Would be easy for SV to make that unprofitable.That would be nice for farm bots.
Would be easy for SV to make that unprofitable.That would be nice for farm bots.
None of the listed games are similar to MO. MO won't be a good game if it's population is constantly a high percentage of new players. Thinking of the game consisting of stress test like conditions all the time with newbie churn is unappealing. Wehad that to a limited extent with MO1 beingfree to play. Understand, I like helping new players and I know that there will always be turnover, but without the subscription it will be too much.
So it would be a better idea in my thinking to keep the subscription model and drop the initial charge for the game as well as to introduce a free trial for a week on Haven.
In havens current state? probably.
Limited free trial is probably the best bet for MO to get new players to look at it, other than word of mouth/recruiting.
Haven in the future shouldn't allow you to go to myrland with your bank, shouldn't have books, should just like now have limited unique resources on it and.... No money makers. Bandits shouldn't drop loads of money, they should drop newbie gear(sort of the kind you can buy now), animals only drop carcass, no trophies. Undeads only drop newbie gear and carcass.
This way the newbie area becomes at best for someone farming there a way to farm tons of newbie gear that you dont need when there is much better to be made yourself or bought at the upcoming broker in myrland, a ton of low end materials that you'll have little to no use for. But it would be good for the newbie experience and the health of the game.
You use tutors to get most skills that you need, once you are confident in the game, you've killed some bandits for half broken newbie armor and weapons, undeads for some half broken armor and maybe made your own low end armor, bone/cuprum weapons and low end bow you can then decide to graduate to myrland.
You can still farm gold in haven, but how much gold you think you can get from just carcass hauling in haven? Probably not a whole lot.
If there is an ultimate /played limit of how long you can be in haven, then that will really limit how much money you could farm there in "safety"
The sub pretty much has to happen to pay for the developers to continue development.
The one thing that many players have been pushing for though is some kind of sub token that can be purchased for cash and be a sellable in game item.
This would allow players to purchase the token with real money and sell it to other players in game for in game money.
SV still gets paid for every sub and players have an option to get subs from in game currency.
Though SV has yet to warm up to the idea.
I like the sub model.
That means that the game will run after 10 years too.
And it will get patched regulary every 2 weeks.
And will not end up being abandoned like 99% of the shitgames that have a onetime pay and forever play model.
A skill cap on F2p is how Mo1 did it. Terrible idea.Interesting thought.
Wurm Online has a skill cap on people who do F2P so maybe that can apply here as well. Maybe skills only max out to 20 and have limited attribute points until they buy the game, and cannot trade or interact with those who are full paid members of the game from the one-off price
I get why people keep asking this question (F2P cash shops a way of life now) but really its not that hard to understand.
The sub will be 15 bucks a month. The sub will pay the development peeps. The sub will allow them to continue to create content such as all the other continents. The sub will allow them to have professional in-game staff for things like support and dynamic events. The sub allow them to keep developing the software tech and hardware. As sub is steady income and will keep people paying as long as they keeping adding content. Did I mention the Sub will allow them to pay their peeps?
As for Haven, it was stated that it will eventually have a time limit so you cannot stay there forever. Oh, and there will not be any sort of F2P. Oh, and there will only be 1 character per PAID account. Oh, and 15 bucks a month is cheap.
Did I miss anything?
MO2 is an extremely expensive game to make. The graphics and textures are one of the best in the whole MMO market. The game mechanics are very complex for an MMO, making coding(programing) a huge challenge. They also have to nail down animation for some of the games mechanics to work.Good animations are very expensive.
They have to fit all that in a single, persistent server where hundreds of players can be on the same place at the same time. Mantaining this server is another huge challenge.
Games like fortnite are extremely cheap to make, have very simple mechanics, have multilpe servers, servers wipe at the end of the match so maintenance is easier etc, cheap graphics, animations have to only look good instead of having mechanichs tied with them etc...
Even games like Albion Online or Eve Online are not that expensive due to being able to use clustered servers very easily, plus having simple mechanics, very simple animations, etc...
To summarize, MO2 development is so expensive that they cant afford any other bussines model at the moment. Maybe in the far future it could change but not for now.
