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What Will Make a Subscription Worth Buying

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oOStaticOo
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Obviously people will try to

Obviously people will try to get anything they can for free. That's just human nature. If we can't get it for free, well then I'll try to get it for as cheaply as I can. Again, human nature. I do want MWM to thrive. I do want them to have my money. This is why I push for the Hybrid model of Subscription with F2P and cash store. This way there is the most options available for money to be taken. Those that want to subscribe for a monthly fee can. Those that don't want to, but are willing to buy stuff through the cash store can. It makes the most sense to me. It gives people the most options to spend their money, because who's to say that a subscriber will never use the cash store as well?

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

Felpyre
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What drove me away from

What drove me away from subscription models, was I paid for a month of game time, but due to all my other responsibilities, I could only get on for a couple hours a week. I have no problem paying for a game if I'm gonna play it, but life tends to get in the way, or other games pop up I want to play,

What I would like to see is a possible pay-for-playtime formula, where your basically paying for what your gonna use... I know alot of people wouldn't use it because 1 week can end up being more expensive than just getting the 1 month.

Gangrel
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Felpyre wrote:
Felpyre wrote:

What drove me away from subscription models, was I paid for a month of game time, but due to all my other responsibilities, I could only get on for a couple hours a week. I have no problem paying for a game if I'm gonna play it, but life tends to get in the way, or other games pop up I want to play,
What I would like to see is a possible pay-for-playtime formula, where your basically paying for what your gonna use... I know alot of people wouldn't use it because 1 week can end up being more expensive than just getting the 1 month.

This model is used in most of the Asian countries IIRC, although I *believe* that some of the are now doing the same system as we have here (pay per month, instead of buying "hours to play with")

It is also worth noting that gaming over there was (I am not sure if it still holds true though) *vastly* cheaper than it was over here... something like 300 hours of "game time" cost them $2 (direct conversion), although it was also *around* the same percentage of salary as well or something like that.

So if this route was taken, you could well end up with something like $15 = 120 hours of game play. Which might not seem a lot, but that is 4 hours of gaming *EVERY DAY* of the month.

If you said "300 hours for $15", then I am sure that most companies would actually make *less* money than they were. If anything, they are *thankful* for people who pay, and for whatever reason, are unable to play the game.

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Having read Segev's stuff on

Having read Segev's stuff on the payment model here and at cohtitan, I am pretty comfortable waiting to see what they have as a more fleshed-out plan by alpha. Personally, I would like to see a sub option, even if it is just a convenient package of something equivalent in value to what you could buy ala carte from the store.

If they end up considering 'exclusive' perks of subscription, I'd prefer to see them be perk-like. It bugged me that CoH non-subs had some important basics gated (interfering with their ability to participate in teams and whatnot, or to pay rent on bases they had build over the years). Earlier, people had discussed the number of missions you could have in play at once. Something like that could be an example of a quality-of-life perk that wouldn't break the game... if non-subs had 3, for example and subs could carry eight or whatever.

For my own part, I expect to sub regardless... if I like the game I'll want to contribute to their bottom line in some ongoing way.

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Felpyre
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Gangrel wrote:
Gangrel wrote:

This model is used in most of the Asian countries IIRC, although I *believe* that some of the are now doing the same system as we have here (pay per month, instead of buying "hours to play with")
It is also worth noting that gaming over there was (I am not sure if it still holds true though) *vastly* cheaper than it was over here... something like 300 hours of "game time" cost them $2 (direct conversion), although it was also *around* the same percentage of salary as well or something like that.
So if this route was taken, you could well end up with something like $15 = 120 hours of game play. Which might not seem a lot, but that is 4 hours of gaming *EVERY DAY* of the month.
If you said "300 hours for $15", then I am sure that most companies would actually make *less* money than they were. If anything, they are *thankful* for people who pay, and for whatever reason, are unable to play the game.

But this would really just be based on how much money per hour that would be acceptable. EX: Lets say you can buy 100 min for $10 or a month for $15. That's 3h20m per day of gameplay which for some players would be more than enough. But there are players who easily go 6-7hrs a day and the monthly subscription is a much smarter idea financially speaking.

The key is to strike up a balance where buying the subscription is money-smart for the more hardcore gamers, But buying time is smarter for the casual to occasional gamer.

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Oh agreed one hundred percent

Oh agreed one hundred percent. One thing that I would like to raise up is would there be a cap on the amount of money that you spend for "hours" where it then becomes "a month sub", because I can see a situation occuring where someone who is on "hours", burns through them all, then buys another block of hours *before* a calender month is up. They could have spent more on "game time" than the person who is subbing. And whilst I know that some people would say "But they should have bought a subscription!", the hard thing is that life doesn't always work that way. Many times I have sat down to play a game and gone "just a quick game", and then I realise that 8 hours has passed...

And how would this work into what MWM plan, where buying a subscription gets you a stipend of points. Would a stipend be available to those who buy "blocks of hours" or not (even if it is "X number of points included per block of hours bought" )?

The other thing as well that I have noticed is that the "block of hours" tends to force people to *play the game*, instead of being able to log in and just idle around. Hell, I would even be inclined for the game to be a bit more aggressive logging "idle" accounts of the game, so instead of the 15-30 minutes AFK timer, I would set it to 5-10 minutes *max*. Less time being "wasted" due to you being interrupted. I know for myself that if I was on a timer, as soon as I get up from the keyboard to do something else (grab a cup of coffee for example), I would log out. Don't want to waste the precious time. However, I could well be *less inclined* to log back into the game.

It is worth noting one reason as to why the "pay for hours" scheme works in Asia is because of PC BANG! cafés (which is where the *VAST* majority of PC gaming is/was[1] held for the gaming population), where you can get food and drink *brought to you* as you game in front of the computer. However, the PC BANG! owners have also been worried about recent laws coming into play where smoking is now banned inside them (so a decline in the number of players... especially if the vast majority of your customers are smokers. Some have closed down, newer "upmarket" ones have opened....

Whilst I can see it working, I think that the problem is trying to *Sell* it to the players over here, especially if there is also the "subscription" offer as well. The thing is that (and this is as far as I am aware) even in Asia, I *cannot* think of a game that does *BOTH* "subscription" offers (Pay for the month and buy blocks of hours). They seem to be mutually exclusive.

And then there would be the weird interaction if the game store sold "30 day licenses" as well... would there be a version available that was "measure in hours" and not on the same billing cycle time frame as normal subscriptions (ie buying the 30 day IO license in CoX whilst it *didn't* cost all that much, if you were only able to play a couple of hours a week... it was bit of a rip off....)?

[1] I say is/was because I am unsure as to the current status of popularity of them. However in the past, it was more common to game in the PC BANG! cafes than in your own home.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

syntaxerror37
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Felpyre wrote:
Felpyre wrote:

What I would like to see is a possible pay-for-playtime formula, where your basically paying for what your gonna use... I know alot of people wouldn't use it because 1 week can end up being more expensive than just getting the 1 month.

This wouldn't make much scene with the proposed hybrid system. If paying the monthly subscription is not worth it to you, then you just don't subscribe and go on the F2P track, buying anything that catches your fancy from the cash store. You're not locked in, however and can buy a month's sub if there is something (such as early access to new content) that you like.

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Folly
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(I haven't been keeping up

[i](I haven't been keeping up with the entire discussion, apologies if some of these points have already been mentioned.)[/i]

Options, many different payment options would be much appreciated. I, and I'm sure many others, just don't find paying a subscription appealing if we can't enjoy a significant portion of the allotted time due to having real-life priorities.

To start with, I would like to see a Trial session that expires whenever the player has used up their in-game play-time, rather than being pressured to get as much out of the game as possible within a real-life time-session trial.

For example, maybe a total of 48 hours of in-game (Not 48 consecutive real-life hours, a total of 48 hours accumulated) playtime, with restrictions (Especially no-Trade and use of Public-Broadcasts). After the player spends that time, they are unable to play until they purchase permanent access to that account. If the player does not purchase the account after about, perhaps a few months, then the account and characters are terminated. I find it dirty if you [i]can[/i] play a game completely for free, forever, without putting in a single dime. Especially if you can influence the in-game economy or flood public chats with nonsense (Gold Farmers). My thoughts are, everyone should be required to put some money into the pot if they plan to play forever. Is $20 a fair price if you wish to continue playing? After that $20 then players may decide what payment plan they wish to follow, whether that be subscription or a Free-to-Play-like model with the cash-shop. The $20 is to get players dedicated to the game, it's not fair for people to enjoy a product without giving anything in return.

Subscription Perks:
- Early Access to Content
- Discounts on Cash-Shop
- "Loyalty" System
- Exclusive Offers
- No Auto-Crash/Auto-Deletion for being AFK/Inactive

To expand on the "Loyalty" system, some kind of notoriety that allows players to keep some goods if they were to drop the subscription model. Completely losing all past perks just isn't fair if you put money in over time. Something that measures money and time put into the game. For example, lets say unique cash-shop costume piece are released, and one tier costs about $30 in real-life money. If you put in X-dollars in subscription post the release of that item, then you may keep access to that tier of items since it's equivalent to buying all of those items already.

As for the Subscription-less Players, assuming they purchased the $20 permanent account access.
- Late Access to New Content (Or can be purchased via Cash-Shop)
- Auto-Crash/Auto-Deletion for being AFK/Inactive (With a reasonable time-period)
- Access to all Basic commands

Essentially, you should still be able to compete with the rest of the game, and you aren't being penalized with limited access for being a non-subscriber since you did purchase that permanent $20 for your account.

To delve further into "Basic Commands", I'm referring to things such as being able to send tells, join groups, build groups, trade items, inventory-size, global chats, and join other guilds. I really don't understand games that restrict these basic things so heavily it ultimately hinders fun to force players into the subscription model - although, as stated before, the subscription model is not ideal for everyone. At least allow players to access all of these basic commands for purchasing that $20 permanent account access.

TL;DR
Requesting multiple payment options:
- Trial: X-amount of cumulative hours played for free, after the player is required to pay $Y for permanent account access

- non-Subscription: After paying $Y, you get access to basic functions, like a F2P account, but not as limited compared to other games.

- Subscription: Perks

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That all sounds good to me,

That all sounds good to me, Folly.

I suppose $Y would be the initial purchase of the game 'box' that MWM has said will be required. MWM hasn't mentioned any completely free access, though I think implementing it in the way you have said is the best way to get people interested in actually purchasing the game.

Spurn all ye kindle.

Felpyre
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Wow, not used to my posts

Wow, not used to my posts getting attention.

Gangrel: There definitely those days where "I'm just gonna play for an hour" doesn't quite work. however Players who run out of time because of that will either get a subscription or spend a little extra each month. Having it automatically go over to subscription really isn't fair to those who chose subscription. What about if someone gets a subscription for the month but only plays 1hr before their computer dies (or something else) and they don't get on for the rest of the month? Should they get a refund? As for the "block of hours" forcing them to play, maybe have extra time roll over as long as you buy more min. the next month. Ex: you buy 300 month A, but only used 200, then next month you buy 200, You'd have 300 again, but if its month C instead you would only have 200. Oh ya you said something about points, I was thinking it would just be a point/$ spent system with subscriptions getting a bonus because of the subscription

Syntaxerror37: I was under the impression the proposed hybrid system was just what the community had said, not what the game makers have decided on. But maybe I'm wrong

Folly: i love your idea of using gametime rather than real, however 48 hrs game time is enough for most games to go from 1-max on a single character. I know on WoW even though i had been playing for months, my character was only a day old at 30 and I was sitting around trading most of the time.

