project. As I've said, we've heard a lot of promises and words being spoken about things that they'd like to see done. Now we're being told it's going to take longer than they thought. How much longer? We don't know. Next I feel like we're going to be asked to fund another Kickstarter because all the money has been used up and now they need more to keep going. Then more things are going to happen that were unforeseen. More delays.

This is why I say, "Show us something." I don't care if it's an incomplete rendering. Just show us something that will say, "Hey, see. We're working on stuff and it's getting closer to being done." Give us an idea on what we can expect to be paying for the game. It really shouldn't be that difficult to say, "We are going to have Subscriptions.", "We are not going to have Subscriptions.", "We are going to have a combination of Subcriptions and F2P.", "Here is what will be included in the Subscriptions.".

You seriously can't tell me what a Subscription will have? Seriously? I call B.S. There are plenty of examples as to what people pay for a Subscription. You can't tell me you don't know what to include in a Subscription. You can't put down a couple of options considering Subscriptions and let people vote on which one they feel is the best one they would pay for? There doesn't have to be a price put down for them right away. But the options CAN be stated.

Would you pay for Option 1 Subscription package? Option 2? Option 3? List options in the Option 1 package, Option 2, etc. People vote on the one they like the best. Cool. We now have a plan on what we will consider a "Subscription" package. Now we'll figure out how much to start charging you for that package. It might be divided up into smaller Micro-Subscriptions to make it easier for some people to decide on what they want to pay, or you could just buy them all at X price. How flipping hard is that!?!

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Segev wrote:
Segev wrote:

One of the beauties of using microsubscriptions is that, if we find ourselves with "not enough" to differentiate between a "full" subscription and non-subscription, we don't have to. We just don't have those microsubscriptions for which we have yet to produce material. And then add them later. Because a microsubscription is not trying to hit at a "subscription" price, but just cover its own smaller price, we're not going to be selling something for more than it seems to be worth on a promise it will get better. Instead, we just add new microsubscription options as we complete development on those options.

Okay, so let's assume I'm either so casual that I intend to just coast by on the cheapest available option or else I'm so dedicated that I want to get the full sub. In any system you can imagine those are still two options, namely the extremes, either pay nothing after buying the box or pay the most money per month subscription that's offered. As a way for me to understand what you're talking about here, can you give me a purely hypothetical example of what the decision options MIGHT look like to the customer when the "first X months sub comes with the box" time period draws to a close and those customers are put to the decision of "keep paying or don't"? I mean whether or not there are any microsubs at that point, there is either sub-only or sub/non-sub at the very least, if there are shades of grey between those extremes, great. But what COULD the extremes possibly look like by then?

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Static I understand your

Static I understand your position but a little perspective is required here.

It is not unheard of for an MMO to take upwards of 7 years to develop and launch. Much less be upset with changes in schedules in one that is less than 2 years in development.
Your typical MMO during this time of 7 years has a full time team of paid people working at mostly a centralized location,

In 2 years we have had to create a start up company which resulted in multiple splits into the current company and game. A company staffed by unpaid volunteers spread out across the US and other countries. We switched engines from one that was older and complete to one that is itself still in development. Sometimes this results in us tosssing out something we have worked on to be remade or in the process of being remade.

We know people want to see work in progress and work is being done and we wNt to honor those whom supported us to get us this far so please keep all this in mind when patience begins to wain.

As to the specifics of what is going to be offerd within a specific monetization model i think you would be hard pressed to find any mmo developer that would release any specifics within this stage of development much more thN what has been said.

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It is my personal opinion

It is my personal opinion that the only things worth paying a $15-20 per month subscription for are paywalled content which get's the player better stuff or faster acquisition rates on stuff that already exists. This is certainly true in my case, and I feel it was probably true of the dedicated CoX player as well, back in the day.

I feel like the sub versus non-sub access issue probably ultimately leads to one of three places:

1. The subscriber and non-subber get basically the same stuff, so nobody feels the need to subscribe, except people like me who want to support the game, so you're basically trying to get people to DONATE money to keep you going, in essence. I call this the "giving away the store" option.

2. The subscriber get's something that the non-sub does not get and that thing is good enough to get a reasonable percentage of the game population to subscribe while not making the lives of the non-subs feel so grindy or excluded that they just quit and leave out of frustration. This is what I will call the "utopia" option, and I'm not 100% sure it actually exists. I feel like many games want to present the image to the public that they have this, but in reality they have option 1 above and are hoping people will buy more funny hats next month. Maybe the microsubs can help that, I don't know.

3. The subscriber get's clearly the best access to stuff and the non-sub DOES feel stiflingly left out by comparison and is essentially encouraged to either quit or start subscribing, thus causing you to lose most casual players but perhaps gain some subscribers from among the less dedicated and/or only slightly casual gamers. This being the "haves and have-nots" option where you end up with just the haves playing the game regularly, while the have-nots still have accounts that have basically gone dormant because they left soon after their buy-the-box sub time ran out and they started feeling the pinch. I think the microsub deal might help this, but I don't know for sure that it will.

