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Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

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Discuss: Landmarks and Moguls 2

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Terwyn
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Tannim222 wrote:
Tannim222 wrote:
DEPTH CHARGED wrote:

Redlynne I believe you hit the nail on the head.

In my opinion, it is what happens when the finance team and ceo become involved with the game designers in the game planning meetings.

It turns everything into marketing a product to buyers instead of making a game for players.

Game companies focused in business instead of making a good game. When game devs get to focus on game design and make a good game, people will buy it.

Now it seems it is more about designing a product intended to capture whales and siphon them for every lining they can get.

This is the reason why I've had a standing policy of staying out of development channels, and only being present on invitation for specific purposes.

It's worked fairly well so far.

It is only when we stand up, with all our failings and sufferings, and try to support others rather than withdraw into ourselves, that we can fully live the life of community.

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This is true! He's only in

This is true! He's only in channels where PR/legal and tech overlap out of necessity, the business and board of directors channels and, of course, the PR channel.

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Ah, but is there a Channelers

Ah, but is there a Channelers channel for those that channel all of the channels?

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warcabbit wrote:
warcabbit wrote:

Also the sister city in California that has the kaiju and mecha problem.

You mean San-Fran-Tokyo?

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StellarAgent wrote:
StellarAgent wrote:
warcabbit wrote:

Also the sister city in California that has the kaiju and mecha problem.

You mean San-Fran-Tokyo?

Might be Modesto...

Or City of Industry.

Be Well!
Fireheart

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Really? You're going to pass

Really? You're going to pass over a coastal city for something more interior? Don't get me wrong Modesto or COI would be somewhat of a change of pace but you are on another coast with a completely different vibe from New England.

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Fireheart wrote:
Fireheart wrote:
StellarAgent wrote:
warcabbit wrote:

Also the sister city in California that has the kaiju and mecha problem.

You mean San-Fran-Tokyo?

Might be Modesto...

Or City of Industry.

Be Well!
Fireheart

Monstropolis?

<.<

>.>

What?

Kiyori Anoyui
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Exciting update, always happy

Exciting update, always happy to see more of what will be put into the city. I do have a few things I wanted to point out though. I will say about the Harlan Brown law center it is a cool building but those 2 doors that can be seen from the 2nd picture, are those really the entrances to a law building? They look extremely sketchy and I would imagine a law building to have some kind of sign or placard indicating the name of the building, perhaps that will be placed somewhere else. But this building doesn't look too official with back alley looking doors.

And if I had to take a guess at who the Mogul is for Black Star Tower, I would have to go with Lothic :)

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Grimfox wrote:
Grimfox wrote:

Really? You're going to pass over a coastal city for something more interior? Don't get me wrong Modesto or COI would be somewhat of a change of pace but you are on another coast with a completely different vibe from New England.

Well, Fox, the person I quoted DID suggest a California city, which is automatically different from New England. Industry is inland, a bit, but it is certainly more 'deserving' of a Kaiju incursion than Malibu. Modesto is also squarely in the middle of farm-country, in the San Joaquin Valley, so, well inland. Yet, in prehistoric times, that was all an inland Sea, full of water, swamps, and Creatures.

Perhaps I was thinking of Monterey, but that area would be attacked by kaiju-class Sea-Otters, causing people to scream 'd-awww!' instead of 'we're all gonna die!'

Actually, Stockton is the place that needs Gozilla the most.

Be Well!
Fireheart

{edit} Of course, all the Kaiju that attack California are just trying to get to Solvang for the Danish Pancakes... or Disneyland.

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Fireheart wrote:
Fireheart wrote:

Perhaps I was thinking of Monterey, but that area would be attacked by kaiju-class Sea-Otters, causing people to scream 'd-awww!' instead of 'we're all gonna die!'

Now I need to see a giant sea otter cracking open a car on its belly.

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Atama wrote:
Atama wrote:
Fireheart wrote:

Perhaps I was thinking of Monterey, but that area would be attacked by kaiju-class Sea-Otters, causing people to scream 'd-awww!' instead of 'we're all gonna die!'

Now I need to see a giant sea otter cracking open a car on its belly.

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Tannim222 wrote:
Tannim222 wrote:
DEPTH CHARGED wrote:

Redlynne I believe you hit the nail on the head.

In my opinion, it is what happens when the finance team and ceo become involved with the game designers in the game planning meetings.