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Felpyre wrote:
Felpyre wrote:

I was under the impression the proposed hybrid system was just what the community had said, not what the game makers have decided on. But maybe I'm wrong

Check out Segev's post 187 in this thread where he says the hybrid model is all but guaranteed. I think that's the most definitive redname comment on the model so far, unless I missed one.

Spurn all ye kindle.

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Felpyre wrote:
Felpyre wrote:

Wow, not used to my posts getting attention.
Gangrel: There definitely those days where "I'm just gonna play for an hour" doesn't quite work. however Players who run out of time because of that will either get a subscription or spend a little extra each month. Having it automatically go over to subscription really isn't fair to those who chose subscription. What about if someone gets a subscription for the month but only plays 1hr before their computer dies (or something else) and they don't get on for the rest of the month? Should they get a refund? As for the "block of hours" forcing them to play, maybe have extra time roll over as long as you buy more min. the next month. Ex: you buy 300 month A, but only used 200, then next month you buy 200, You'd have 300 again, but if its month C instead you would only have 200. Oh ya you said something about points, I was thinking it would just be a point/$ spent system with subscriptions getting a bonus because of the subscription

The design we have in mind is this:
A subscription is not for time, but for credit. In effect, you have a monthly stipend for the subscription allocated monthly. You cancel your sub, you still have the credits in your account.

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Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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My thoughts:

My thoughts:

1. I supported the Kickstarter at the Fashionista level and paid for Mogul on top of that. I will be a subscriber and I will most likely take the "Give me a year of subscription for a slightly better deal on the monthly fee, and you can bill me each month." option, if there is one.

2. A lot has been said on this thread about different models and which ones are better etc. My feelings on this subject are these: comparing subscription games to F2P games is an apples to oranges comparison in the first place. The most successful non-sub game in the world is Magic Online (the video game analog to the collectable card game Magic: the Gathering), which has no monthly sub, not even as a possibility, but it has that luxury because people opt to spend more than $20 a month on buying "virtual cards" anyway. People do this because they're conditioned to believe that a single magic booster draft tournament should cost $2-3 plus the cost of three packs of cards at $3 each, for a total of ~$12 spent, but hey, you get to keep the cards and you might win some added packs of cards if you win place in the top 2-4 of the 8-person tournament. That's about what it is in the real stores where magic is played every week, that's what it is online. By the way, that's generally a terrible deal for the retail stores that run weekly tournaments, because people expect to win prizes like the online payouts which means the store is basically making almost no money on the tournament itself, but for the fact that it sells cards. If these tournaments didn't go late into the night and require officially trained judges to settle rules disputes, that would still be less than stellar, but in the real world it's an albatross for the stores, at least the small ones.

2. The most financially successful MMOs, and by that I mean WoW, have a monthly sub requirement, I feel, because it isn't like MOGO where you can sell people virtual cards piecemeal and make MORE money than a monthly sub. It's just an entirely different species of game in that sense.

3. The reason why I personally will pay a sub is to support the game, assuming I love it as much I feel I will, given the sneak peeks we've gotten so far.

4. In my opinion, people who let their "starter sub" expire and continue to play the game should feel like a second class citizen in the game. They should have a stiflingly low base number of character slots, costume slots, respecs, costume pieces, auras, and power sets that come free. There should be a significant chunk of content (missions, trials, task forces) they're not allowed to do for free. They should not be allowed to found supergroups or enter SG bases for free, and by that I mean they should not have an individual "lair" or "batcave" of their own for free either. They should not be allowed to craft enhancements for free or use the auction house for free. They should have travel restrictions that make it take longer to navigate around the open world map (like taking the monorail in CoH instead of using the SG teleporter). For example, the game could have Super Vehicles, not available for free to the non-subscribers, which serve the purpose of transporting you around the map more quickly than just flying or superspeeding or taking the monorail. Basically, I envision these not as truly operable vehicles, but more like the "take me to the mission door" veteran reward power that CoX had with the deus ex machina being a Longbow chopper or something, except that the vehicle itself in CoT could be a lot of other more personalized things, with differnet vehicle options rolling out over time like new powersets, costumes etc.

5. I'm kicking around, in my head, the question of PVP without paying a sub, because it will likely be a really unfair suckfest to try to win with the kind of gear they'd likely have, but as I see it, that's someone else problem, because I'm very unlikely to PVP at all. So let them try I guess.

6. The issue I would point out with the "monthly stipend" idea is that you need to have things in the game that people MUST spend those credits on, on a regular basis. Otherwise people rack up loads of credits that they never spent on anything and then coast. On the one hand, I think most people tend to try a game, like it, play it for like a year or two, then get a little burned out on it (happened to me with CoX). It's nice to be able to put it down for a while and then come back without losing anything you used to have. As a subscriber who let his account go dormant I wouldn't want to lose anything I used to have just because I took a 6 month break from the game. If earned credits ensures that, then great. It might be an idea to let people put their account into a sort of "locked" state where they're not paying anything for continued subscriber status, but they can't actually play the game either. That way I as a subscriber could decide to go on a hiatus, lock my account, and come back later when I start Jonesing for the game again.

7. All things that are for sale in the cash shop should either be made free by paying a sub (services like crafting licenses, auction house access, etc) or in the case of consumable items should be things one would have to grind for in the game to get them for free, if that's even possible, like respecs, unslotters, costume slots, character slots, new power sets, new costume pieces, etc. What I mean is, my monthly fee should unlock a plethora of services and cool interactive things that the non-sub can't do and then the stipend should cover me for the amount of respecs, costume pieces, new power sets, etc I want to spend it on. I do not expect everything to be free just because I'm paying a sub, I just want the ability to spend my allowance on the stuff I want most and maybe wait for next month's allowance to roll in (or pay extra money or grind) for other stuff.

8. For the record, one big reason I liked being a VIP in CoX was that I got to participate in Incarnate Trials. The were fun, they were THE post-level-cap content that veterans did on a regular basis, and as a social team-oriented PVEer, that was what I loved and that was what made VIP worth it, for me, when the game went F2P.

R.S.O. of Phoenix Rising

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Radiac: It is worth noting

Radiac: It is worth noting that MWM said this in the kickstarter:

Quote:

...The final details of the VIP Subscription are not hammered down, but some areas are settled: At no time will you lose access to something you had access to and VIP Subscribers will get a stipend for the cash shop of greater value than the cost of the subscription.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

syntaxerror37
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Radiac wrote:
Radiac wrote:

4. In my opinion, people who let their "starter sub" expire and continue to play the game should feel like a second class citizen in the game. They should have a stiflingly low base number of character slots, costume slots, respecs, costume pieces, auras, and power sets that come free. There should be a significant chunk of content (missions, trials, task forces) they're not allowed to do for free. They should not be allowed to found supergroups or enter SG bases for free, and by that I mean they should not have an individual "lair" or "batcave" of their own for free either. They should not be allowed to craft enhancements for free or use the auction house for free. They should have travel restrictions that make it take longer to navigate around the open world map (like taking the monorail in CoH instead of using the SG teleporter). For example, the game could have Super Vehicles, not available for free to the non-subscribers, which serve the purpose of transporting you around the map more quickly than just flying or superspeeding or taking the monorail. Basically, I envision these not as truly operable vehicles, but more like the "take me to the mission door" veteran reward power that CoX had with the deus ex machina being a Longbow chopper or something, except that the vehicle itself in CoT could be a lot of other more personalized things, with differnet vehicle options rolling out over time like new powersets, costumes etc.

The [i]last[/i] thing you want to do is make a non-sub feel like a second class citizen. I'm not saying there shouldn't be benefits (beyond the stipend) to having a sub, however, you want the non-subers to still spend money in your cash store. Don't forget, they have to buy-in to the game to play in the first place. Making them feel alienated and left out of the fun will make them walk away. There are a lot of potential players out there who will not pay a subscription to a game (for a host of reasons), but will gladly fork over money for items from the cash shop. We want those people in the game too.

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The Titan Legacy - Defender of the Inner Flame

Darth Fez
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Agreed.

Agreed.

Having these people play the game is a benefit in and of itself, whether or not they spend money in the store. I'd rather have these 'cheap skates' on my team, talking in chat, or even just see them doing their own thing than sit in a zone by myself thinking, "Whoa. Ghost town."

I think you'll find very few people who consider SWTOR's approach to F2P to be good or positive, and they have essentially taken the approach Radiac proposes.

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Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

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Darth Fez wrote:
Darth Fez wrote:

Agreed.
Having these people play the game is a benefit in and of itself, whether or not they spend money in the store. I'd rather have these 'cheap skates' on my team, talking in chat, or even just see them doing their own thing than sit in a zone by myself thinking, "Whoa. Ghost town."
I think you'll find very few people who consider SWTOR's approach to F2P to be good or positive, and they have essentially taken the approach Radiac proposes.

Hell, I remember one of the complaints of the CoX F2P format was also very limiting in terms of what you could and couldn't do.

Want to talk to someone in private? Spend money

Want to talk in global channels (where most of the arrangements for TF's and the like seemed to happen)? Hand over even more money.

Want to use 4 AT's? Hand over money.

Want to use the AH/IO system? Hand over money

Want to make Stories? Hand over money.

If you want to limit content, then I would have to say that the *easiest* way to do it, would be to put it into a zone that a "non payer" cannot get into. That is one form of "hard limitation", which prevents you from forming a team with people... going *right up to the instance door* and then finding that no one on your team can do it, due to them not buying the content.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Darth Fez
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I don't believe I ever did

I don't believe I ever did try CoH's F2P model. That may well explain why I did not.

Back on target. As explained by MWM so far, to my understanding, the situation with CoT is this:

City of Titans is a buy-to-play (B2P) game. If you are playing the game you have bought the game, thus you have as much right to play it as anyone else.
Subscribers obtain [i]additional[/i] benefits ("credit"), none of which entail additional or exclusive access to content.

To further torture the metaphor, nobody in CoT can be a second class citizen because they must be first class citizens to get in.

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Darth Fez wrote:
Darth Fez wrote:

I don't believe I ever did try CoH's F2P model. That may well explain why I did not.

The other thing to remember is that most of those "hand over money" parts got removed the longer you subscribed to the game, so you might not have noticed anyway... it all depends as to how long you had subscribed to the game for, and how many Paragon Reward tokens you had unlocked. Get enough, and you could avoid the whole load without having to spend $15/month unless you had a boat load of alts OR you wanted to play incarnate content.

Oh, and owning Going Rogue before it got rolled into the "base game" also gave you permanent access to the Going Rogue system and Praetoria (although not zones released AFTER that).

Which is potentially a good way of saying "thanks for being with us for so long", but made it hard for the "piecemeal" F2P players, ie the $0-$10/month spenders to get around. Sure some of them went *quickly* but others were a constant "keep on paying each month to keep what you had" (IO's for example) or subscribe. It could also explain as to why at the *end* of the games life, it had roughly the same number of subscribers/premium players as it did PRE F2P (estimates were between 55K and 60K[1] subscribers pre freedom, and 40K F2P, 20K Premium, 40K subscribers after Freedom[2])

I do agree with you on the 2nd class citizen part as well. Any game which has a box price to get into the game, if you start treating the "non subscribers" as 2nd class citizens (unless of course it is Subscription only, like CoX was originally)... then you WILL piss off people.

[1] Number is an estimate taken from NCsoft financial reports and doing a *very* rough calculation of TOtal money taken divided by $45 to get the minimum number of players. This is an *estimate* as it cannot take into additional purchases that the player could make (respecs, server transfers, character renames, costume/origin packs etc)

[2] Number taken from a post on the Titan Network forums, and was relayed by Mercedes Lackey.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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To expand upon my "second

To expand upon my "second class citizen" comments, I offer the following (and this is probably an "agree to disagree" in the end, which I'm fine with).