I personally believe the "giving away the store" option is the one you get unless you monetize (somehow) some form of playable content like Incarnate trials and TFs, (the dreaded "content paywall") and/or some form of gear or way to get the gear faster (the dreaded "pay to win"). I feel that everything else is stuff that the gamer will either 100% expect to be there for them as a non-sub (and it's thus a deal-breaker if it's not) or stuff they can and will try to get some other way or budget out of their lives in some way. Whatever else you might want, if it can be grinded for, they'll do that, if it has to be gotten by manipulating the auction house, they'll try to trade sharper and do that, etc. People can live without their own SG base, their own personal batcave space, the added slots and wallet space, etc. People, I think, will generally expect that if recipes and salvage components drop, there must be something you can do with them, either sell or craft, and thus that functionality has to be available to everybody somehow. I feel that despite whatever "fair" limitations you place on the auction house or crafting, people can still game the system to not pay for it for this reason. Costumes are basically a pay once and own it forever thing, to me, so they don't encourage a sub in any way, really.

When I played CoX and paid for the optional sub so I could do Inacrnate trials, I never once thought to myself "they're evil for charging people money for this, this should be free and open to all players" nor did I pat myself on the back for saving money by getting stuff via the use of bots or excessive grinding. That game, which we all have fond memories of, DID make Incarnate content subscriber only (so thus it definitely had a paywall for some of its content) and they did that in a way that you got better powers and more of them when you did the Incarnate stuff (hence it was also "pay-to-win" by some people's definition of what that term means to them). Yet we all liked that game and want to see something like it make a return.

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oOStaticOo wrote:
oOStaticOo wrote:

You seriously can't tell me what a Subscription will have? Seriously? I call B.S. There are plenty of examples as to what people pay for a Subscription. You can't tell me you don't know what to include in a Subscription. You can't put down a couple of options considering Subscriptions and let people vote on which one they feel is the best one they would pay for? There doesn't have to be a price put down for them right away. But the options CAN be stated.

This whole post reminded me of that South Park episode where Cartman tries to freeze himself in suspended animation until the Nintendo Wii finally comes out, because he can't wait TWO WEEKS for it.

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Segev wrote:
Segev wrote:

I hope you're just using placeholder numbers, there, GH. CoH ran with a $15/month subscription, and that was considered LOW by the standards of MMOs. With the way inflation's going, calling $15/month a "premium" as if it were a high-priced subscription may lead to a great deal of disappointment.

I think you will find that $15/month is (and was) pretty much *standard* for an MMO that charges a sub fee. Of course, the EU (and UK) players tend to get charged in their own currency which can mean that can cost more/less than $15 if converted over. Its just that this price has never really changed over the years though.

I believe that Star Wars Galaxies/Ultima Online/Asherons Call/Asherons Call 2/Lineage 2*/Aion*/Lord of The Rings Online*/Dungeons and Dragons Online* and numerous others all charged along similar monthly costs

*Before Free2Play conversion

There is someone in my Wildstar who said that WoW cost £15 a month to play... it has NEVER cost that much. Hell, it would have been more expensive than Eve Online/Champions Online/The Secret World charge for their sub fee (£9.99/£10.20/£10.99 I believe). Turns out he was playing on the US servers and just forgot about the currency change ;)

SWTOR/WildStar/Rift/World of Warcraft all charge £8.99/€12,99 per month as their "standard" single month sub fee. Which was the same as City of Heroes did.

Of course, you could go the Runescape route and charge just £4.95/month (about 1/2 price of other MMO's)

*edit* Ooops. I forgot about Final Fantasy 11 and 14, which also have a "single character" sub fee. You are limited to just one character per server, but it does reduce your fee by a few dollers/couple of £ a month IIRC.

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Segev wrote:
Segev wrote:

I hope you're just using placeholder numbers, there, GH.

Why? [devils advocate.. not being a really horrible person, really]

Segev wrote:

CoH ran with a $15/month subscription, and that was considered LOW by the standards of MMOs

Well.. actually.. I played CoH, it was a multi million dollar game run by a large, professional studio that was making a profit. You want more than that as an indie developer in an oversaturated market from a bunch of ex-players that have largely moved on.

So we kickstarted the project and gave you some money which should have covered licences and setup costs. After that you're probably all working unpaid and want to get paid. Which is right but at the same time.. CoH.. big studio.. making a profit.. ran on $15 a month. You should be coming in below that surely? At $10 a month from 100k players you wouldn't make enough money for what? To give you all a living wage from day 1? Well that has to be expected surely.. you get us up and running and start making a profit / wage when you get 500k players. You all retire and sell your shares and live on converted oil rigs when you get 5 million players.

And you're really going to say "inflation" is what makes this game cost $20 over every other listed games lower monthly cost (not counting all those free to play MMOs)?

Segev wrote:

there's a limit to how high a subscription can get before people just won't pay it, and if it's set too low for the population of the game, the game won't be sustainable

What if that limit is $10?
The answer is you need a bigger population, not a larger subscription. And a series of price points where things happen. If you don't get enough money, they don't happen. You can't expect to launch with everything and go "there you go, there's everything, that will be $20 a month" because what if we go "lol"?

Segev wrote:

If people won't pay enough to finance its creation, it is not worth creating.