It turns everything into marketing a product to buyers instead of making a game for players.

Game companies focused in business instead of making a good game. When game devs get to focus on game design and make a good game, people will buy it.

Now it seems it is more about designing a product intended to capture whales and siphon them for every lining they can get.

The monetization approach being described here, which I hate as much as anyone, is, I think, a reaction to the cash flow drying up. When you first release a game, thousands if not hundreds of thousands of people buy it, so you get money coming in quickly and you need to address the needs of the players quickly (bandwidth, servers, support, content, etc). Eventually, you get all of that figured out and you've got enough hardware, software, personnel, etc and a fair amount (one hopes...) of game content. But then the game saturates the market (or goes as far in that direction as it ever will) and player base basically stops paying you. At that point games have to flail around for revenue to keep the servers up, the support staff paid, and the lights on, not to mention having people designing and making new content. The game sells as a product you buy up-front, but has overhead costs every day of its existence. No company can survive that model without some form of continual ongoing revenue stream. Here is the litany of responses to this problem which I've seen, all of which are disliked by players because, fundamentally, they mean spending more money on the game, and nobody wants to have to do that:

1. Sell expansions to pay for the new content after it has been produced. This approach means, essentially, that the full game is now going to cost new incoming players more money to buy, because now you have to buy the base game and the expansion to get the full experience and to be able to participate in content with friends. If new customer sales is your only product, this means pricing people out of the market as time goes on and leads to fewer and fewer new players over time, causing the game to die a slow death as the veterans who got in at the beginning eventually get bored and leave for other new games.

2. Have a microtransaction cash-based store where you sell stuff for the game, i.e. skins, randomized superpacks (CoX reference), etc. People either ignore this and don't spend the money or accuse you of making the game Pay to Win. People who want to win, and can afford it, will pay. People who want to win, but can't afford it will rage quit, and the rest will ignore it. This approach caters to the whales and ignores the free-riders.

3. Require players to pay a monthly subscription. To me, this makes the most sense, as the money required to keep the game going is paid out in regular intervals so why not charge the players for the right to log on in regular intervals too? Well, players also hate this, because it costs money. Companies also think it's archaic and sub-optimal compared to the cash shop option, which can be used to nickel and dime people $1 at a time instead of asking them to commit to $15 every month, which sounds more expensive to the customer but has limited earning potential compared to the microtransaction cash shop which is unlimited.

I'm playing Overwatch now, I played Destiny 2 for the last few weeks, and I played Guild Wars 2 for a few months last year. Not one of these games has gotten me to pay for anything beyond the up-front cost of buying the game. I don't follow competitive Overwatch, and I don't buy stuff in any game's cash shop. I LIKE Overwatch, I want to see that game survive and do well. I just don't want to buy anything they're actually trying to sell me beyond the game itself. I've heard they might make the game free to play, but with more reasons to buy loot boxes etc for the cash shop. I personally don't care what they do, but I think people will hate this if it comes to pass for several reasons. First, because having the ability to make a new free account at will may cause people to troll more and just make a new account when they get banned. Second, they're likely to put entire characters behind the paywall with the excuse being that you need to play the game for a while to be able to play the steeper-learning-curve characters anyway. Since, say, Zarya is not an easy hero to jump into right away, you could justifiably let the free-to-players only have say Orisa and D.Va as tanks to start with, the force them to unlock the other tanks over time from loot boxes or straight money transactions. Then every time the devs make tweaks to heroes, the players cry bloody murder that it's a grab for money because a purchasable hero got improved while a free one got nerfed.

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Radiac wrote:
Radiac wrote:

...

Then every time the devs make tweaks to heroes, the players cry bloody murder that it's a grab for money because a purchasable hero got improved while a free one got nerfed.

And if the tweak goes the other way other players will cry bloody murder since a hero they payed for is now "worse" than a free one.