1. I was giving with the original post asked for, which is my personal opinion. I personally intend to either play this game as a subscriber with the possibility of going on a break and not play it at all, then come back refreshed and play some more. I can't guarantee I'll always be on, and if I find I'm not logging in for weeks at a time, I may well decide to go dormant for a while and recharge a little. I think this happens to gamers in general, and certainly to me. I installed MechWarrior 4 on my old computer, beat it, and then uninstalled it again like 5 times. I've done the same with other games, like real time strategy games (Star Craft, etc). I can play and replay games over and over, but I do tend to take breaks from one and focus on another then waft back to the first one, etc. I drift in and out of Magic: the Gathering like that from time to time too. So since I only intend to play the game while subscribed or else not play it at all, I personally don't care how left-out the non-sub people feel, because I intend not to be one of them.

2. I totally understand that not everyone who would play this game can be relied upon to pay a sub. Kids, especially those old enough to play CoT but too young to have jobs being a big part of that, and I'm all for those people having enough fun to keep them interested. That said I still think that when you look at it, making the monthly sub the MOST economical option for the frugal player who wants the full featured game experience is the way to go.

3. CoH had multiple separate servers, and I remember on Triumph (the one and only server I ever played on) in year 8 it was a ghost town during the day pretty much everywhere and the PVP zones were usually empty all the time. But that was one of the problems of a "lots of servers, take your pick" system. CoT will be all one big happy single-server family with a lot more "Atlas Park 55, Atlas Park 56, ...etc" stuff going on. So for this reason the subscribers alone will most likely make the place feel full most of the time. Seriously, there only have to be about a minimum of 100 other people on to make the server you're on feel like it's a great big super hero party. On Triumph I used to look for teams just to see the full list, and sometimes it was only 20 people, but you have to believe there were like 20 people on a lot of the other servers at the same time. That's like 100-200 right there, and that was when CoH was "dead". So as far as the world feeling full, I don't think that's going to be the same problem that CoX was in the later years no matter what.

4. The non-sub player does pay for the download, that's a very good point. But that up-front price includes some amount of subscription time. In the old days, you used to buy a game, play it, beat it in like a month or three, then put it on the shelf. Companies made the game and sold it then that was it. With online gaming you have to have servers and support etc, and that costs the company money each and every month to provide for, and that money has to come from someplace. So let's assume the monthly sub is $15 and the "box" costs $50. Maybe you get 3 months "free" for the initial $50, if so that's the cost of 3 months plus like $5 more just for the game itself. If it's more like 6 months "free" for the $50 box price then those people have nothing to complain about when their account goes non-sub, because they got a really good deal. So the solution to the "but they're not free loaders, they paid for the game" lies in the exact details vis a vis how much sub time you get for your $50. And yes, you CAN keep playingt he game forever, but you lose some perks. It's the exact amount of and usefulness of those perks that's open for debate. I personally think it should be enough to make people either want to pay a sub, or else just leave the game, at least until they get the itch to come back and subscribe again for a while.

5. Every non-sub player puts a little more strain, overhead, and wear and tear on the company, and all of that costs money. You'll need more forum mods and helpdesk people and just more everything to support more players, and if the majority of those player aren't paying anything after the first few months but continue playing the game for like 2 years, that will become burdensome to the company in a big way. There will be less new content and stuff because they have to spend the money they ARE getting just maintaining the game they have, then the game just dies. I don't want that, and I think the non-sub peole who hang around for 2+ years after JUST paying the initial $50 are what killed it.

6. I keep coming back to the following problem: if all my sub buys is a bunch of unnecessary bell and whistles that I feel I don't need, then why subscribe? I mean for me, the answer is "to support the game I like playing so that it doesn't go out of business and I can keep playing it." but most people I know don't think like that. The average gamer I've met is trying to figure out ways to eek more out of the game for less money or no money in most cases, or better yet to MAKE money for themselves off of it wherever possible. This is what attracts some people to Magic: the Gathering, in point of fact, and there are online MMO games that people have succeeded in making money off of in terms of gold farming etc. These are the same people I know whom I've mentioned in other posts that go to the comicbook store, play games all weekend long, try to cut lopsided deals with kids that don't know what their cards are worth, then won't even buy a F$%$ING soda-pop from the store. This behavior, and the people engaging it, kill comic shops and F2P games, and the sad part is, they're destroying something they enjoy purely out of a sense of entitlement and the expectation that the thing they're bleeding to death will never die, or if it does, "it wasn't MY fault".

7. It bothers me that "free" has become the expectation for everything, yet many thing that are more expensive than playing CoX was are not the victims of the "it has to be free or I'm out" attitude like MMOs are. If you go to the movies about once a weekend, like I used to do when I was highschool-college age, it will cost you like $10 for a ticket, give or take. That's $40 a month without even commenting on the inflated prices they charge for snacks and drinks. The movie theaters I go to are generally still in business and making money like always, despite the fact that they've raised prices over time with inflation, etc. While it's true the snacks are something a lot of people would call you a sucker for even thinking about buying, the fact is the $40 a month you're paying for about 8-10 hours of non-interactive entertainment that you had to drive somewhere to get is still way more expensive than paying a $15/month sub to play a fun, interactive, social game like CoT is going to be without having to leave your own house. It's way more entertainment time for your money and better entertainment (in some ways) to boot. It's cheaper than movies and cheaper than playing Magic: the Gathering (online or with real cards) so why does it have to be free? And if it does, then why do those same people still have no problem with paying money to go to the movies and/or play Magic anyway?

R.S.O. of Phoenix Rising

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Just to be clear, you are

Just to be clear, you are making your case for MWM to change their pricing / business model. I am obviously not in a position to comment on that.

To reiterate and clarify, I have no problem with the B2P model, although I would certainly welcome it if everyone did subscribe or spent a roughly equivalent amount of money in the store each month. To the extent that I understand MWM's business model, I believe it is the best of both worlds.

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I've already weighed in a few

I've already weighed in a few times on this thread, so please pardon my repeats, but I want to give Radiac a bit of support here so he's not perceived as a lone voice. Most of this has been said before, so I'll try to keep it brief (not an easy task for me!).

Maybe "second class citizen" is too strong, but I do believe any game with ongoing maintenance and development (Radiac's point 5 above) should, through whatever means, strongly [i]encourage[/i] players to subscribe. While there is some evidence that some non-sub players can spend more than the amount of a sub, it's unpredictable income to support a service with primarily static ongoing costs. Some non-subs may spend nothing in the store for months, while still contributing to server load etc, as Radiac pointed out.

Which brings us to the next problem: in order to entice non-sub players to keep spending the money required to keep the game running, the devs are forced to devote resources to putting a new "funny hat" in the store with regular frequency. Those of us who played CoX should be familiar with their attempts to keep interest in the store alive with (often disappointing) weekly specials and little bits of junk with limited appeal. Sure, we all like a new costume or floating carpet once in a while, but f2p forces devs to be working on this kind of stuff constantly, and to release it piecemeal to attempt to keep up the constant flow of income through purchases -- income that a sub inherently provides. When devs have a steady stream of subscription income, it allows them to work for a couple months on a new zone or power set without diverting resources so players can constantly haz cake nao.

Finally, there's an aspect that to me is more important than money: the community. As I've said before, I believe subscribing changes the nature of the relationship between player and devs from one of consumer and quick-stop-shop to one of patron and artist, where the focus is less on making a quick buck and more on a shared vision of a virtual world. A relationship where, sure, money changes hands so that the lights can be kept on, but in the background, so we can all concentrate on making the world awesome and fun to play. I want us all to be invested in this project together like that.

Spurn all ye kindle.

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For me personally I think the

For me personally I think the costume creator and just getting into that superhero team setting would be worth my subscription alone. Sometimes just escaping into my little virtual
World even for an hour takes the stress off a rotten day of work/school/society. **speed boost on Cinnder** !!!

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Mind-Freeze wrote:
Mind-Freeze wrote:

**speed boost on Cinnder** !!!

Aaaaaa -- now I keep getting stuck on Circle of Thorns cave torches!!

Spurn all ye kindle.

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Remember when the CoX

Remember when the CoX community made their own user-generated map hack that allowed you to see what spawned where and what levels the mobs were in the different suburbs of the maps? I think the subscribers should get something like that inherently by default and the non-subs should just get the bare-bones map itself. I wouldn't be against the idea of turning off all or most of the different revealable map options, like where the stores are, where the NPCs are, etc for the non-sub people. Give subscribers the "God-mode GPS toolz" and give the non-sub person "paper map with coffee stain on it". I feel that for the non-sub person, everything about the game should feel more "economy class" and "basic" whereas the subscribers should feel more "first class" in the airline travel sense. Wider seats that fully recline, hot towels, uninterrupted stewardess service, etc.

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One more thing I just thought

One more thing I just thought of: all of what I typed above ignores the effect of in-game paid advertizing. I have no idea how that works, what the numbers are, etc, so I've factored it out entirely. I don't know how much extra business CoX got JUST from being featured on the Big Bang Theory as much as it was, but I have to think exposure like that must have been really good for them. As I've said before, being a dyed-in-the-wool CoT fan will make me want to support the game and by extension any products that the game is getting as advertisers (one possible exception to that being other games that try to advertize to suck people into more other games). I've stated on other threads that if a company like Hanes or Levi's wants to put in some game unlock like a jeans costume piece or a "tighty-whities" costume piece, I personally would buy something in RL just to get the unlock code from proof of purchase or whatever. And then in my wildest dreams, I'm still constructing that Weezer Task Force for the whole "summer concert tour tie-in" angle.

So if they need to pump up the numbers of players (sub or non-sub) just to make more money via the advertizing route, I'm perfectly fine with doing whatever seems like the most advantageous for the company in that regard. As I've said, I don't know the numbers so I can't crunch them.

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Radiac wrote:
Radiac wrote:

Remember when the CoX community made their own user-generated map hack that allowed you to see what spawned where and what levels the mobs were in the different suburbs of the maps? I think the subscribers should get something like that inherently by default and the non-subs should just get the bare-bones map itself. I wouldn't be against the idea of turning off all or most of the different revealable map options, like where the stores are, where the NPCs are, etc for the non-sub people. Give subscribers the "God-mode GPS toolz" and give the non-sub person "paper map with coffee stain on it".

Oh please god no! The map should be as good as it possibly can be for everyone! That is not something you should ever discriminate on based on your level of membership.

Quote:

I feel that for the non-sub person, everything about the game should feel more "economy class" and "basic" whereas the subscribers should feel more "first class" in the airline travel sense. Wider seats that fully recline, hot towels, uninterrupted stewardess service, etc.

I guess I look at it this way (continuing the metaphor). Subbing should feel like joining the airline's preferred passenger club. You get access to the lounge and get to board the plain sooner, but the flight itself is the same as anyone else in your class.

Being a non-sub shouldn't be a stripped down experience. Instead it should be the base and subbing should have added benefits on top of that.

-----------------------------------------
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It seems like I'm in the

It seems like I'm in the minority on here in favor of actually charging the non-subs for ANYTHING AT ALL, so I'll turn around and pose the same question as the OP but from the opposite point of view:

Radiac's question for everyone else: What things should the non-sub players not get or have to pay a la carte for that the subscribers get with the subscription?

If you feel you need a dollar value on the monthly sub, call it $15/month just to have a hard number to play with. And remember, there has to be SOMETHING that rewards people for subscribing in the first place, or else nobody ever will. Also, it has to be a good enough deal that those of us who DO subscribe don't feel like complete suckers for choosing to do so. So there it is, you tell me a system that makes the $15/mo actually feel like a good deal for the subscriber while simultaneously NOT offending the non-sub player to the point where they quit over feeling unappreciated. So far I've heard a lot of "Let's not make them pay extra for [some specific thing]." followed by "Agreed, and let's also not have to pay for [other specific thing].". It's easy to hand out freebies when you're not the one who has to sign the employees' paychecks every month.