I'm stealing that.

By this metric, the game isn't currently worth creating and maybe that should be looked at. Are you releasing this as MVP (minimum viable product) or are we getting a fully blown game on release?

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

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In 2004 I agreed to pay $15

In 2004 I agreed to pay $15 per month to play CoH. True there were discounts for signing up to play for like 6 months or a year at a time, etc, but $15/mo was, at that time, the going rate, by my memory. That was 10 years ago. Adjusted for inflation that would be over $18 today. It's not like there's been some revolutionary new technology that''s made MMOs easier and cheaper to produce between then and now, so I'd expect the price to go UP relative to 2004, not down.

All this talk about $10 monthly subs makes me feel, once again, like the customers are trying to pry the price-tag gun out of the hands of the managers, and nothing else. And this paranoia about "retiring to a converted oil rig" talk is just pure BS. That kind of talk is an INSULT to the VOLUNTEERS who are producing this game, currently, and I for one find it in very poor taste

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

I for one find it in very poor taste

I should charge you for my cleaning bill.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

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The reason micro-transactions

The reason micro-transactions are a more viable product in the market is because it uncapps the spending potential and has shown buying patterns that collect more revenue than the $15 per month model. Secondarily, the competitive pool of MMORPGs shows that $15 to be too high a threshold for casual gamers when other games do not require any such threshold.

So how do you, as a company, collect more than the rather limited $15 per month and still keep a subscription model with a low threshold people feel comfortable paying? This is the benefit of the micro subscription model.

Now you can offer.. lets say 6 $5 micro-subscriptions for different aspects of the content you've developed that IF a player were to pay for a full subscription the revenue cap is much higher. But the most likely user behavior will not be to buy a $30 (retail) subscription, most players will likely take a few of the micro-subscriptions that matter most to them. The good thing about this is that there is still a lot of content that is buyable after the traditional $15 threshold is reached. Also for people who really only care about one aspect of development (raid content for instance) they can achieve "full access" to that portion of content for only $5 per month.

(Note that the costs I put forth are retail and do not represent discounts for paying for multiple months at a time nor any sales discounts for multiple micro-subscriptions like buy 4 get 1 free etcetera)

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JayBezz wrote:
JayBezz wrote:

So how do you, as a company, collect more than the rather limited $15 per month and still keep a subscription model with a low threshold people feel comfortable paying?

What I might do:

- Buy the Box for $30
- Play for 2 or 3 months
- Subscribe after 2 or 3 months with a plan thats close to $12/mo , if i feel there's something good about CoT
- After 8 to 12 months, if i feel things are getting better, and its worth it, I will upgrade my subscription to $16/mo, or if i dont feel things are going well, i might downgrade my subscription to $8/mo (or F2P)
- I will stick around for 2 years to see if kinks are smoothed out, balanced, etc.... and decide to stay or go.

- Micro subscriptions? Err, well... I'll most likely Seldom get any. One or Two at MOST! Its just on Principle that I AVOID things like that. (Maybe from past bad experiences? I cant put my finger on it.) I just feel like extra subs are like Leeches all over me and I have to get rid of as many as i can before they suck all the blood from my body. :/ Sowwy! :<

Well, I MIGHT consider a micro-subscription if it fits my playstyle. What do i mean? If one particular micro-sub gives me access to TF/Arcs/ or other content that i ENJOY play on Tank/Scrapper/etc... (melee like Archetypes - my preference), across all my ALTs, then I Might pick up that micro-subscription. :)

- Store Bought Items? Yep, no issues. Well, i'm more likely to buy things that i can reuse on ALTs. and try and ignore Store items that are One Time use, and maybe locked to a single character.. sometimes. :/

Now you know.. Im not just lazy, but also a little cheap, too. ;D
Hmm... I might put that in my Signature. :o

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GH, you hit the nail on the

GH, you hit the nail on the head when you noted that the way to get more revenue from a subscription is to have more players, not a higher subscription. This is absolutely true. However, the reality is that MWM is NOT a big studio the way Paragon was - and that's saying something. I do not expect us, especially at first, to have numbers anywhere near comparable to CoH's in terms of active subscribers. The idea that, because a BIG studio, with comparatively tons of players, could make a profit at $15/month per subscription, an indy studio should be able to make a profit at $10/month per subscription just doesn't add up. The bigger studio had better name recognition and more customers.

Obviously, we WANT to grow and become big enough that we have tens and even hundreds of thousands of customers. (I have no illusions that we'll hit millions any time soon. We're certainly not Blizzard.) However, we have 5,003 backers in the Kickstarter. Even if we multiply that number by 5 and assume that we'll have, within the first couple of months, that many players...that's a drop in the bucket compared to any of our competitors. And our studio costs are still going to be largely fixed. Employees will be easilly the biggest part of that. Even picking and choosing carefully, if we want people who can and will do a good full-time job at it, we will have to pay not only a salary sufficient to entice them away from other paying work, but the benefits on top of that. People often forget that benefits are actually a cost to the employer. They're not free. Far, far from it. (On a personal note, I'd much rather have the cash my employer spends on my benefits each year as part of my salary; it'd let me pay off my student loans in just a year or two. Benefits are EXPENSIVE.)