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I'm not going to lie, the

I'm not going to lie, the subscription fee for CoT basically being a way to buy cash-shop items has me worried. I have a strong feeling that there will come a time, sooner than later, when paying for the game simply won't be worthwhile for me, and maybe a lot of people like me. Extra customization options, extra costume slots, extra character slots, eventually I'm going to run out of desire for those. I'm not going to buy a lot of customization packs simply because I'm not interested in the theme, or whatever; Anything silly or tied closely to in-fiction groups and such will likely not get my money, either. Basically anything that's going to cause option bloat and not get used will be very much a non-starter; I was irritated in CO when I got a bunch of weapon-themed chest emblems, absolutely free, that I was never going to use (many of them sucked, others just weren't on-brand for the characters I had. (Side note: A way to hide, search or more easily filter costume options would be great) It's strange that I would be more interested in paying a monthly fee just to access the game than I would just to get cash-shop stuff, but that's where I'm at. I want to support MWM, but I also want to feel like I'm getting my money's worth, and if the difference between paid and unpaid is mostly stuff that I don't want, then I'm not going to pay for very long.

~ DariusWolfe
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So....you want massive

So....you want massive character customization, but no options that you would never use?

Seems pretty blatantly self-serving.

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DariusWolfe wrote:
DariusWolfe wrote:

I have a strong feeling that there will come a time, sooner than later, when paying for the game simply won't be worthwhile for me

That could be said for any game, really. If you, or anyone, don't feel like they aren't getting their money's worth, then yeah, cancel the sub and only kick in for stuff that you want from the shop. It's not like you [i]have[/i] to remain subbed out of some moral obligation.

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There are, to my

There are, to my understanding, two way to pay/play. Play for free, buy the things you want or earn them in game, MWM has said many times that a large selection of items will be earnable in game without paying real money. OR pay a sub and get a stipend of Stars (cash shop currency) to purchase a lot of the same things, and maybe a few special items. Emphasis on few. MWM has stated that they don't intend to lock much if anything behind the cash wall.

If you don't like what's in the cash shop then you don't have to pay anything. If you don't like what's available in the cash shop then you can head over to the costume suggestion thread and ask for what you really want. Then you can run a campaign to get it in game. OR you can volunteer your skills as a costume designer and modeler to make the things that you want to see in game. No skills? Start learning now. They already have one guy on the team that started learning after the KS and is now part of the team. You can start now and start volunteering in a couple years. Good luck!

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Self-serving. Uh, duh?

Self-serving. Uh, [i]duh?[/i]

All of this is self-serving. We're all here because we want something. We're willing to pay a certain amount to get that something. It's all transactional. The devs are here because they want to play it, too, and they'd eventually like to get paid for making it. No one is here out of the kindness of their heart. We all want to gain something. Should I now point out that water is wet, and the sun is bright?

Anyway.

My worry is that the model might not be profitable enough. Specifically, that the only difference between paid and unpaid is that Stars stipend. It's possible that I'm understanding that wrong, but I don't think I am. For people who want to buy a lot of stuff from the cash store, subscribing will be more efficient, because the Stars:dollars ratio will be better for subscription than just buying Stars outright. Now, some people, perhaps the utterly selfless desviper, will purchase stuff they never intend to use, just to support the game. I'm sure that those people exist. But most people are only going to want to pay for stuff they're going to use, and if the store is just customization, costume slots and character slots, eventually any given player is going to run out of things they want to buy, and very few of those players will continue to pay for the game once they've reached that point, because there's no value added.

And to be clear, my worry is also self-serving. This game looks like it's going to be hella fun, and I want to be able to play it for a long time to come, which means it's going to need to continue to generate revenue. Presumably because this isn't a big gaming studio with a publisher and investors etc. it won't need to generate quite as much money to keep the servers running, the internet on, and the devs, artists, managers and reps with roofs over their heads and food on their tables as it might with the overhead needed for one of those larger studios. I'm not a business guru, but it just seems to me that you need something, even if it's not basic access to the game, to keep people paying that subscription fee every month.

~ DariusWolfe
Errant, TNT, Vibrant and Fluxion on Liberty

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Anyway ... {rolls eyes} ...

Anyway ... {rolls eyes} ... to drag this thread back on topic ...

We know that there's going to be a [b][i]CharGen[/i][/b] that will let us customize the appearance of our characters.

Any chance that there will also be a [b][i]BuildGen[/i][/b] that will let some of the more ... enterprising ... members of our community [b]MAKE BUILDINGS[/b] ... which could be submitted for consideration by staff?

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Redlynne wrote:
Redlynne wrote:

Anyway ... {rolls eyes} ... to drag this thread back on topic ...

We know that there's going to be a [b][i]CharGen[/i][/b] that will let us customize the appearance of our characters.