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I guess when it comes right

I guess when it comes right down to it, I personally would make this a subscription-only game and leave it at that. It's the simplest answer. My take on the original post has always been to try to figure out what it would take to prompt the person on a non-sub account to either start paying a sub or stop playing the game entirely. My reason for this is simple: a person who paid the box cost and likes the game is probably more likely to pay a sub than not if put to a decision, because they like the game, and they'd feel like the up-front cost was a waste of money if they only played the game for like 2-3 months. So at that point they likely WANT to keep playing and having fun (I know I would). If they decide to pay a sub after that, great. If they don't pay a sub, then they're not making the company any money, so why should the company try to keep them around? If they're going to insist on "free" let them got play some other MMO and be some other company's problem. They bought the box , played for a while, and then they said "No more money for you, CoT." so we said "No more CoT for you then, guy." Sounds fair to me. I'd certainly rather that than have to worry about how to retain people who aren't paying for anything. Why would a company devote internal resources to try to maintain a system that ultimately loses them money? That's the WORST thing you could possibly do.

This is not Magic Online where you can constantly sell people virtual product in the form of a $3 pack of digital cards that you can generate infinite quantities of without it costing the company any money. There's a reason why Blizzard has their own competing "electronic collectible card game" now (it's called Hearthstone, I have friends that have played it). Those types of games are practically perfect money machines, but they're not MMOs.

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I just thought of something

I just thought of something else you could charge for or make unavailable to the non-sub: stats. Remember on CoX when you could look at all of your various recharge rates and set bonuses and whatnot? And you could see in real time the effects of the Hasten when it kicked in, etc?

Let subscribers see that stats page stuff, make it unavailable to non-subs. Then the non-subbers can buy a "stat analyzer" that works for a set number of hours or days or uses or whatever.

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syntaxerror37 wrote:
syntaxerror37 wrote:

Radiac wrote:
Remember when the CoX community made their own user-generated map hack that allowed you to see what spawned where and what levels the mobs were in the different suburbs of the maps? I think the subscribers should get something like that inherently by default and the non-subs should just get the bare-bones map itself. I wouldn't be against the idea of turning off all or most of the different revealable map options, like where the stores are, where the NPCs are, etc for the non-sub people. Give subscribers the "God-mode GPS toolz" and give the non-sub person "paper map with coffee stain on it".
Oh please god no! The map should be as good as it possibly can be for everyone! That is not something you should ever discriminate on based on your level of membership.
Quote:
I feel that for the non-sub person, everything about the game should feel more "economy class" and "basic" whereas the subscribers should feel more "first class" in the airline travel sense. Wider seats that fully recline, hot towels, uninterrupted stewardess service, etc.

I guess I look at it this way (continuing the metaphor). Subbing should feel like joining the airline's preferred passenger club. You get access to the lounge and get to board the plain sooner, but the flight itself is the same as anyone else in your class.
Being a non-sub shouldn't be a stripped down experience. Instead it should be the base and subbing should have added benefits on top of that.

I respect your opinion even if we differ on this issue, so my question is simply for clarification:

You used the term "should" several times, which implies an empirical rule of some sort. Can you give evidence of this -- in other words, why should it not? -- or was this just meant to indicate your personal preference, i.e. actually meaning "I would prefer if CoT did not..."

P.S. Personally I would not want such a map anyway. I never even used the Reveal Map vet reward power.

Spurn all ye kindle.

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Radiac wrote:
Radiac wrote:

What things should the non-sub players not get or have to pay a la carte for that the subscribers get with the subscription?

Better approach (for effect, I will quote Segev): "What would be helpful is discussion of what a subscriber might expect to get for his subscription that a free player might not have."

The thing that tends to stick in my craw about this discussion is the insistence on the "let's take stuff away from other people" approach.

We already know that MWM intends to provide store credit / currency that is greater than the value of the subscription. That alone already provides subscribers with more than their money's worth.[color=red]*[/color] Most of the ideas that I can think of easily, and have been suggested in previous discussions, are 'tangible', direct value for money matters (e.g. store discounts, free character or costume slots).

The intangible benefits are more difficult to generate. Possibilities that have been put forth include earlier access to new content, such as zones, ATs, or power sets. This could potentially include a head start on test server access for the same.

In answer to the idea, or argument, that non-subscribers are not contributing to the game or company:

Segev wrote:

Obviously, anybody paying a monthly rate for any reason is going to be contributing to the support of the game. [b]The point I was making was that the model I'm hoping to implement means that even free-to-players who get their hands on Stars[/b] [store currency] [b]through in-game activities are contributing to the support of the game.[/b]

[br]
[color=red]*[/color] If that isn't enough, this is clearly not a value for money concern but a desire to create a 'haves' versus 'have-nots' dichotomy.

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Darth Fez wrote:
Darth Fez wrote:

The thing that tends to stick in my craw about this discussion is the insistence on the "let's take stuff away from other people" approach... If that isn't enough, this is clearly not a value for money concern but a desire to create a 'haves' versus 'have-nots' dichotomy.

[Usual disclaimer regarding my respect of your opinion -- though I think you already know I do, Darth.]

For my own part, I don't want to create such a dichotomy for its own sake, but only if & where it would encourage people to subscribe, because I believe subscribers are better for the life and quality of the game. If I could see hard evidence that gating specific stuff behind a sub causes significantly more loss in non-sub store purchases than it increases the number of people who subscribe, then I would not advocate any such separation at all.

And, if I can be forgiven for being just a bit picky: none of us has anything in CoT yet, so nothing can be taken away from anyone. How much stuff MWM should give people for free seems to me to be a different and fair question for discussion.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

Darth Fez wrote:
The thing that tends to stick in my craw about this discussion is the insistence on the "let's take stuff away from other people" approach... If that isn't enough, this is clearly not a value for money concern but a desire to create a 'haves' versus 'have-nots' dichotomy.

[Usual disclaimer regarding my respect of your opinion -- though I think you already know I do, Darth.]
For my own part, I don't want to create such a dichotomy for its own sake, but only if & where it would encourage people to subscribe, because I believe subscribers are better for the life and quality of the game. If I could see hard evidence that gating specific stuff behind a sub causes significantly more loss in non-sub store purchases than it increases the number of people who subscribe, then I would not advocate any such separation at all.
And, if I can be forgiven for being just a bit picky: none of us has anything in CoT yet, so nothing can be taken away from anyone. How much stuff MWM should give people for free seems to me to be a different and fair question for discussion.

I understand where you and Radiac are coming from and I support your goals.

I stated my position strongly because I wanted to highlight my feelings that it is important to distinguish between

"What can I take away from a non-subber to make them want to sub?"

and

"What can benefits can I provide with a subscription to make people want to subscribe?"

To me, the implications and even the terminology associated with the former ("second-class citizen") are those of wanting to shame people into subscribing. It is a message built on negativity that makes the phrase "pay up or GTFO" run through my mind.

I don't want people to approach this game with the attitude, "Wow, this game sucks without a subscription."[color=red]*[/color] I want them to come to City of Titans and say, "Wow, I want that (micro)subscription!"

As I'd said in a previous post, I do want to see most people subscribe to the game and make c-store purchases. My hope is that they will want to subscribe, or to make those purchases, because they think it's great, not because they feel hobbled or like a second-class citizen without them.

To reiterate, I support your goals. I do, however, have strong reservations about the proposed methods.

[br]
[color=red]*[/color] Another danger of this approach is the perception that, even though people bought the game and technically no subscription is required, they can't play the 'real' game unless they pay for a subscription.

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One thing that *could* be

One thing that *could* be done, with the benefit of subscribing (and getting more value than your sub included) is by making EVERYTHING new that is introduced to the game either Free For All, or "buy in the store".

This way, those who subscribe *should* have enough credit each month to buy everything that gets released (if they so desire), whilst those who do not subscribe can pick and choose what to buy as and when they wanted.

If it gets released "free to all", then it *everyone* gets it available.

One thing though that I would NOT do, is put game mechanics behind an "all or nothing" wall. Give people a taster, a tease. They might like it and decide to pay for it. However, if people are NOT sure how if they are are going to like it or not, then they will be more wary behind paying for it. This is why cutting stuff like the Auction House, Inventions system, hell, even the *ability* to talk to others in private is NOT a good way to go.

Limit people sure, don't *exclude* people. For the crap that Star Wars gets for its F2P conversion, I think it is worthwhile *looking* at that, to see that though the F2P players *does* have disadvantages, they are actually *not* fully excluded from running content (Ops though are a notable exception, but they can also be viewed as Flashpoints 2.0)

Hell, if the game allows addons (its a possibility) then as soon as the client is in the enemies hands, something like a "super dooper Map 2000" which shows you the location of *EVERYTHING* needed in game...

Well, all that means is that the most basic map texture will get replaced with the map that contains everything (which is how it was done in CoX). And chances are, that will be distributed for free.

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Sooooo... you would let

Sooooo... you would let Freeloaders try before they Buy?!? ;) like 2 hours only every week for the 1st 3 months?
Gotz'ta let'em see what'z they'd be missing out on. Like trying to get someone hooked on smack? :)
But this is smaller samples multiple times. We'll show those dealers who's tactics are better. >;D

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Darth Fez
Darth Fez wrote:

I don't want people to approach this game with the attitude, "Wow, this game sucks without a subscription."* I want them to come to City of Titans and say, "Wow, I want that (micro)subscription!"

Ah I see... Yeah, I don't want non-subbers to feel insulted. We're in agreement on the idea that "This game is cool; I bet it would be even more awesome if I subbed" would be preferable. Personally, I'd prefer it to be a bit more of a lure than a frequent flyers club, but perhaps that's a start for defining a good model.

I do like Gangrel's idea of allowing a taste of stuff to entice players into subbing. Less of a "you can't have this" and more of a "wouldn't you like more of this...?"

Spurn all ye kindle.

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Gangrel wrote:
Gangrel wrote:

One thing though that I would NOT do, is put game mechanics behind an "all or nothing" wall. Give people a taster, a tease. They might like it and decide to pay for it.

This is why I am for allowing people to access new content on the test server, at a minimum. It needn't be long enough for them to experience everything, but at least let them test drive it to whet their appetite.

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What should non-subs have to

What should be in the game store?

One thing that is going to be a big money-maker for this game (if the devs keep going the way they are going) is going to be character customization stuff; costume parts, power animations/skins, new power sets, character slots, boosters etc (plus base or mission editor items maybe?). I think that we should have to pay for this stuff (either through cash for free players or via stipend for subbers) - except for maybe the occasional "freebie" (perhaps related to in-game events like a free costume part for a Halloween event). This could work well considering the "pick-and choose" nature of the items - with thematically appropriate "bundles" to upsell.

In-game content like special missions or world zones - I am a bit wary of. If you sell these on the market you may run the risk of splitting or locking out portions of your player base. Small private zones or ones that have little in-world impact (or can be gained through in-game means - the store just provides a shortcut/early access) ... maybe.

I'm a bit torn on exclusive missions - I could go either way depending on the nature of the mission. In any case IF they are to be sold they should be available in the store at the same time the subs get them - it's a lot easier to sell a mission pack, for instance, if everyone else is doing it RIGHT NOW - it's a harder sell once the newness wears off and there are less people running it.

Again - it depends on the nature of the zone/mission - but I think I would err on the side of caution and distribute this stuff to all players - subbed or not (with some possible exceptions).