This is why the microtransaction and freemium models are so popular for indy studios. Larger playerbases make subscriptions profitable at increasingly competitive rates. And even monsters like WoW have microtransactions, just to allow those who want to spend that much more be able to do so. To remove that cap on maximum earning power of the game per person.

But a microtransaction/freemium model helps grow that player base, because the barrier to entry is so much smaller. You don't have to convince your buddy to cough up $15 this month to just try the game, nor do you have to spend another $15 to buy him an account to try. (And yes, I know trial accounts are possible. But that gives you a limited window to hook somebody, whereas a freemium game lets them play as long as they want until they decide they want more.)

To grow that player base, we need to be competitive. But even if we give away the game for free, we likely won't come near most of our competition in terms of playerbase, not for a long while. Being small will help keep our costs down, but we NEED to be able to let people spend what THEY want to spend, and take our profit where players are willing and able to give it.

That's why a pure subscription model (something which I literally cannot find in any MMO that I've looked at in the last year - even WoW has microtransactions on top of their subscriptions) is just not feasible for us.

We will have subscriptions. But they won't be all we have, and there will always be things for those who are subscribing to save up their stipends to buy.

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Just like GH said, If you don

Just like GH said, If you don't have enough people playing the game I don't care how much you charge you'll never make enough to make a profit. If you try to charge more money than 15 dollars a month you won't have enough people willing to pay for the sub to play the game. Then you will be relying solely on cash purchases from the cash store. We've already noticed that there are trends of people not liking that system anymore. There have been some articles published that show that people are starting to wise up to the F2P system and are becoming increasingly unhappy with it. As Radiac has mentioned as well, the more people you have that buy the box then the less you'd have to worry about charging for a subscription period.

So your key is people. Making people happy enough to buy your product and keep buying it. Do you remember the early years of AOL? You paid a fee to have X amount of free minutes to use to get online and chat. If you used up all those minutes they charged you 2.95 an hour. I know several people, myself included, that would sometimes rack up close to 1000 dollars a month on AOL. That was ridiculous! People started realizing it wasn't worth it. So what did AOL do? A genius move by turning that payment into an unlimited access plan. When they did that, millions of people signed up for it. They started making MORE money than they did with the 2.95 an hour deal. People were happy. they were willing to pay that much.

I can imagine there were plenty of people that thought AOL was basically "Handing over their price-tag gun to their customers". AOL took a gamble, and it worked. After that, everybody started doing the same thing. Much like MMO's. Now the trick is to find that gamble that will pay off for MWM. Right now everybody is doing Subscriptions with F2P and a cash store. There are only a few MMO's that are using the Subscription method only with a cash store for QoL purchases. Perhaps the trend is slowly swinging back to the Sub method. Perhaps it is moving back into the B2P method. Perhaps the best bet is to go with both. The trick is finding that sweet spot that people will say, "Yep, I'll spend my money on that." Money is increasingly difficult to spend right now with the Economy not as strong as it was. People don't make as much anymore. People don't have as much disposable income as they used too. So you have to find that spot where a person is willing to give up what little disposable income they have and feel good about doing it. Right now, less is more in the eyes of the consumer.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Izzy wrote:
Izzy wrote:

- Subscribe after 2 or 3 months with a plan thats close to $12/mo , if i feel there's something good about CoT
- After 8 to 12 months, if i feel things are getting better, and its worth it, I will upgrade my subscription to $16/mo, or if i dont feel things are going well, i might downgrade my subscription to $8/mo (or F2P)
- I will stick around for 2 years to see if kinks are smoothed out, balanced, etc.... and decide to stay or go.

- Micro subscriptions? Err, well... I'll most likely Seldom get any. One or Two at MOST! Its just on Principle that I AVOID things like that. (Maybe from past bad experiences? I cant put my finger on it.) I just feel like extra subs are like Leeches all over me and I have to get rid of as many as i can before they suck all the blood from my body. :/ Sowwy!

You talk about subscriptions at various levels - free, $8/month, $12/month, $16/month. Obviously, you expect that the free will have fewer perks than the $8/month, which will have fewer perks than the $12/month, and that upgrading from the $12/month to $16/month will give you still more perks, or you wouldn't have incentive to pay for those. (I mean, I suppose you could be just into donating money to tip jars, but I assure you that you're in the minority if so. Peoplel ike to think they're getting something they wouldn't otherwise get if they give money.)

Microsubscriptions are just a different way to look at those tiers of subscriptions. Rather than packaging a few random things together arbitrarily, and saying "you can't have X without being in tier Y, which perforce includes things from tier Z which you may or may not care about," the microsubscription model breaks down the perks into individual "microsubscriptions."

So if there are 5 things you get for the $8/month subscription, an additional 3 (for a total of 8) things you get for the $12/month subscription, and then another 2 (for a total of 10) perks you get for the $16/month subscription, the microsubscription model would instead break it down so that there are 10 different perks to which you could subscribe.