Any chance that there will also be a [b][i]BuildGen[/i][/b] that will let some of the more ... enterprising ... members of our community [b]MAKE BUILDINGS[/b] ... which could be submitted for consideration by staff?

Now what exactly did MWM ever do to you? Why do you want them to spend hundreds of hours every week trying to figure out how the community tried to slip the hidden penis past them this time?

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Fear the penis!

Fear the penis!

Compulsively clicking the refresh button until the next update.

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I'm sure phallophobia is

I'm sure phallophobia is going to be first on the list of many issues of whoever gets that job. Imagine waking up in a cold sweat realizing that the player-built elementary school you just approved was an anatomically correct recreation of the entire male reproduction system.

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DariusWolfe wrote:
DariusWolfe wrote:

And to be clear, my worry is also self-serving. This game looks like it's going to be hella fun, and I want to be able to play it for a long time to come, which means it's going to need to continue to generate revenue. Presumably because this isn't a big gaming studio with a publisher and investors etc. it won't need to generate quite as much money to keep the servers running, the internet on, and the devs, artists, managers and reps with roofs over their heads and food on their tables as it might with the overhead needed for one of those larger studios. I'm not a business guru, but it just seems to me that you need something, even if it's not basic access to the game, to keep people paying that subscription fee every month.

The devs did promise to have private servers so we don't have another battalion incident, talos forbid.

But you did make another point, cluttered Chargen can be annoying, so I'll go to another thread with that idea.

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DariusWolfe wrote:
DariusWolfe wrote:

My worry is that the model might not be profitable enough. Specifically, that the only difference between paid and unpaid is that Stars stipend. It's possible that I'm understanding that wrong, but I don't think I am. For people who want to buy a lot of stuff from the cash store, subscribing will be more efficient, because the Stars:dollars ratio will be better for subscription than just buying Stars outright. Now, some people, perhaps the utterly selfless desviper, will purchase stuff they never intend to use, just to support the game. I'm sure that those people exist. But most people are only going to want to pay for stuff they're going to use, and if the store is just customization, costume slots and character slots, eventually any given player is going to run out of things they want to buy, and very few of those players will continue to pay for the game once they've reached that point, because there's no value added.

You're not alone, Darius. I, too, worry about the profitability of the business model, especially if everything can be earned for free through playing the game. I don't expect a subscription to provide me actual value for money, but I expect -- provided the game is as much fun as I hope and as long as MWM continues to generate goodwill through good management of the game and improved communication -- that I will keep up a subscription more as a 'patron of the arts' than as a sensible budgetary decision. Seems to me the business model will rely on a combination of patrons and people who just can't wait to have x or y long enough to earn it in-game. I'm no expert on MMO business models, so I hope I'm wrong on this, but I find it difficult to imagine that those 2 categories will produce enough revenue to keep the lights on once the initial game purchase rush dies down to a trickle and it's mostly veteran players. Like you, the most important thing I desire here is for CoT to succeed.

Spurn all ye kindle.

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If the game is good I know

If the game is good I know that most of my subscription stars will be spent on new character and costume slots.

And I definitely won't have the patience to unlock some of the more difficult options.

Oh, on the subscription thing for CoT weren't they saying a while back that subscribers would get access to new stuff first?

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I'm happy to be proven wrong,

I'm happy to be proven wrong, I'm just worried that I won't be; changing a business model once players have gotten used to it just feels like a good way to cause an uproar, especially of the dev team realizes that they'll have to break 'promises' to stay afloat. (Note that 'promises' here can include stated best intentions that players often take as an inviolable contract)

I'm done tangenting, though. If we want to keep talking about the business model, another thread does seem more appropriate.

~ DariusWolfe
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Definitely gone long enough

Definitely gone long enough to start a "how will MWM be profitable with microtransactions" thread again :p

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Maybe PBS-style telethons

Maybe PBS-style telethons once a year done in-game, where players can pledge and get exclusive cosmetics.

Hey I pledged once for a Red Dwarf mouse pad so it works.

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I pledged once for a CoT

I pledged once for a CoT mouse pad, one day mouse pad, you will be mine, Oh yes... you will be mine....