Of course, some account-level stuff may be in the store as well as it is in many other games.

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Interdictor wrote:
Interdictor wrote:

One thing that is going to be a big money-maker for this game (if the devs keep going the way they are going) is going to be character customization stuff; costume parts, power animations/skins, new power sets, character slots, boosters etc (plus base or mission editor items maybe?).

I have wondered if emotes (RP-oriented animations, if you will) are something that would be worth adding to the list. It would also be worth inquiring if people would be willing to pay for additional space for the mission builder.

I am not against subscribers obtaining some such items for free, but they should also have to pay for the lion's share of the c-store items (even if it is at a discount). The subscription does provide store credit (Stars), so MWM will want to make certain that subscribers spend those Stars rather than hoarding them. If nothing else, it's pointless to be handed Stars if most of what those Stars could be bought is also freely available.

Recall that Stars will not expire even if a subscription lapses, so all in all it is preferable that even subscribers purchase such items and they remain unlocked, whether or not the individual subscriber maintains their subscription.

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Interdictor wrote:
Interdictor wrote:

I'm a bit torn on exclusive missions - I could go either way depending on the nature of the mission. In any case IF they are to be sold they should be available in the store at the same time the subs get them - it's a lot easier to sell a mission pack, for instance, if everyone else is doing it RIGHT NOW - it's a harder sell once the newness wears off and there are less people running it.

Does anyone have any data on how well the SSAs sold to non-subbers in CoX? It seemed like a good idea to me, but of course I was a subber, so I don't know how successful the scheme was from a financial point of view.

Spurn all ye kindle.

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Darth Fez wrote:
Darth Fez wrote:

I am not against subscribers obtaining some such items for free, but they should also have to pay for the lion's share of the c-store items (even if it is at a discount). The subscription does provide store credit (Stars), so MWM will want to make certain that subscribers spend those Stars rather than hoarding them. If nothing else, it's pointless to be handed Stars if most of what those Stars could be bought is also freely available.
Recall that Stars will not expire even if a subscription lapses, so all in all it is preferable that even subscribers purchase such items and they remain unlocked, whether or not the individual subscriber maintains their subscription.

Oh - indeed - I didn't directly address subbers in my post because I understood that they were going to be getting a generous stipend to get the newly-released items in the store. I wasn't implying that subs get everything ON TOP OF the stipend (otherwise what use would the stipend be apart from some account-level stuff). I'll make one little edit which should clarify.

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Coo'. I mostly weighed in for

Coo'. I mostly weighed in for the counterpoint since you had mentioned non-subbers. I think I'm done being touchy on the subbers vs non-subbers topic. :P

I would say that anything required to play the game ought to be free, but what precisely constitutes 'required to play the game' could probably spawn its own huge thread of arguments. For the most part, my rule of thumb is that new zones or areas, and at least most new missions and TFs, should be available as unlimited updates. New ATs and power sets[color=red]*[/color], cosmetic items, etc. should go into the c-store.

[br]
[color=red]*[/color] It should go without saying that anything that anything that would have been there at launch, in the best of all possible worlds, will also be freely available.

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I've heard people quote the

I've heard people quote the devs as having stated that they're trying to make sure that the subscribers are getting "more than their money's worth" out of their monthly sub. I think that's a bold statement, actually, because it implies that the subber get's, for $15/mo, a bunch of stuff that the non-subber would have to pay at least $16 for a la carte each month. Now if you assume that a lot of that is total gravy stuff that isn't really required, then the non-subber just doesn't buy it and the subber is paying $15/mo for a bunch of useless stuff nobody really cares about anyway. I want to avoid that problem. I want to provide the non-subber with a GOOD reason to pay a sub, instead of giving them a functional and complete game full of good reasons not to bother.

Here is a list of individual options, which CoX either had or could have had, and for each one I challenge this forum to give me your personal opinion on them. By that I mean I want you to vote for "free" meaning the non-subber just GET'S the item or "not free" meaning the non sub has to pay for it, but the subber can either use monthly credit to get it or it just comes with the sub. In many cases these are things that are either "turned on" or "turned off" in the sense that they're services which are either available or not available. In other cases they're things that you buy them once and then you have them forever. In other cases, they might be things you have to buy more than once (i.e. consumables).

new power sets
new costume pieces
new masteries
new missions
new zones
PVP event access of some/any kind
the ability to form a SG
ability to access SG bases (self or others)
the ability to look at your toon's stats in real time
additional server slots beyond the first 1-3
respecs
unslotters
additional build slots (i.e. the ability to save different specs for one toon and switch between them)
additional costume slots
the ability to change the colors of the powers
crafting
storage space for for swag/gear
auction house access
the ability to generate user-written missions
the full-function map
faster more efficient travel, like "TP to mission door" stuff, etc
something else you thought of that I didn't

On a related subject, I think that if the plan is to only charge for new content as it rolls out, then you're immediately on the hook to roll out SOME new content every month to get people to pay you, and I think it's been demonstrated that this model is unsustainable because people will generally get bored of new content faster than devs can generate it.

The "We don't sell items, we sell a service." idea makes me think they ought to be giving the subbers more "inner circle" or "high roller" type access to stuff that the "people who had to wait in line to get into the club" don't get or have to pay for or spend hours grinding for or whatever. In this way you're not on the hook to generate ever more new content to sell to people every week but rather your players are paying to be treated like patrons while the non-subber saves money and is paying a la carte for those specific things they feel they want without paying for the full blown all-access pass.

As for what the words "I think they should..." is supposed to mean, what I mean in those statements is "If I were the devs, I'd do it this way because I think this is the way that makes you the most money while limiting the amount of money you have to spend on overhead costs." In other words when I say "They should do this." it can be taken to mean "IF they want to be financially successful while providing a fun game that I personally will love to play, and will happily pay for, they should do this."

As for the "First one's free." or "Let's just give them a taste." idea, I think the up-front cost of the game is supposed to come with some amount of subscription time from the start, which ought to cover that nicely, I would think. I mean, the person who buys the game and activates an account will be a subscriber for their first few months or whatever, so they'll get the all-access pass to start with. In that sense, you truly are "taking something away" from them when they choose to go non-sub, or to put it maybe more accurately, they're "deciding to relinquish something" when they go non-sub. It's a matter of how much and what specifically they lose by dropping down to non-sub status that's the issue at hand, I feel.

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I guess no one likes to read

I guess no one likes to read my posts. :P
[url=http://cityoftitans.com/forum/game-store-costume-packs]Game Store: Costome Packs[/url] ;)

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Cinnder wrote:
Cinnder wrote:

You used the term "should" several times, which implies an empirical rule of some sort. Can you give evidence of this -- in other words, why should it not? -- or was this just meant to indicate your personal preference, i.e. actually meaning "I would prefer if CoT did not..."

Perhaps it is more of a personal preference, however, In the case of UI functionality, I would have ethical qualms about hampering a players experience as a means of getting them to subscribe.

Darth Fez wrote:

I understand where you and Radiac are coming from and I support your goals.
I stated my position strongly because I wanted to highlight my feelings that it is important to distinguish between
"What can I take away from a non-subber to make them want to sub?"
and
"What can benefits can I provide with a subscription to make people want to subscribe?"
To me, the implications and even the terminology associated with the former ("second-class citizen") are those of wanting to shame people into subscribing. It is a message built on negativity that makes the phrase "pay up or GTFO" run through my mind.
I don't want people to approach this game with the attitude, "Wow, this game sucks without a subscription."* I want them to come to City of Titans and say, "Wow, I want that (micro)subscription!"
As I'd said in a previous post, I do want to see most people subscribe to the game and make c-store purchases. My hope is that they will want to subscribe, or to make those purchases, because they think it's great, not because they feel hobbled or like a second-class citizen without them.
To reiterate, I support your goals. I do, however, have strong reservations about the proposed methods.
* Another danger of this approach is the perception that, even though people bought the game and technically no subscription is required, they can't play the 'real' game unless they pay for a subscription.

This is pretty much My thoughts on the matter, better written then I could hope to do.

-----------------------------------------
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Izzy wrote:
Izzy wrote:

Sooooo... you would let Freeloaders try before they Buy?!? ;) like 2 hours only every week for the 1st 3 months?
Gotz'ta let'em see what'z they'd be missing out on. Like trying to get someone hooked on smack? :)
But this is smaller samples multiple times. We'll show those dealers who's tactics are better. >;D

Well as an example from Star Wars: The Old Republic

Free Player: 5 Warzones per week, Full Rewards from 3 Flashpoints Per Week, 3 Space Missions per week.

Now you might be thinking "that is quite generous".. until you realise that the Warzones is ALL the PvP matches (Huttball for example can be over very fast), the Flashpoints typically take around hour to do, and the Space Missions were 10-15 minutes long (well, last time I did them that is).

Now if the player wanted to do more, they would have a buy a weekly pass for EACH type that they wanted (and Operations have their own pass).

However, a *full* subscription would give you access to *all* of the above with NO limits (well minimal limits if there were any... ie the Operations could be on a lock out timer that NO method could get you past).

Actually looking through the list of stuff on the SWTOR features comparison list, there is *one* thing that I have yet to see any one mention as a *benefit* for subscribing.

Rest XP.[1]

Only subscribers can accrue rest XP on their characters. Now you might think... but that isn't much of a benefit? True, it *isn't* all that much of a benefit... but it also *isn't* too much of a penalty for a F2P player to put up with either.

But it is something that can be used as a small carrot for subscribing.

"Hey, you gave us money, and we know that you might not have the time on your hands to *play* the game, so here is something to help you along".

Of course, SWTOR also has the F2P player (and Premium player) gain XP at a *slower* rate anyway compared to a subscriber, but I think that would be pushing it too far.

[url=http://www.swtor.com/free/features]Full List of Features for each "pay grade" in SWTOR[/url]

[1] Subscribers also get a discount from In Game Vendors as well, so again it is a "nice" benefit.. .not *crippling* NOT to have, but potentially liveable without it.[2]

[2] In this case you balance the cost around the "non subscriber" playing the game, and then apply the discount. This means that whilst the Subscriber would have MORE money at the end of the day, it *shouldn't* be prohibitively more... but enough to possibly make the occasional difference.

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To relate my experience with

To relate my experience with the Star Wars stipend, what I usually did was buy one of the gambling packs each month (especially if there was one available at a discount) and kept the remainder of the coins in case some big ticket item came along that I might want. I will note that, even though I had some small interest in some of the vehicles they offered, I never bought one because (to the best of my knowledge) they were quite expensive and were unlocked per character.

[br]
To take this conversation aside for a moment, I would argue that CoT is not a game that requires faster XP accrual (rest XP, XP boosters, etc.).

The primary reason faster leveling makes some sense for other MMOs is that they are heavily invested in end-game content. Many, if not most, players want to take their characters to the 'real game' as quickly as possible, which is understandable for that perspective.

Another, rather weaker, argument is so that someone who has less time to play can use the rest XP to catch up to any friends who have more time to play.

CoT is not going to be end-game oriented. It adheres more to the 'the journey is the goal' philosophy. Anyone who does feel the need for an XP boost can likely have that need met with a farming mission or two.

Out-leveling a friend is obviously a non-issue because, hey, one of CoH's best features that will be available in CoT.

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I agree with your aside

I agree with your aside wholeheartedly, but I think there are many folks who don't -- who see the end as the goal rather than the journey, which is the reason they have given me for wanting to PL, when to me PLing is like buying a new sports car and then having someone else drive it. Double-XP Weekends in CoX never made any difference in how I played or what I did, but I always noticed a lot more players on during those weekends.