You could build the $8/month subscription out of those 5 perks that it gives you. It would cost $8/month. Or, if you just wanted a single perk from the $16/month subscription, you could pay an additional $2 to get it, and just pay $10/month. Or maybe you don't want perks A, B, and D from the list of 5 that the $8/month subscription gets you. By not paying for those 3 microsubscriptions, you save $1.50, $1.50, and $1.00, respectively, for a total savings of $4.

Now, your microsubscription package overall costs $6/month: $2/month each for perks C and E from the original "$8/month" subscription, and another $2 for that one perk you wanted that was originally part of the "$16/month" subscription.

All the "microsubscription" model has done is broken the 10 perks available down into a menu of items A-J, and assigned a price to each, rather than bundling A-E together in a subscription package, requiring you to have them before you can get F,G, and H, and THOSE before you can get I and J.

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Having a preliminary plan

Having a preliminary plan that we can all see will stimulate creative thinking and encourage constructive feedback. Everyone's aware there will be changes to the MMO market, and CoT's design, and MWM staff; none of those are reasons I would use to pause planning or communication. The business model should not be heavily dependent on UE4 bug fixes or what DCUO might do in 2016, or if it is, knowledge of such risks should be shared.

This began as a community effort, and though things may have shifted a little, we've gone through one successful Kickstarter to prove it; the combination of MWM volunteers and backers is still our best hope for the game. In that light, comparisons to what a major studio/publisher combo would be communicating about a new game's business model do not apply here. If community members are suggesting reasonable adjustments to communication methods or timing ("please release a preliminary plan soon"), that's not equivalent to asking EA to divulge box contents and DLC pricing at year 2 of a 7 year project.

The original timeline to launch was in the 3-5 year range, so while 7 years might be the upper bound for some MMO development efforts, for CoT this is approximately the halfway mark (according to expectations, right or wrong). No revised timeline has been published so it's no surprise people are still thinking 4-5 years from start (late 2012) to release, with some hope for the avatar builder in year 3. Since a preliminary model for funding the game is one of the things that people (clearly) feel strongly about...moving from "not knowing" to "knowing a little, and knowing what we don't know" is pretty important, both to backers and developers.

I don't think it's asking too much when I say: We could use a date when the business team anticipates sharing a preliminary plan with the community, and a rough idea of what that plan will and will not include.

Example of what I'm imagining:
"To prepare for launch-year revenue forecasting and develop a portfolio of popular items to offer to our players post-launch, MWM will publish a preliminary business model in one of our February, 2015 updates. We will request forum feedback on that model for 2 months before making any adjustments. Although the model will not specify pricing, we will focus on what you think about its list of sellable items and game features, as well as its offering of %-discounted item bundles and the benefits included in its 3 main monthly subscription tiers. Our goal for this round of feedback is to make sure there is clear value for each purchasable item, and create simple and obvious distinctions between the sub / package options."

[edit - because there were almost 10 posts since I started typing!]
I'm hearing what I think are mostly right goals and a solid perception of our starting place in the MMO market. I am merely suggesting a step toward visible, organized progress in this area, for the benefit of us all. It's not something a major studio would do, but I think it will help in our case.

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As oOstaticOo says, there are

As oOstaticOo says, there are fewer people with large amounts of disposable income. The goal has to be to price things where as many people as want to can afford to play at the rates they want to.

That's why the microtransaction and microsubscription models look good: those with lots of money can spend more of it to get more things. Those with more limited funds can still play the game, thus increasing our customer base.

The trick is that "sub-only" is a cap on how much you can make per customer. It also becomes a floor which cuts out customers who can't pay at least that much. The goal is to lower that floor and elevate that ceiling, so we get as many customers as we can, and they pay as much as they are willing to. That allows for the industry-termed "whales" who have tons of disposable income to spend a lot of it, without requiring that all of our customers mortgage their firstborn children to afford to play.

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Segev wrote:
Segev wrote:

Now, your microsubscription package overall costs $6/month: $2/month each for perks C and E from the original "$8/month" subscription, and another $2 for that one perk you wanted that was originally part of the "$16/month" subscription.
All the "microsubscription" model has done is broken the 10 perks available down into a menu of items A-J, and assigned a price to each, rather than bundling A-E together in a subscription package, requiring you to have them before you can get F,G, and H, and THOSE before you can get I and J.

My head hurts. Me no like calculus! :<

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Izzy wrote:
Izzy wrote:

Segev wrote:
Now, your microsubscription package overall costs $6/month: $2/month each for perks C and E from the original "$8/month" subscription, and another $2 for that one perk you wanted that was originally part of the "$16/month" subscription.
All the "microsubscription" model has done is broken the 10 perks available down into a menu of items A-J, and assigned a price to each, rather than bundling A-E together in a subscription package, requiring you to have them before you can get F,G, and H, and THOSE before you can get I and J.

My head hurts. Me no like calculus! :<

+1

Keep it simple stupid.

Always the best plan.

I don't want to have to spend an hour figuring out what my subscription package will or won't include. I don't want to feel like I'm sacrificing too much just so I can spend X amount of money.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Let me try this again,

Let me try this again, because this really is no more complicated than the "$8, $12, $16" tiers that GH talked about.

We are comparing two models. Model 1 has 3 "tiers" of subscription - $8, $12, and $16. Model 2 is "microsubscriptions."