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desviper wrote:
desviper wrote:

Definitely gone long enough to start a "how will MWM be profitable with microtransactions" thread again :p

My personal thoughts on this:

1. I like the full-sub-required, Pay to Play idea the best, for me as a customer. You're providing a game people can play as much as they want as often as they want, with regular patches and continual support and maintenance, occasional updates containing new content, etc and you require a monthly fee to access that game, period, end of story. It's simple, it's fair, it's equitable, and it works for me, as a player. It has it's drawbacks, I know. It's a limited earning potential system, i.e. you never get more that $15 per person per month. It requires people to sign up for something that costs a whopping $15 at a time while the occasional, optional $1 purchase sounds better to most consumers. And worst of all, people never subscribe to more than one game at a time, usually, so you have to get their attention and hold onto it before they start getting bored and looking for a new game again.

2. I dislike the idea of only relying on microtransactions because I believe that good businesses will try to leverage their strengths and make money where there's money to be made. It makes no sense, in a board room, to devote tons of human resources to new content that you're not going to charge money for and then turn around and sell cosmetic items only. What you do in that paradigm is devote your time and energy to making more for-sale items and leave the new free content on the back burner. That which is sold for money is prioritized. If we as gamers expect to get new missions, new areas, new power sets, etc rolled out over time without paying for that stuff in some way, the devs have no incentive to make high quality versions of that stuff. If we spend money only on cosmetic microtransaction items, then they only have incentive to make more and better offerings of that stuff.

3. I personally WANT to pay a monthly sub fee to support the game, as of right now. I can't really imagine that I'd pay a $15 per month sub just to get extras in the form of cash shop currency and then actually be able to find $15 worth of that stuff to spend my stipend on every month. Assuming I want to save up my shop currency for the eventual purchase of a big expansion (like when they roll out a major update with a new zone and new missions, etc), I would want to know what that expansion was and what it was going to cost ahead of time, while I'm saving up. Even then, usually the new expansion is like $25 or so, right? That's not even 2 months worth of sub money. What are you going to be able to make that I will want to spend the other 10 months worth of cash shop currency on every year? You're creating a system where you can't possibly generate supply of new and original cosmetic items to meet the demand you've placed on yourself with the subscription structure.

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Hey Radiac,

Hey Radiac,

This is a well thought out post that would probably make an excellent start to a new discussion, and it's obvious that people still want to talk about it. Would you be willing to start the new thread on this topic?

~ DariusWolfe
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DariusWolfe wrote:
DariusWolfe wrote:

Hey Radiac,

This is a well thought out post that would probably make an excellent start to a new discussion, and it's obvious that people still want to talk about it. Would you be willing to start the new thread on this topic?

Wow. I..... I don't know what to say here. Usually my thoughts on monetization are met with pure disdain. Anyway, this is all well-covered territory on this forum by now. The devs and forum lifers have heard everything I have to say about monetization (including the infamous "let's make people pay $1 per ride on the TFs and raids." idea I threw in there once upon a time...) and they're going the way of the new and industry-standard "up-front purchase of game plus microtransactions" model, or so it seems. I still wish there were some way to get happy players who like the game to make repeat purchases over time. It seems like the pay to play, hard sub required model is the only proven way to do that, old-fashioned though it may be now.

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I agree that I'd greatly

I agree that I'd greatly prefer a subscription be required. Unfortunately, it's a business model that is dying across the board for MMOs and I highly doubt CoT will go for it as is the case. A shame it's no longer considered viable.

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My understanding is that it

My understanding is that it is a hybrid model. Pay to own, optional subs, optional micro transactions, everything eventually unlockable through play.

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StellarAgent wrote:
StellarAgent wrote:

My understanding is that it is a hybrid model. Pay to own, optional subs, optional micro transactions, everything eventually unlockable through play.

Correct.

It's even on the Official FAQ here:

https://cityoftitans.com/content/frequently-asked-questions#faqwillthisgamebefreetoplayorsubscriptionbased

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Also realize that we haven’t

Also realize that we haven’t released all the info related to what subscriptions offer. We have only mentioned the bonus Stars, but that won’t be the only benefit related to subs.

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Right, but my understanding

Right, but my understanding is that all you're getting from the sub is Stars, with which to make micro transactions; Essentially, you're buying bulk Stars every month in order to get a better exchange rate.

The problem with micro transactions, as I understand it, as a revenue stream is that it relies on a few things:
- A constant stream of new players coming in and wanting to buy the things you can buy with cash
- A constant stream of desirable new content to purchase with cash
- "Whales" who are willing to buy a lot of useful/expendable cash store items, because the whale doesn't mind paying to skip the grind that free players will face.