So, while we're in on the same page here (and personally I wish everyone saw the journey as the goal) I expect there are significant numbers who will always want to level faster if they can. Enough to make them subscribe? I dunno. Would be interesting to see numbers from CoX comparing logins on 2xxp weekends vs regular weekends, how many xp boosters sold in the store, etc.

Spurn all ye kindle.

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Hello everyone,

Hello everyone,
I dont usually post many things on the forums but wanted to let you know how another game I played for over 10 years operated in a similar regard.

This game had a standard subscription as well as a Premium one.

Standard subscription was like 10$ per month...had 3-4 character slots and access to all normal content (bank, vault (for storing items), merchants, special events etc)

Premium subscription was 15-50$ per month.... had up to 10 additional character slots, all normal content Standard players had, and the following additional perks:

1) larger vault storage of 20 additional items able to be stored for each 6 months of "continuous" Premium Subscription. This also included a special entrance to the vault which bypassed the standard vault que.

2) the ability to exchange currency between the various lands of the game in the bank at no additional charge ( standard subscribers were charged a small in game fee for this exchange)

3) a monthly stipend which could be used to purchase in game items no longer in circulation (ie, old quest items for quests no longer active)

4) special areas set aside for Premium players that allowed shortcuts in the game... for example, banks and traders were normally within the cities so that if you were out hunting and needed to sell your items, get repairs, or deposit your loot into the bank you would need to travel a while to get back to the nearest city...Premium areas were more like hunting preserves with club houses right in the area which had amenities right on the premises so that you could do your hunting and not have to travel very far to dispose of you loot

5) the ability to run in special GM hosted events (weddings, fairs, etc) in which live GM's would participate in the guise of traders, priests, or fellow travelers for a interactive and fun event. Standard subs got GM participation but on a more limited scale (1 or 2 Standard GM participants as apposed to the 5-10 Premium GM's that might show up at the same event.

The point I am trying to make is this:

I feel no game mechanic should be denied to any players regardless of their subscription level, but the scope or ease of use for those mechanics could be made available to the higher paying subscriber. This way nobody feels left out or deprived of any game function but look upon the paid subscription as something that makes a great game even greater.

Thanks.

[color=#FF9933]A new beginning, forged from[/color][color=#0000FF][b][i] hope[/color][/b][/i][color=#FF9933] never ending[/color][color=red]!![/color]

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Following my understanding of

Following my understanding of MWM's intended business model, it might be more appropriate to view the subscription as an investment. You are investing money into the game (or MWM, as one prefers) and for that it pays you a monthly dividend. Subscription implies paying for - which is to say, renting - specific goods or services. It may help move the head space away from the classic buyer-seller paradigm. That's not to say that being an investor cannot or should not have its own perks.

Obviously the investment / investor terminology has its own baggage, so using it for anything but illustrative purposes could do as much harm as good.

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Investment, to me, means

Investment, to me, means putting my money into something whose real dollar value will increase over time such that I can sell it in the future for more than I paid for it today, while getting dividends from it while I own it, like any commonly traded stock on the stock market. The inherent idea being that I, the buyer of the stock, make money on that deal. I don't see where any MMO is going to do that for me based solely on it's monetization scheme. Sure, I might be able to make a bunch of toons, get them all geared up, then sell my account to someone, but that sort of aftermarket profit is basically gold farming, which is money the game developers don't really make money off of, as I see it.

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An offline conversation about

An offline conversation about subs brought up a question about Doc Tyche's post earlier in this thread (http://cityoftitans.com/comment/48418#comment-48418) where he said:

Doctor Tyche wrote:

Now, the model for the cash store is for convenience, not for lockout. The example we used in the design was the Cape mission. Yes, it is fun to run the first few times, but after the 50th, you get tired. Also, that you could not have a cape before 20 was an annoyance. In our model, yes, you can run the missions/badges/needs to get the particular costume piece or unlockable content (ie Incarnates) on a per-character basis, or you can buy a global unlock. The goal is so that no in-game items in the cash store cannot be unlocked through playing the game.

We were wondering -- what constitutes an "in-game" item? The same post mentions character/inventory/etc slots being purchaseable, so I'm guessing that is not "in-game." (Though we've also heard since then that we'll get a new character slot when we get a character to max lvl.) What about new classifications/specifications/masteries? New animations? New costumes?

This all leads towards the question: If a discounted stipend of Stars is the primary perq of a subscription, how much will there be left to buy for a very patient player who is willing to earn stuff by playing the game?

All with the usual disclaimer that plans may change between now and implementation, of course.

Spurn all ye kindle.

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On Magic Online, one of the

On Magic Online, one of the most popular formats of Magic game play is the Booster Draft Tournament, where you buy 3 packs of digital cards and pay like 2 "event Tickets" for a dollar each, and that entitles you to jump in a queue to play in a small 8-person tourny. At the end, if you did well enough you might have won anywhere from 1 to 8 packs of digital cards as prizes. The cards get traded back and forth for tickets, people use tickets as a surrogate currency in trading and people have bots written and running 24/7 ready to buy/sell cards for tickets and visa versa. It's also possible to just get like 12-15 tickets and use that as your entry fee for a booster draft, the game software then gives you the packs before the draft starts.

Okay, if you look at that system, it takes about 1-2 hours to play in a booster draft tournament, and for that you paid about $12 or so. That's 1-2 hours of interactive fun (and possible griefing over chat) for approximately $10 (you might win prizes, so $10 is a better average for the cost to you).

If City of Heroes had worked like this, you'd have had to pay like $10 for every Statesman TF or Incarnate Trial etc you ever opted into, assuming it actually managed to start. I'm not seriously suggesting that anyone pay $10 for a TF, but is $1 out of the question? I feel like there could be content that you have to pay to do every time you do it as a way to create repeat business. The idea being the subscriber can use monthly sub points or whatever to pay for this stuff until that runs out and then pay money after that.

Edit: Maybe make this paid-per-play content more rewarding in the form of extra merits upon completion, etc?

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

On Magic Online, one of the most popular formats of Magic game play is the Booster Draft Tournament, where you buy 3 packs of digital cards and pay like 2 "event Tickets" for a dollar each, and that entitles you to jump in a queue to play in a small 8-person tourny. At the end, if you did well enough you might have won anywhere from 1 to 8 packs of digital cards as prizes. The cards get traded back and forth for tickets, people use tickets as a surrogate currency in trading and people have bots written and running 24/7 ready to buy/sell cards for tickets and visa versa. It's also possible to just get like 12-15 tickets and use that as your entry fee for a booster draft, the game software then gives you the packs before the draft starts.
Okay, if you look at that system, it takes about 1-2 hours to play in a booster draft tournament, and for that you paid about $12 or so. That's 1-2 hours of interactive fun (and possible griefing over chat) for approximately $10 (you might win prizes, so $10 is a better average for the cost to you).
If City of Heroes had worked like this, you'd have had to pay like $10 for every Statesman TF or Incarnate Trial etc you ever opted into, assuming it actually managed to start. I'm not seriously suggesting that anyone pay $10 for a TF, but is $1 out of the question? I feel like there could be content that you have to pay to do every time you do it as a way to create repeat business. The idea being the subscriber can use monthly sub points or whatever to pay for this stuff until that runs out and then pay money after that.
Edit: Maybe make this paid-per-play content more rewarding in the form of extra merits upon completion, etc?

Speaking as a fan not a dev - I'd hate this and I suspect it would be a turn off. The difference is that Magic is a game of skill with winners and losers. A MMO PvE is a cooperative effort. If it was in any way challenging to complete, people wouldn't want anybody who wasn't 1337 on their team which would cause resentment, if it was too easy it would be pay 2 win.

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People still wanted to finish

People still wanted to finish/successfully complete trials and TFs anyway though, and people still tried to optimize their toons too. I mean, nobody ever wanted to start a TF that didn't finish. And the most popular ones were the ones that got more rewards. I'm not suggesting making everything pay-per-play, just SOME trials and TFs. Maybe make new ones pay-to-play (with added merits/rewards for completion) at first then make them free (with fewer merits/rewards) after a set period of time. I mean, let's not forget, new content like that costs money to make, so I don't see why it has to be totally free to do. CoH charged for some of the new story arcs in the last year or two, which I mostly skipped, even though I was paying for VIP, but I probably would have paid a buck or two to do a really awesome task force or trial if it was the thing everyone was doing, and if I could have used some of my VIP swag to subsidize it. I'm also not suggesting that we make type of gear the sort of thing that you MUST pay for, just that the paid TFs should give players an added incentive to do them. I've already said that I think there should be company-sponsored PVP events that furnish some kind of prizes for the winners, and I think charging a $1-2 entry fee for those wouldn't be inappropriate either.

Admittedly, one big problem is people going AFK for a large part of the TF. If that happens, and the leader kicks the guy, then the leader is basically taking the guy's money, and in the case of someone with a legitimate emergency, that could be a problem. Maybe this would best be handled by team vote or by appealing to the devs for the right to deny the AFKer merits upon completion or something, I don't know.

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I do not support "pay to play

I do not support "pay to play Raids" in any form - way too many problems associated with it. Getting "leet loot" from said theoretical mishes would just be another form of "pay for power/pay to win". Not to mention the drama if people pay to enter a TF and the server crashes/their internet loses connection and so on and so forth.

Horrible horrible idea all around - way too many negatives for negligible positive. Emulating collectable card games is not the right way to go here I think.

Not to mention pay-gating missions is a good way to start splitting up the playerbase - something which I don't think the game should be doing.

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As someone who didn't find

As someone who didn't find TFs to be the most enjoyable part of CoX (but did them occasionally if my friends wanted to, or if I needed a badge) I think having to pay for them would ensure I never did any at all.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

As someone who didn't find TFs to be the most enjoyable part of CoX (but did them occasionally if my friends wanted to, or if I needed a badge) I think having to pay for them would ensure I never did any at all.

QFT.

Also what Interdictor said. People can be bad enough when such runs go poorly under normal conditions. I don't care to imagine what might happen if they had paid to be there.

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I'm not sure what incentives

I'm not sure what incentives to work for me but, if i enjoyed the game to the level that Idid CoH then I'd be happy to pay a sub (priced within reason) to ensure the game continued to run...

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Imagine the game is set up in

Imagine the game is set up in such a way that the older, done-to-death-already TFs are free but the newest awesomest TFs cost $1 to join. The subscribers pay $15 a month and get enough cash shop credit to buy either a "1 Month VIP TF Pass" that covers the cost of all of the TFs you might do that month. Or, if you feel like you're never going to use that, you can spend your allowance on something else, like maybe some kind of PVP equivalent,or just new costume sets and powersets, etc.. People who only do a TF once in a great while may do fewer or no TFs when there's a $1 pricetag on it, but that's not the problem, because those people weren't doing that content before in any large numbers anyway(and even if they had been, there was no profit off if it before, so what are you losing?). It's the people who DO do TFs you need to worry about. Would THEY pay for it, I think so. I know I would, if the price is comparatively low and the rewards are right. I still think this "everything has to be free" attitude is completely unfair to the devs, because they WORK to put these things together, and any other 1-2 hour long interactive entertainment experience you get will generally cost you more than this. Assuming the merits for doing the TF are commensurate with the time and money cost it takes to do the TF, I think people will pay a buck to get on that ride.

When you mention "dividing the player base" doesn't the fact that some people pay a sub and others do not already do that whether we want it to or not?