A skill cap on F2p is how Mo1 did it. Terrible idea.
That would be nice for farm bots.
Thing is, I WANT the gatekeeping as it weeds out casual players. Honestly, the sub often scales to local economies so it may not be as much of a burden as people think. I remember some people in MO1 only having to pay 3 or 4 dollars a month because of where they live, for instance.
However, as mentioned, I understand that the game's scope and depth is slightly out of proportion with the current dev team's abilities. I would at least propose that subscribing only be mandatory early in launch, if it really comes down to that being the lifeline of their development plan.
Casual players follow one of two paths for the most part. They either come into the game and play for a month during which time they need a lot of help, so they find someone willing to help. That helper gives of their time and experience only to have the person drift from the game anyway, for the helpers it is rinse and repeat constantly as long as a stream of new players are coming in. It is tiring and eventually most of those willing to help burn out. Now, if the new players are already more committed to the game due to the gatekeeping of having to sub then a higher percentage will stay in the game and those helping can continue without the frustration that casual players add to the mix.Why would you want to weed out casual players? If anything, we would want more of them as the majority are literal money bags who spend a big price once on a game then leave, and easily get replaced by another casual who pays the lump sum, so on and so forth..
You can easily turn casual players off from this game already being pretty hardcore, and they'll very likely give up well past the refundable date, so the money stays with the devs. I speak from experience as 5 other friends and I have had jobs working 6 days a week so we had a huge phase of casual gaming despite us being hardcore RPG fans at our cores. Casuals are easily put off when a game is too deep, and run off at the first bottleneck (which, let's be honest, they will take quite a while to get to).
Gatekeeping players casual or otherwise is detrimental to a game's, and a studio's, growth since a consistent refreshing of new players paying $70 up front and giving up past the refund date/time is better than $14 a month. Besides, being in the general community of hardcore MMORPG players, you never really catch wind for much of anything, unless it gets covered by word of mouth through social media or something. We are often so headlong into whatever game we're currently invested in, and critiquing in the back of our heads how it could be better, when there's something like MO2 out there fulfilling all our inner thought critiques.
The need for a sub model is evidently a problem in itself although it isn't always.
The community gatekeeps, and therefore refuses to grow. Because of its small size, the game starts to have a need for a steady stream of income to make sure our devs are fed, so a subscription model is needed. This strings players along using obligation, but also breeds exclusivity and a touch of elitism sometimes.
Compare that to Tarkov, with their tiered single-pricing, or Star Citizen, where that isn't mandatory to play. These games' communities grow, and because of their growth, they profit.
Both are hardcore and ambitious in their own rights, but speaking from experience and as someone who doesn't work anymore (because *cough* fuck 2020) and has therefore much more time for games, they aren't as plagued by "filthy casuals" because they just tend to end up leaving past the refund time.
Casual players follow one of two paths for the most part. They either come into the game and play for a month during which time they need a lot of help, so they find someone willing to help. That helper gives of their time and experience only to have the person drift from the game anyway, for the helpers it is rinse and repeat constantly as long as a stream of new players are coming in. It is tiring and eventually most of those willing to help burn out. Now, if the new players are already more committed to the game due to the gatekeeping of having to sub then a higher percentage will stay in the game and those helping can continue without the frustration that casual players add to the mix.
The second path is even worse for the game, these players also need a lot of help, and usually get it, but then they encounter the learning curve or even just a murderer etc, and rage quit. Then go out talking and posting bad reviews about a game that they didn't take the time to understand and so poison peoples minds against even trying the game, (word of mouth as you mentioned.)
My support for the sub system is less about economics and more about in and out of game effects.
Fortnite is designed to be a casual game that can be played once week, with an expected constant flow of new players coming in and old players leaving, thus a one time payment is a viable payment method.
Mortal Online 2 is a very niche hardcore game that is anything but casual and take a lot of work to get into. The target audience is much, much smaller but extremly interested in this unique type of game and are expected to want to play it for a long time.
Many people going in and out - One time payment is suitable.
Few people coming in, but staying for a long time - Subscription is suitable.