This last is of course known as play-to-win and is almost universally panned, and I believe it has already been confirmed will NOT be part of the income model for City of Titans. That means they're going to be limited to the first two, with a smattering of "I love to play this game so will get a subscription to support it, even though I'm not using the only direct benefit I get from subscribing." Again, these last people definitely exist and I imagine there will be quite a few people with this mentality when the game launches, but I don't think they're going to be a sustainable long-term revenue stream.

Edit: Of course Tannim comes in while I'm posting.

That's all I want to hear, honestly, that there will be more to the subscription that the Stars stipend. Until now I haven't seen anything to suggest there was more to it, and that's why I worried.

~ DariusWolfe
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I loved the COH longevity

I loved the COH longevity rewards. 12 months subscribed...you get x. 18 months you get y. etc etc. I watch swtor mess up by the numbers with the same thing, they make a reward and you get it if subscribed on x date, and they never get to get any more benefit from that product after that date has passed.

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Forget not that the game is

Forget not that the game is still in Alpha and there are many (hundreds? thousands?) of little details to be ironed out. The pay model (and benefits thereof) is just a tiny part of it all.

It is much too soon to pull out the worry beads just yet.

Unless you're waiting for the Alpha invite that is. ????

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I know exactly when the alpha

I know exactly when the alpha invites will go out...As soon as I leave on my cruise!!

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ivanhedgehog wrote:
ivanhedgehog wrote:

I know exactly when the alpha invites will go out...As soon as I leave on my cruise!!

Then you need to schedule that damned cruise early, Ivan. Take one for the team!

~ DariusWolfe
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ivanhedgehog wrote:
ivanhedgehog wrote:

I know exactly when the alpha invites will go out...As soon as I leave on my cruise!!

Can you just leave now?

:P

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Yes bon voyage!

Yes bon voyage!

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alltrueist wrote:
alltrueist wrote:
ivanhedgehog wrote:

I know exactly when the alpha invites will go out...As soon as I leave on my cruise!!

Can you just leave now?

:P

If I stow away now they wont let me have any prime rib or lobster...that wouldnt be very good now would it?

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A thing is only pay-to-win if

A thing is only pay-to-win if the microtransactions offer some kind of mechanical benefit. XP boosters, healing items, gear with stats, ect. Usually a mmo with a pay-to-win model finds their playerbase split between the haves and have-nots; a friend played Dungeons and Dragons Online and (according to them) high level groups wouldn't take a player along unless they had a bunch of premium healing items with them.

Cosmetics are usually fine as microtransactions as long as cosmetics aren't the only form of progression the game has.

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If I wanted class division I

If I wanted class division I'd play Life(R) :p

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Life® is an overrated game.

Life® is an overrated game.

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Redlynne wrote:
Redlynne wrote:

Life® is an overrated game.

Graphics and soundtrack are great, but the gameplay is very pay-to-win, and the story is boring.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

A thing is only pay-to-win if the microtransactions offer some kind of mechanical benefit. XP boosters, healing items, gear with stats, ect. Usually a mmo with a pay-to-win model finds their playerbase split between the haves and have-nots; a friend played Dungeons and Dragons Online and (according to them) high level groups wouldn't take a player along unless they had a bunch of premium healing items with them.

Cosmetics are usually fine as microtransactions as long as cosmetics aren't the only form of progression the game has.

Personally I'm not sure just the existence of those in a cash shop would be pay-to-win since to me if they can get equally strong/powerful item purely through game play then the one buying them isn't really "winning" imo. For it to be pay-to-win there has to be a game mechanical advantage to those items over what is available though drops. Not saying you are wrong or anything but I'm not so sure it's that easy to label something pay-to-win.

On the other hand I've seen someone argue that being able to turn cash-shop currency into some form of ICG (like premium/gated currency) and then used at the AH to buy drops from other players is pay-to-win. The main argument was that they hadn't earned it, but then what would be the difference to just giving away items since the recipient "earned" them to same degree imo.

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ivanhedgehog wrote:
ivanhedgehog wrote:

I loved the COH longevity rewards. 12 months subscribed...you get x. 18 months you get y. etc etc. I watch swtor mess up by the numbers with the same thing, they make a reward and you get it if subscribed on x date, and they never get to get any more benefit from that product after that date has passed.