If this game were set up such that paying a sub were completely optional and you get the EXACT SAME GAME with all of the features whether you pay $0/month or $15/month, then the people who choose to pay a sub are merely subsidizing the freeloaders who choose not to and that's all we're doing. As a future subscriber I would not want that for myself. I want this game to be set up in such a way that I, the loyal paying subscriber who gives the devs a reliable source of income they can hitch their wagon to, am rewarded for my continued support in ways that the "don't give me nothing if it ain't free" crowd is not. I don't want to be made to feel like a schmuck at the expense of the jerks who choose not to pay for something that I am paying for. The monthly sub should be the most economical way to get the stuff you want/need to fully enjoy this game, or else it's an unnecessary appendage that eventually dies.

I understand that my opinions on this subject are not popular. If you're going to reply below and give an opinion that is against my own on this I want you to know I think you're entitled, and you may be right and I may be wrong. But I would challenge everyone else on this forum who posts in opposition to this idea to please mention in your response at least one actual specific thing that you personally think can/should be monetized in CoT. So instead of saying to me "No Rad, let's not do that." say "Let's not do that, let's do THIS instead..." I challenge you to come up with a system that makes the subscriber feel like a fairly wise consumer and not a total fool for paying a sub. Because I keep trying to find things that would accomplish that and I keep getting resistance here on all of it.

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I'm sorry, but no, I would

I'm sorry, but no, I would not pay for a TF. Especially if it's one I would like to do multiple times. I couldn't tell you how many thousands of times I did the ITF in CoH. If I had to pay a dollar for every time I ran it, yeah I wouldn't be running it. I understand where you are trying to come from in trying to get money in the hands of the developers, but what good would that do if they developed an ITF that nobody ran because they didn't want to pay for it? That would be wasted time and resources. I'd rather focus on paying a dollar for other things like Super Inspirations, Special Enhancements, Costumes, Character Slots, etc. Quality of life stuff is fine, but not game content.

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The TF idea does bring up a

The TF idea does bring up a point. There were certain TF's which you had to unlock. The Ernesto Hess TF comes to mind. Would a one-time account-wide paid unlock be suitable for something like that, where you can play to unlock it or pay to unlock it?

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I would not be adverse to a

I would not be adverse to a one-time purchase to unlock all content that could be unlocked through regular game play. I would go so far as to include all content and not just TF's. There were times where I wanted to participate in some content from CoH, but hadn't unlocked it yet through regular play and was frustrated that I couldn't join my friends until I had. Some of that content took a matter of a few minutes, but some took longer. So yeah, I could see purchasing a one-time, account-wide ticket that would unlock all content if there is content that has to be unlocked. That would make sense. Just not buying it over and over and over again every time I wanted to do it.

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If paying to unlock content

If paying to unlock content is a convenience, such as paying to unlock other in-game content instead of defeating 100 Devouring Earth bosses, or whatever, that's not a problem. On the other hand, that does imply that the rewards from such a TF are head and shoulders above what could be gained anywhere else. Otherwise, why should it require any extra effort? The other option is to have similarly gated single player content.

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In general, I agree with

In general, I agree with Darth's comment where paying for convenience rather than flat-out unlock is ok. For me, having Stars be the only way to unlock a TF would effectively be a discouragement to teaming.

Now, if access to this content is a perq that came with a subscription (i.e. a subber didn't have to spend his/her stipend to unlock) then that kinda negates my complaint, but I can't speak for how that would make the non-subbers feel.

Given that there's an argument often posted (not by me) against providing a solo path for everything that says "then few people would play the team-only content" -- doesn't that imply we want fewer barriers to team content, not more?

Spurn all ye kindle.

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Also, in CoH, you were

Also, in CoH, you were completely locked out of the Incarnate System if you weren't a VIP sub. What I'm suggesting would let the non-subs access that for a VERY small fee each time they want to do it instead of denying it to them entirely, so there's that to consider.

To Doctor Tyche's question, I personally would have paid a dollar in the cash shop to unlock the Hess TF or the Katie Hannon TF on at least one of my toons here and there if it meant being able to skip the long mission arc you had to otherwise do to unlock it. Not on all of my toons, and certainly not on the ones that got to do the TF one someone else's team, etc, but probably once in a while, yes. Quite frankly I had a hard time finding stuff to spend my Paragon Points (or whatever) on every month and usually saved them up for new costume sets and power sets. I wish there had been MORE cool stuff to entice me to spend money beyond the sub so as to make it a tougher choice on my part as to how to spend my monthly sub allowance. That way I would have probably spent some added money once in a while on top of the sub just to get everything I want when I want it.

EDIT: I feel like the cash shop needs some form of consumables that it can sell to generate repeat business instead of just selling costume and power set unlocks. That stuff takes time and work to produce and cannot realistically be produced at a fast enough rate, in my opinion, but something that you design and build once, like a TF, that then can be purchased over and over again by people would be a source of repeat business, I believe.

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I think we can all agree we

I think we can all agree we want CoT to be successful, long lasting, and make money.

What do I think should the subscriber get beyond the stipend?
Early access to new content (a new TF/trial/raid/zone arc comes out and for the first week only subscribers can play) Early access to Power Sets/Animations, Bonus items - This could be anything from temporary buffs/powers, to costume sets, to even powers given to anyone subscribing at the time. Access to Beta Server, Loyalty Rewards - such as bonus character slots, rename tokens, and respecs for subscribing a given number of months

What do I think should be sold in the store? Character Slots, Costume Slots, Costume Sets (both global unlocks for available in the game and exclusive to the store sets), Power Sets, Power Animations , Inventory Expansion, Mission Creator Access (to create, ability to play free), Mission Creator Slots, Additional Builds (PvE & PvP), Character Rename, Respecs, Temporary Powers, Temporary Buffs.

I want to look at monetizing from another direction. I play Guild Wars 2, a game I quite enjoy. It is buy to play with a cash store. I've spent money on it here and there, and have gotten gem cards from friends which I cashed in. Now if I had an option to subscribe for $10-15 a month and get say $15-20 worth of gems and some other assorted goodies I would have in a heartbeat. In the long run NCsoft and Arenanet would have gotten a lot more money off of me. I'm sure I'm not the only one who would have taken a subscription if offered, even if it was just for a couple of months.

Now let's go back to CoH. Like all subscribers I received a stipend of points for the store. Knowing every month I had points coming I would spend them quite freely. That meant I was sometimes left with no points when new costumes or power sets wanted to play with. so, I dropped more money on the store. I can't tell you how much exactly I spent on points through the run of Freedom but it was well over $100 dollars. That is on top of the subscriptions, CoV, GR, and I think 4 of the mini-booster sets over my time in the game.

I think the the plan to monetize the game should not be built upon getting people to subscribe. It should be built to entice people to spend at the cash store. If someone (like many of us on these forums) want to subscribe, that's great, and they should be rewarded (beyond the stipend). Spending their stipends at the store will eventually lead to the impatient dropping more out of pocket on the store.

The people who are going to subscribe though, are already the true believers. We want the money from those who are not. As the model stands right now, CoT is asking players to buy the game in order to play. Some will decide the subscription is worth it by the time the starting subscription ends. Others will realize how much they like it after a month or two without the benefits. Some people will not pay a subscription but will spend a good amount in the store over the course of the year.

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Kaxiya wrote:
Kaxiya wrote:

I feel no game mechanic should be denied to any players regardless of their subscription level, but the scope or ease of use for those mechanics could be made available to the higher paying subscriber. This way nobody feels left out or deprived of any game function but look upon the paid subscription as something that makes a great game even greater.
Thanks.

Now see this I could deal with. I'll be a subscriber regardless but I remember teaming with F2Players who kept getting locked out of content we wanted to try etc. The specifics would have to be worked out of course but I would support a system where a B2Player could try everything, just not as much (smaller Bank size, fewer character slots etc).

Some players are flat-out opposed to subbing for whatever reason but will buy the game. After they're in, they might want to buy something at the store or not. I feel that if we don't twist their arm then they're more likely to stay.

More players is always better for an MMO.

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Comicsluvr wrote:
Comicsluvr wrote:

Kaxiya wrote:
I feel no game mechanic should be denied to any players regardless of their subscription level, but the scope or ease of use for those mechanics could be made available to the higher paying subscriber. This way nobody feels left out or deprived of any game function but look upon the paid subscription as something that makes a great game even greater.
Thanks.

Now see this I could deal with. I'll be a subscriber regardless but I remember teaming with F2Players who kept getting locked out of content we wanted to try etc. The specifics would have to be worked out of course but I would support a system where a B2Player could try everything, just not as much (smaller Bank size, fewer character slots etc).
Some players are flat-out opposed to subbing for whatever reason but will buy the game. After they're in, they might want to buy something at the store or not. I feel that if we don't twist their arm then they're more likely to stay.
More players is always better for an MMO.

You could take the point of view of "Here is a taster, now if you sign here, you can have this ALL the time"... so that means that is the player is not interested in it, they have not wasted money... but if they enjoy it, they will spend money with you.

People can be afraid of *wasting* money on things that they are not sure about... but helping them get over that is what helps them decide if it is for them.

Imagine City of Heroes, where if you *hadn't* bought the costume set, you couldn't see it. It got replaced with a "default" replacement model... Would you buy a costume set sight unseen?

Probably not... but seeing people in that costume, you get to see how it works, what it can do... so seeing it in play, it helps you make the decision for it. Sure, it might not be for you *then* but you now know what it can do, so if you need it later on, you have already made up most of your mind to purchasing it.

This is why I feel that mechanics/systems should *never* be put behind a brick wall saying "Spend X to play"... Hell, even if it was limited to 1 TF/Raid a week that would help people make their mind up of spending money to get "unlimited" access to it.

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I never had much of a strong

I never had much of a strong opinion about locking non-subbers out of content and could never understand the vehement stands taken against it -- but those of you who have described how it's better to give a taste and encourage to buy more rather than saying you can't have any till you pay (both in posts here and in PMs) have really helped me understand that position. Especially how it can be *more* encouraging of a purchase to give limited access than to give none at all. It's an excellent point.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

I never had much of a strong opinion about locking non-subbers out of content and could never understand the vehement stands taken against it -- but those of you who have described how it's better to give a taste and encourage to buy more rather than saying you can't have any till you pay (both in posts here and in PMs) have really helped me understand that position. Especially how it can be *more* encouraging of a purchase to give limited access than to give none at all. It's an excellent point.

Annoyingly, I would say that CoX actually had one of the *worst* "New to F2P" systems out there... although once you spent money in the store (or subbed for a few months) a lot of the annoyances went away.

But there was still the $15/month or $45 total spend to "get to the good stuff" (as it were).

But if you had been playing the game for a while; well you avoided most of the limitations already even if your sub did drop (although the loss of IO's was annoying, as that meant I needed to reslot the 3 builds I had with SO's for the character to be playable again)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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One area brought up is what

One area brought up is what the difference between the play-to-unlock vs the pay-to-unlock would be.

The simple answer is: Badges.

If you play to unlock, the unlock would be accompanied with a character-level badge.

If you pay to unlock, you would not gain the badge.

Badges are, ultimately, in-game prestige. They do not effect gameplay directly in any way shape or form, but instead are bragging rights.

And unlocked content, be that missions, contacts, costume pieces, power animations, etc, would be a permanent unlock, not a temporary access.

And yes, consumables will be an option in the store.

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Are people against limiting

Are people against limiting the frequency of lair run-through available to non-subscribers? I think it's a great way to monetize and encourage a death penalty without locking content behind a barrier so that the player can never experience it.

The frequency can be bought in in-game or out of game currency. Like buying an insurance policy before you go in saying.. "If you can't hang it'll cost ya"

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JayBezz wrote:
JayBezz wrote:

Are people against limiting the frequency of lair run-through available to non-subscribers? I think it's a great way to monetize and encourage a death penalty without locking content behind a barrier so that the player can never experience it.
The frequency can be bought in in-game or out of game currency. Like buying an insurance policy before you go in saying.. "If you can't hang it'll cost ya"

If you are referring to raids/dungeon access for "non subscribers" being limited... I have no objection to that. Infact, I would prefer it to be *limited* rather than *NO ACCESS*.