Model 1:

For $8/month, you get perks A, B, C, D, and E.
For $12/month, you get all the perks in the cheaper subscription, as well as perks F, G, and H.
For $16/month, you get all of the above, plus perks I and J.

Model 2:

Perk A costs $1.50/month.
Perk B costs $1.50/month.
Perk C costs $2.00/month.
Perk D costs $1.00/month.
Perk E costs $2.00/month.
------------------------------------ Everything above this line is what would comprise the $8/month subscription tier
Perk F costs $2.00/month.
Perk G costs $1.00/month.
Perk H costs $1.00/month.
------------------------------------ Everything above this line is what would comprise the $12/month subscription tier
Perk I costs $2.00/month.
Perk J costs $2.00/month.
------------------------------------Everything above this line is what would comprise the $16/month subscription tier

When presenting this to the players, we could even present Model 1...and then offer those who want it the option to add or remove perks they do or do not want without having to change tiers. In reality, each "tier" is just a preset package of perks.

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oOStaticOo wrote:
oOStaticOo wrote:

Keep it simple stupid.
Always the best plan.
I don't want to have to spend an hour figuring out what my subscription package will or won't include. I don't want to feel like I'm sacrificing too much just so I can spend X amount of money.

Do you read the list of things the subscription packages offer? If so, you're already doing everything the microsubscription model would require.

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To clarify what I said

To clarify what I said earlier, which oOStaticOo alluded to above, I never said "you need to lower the price so you can get more players", what I said was more like _IF_ you actually get 2 million people to pay $50 to buy this game, you've made $100million (by simple math) and thus you COULD support the game on the INTEREST that that would generate annually. I never said they would actually GET 2 million buyers at $50 each (I HOPE they do, but I sincerely doubt they actually will). Of course, as we've seen, that isn't how the world works. WoW has that kind of player base and still charges a $15/month sub, with the ability to buy other perks beyond that, as I understand it. It's just THAT popular a game that they can do that, so they do. Make the money you can make. That's capitalism. That's fair. That's the "American Way", if you like.

Now I personally DO NOT think that the number of subscribers CoT might get is strongly dependent on price to the point there it makes a difference whether it's $10 or $15 or $18 per month to play. I think the same type of players will like it, if it's good, regardless and still pay the monthly sub. With a Super Hero game like this, and furthermore one that has no ties to Marvel or DC, you're in a tight niche market to begin with and there's still formidable competition within that. I think what you need to get your subscriber numbers up is a combination of two things: a superior quality game experience (that is, a good product) and enough effective advertizing, right when the game is released, to get the attention of people who might want to play the game. I don't know if this means buying TV commercial slots during The Flash, or Arrow or Marvel's Agents of SHIELD or what, but I don't think it's going to be had on the cheap, no matter what it is.

If they DID have a second Kickstarter closer to the release date (once they know when that is) just to provide people who missed the first one with a chance to contribute and raise money solely for advertizing the game in the first year, I'd support that to the tune of another $1000 probably, assuming the perks were commensurate with what the first one gave you at that price.

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Segev wrote:
Segev wrote:

Let me try this again, because this really is no more complicated than the "$8, $12, $16" tiers that GH talked about.
We are comparing two models. Model 1 has 3 "tiers" of subscription - $8, $12, and $16. Model 2 is "microsubscriptions."
Model 1:
For $8/month, you get perks A, B, C, D, and E.
For $12/month, you get all the perks in the cheaper subscription, as well as perks F, G, and H.
For $16/month, you get all of the above, plus perks I and J.
Model 2:
Perk A costs $1.50/month.
Perk B costs $1.50/month.
Perk C costs $2.00/month.
Perk D costs $1.00/month.
Perk E costs $2.00/month.
------------------------------------ Everything above this line is what would comprise the $8/month subscription tier
Perk F costs $2.00/month.
Perk G costs $1.00/month.
Perk H costs $1.00/month.
------------------------------------ Everything above this line is what would comprise the $12/month subscription tier
Perk I costs $2.00/month.
Perk J costs $2.00/month.
------------------------------------Everything above this line is what would comprise the $16/month subscription tier
When presenting this to the players, we could even present Model 1...and then offer those who want it the option to add or remove perks they do or do not want without having to change tiers. In reality, each "tier" is just a preset package of perks.

Presentation is EVERYTHING!
I GET IT NOW! ;D

Build my own PC, or Game (in this case). ;)

So, how many cheapos like me will go with A,C,D only?

I dont know yet, but even if its 10% of the player-base, that's a missed monetary opportunity right? $3.50/mo
If the micro-subs didnt exists, they would have just gone with Tier 1. $8/mo

Well, unless you make a rule that 4 Perks is the Minimum a player has to have... then its not Too Bad! :P
2 Perks being mandatory from A-E. or close to it. etc..

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Well, you're assuming the

Well, you're assuming the "cheapos" would have paid $8/month for A, C, and D, when that's all they wanted, rather than saying "meh, it's not worth $8/month for those things, and I don't care about B or E."