I also liked CoH's Veteran Rewards system.

The perks were handy, but not game-breaking, and no one was "locked out" from eventually getting any of the rewards. That is of course, until we ALL got locked out, but that's another matter.

With SWTOR, like everything else with that game, all their design choices were built around short-term money grabs. "Re-subscribe by this date or miss out forever on a cool thing!"

It's been talked about in other threads, but one of the reasons CoH had such a great community was that the game gave players so many reasons to stick around, and it wasn't just a matter of everyone chasing after the "new shiny" or the "uber gear". Veterans rewards were a nice complement to all the other choices long-time players had in how to enjoy the game.

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blacke4dawn wrote:
blacke4dawn wrote:

Personally I'm not sure just the existence of those in a cash shop would be pay-to-win since to me if they can get equally strong/powerful item purely through game play then the one buying them isn't really "winning" imo. For it to be pay-to-win there has to be a game mechanical advantage to those items over what is available though drops. Not saying you are wrong or anything but I'm not so sure it's that easy to label something pay-to-win.

We get this discussion on the LOTRO (Lord Of The Rings Online) boards, and the general consensus is Yes, it IS Pay To Win. The one "buying" the goodie is usually skipping days if not weeks of grinding to get it, thus gaining that much more time for enjoyable game play over those working for them. At this point, there is a credible viewpoint among the player base that a lot of the recent development decisions are specifically made to drive them to the store as opposed to playing the game for the rewards in question.

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Seschat wrote:
Seschat wrote:
blacke4dawn wrote:

Personally I'm not sure just the existence of those in a cash shop would be pay-to-win since to me if they can get equally strong/powerful item purely through game play then the one buying them isn't really "winning" imo. For it to be pay-to-win there has to be a game mechanical advantage to those items over what is available though drops. Not saying you are wrong or anything but I'm not so sure it's that easy to label something pay-to-win.

We get this discussion on the LOTRO (Lord Of The Rings Online) boards, and the general consensus is Yes, it IS Pay To Win. The one "buying" the goodie is usually skipping days if not weeks of grinding to get it, thus gaining that much more time for enjoyable game play over those working for them. At this point, there is a credible viewpoint among the player base that a lot of the recent development decisions are specifically made to drive them to the store as opposed to playing the game for the rewards in question.

That has a very big problem in that what you are "winning" (getting to the enjoying parts in that case) has a very subjective nature to it, while I firmly hold that pay-to-win should have an objective nature to it. Though on the other hand, they aren't "winning" much if any at all over people who enjoy the leveling experience more than end-game. To me "winning" time is a borderline ridiculous argument in terms of pay-to-win.

However, how does that "definition" of pay-to-win compare to "paying" someone else like in the part you cut out from my post? Converting cash currency to IGC and then using AH to buy drops and/or crafted items.

Making the game so grindy that paying for it is almost effectively the only way to get to end-game in a reasonable amount of time is a separate matter from pay-to-win.

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blacke4dawn wrote:
blacke4dawn wrote:

Making the game so grindy that paying for it is almost effectively the only way to get to end-game in a reasonable amount of time is a separate matter from pay-to-win.

It's [b]not[/b] a separate matter though, but instead a closely related one. Having the ability to pay for advantage leads to design decisions that encourage more of it, because the mindset that leads to one leads to the other; the key thing is the inflow of those dollar bills, and everything else is secondary. Make the game engaging, but only inasmuch as it supports that inflow. Make the game [s]tedious[/s][i]difficult[/i] enough that people will be willing to pay to skip some of the more repetitive bits. Backload the best content to encourage skipp- err, [i]reward long term players[/i].

I don't believe anyone is accusing MWM of these attitudes; As a matter of fact, I think this discussion kicked off because people were complimenting them on making decisions with the players' best interests in mind. But it cannot be ignored that play-to-win is a very effective money-making strategy, and is a large reason why there's a big industry push for microtransactions and free-to-play games over the subscription model. Can it be done ethically? Sure. Can it be done profitably? Observably. Can it be done ethically and profitably? I sure hope so, but I'm more than a little skeptical, just based on what I've observed so far.

I'd like to take a moment to once again suggest this be moved to its own thread. I don't care enough about the topic to start it myself, but I do think it'd be better off in a thread not intended for discussion of a recent content/design update.