But that is because it is better to give a taste, and then if need be *increase it* if it is "too little" rather than "take it away/reduce access" if it is too much.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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This may not be seen as a

This may not be seen as a popular opinion, but mission content restrictions is not a way i would like to see the sub go personally, though i do think Subscriptions should get first access before a public release, access to a test server that F2P cannot get, being able to create things in the mission architect (is there going to be one? I think if there is one f2p should be able to access it and play created missions, just not make their own, at least without "buying" some form of token) as well as first access to new masteries and powers before it releases on the public cash shop.

Maybe even early access to paid expansions? say as a f2p i preorder the "Horde of Doom!" expansion, so does bob the subscriber. Bob could be playing the new content, exploring the new areas, messing with the included while being able to come back and excitedly tell me how exciting the new Doctor Dementia quest path is while i still have to wait a week for the "official" release ;-p.

This is on top of what we already know, a monthly stipend so the subbers can go wild in the cash market, and allows for some sweet features and benefits i think can be appreciated by subscribers and make them feel VIP, without making the f2p players feel like second class citizens

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Zanje wrote:
Zanje wrote:

This may not be seen as a popular opinion, but mission content restrictions is not a way i would like to see the sub go personally, though i do think Subscriptions should get first access before a public release, access to a test server that F2P cannot get, being able to create things in the mission architect (is there going to be one? I think if there is one f2p should be able to access it and play created missions, just not make their own, at least without "buying" some form of token) as well as first access to new masteries and powers before it releases on the public cash shop.

Actually, I think that is the popular opinion. There is going to be a mission creator in the game eventually. I feel slightly differently about that, I think everyone (sub or non-sub) should have to buy access to create missions, but I agree that just playing them should be open to everyone.

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City of Titans will be buy to

City of Titans will be buy to play (B2P). People really need to get away from this notion that anyone who plays the game is there as F2P. Anyone who is playing the game has already spent money on it, or someone has spent the money on it for them. Subscriptions are not intended to provide access to content. Subscriptions, to the extent that has been explained so far, are a good deal - potentially the best deal - for buying Stars. To me, that says that if there is any content that needs to be purchased through the store every player will have to purchase it, whether they obtained their Stars through the subscription deal or by buying them on the spot to purchase that content.

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@Darth Fez, while I agree

@Darth Fez, while I agree that people will be buying the game when they install it, you can't expect the devs to subsist on that forever. CoX released 3 boxes (the blue one, the red one and the red/blue one) all while charging a mandatory monthly sub. If the sub is basically unnecessary then it will basically be ignored by everybody. I feel like the non-sub players should have things they bump up against in the game where the game tells them "Sorry, you have to play for that." so that they then get the implied message, which is "You should probably subscribe to save money on this kind of stuff or else stop playing this game entirely now that your initial box cost has run its course."

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Cinnder
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I'm not sure this is what MWM

I'm not sure this is what MWM has in mind, but what if B2P means anyone that buys the "box" can play the game with only whatever features are there at release, but anything (literally anything) that comes along afterwards has to be paid for by each player in one way or another? While I agree that someone who never spends another penny after initial purchase would end up being a financial negative if they are still using server resources 5 years later, what are the chances that someone would really want to be still playing just what's in Issue 0 at that time?

Spurn all ye kindle.

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I don't like the idea of

I don't like the idea of "public release" as it demonetizes content.

All digital content should be able to retain its resale value and this is where many MMOs lose the cash battle while other digital products do not. If you come into the game in year 4 then you should have 4 years of purchasable content. Just because there is an iTunes Store doesn't mean that because I've used it for 4 years I should be able to download all the "old" albums for free. The entire strength of the digital marketplace is that you make it once and resell it forever.

Should old albums cost the same as new albums? No, because the marketplace can handle value differently for the new from old products. That says nothing about sales exclusives as purchase incentives and valuable metrics that are gained. If one release is averagely popular when it's released but never bought by future players then that information is extremely valuable. It likely tells you that that is not the kind of content that you want to continue down that same release path with.

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Gangrel
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Cinnder wrote:
Cinnder wrote:

I'm not sure this is what MWM has in mind, but what if B2P means anyone that buys the "box" can play the game with only whatever features are there at release, but anything (literally anything) that comes along afterwards has to be paid for by each player in one way or another? While I agree that someone who never spends another penny after initial purchase would end up being a financial negative if they are still using server resources 5 years later, what are the chances that someone would really want to be still playing just what's in Issue 0 at that time?

It also then raises the situation that World of Warcraft has, where to "play all the content" for a *new* player, they not only have buy the basic edition of the game, they also have to *buy* all the expansions as well... And it was only around a year ago when they *finally* rolled Wrath of The Lich King into the "Battle Chest" starter set... which meant that for playing from 1-90 would cost *roughly* £100 (£20 for the Starter Battle Chest, £20 each for Wrath of the Lich King and Cataclysm, £40 for Mists of Pandaria).

Sure, you could go around and shop for cheaper deals (or time it correctly with Blizzard themselves), but that is beside the point...

For a *new* player joining in later on, if ALL "new content" was behind a pay wall... would you pick up a game 8 years down the line knowing that you had to spend a fair chunk of money to get levels 31-50 (for example).

It is worth noting though, that Blizzard *have* rolled in some new content for those players who haven't bought the new expansions... not *much* but *some*.

But then look at City of Heroes for example... imagine how bad it would have been if we had to *pay* for each issue's worth of content in addition to a sub fee?

Sure, we had Going Rogue and City of Villains, but eventually even *THOSE* were rolled into the "base" edition of the game if you subscribed (City of Villains was rolled into the "base" version a few years before freedom, and Going Rogue was around the time of Freedom)

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As I have stated in the past

As I have stated in the past - I am VERY wary about locking zone/mission content away behind a paywall. If you have to pay to access certain zones or Raids/Trials/TFs/Missions you will be splitting your playerbase (multiple ways even if you consider not all people will pick up every content pack) - meaning less people to actually run that content with. Even "early access" for Subbers can create a gulf.

The devs should carefully consider the potential effects of monetizing zone/mission content before they implement it. Personally I think it would be a bad idea.

As for a mission creator - I CAN see it as a potential positive to have to pay a one-time fee to access the creator itself - but I think being able to access created missions should be free and open to all.

Cinnder
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Hmmmm... Good points for

Hmmmm... Good points for consideration...

In that case, what is to keep a player from doing as Radiac mentioned and continuing to play for years without ever spending a penny beyond the original "box"? If the original purchase covers what was developed at release plus a month or two of subscription, how do we ensure that there's enough "must buy" stuff in the store that such a player isn't getting all the new development plus server and support time for nothing? I'd like to think that MWM won't still be working for free years down the line, even partially.

Spurn all ye kindle.

Izzy
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Cinnder wrote:
Cinnder wrote:

Hmmmm... Good points for consideration...
In that case, what is to keep a player from doing as Radiac mentioned and continuing to play for years without ever spending a penny beyond the original "box"? If the original purchase covers what was developed at release plus a month or two of subscription, how do we ensure that there's enough "must buy" stuff in the store that such a player isn't getting all the new development plus server and support time for nothing? I'd like to think that MWM won't still be working for free years down the line, even partially.

Disk Space on the server should be arguably the cheapest thing... but the Bandwidth might not be in comparison.
Instead of limiting Free2Play'er from entering zones or TF's, it might be better to limit their daily Logged On time instead. I wouldn't know whats most appropriate, but 3 hours might be the average. And if they are on a TF when the time runs out, they might consider paying. ;)

charlieranger
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Ok, so I am going to

Ok, so I am going to transform myself into someone who isnt a subscriber, and has just bought the game today(in the future).

I just got home and installed COT. I spent $25 for the game and jump into the CC. I am building my character and notice that a pricetag is building up for some of my power/costume selections. I find this a bit frustrating as I have to rethink my charater. (I just spent money and they are already asking for more???) I get through the CC and jump into the game. I see characters running every which way and notice that 2/3 of them are wearing the same (default) costume. (They dont look like bots, but what is so cool about that costume?) As I am playing through my first mission I notice the global chat lighting up with requests for team events and guild charters(raids/TFs/ect..). After my first mission I see other low lvl characters calling for more team members. I ask to join and am immediately asked do I have a sub. No I tell them and then am informed I cant join. The global team shout out then changes to "must have sub". (Im am starting to wonder what I paid for)

I understand this is not an all inclusive laid out idea/storyline, but putting myself in the shoes of a new player, I can feel a bit of frustration that I not only just bought the game and am smacked in the face with what I cant do, but I am frustrated about being frustrated this early in the game. If we are trying to advertise this game for its personalization and customization, being hit with additional "fees" to actually get what I thought I just bought could be enough to make me walk away on the spot. Not to mention the damage a profesional game critic publishing that kind of article could do.

Whatever MWM decides to do with subs vs. non subs, please dont encourage frustration and preasure to buy a sub from day one.

Izzy
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charlieranger wrote:
charlieranger wrote:

... I spent $29.95 for the game and ...
... global chat lighting up with requests for team events and guild charters(raids/TFs/ect..). ...
... I ask to join and am immediately asked do I have a sub. No I tell them and then am informed I cant join. ...

I think the $30 is a up-front cost.. you are auto subscribed for 2 months. In which time, you CAN join all the events.
Think of it like an up front Rent Deposit, but you use it up right away. ;D

Cinnder
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I believe Izzy is correct

I believe Izzy is correct that some limited sub time is intended to come with the "box" purchase, but perhaps that just delays charlieranger's scenario. Does that mitigate the frustration at all, knowing that a player gets full access for at least a while, after which one can subscribe or purchase the bits he/she has tried and decided he/she likes? I think that "try before you buy" strategy has been well argued above. I also take the points above regarding separation, but I still wonder how we remunerate MWM for all the hard work they put in to develop a new area of the city if everyone will get access to it for free? I'm not saying I'm a big fan of the idea I posted above (everyone -- subbers and nonsubs alike -- having to pay for anything developed after initial release); I'm just wondering what ideas are out there to ensure that everyone who plays helps to fund the ongoing life of the game.

Spurn all ye kindle.

Izzy
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Cinnder wrote:
Cinnder wrote:

... Does that mitigate the frustration at all, knowing that a player gets full access for at least a while, after which one can subscribe or purchase the bits he/she has tried and decided he/she likes? ...

Answer is yes.. because, you got your moneys worth of time with the $30.
The PROBLEM though will be getting new player to UNDERSTAND! ;D

Gangrel
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I think part of the problem

I think part of the problem arises as well where the developers said in the kickstarter that at *no point* will you lose access to stuff that you have had when subscribed.

Which raises up the interesting conundrum where the longer you wait, the "better" off you will be as a new player... especially in a situation where you have to pay for *ALL* content.

Now saying that, I think that limiting the *number of time* you can take part in Raids/Dungeons is a partial solution.

For *normal* content, I would say that you can play *with* people who have the content on a team, you just cannot lead it/initiate said content NOR can you get "mission complete" rewards. So if a badge/achievement requires this mission to be completed, you have to either subscribe OR buy the content. Kinda messy, but it prevents the whole two tier playerbase when it comes to content where one side can run it, another side cannot.

Unless of course you limit the content to zones that the player cannot even enter... that is another route of putting content at least *sensibly* behind a wall.... If I am in a zone, I would expect to be able to run all the content in that zone. If I cannot get into that zone (ie not high enough level, not done the quest to unlock it), then how could I team up with someone to do content IN that zone anyway?

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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