If all you want is A, C, and D, why SHOULD you pay for more than that? On the other hand, if all you can afford is $3.50/month... well, now you can get A, C, and D, and MWM gets $3.50 each month it wouldn't get if it charged $8/month minimum.

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Segev wrote:
Segev wrote:

Well, you're assuming the "cheapos" would have paid $8/month for A, C, and D, when that's all they wanted, rather than saying "meh, it's not worth $8/month for those things, and I don't care about B or E."
If all you want is A, C, and D, why SHOULD you pay for more than that? On the other hand, if all you can afford is $3.50/month... well, now you can get A, C, and D, and MWM gets $3.50 each month it wouldn't get if it charged $8/month minimum.

HAHA.. are you Trying to get Static to like you!?!? ;D

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Segev wrote:
Segev wrote:

Let me try this again, because this really is no more complicated than the "$8, $12, $16" tiers that GH talked about.
We are comparing two models. Model 1 has 3 "tiers" of subscription - $8, $12, and $16. Model 2 is "microsubscriptions."
Model 1:
For $8/month, you get perks A, B, C, D, and E.
For $12/month, you get all the perks in the cheaper subscription, as well as perks F, G, and H.
For $16/month, you get all of the above, plus perks I and J.
Model 2:
Perk A costs $1.50/month.
Perk B costs $1.50/month.
Perk C costs $2.00/month.
Perk D costs $1.00/month.
Perk E costs $2.00/month.
------------------------------------ Everything above this line is what would comprise the $8/month subscription tier
Perk F costs $2.00/month.
Perk G costs $1.00/month.
Perk H costs $1.00/month.
------------------------------------ Everything above this line is what would comprise the $12/month subscription tier
Perk I costs $2.00/month.
Perk J costs $2.00/month.
------------------------------------Everything above this line is what would comprise the $16/month subscription tier
When presenting this to the players, we could even present Model 1...and then offer those who want it the option to add or remove perks they do or do not want without having to change tiers. In reality, each "tier" is just a preset package of perks.

So I want to spend only $5.00 a month. That gives me..........A,B,C.......C,D,E.......C,F,G.......C,I,D.......I,J,D......ummmm........where was I?

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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I want to voice my agreement

I want to voice my agreement with Segev's thoughts about microsubs and microtransactions being a better system, in general, because it doesn't place an upper or lower limit on what people can pay for what they want. I've expressed some doubt about what those options will actually be in month 4 of the game when people start coming off of their "first X months included with box" period, but if there really is a whole menu of stuff you feel you can offer at various prices, great. For one thing, this allows people who don't have $15 this month to spend on CoT to only spend, say, $10 or $5 for the bare necessities and then maybe go back to $15 when their finances are in better shape.

I think it is in keeping with the spirit of "Let's not soak the temporarily-strapped-for-cash and let them only pay for what they really can't live without this month, while at the same time let's not limit the whales who would pay more for more stuff." to have, you guessed it, Pay-to-Run trials/TFs of some kind (again, circling back tot he original topic of this thread). People who can't afford the microsub that presumably get's you unlimited premium trials/TFs can then still pay like $1 (or less, maybe...) to to the occasional run anyway, when the time is right. If MWM want's to monetize it like that, or something similar, I don't see that hurting anyone. YES it might get the "whale" more recipes and salvage at a faster rate, or even some stuff that you can ONLY get by doing those trials (like Cox's Incarnate system, for example) BUT you have to understand that those whales paying for those microsubs and even the people paying per run for the occasional run of a TF or whatever are subsidizing the game in a way that allows the committed non-subscriber to still have a game to actually PLAY in the first place. Is it "fair" that one person get's to pay money to "win" more? Gee, I don't know, is it "fair" that one person pays money every month to play a fun game and the other person does not? Those are interesting philosophical questions. The company shouldn't even TRY to answer them, as far as I can tell, because what they ought to do is try to produce the best quality game content and make enough money off of that, somehow, to make a profit and thus continue to keep making a good game.

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oOStaticOo wrote:
oOStaticOo wrote:

Segev wrote:
Let me try this again, because this really is no more complicated than the "$8, $12, $16" tiers that GH talked about.
We are comparing two models. Model 1 has 3 "tiers" of subscription - $8, $12, and $16. Model 2 is "microsubscriptions."
Model 1:
For $8/month, you get perks A, B, C, D, and E.
For $12/month, you get all the perks in the cheaper subscription, as well as perks F, G, and H.
For $16/month, you get all of the above, plus perks I and J.
Model 2:
Perk A costs $1.50/month.
Perk B costs $1.50/month.
Perk C costs $2.00/month.
Perk D costs $1.00/month.
Perk E costs $2.00/month.
------------------------------------ Everything above this line is what would comprise the $8/month subscription tier
Perk F costs $2.00/month.
Perk G costs $1.00/month.
Perk H costs $1.00/month.
------------------------------------ Everything above this line is what would comprise the $12/month subscription tier
Perk I costs $2.00/month.
Perk J costs $2.00/month.
------------------------------------Everything above this line is what would comprise the $16/month subscription tier
When presenting this to the players, we could even present Model 1...and then offer those who want it the option to add or remove perks they do or do not want without having to change tiers. In reality, each "tier" is just a preset package of perks.