~ DariusWolfe
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Geveo wrote:
Geveo wrote:

I also liked CoH's Veteran Rewards system.

The problem with the Veteran Rewards system is that it is [i]functionally[/i] POWER CREEP from the word "Go" ... since you keep having to add more and more (and even more) stuff to it ... forever.
Another major downside to the system, if it's purely based on Time Played (or Time Paid for) is that it functionally punishes "latecomers" to the game. Want that 4 year reward NOW? Sucks to be you. This creates a HAVES versus HAVE NOTS situation that will persist for the lifetime of the game, and will only get worse over time.

So ... "nice" if you can get in on the ground floor, and never have your subscription lapse ... but for everyone else it represents a moving goalpost you can never catch up to ... unless you go the Pay To Win route of allowing people to "buy time" with Stars somehow so as to not be left behind. And as the game goes on, that hill to climb for the newcomer to catch up just gets higher and steeper.

It's a "nice for me, but not for thee" kind of system that can engender all kinds of envy and elitism. Not sure I can recommend doing it again on ANY game, let alone this one. It's basically a gimmick to encourage subscription loyalty.

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Redlynne wrote:
Redlynne wrote:
Geveo wrote:

I also liked CoH's Veteran Rewards system.

The problem with the Veteran Rewards system is that it is [i]functionally[/i] POWER CREEP from the word "Go" ... since you keep having to add more and more (and even more) stuff to it ... forever.
Another major downside to the system, if it's purely based on Time Played (or Time Paid for) is that it functionally punishes "latecomers" to the game. Want that 4 year reward NOW? Sucks to be you. This creates a HAVES versus HAVE NOTS situation that will persist for the lifetime of the game, and will only get worse over time.

So ... "nice" if you can get in on the ground floor, and never have your subscription lapse ... but for everyone else it represents a moving goalpost you can never catch up to ... unless you go the Pay To Win route of allowing people to "buy time" with Stars somehow so as to not be left behind. And as the game goes on, that hill to climb for the newcomer to catch up just gets higher and steeper.

It's a "nice for me, but not for thee" kind of system that can engender all kinds of envy and elitism. Not sure I can recommend doing it again on ANY game, let alone this one. It's basically a gimmick to encourage subscription loyalty.

I disagree.

SWTOR (for just one example) has a "if you don't get it now you can never have it" sort of system, but CoH veterans rewards were NOT a "you can never have it" system. They were a "you can't have it NOW" system.

But whatever Veterans reward it was, you could eventually get there.

The fact that the system did not provide instant gratification did not make it unfair or inequitable. All rewards were still open to everyone, regardless of when they started. The fact that people who had been in the game longer would have higher tiers wasn't unfair. It was exceedingly fair. People who had played (and paid) longer got (slightly) better perks, which others could still eventually earn.

That's no more unfair than the fact that my older brother could get into R-rated movies before I could. Then he could get into bars before I could. He'll get Social Security before I will, too... if it's still around by then, but that's another matter entirely.

You might as well say that character experience levels are unfair, because people who have been playing longer will have a head start.

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Geveo wrote:
Geveo wrote:

You might as well say that character experience levels are unfair, because people who have been playing longer will have a head start.

Didn't Kirito say something similar to Titan's Hand?

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Wait until you see the... nope, that would ruin the surprise.

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Beater! Beater! Everyone

Beater! Beater! Everyone wants to be a Beater!

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StellarAgent wrote:
StellarAgent wrote:

Beater! Beater! Everyone wants to be a Beater!

You know that almost everyone on these boards right now would be considered a beater. ;)

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We 'played' the game before

We 'played' the game before there was a game!

Be Well!
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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

And if I had to take a guess at who the Mogul is for Black Star Tower, I would have to go with Lothic :)

While the Black Star Tower certainly looks cool enough that one's not mine. ;)

I already mentioned which Mogul was mine when it was talked about over on the Kickstarter Backer "Downtown Map" thread (posts #51-53). When picking what I wanted for a Mogul building I decided to go with something generic enough that could plausibly be used by a majority of my character concepts. Sure I like "gothic" type characters but I have plenty of others that aren't really gothic/fantasy/magic oriented at all. I hope to get the most "bang for my buck" instead of having a hyper-specifically styled building that applies only to one/few of my characters. YMMV of course.

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