Subscription need to be permanent, they need a stream of income for as long as the game stays active.
This game cannot sustain on cosmetic items, making cosmetics for MO2 is very expensive and time consuming because of the game mechanic that allow players to taget parts of the body that are not covered by armor. And wearing a cosmetic skin would hide those gaps from the opponent unless they make a system for players to hide skins. But on skins alone MO2 cannot sustain itself.
For example, take a look at albion online, they made it "free to play" but progression is extremely slow unless players pay for a subscription, and free to play players cannot compete in crafting with the subs players making it pay to win. They had to keep subscription because they cant sustain with skins alone.And Albion Online is cheaper to mantain and develop.
However, the initial price could be eliminated after a year or two, and make the game purely subscription based instead of buy to play. That would be the best approach to attract more players. Casual players would still be gated due to the subscription...and casual players that pay would quit after they get murdered the first time and lose it all.
I can definitely agree to an initial price in the early days as long as the ones who've paid that price don't have to subscribe to pay.
Man, Albion Online. Where to begin?
Their biggest fault was transitioning to F2P, which is not only the worst idea for MO2, but a bad idea for any game transitioning from a subscription model.
They should have instead had tiered pricing levels, where different ones can get you respective cosmetics at varying degrees of prestige, and having an optional sub model on the side to get all of that for free. That, on top of stunting progression makes it abundantly clear how much they have had to resort to a Pay to Win scheme, which is quite sad.
As for the cosmetics being a problem:
- Armor pieces can have many varying aesthetics within the same shape and hitbox/collision meshes, leaving desired gaps that skilled players can still aim for
- Hitboxes/collisions varying too much from the intent and design philosophy of the game overall are only ever a concern with user/player-generated content
- more to the previous point, the studio's artists know what restrictions and shapes they have to work around
If you Google individual pieces of medieval--and especially early Renaissance--armor, such as breastplates (just the breastplate, not the hip guards) and pauldrons, there are nearly endless aesthetic variations that still conform within the same shape language and silhouette box that you can still aim for the same openings they leave no matter how different one looks from the other.
However, besides my point, SV is still taking a strong reluctant stance against cash shops so having custom skins might not be an option, anyway but I still hope they see this.