So I want to spend only $5.00 a month. That gives me..........A,B,C.......C,D,E.......C,F,G.......C,I,D.......I,J,D......ummmm........where was I?

When you go to a restaurant and they have more than three items on the menu, categorized as beverages, appetizers, entrees, sides, and desserts, what happens? Do you go blind with rage that they'd DARE to make it that complicated and storm out of the place? Do you sit there for three hours with a calculator and a piece of loose leaf paper trying to figure out whether you want diet coke or sprite? Give me a break with this "it's too hard to read more than three numbers" bull. Even COX had a cash shop that had various different things to buy with different prices, and though it might have been a little slow and laggy at times, it never caused me to rage quit the game because it was too hard for me to read it all. I refuse to believe that MMO players, in general, can't read a BLEEPing menu, for god's sake. I mean we're talking about the same people, many of us, who used MIDS on a regular basis (not to mention the people who WROTE the MIDS software...).

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Radiac wrote:
Radiac wrote:

YES it might get the "whale" more recipes and salvage at a faster rate, or even some stuff that you can ONLY get by doing those trials (like Cox's Incarnate system, for example) BUT you have to understand that those whales paying for those microsubs and even the people paying per run for the occasional run of a TF or whatever are subsidizing the game in a way that allows the committed non-subscriber to still have a game to actually PLAY in the first place.

I'm ok with that... as long as i dont have to go up against them in PvP..
..as i'm loosing, i wouldnt give a rats A$$ how much more they gave to the game... as im about to rage quit and never return! :(

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More than likely what you'll

More than likely what you'll see Radiac is transaction G includes the ability to run TF/Guest Author content. Not a pay per run basis.

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Izzy wrote:
Izzy wrote:

Radiac wrote:
YES it might get the "whale" more recipes and salvage at a faster rate, or even some stuff that you can ONLY get by doing those trials (like Cox's Incarnate system, for example) BUT you have to understand that those whales paying for those microsubs and even the people paying per run for the occasional run of a TF or whatever are subsidizing the game in a way that allows the committed non-subscriber to still have a game to actually PLAY in the first place.
I'm ok with that... as long as i dont have to go up against them in PvP..
..as i'm loosing, i wouldnt give a rats A$$ how much more they gave to the game... as im about to rage quit and never return! :(

If I paid more money to play this game than you did, every month for the last year, I do believe that ought to entitle me to have a toon that is better at PVP then yours is, given our "best attempt" PVP builds, head to head.

That said, you can always subdivide PVP matches such that they're against similar opponents. You could create a fan site where people vote or otherwise try to determine how valuable different gear is and which classes are better than others and then try to come to some sort of "weight class" system to use for matching toons of comparable ability.

I mean, it's a natural fact that some boxers and bigger and stronger than others, and it's a definite advantage to be bigger and stronger, so they have to deal with that in some way. Why can't the MMO PVP community deal with the "build disparity" on their own in a similar fashion? In my opinion, they simply don't want to. Most PVPers want to win, and when you go in knowing it's really a fair fight, your victory is less certain than if you've convinced yourself you've found a palookah who doesn't have the skill or gear to really present you a true challenge.

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oOStaticOo wrote:
oOStaticOo wrote:

So I want to spend only $5.00 a month. That gives me..........A,B,C.......C,D,E.......C,F,G.......C,I,D.......I,J,D......ummmm........where was I?

Honestly? That's not how people shop, generally.

People look at the list of things, and say, "Oh, I'd like that," and then consider whether they can afford it.

Rather than looking at the menu and seeing, "Well, I want to spend $5. What will precisely fill that amount?" it's more likely they'll look at the menu and say, "Okay, what do I want? Now that I know what I want, what can I get for $5?"

There will be suggested packages. The idea that the only way to avoid confusion is to FORCE players to spend $8 to get A, B, C, D, and E, and refuse to take the $5 from the guy who only wants to spend $5, is ... well, I reject it. People aren't that simple-minded, as a general rule. They're able to shop.

Heck, even saying, "If you want to spend only $5, you can only get A, B, and C!" is simpler...but it's also far less satisfying for the player who would rather have C, F, and G (as you noted is another valid combination).

Shopping with a menu is easy, as a general rule. You select what you want, and if it's too much money, you take things you want less out of your "cart."

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Radiac
Radiac wrote:

If I paid more money to play this game than you did, every month for the last year, I do believe that ought to entitle me to have a toon that is better at PVP then yours is, given our "best attempt" PVP builds, head to head.

No, this actually can be a problem. WHen a game becomes, "you win if you spent more money," people stop being interested in it. Outside of some very particular crowds, "throw money at it until you win by proving you're willing and able to spend more" is not really considered much in the way of a fun contest.

That said, there will be some reflection of this; the ability to trade Stars on the market to other players for their rare items will amount to this, to an extent. The difference is that it's not CREATING the rare items by spending money. IT's just allowing the people who spend money to subsidize players who have the rare items' play of the game in order to have what they want. The distinction is small but real, and also keeps the power discrepencies from skewing too much; there is not an imbalance in the rarity of the items created by spending money; their relative scarcity remains the same. Just who has them changes.

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