PDA

View Full Version : News: Planetside 2 Membership plans - the what and why


Geist
2012-09-17, 09:22 PM
http://forums.station.sony.com/ps2/index.php?threads/planetside-2-membership-plans-the-what-and-why.20604/


Hey all -

Membership and what benefits paid players have access has been talked about quite a bit on the forums this weekend. We're still working out the exact details on our membership model, precisely what benefits it will grant, but I wanted to give everyone a bit of a preview of what we're thinking on giving to members and why we decided to give those things.

First, a quick aside about "pay-to-win"

Ever since we first started working on this project, we've been dedicated to the belief that Planetside 2 is and must be a legitimately competitive online gaming experience. A large part of being legitimately competitive is confidence that the game is 'fair', for free-to-play games this typically boils down to the question of: "is it pay-to-win?"

As much as I want to give you the definitive answer that Planetside 2 is NOT pay-to-win, it turns out it's actually a fairly personal question and people define what exactly pay-to-win is in their own way. The viewpoints cover the spectrum from people who will opine that any advantage that paying players get at all is pay-to-win, to others who don't even see a problem when you can pay a dollar to instantly blow up someone's tank. Rather than try to convince YOU that Planetside 2 isn't pay-to-win, I want to talk about why I'm convinced it's not, and then talk about why we've made the decisions we have, for membership and microtransactions while being constantly mindful of the goal of creating a "legitimately competitive" experience.

In Planetside 2 we don’t restrict your character from any type of gameplay based on paying money. No weapon, vehicle, attachment, continent, class or certification is unavailable to you as a free player. Everything and anything that can affect gameplay is available to unlock through gameplay. This is a big deal. It would be extremely easy for us to make tanks and aircraft restricted to members only, it would be very easy for us to sell exclusive guns on the marketplace for Station Cash. We wouldn’t do those things because we have a commitment to ensuring that the game remains legitimately competitive.

Another thing that I believe keeps us pretty firmly in the “not pay-to-win” column is the way characters in Planetside 2 advance. Unlocking a new weapon or ability in the game should never make you straight up more powerful. Rather, a new unlock should give you access to a new gameplay style which has trade-offs. This is the concept of sidegrades, if I spend Auraxium to unlock a Skyguard turret for my Lightning, hell yea it makes me a lot more powerful vs. airplanes, but it makes me a lot less powerful vs. tanks. That’s not a power advantage, it’s a playstyle shift, and each and every thing you unlock in the game should offer similar choices to the player, rather than a undeniable upgrade. This is admittedly not exactly the case in the game right now (a notable example is unlocking secondary weapons for aircraft, these undeniably grant a significant power advantage currently), but we’re working on making this the case in as many areas as possible.

Yet another aspect of legitimately competitive is where you’re drawing the line when you define the competition. For me, when I say the game is competitive I meant that on a moment-to-moment basis your ability to compete with and kill my character is entirely based on our personal skill. I should never be able to acquire an item that makes it just straight-up easier to kill you, or makes it straight up harder for you to kill me. One exception would be for consumable items. Consumable items such as grenades, med kits, implants and even to some degree vehicles, do give a distinct power advantage in a moment-to-moment context – but, these items are available exclusive for resources which are exclusively earned in game.

Our goal is to make it so that any fight you have in the game with another player is entirely won or lost based on that player’s skill rather than how much money they’ve spent or how much time they’ve invested in the game. We want a player who is badass at shooters and has just jumped into Planetside 2 for the first time to kick *** at it without spending a dime, and they will, because the ultimate arbiter of your success or failure in the game is your own personal skills (be they driving, firing, teamwork, tactics, etc) and NOT which gun you bought. Now of course, if you walk into a room with a guy who has a kickass close quarters weapon out, and you’ve got an assault rifle that’s meant for long range engagements, he might crush you, but that is still skill in the form of choosing when and where to engage, it’s not an advantage that was bought or sold.

Okay, so “access to stuff” is out as paid benefit. So too is “more powerful stuff”. So what do we do to keep the team employed in these jobs we love creating games that hopefully you guys love too? There are two things that we are considering selling in the game: Cosmetics and Convenience. That’s it. Seriously.

Cosmetics are pretty self-explanatory, I think everyone “gets it” with cosmetics and won’t be too upset at buying camo patterns or decals for real money.

What about Convenience, what does that mean exactly?

For us, convenience is purely the act of unlocking something faster, whether that means through buying a side-grade weapon directly with a StationCash microtransaction or earning certification points faster due to a boost or membership. That leads us to the real topic of the thread (which will probably end up being shorter than this “aside”, go figure).

Planned membership benefits

As I mentioned before, none of these things are set in stone and we’re posting them now so that we can hear your feedback and adjust if needed. We’ve spent a lot of time trying to model a membership that gives great benefits but does not gate specific functionality or gameplay and allows the game to remain completely competitive. The current plan is to have membership affect your character advancement in three primary ways, each of which will additionally be accessible via a “boost implant” available to all players – yes, this does mean that players who are members will be able to double down on one area if they choose to.

1 – Passive Cert Growth. This is often mischaracterized (by myself as well) as “offline cert points”. It’s actually just passive cert gain that works if you are online or offline. With the current plan all players will gain cert points passively over time at a set rate. Members will get a faster rate. The current penciled in benefit for membership is 50% increase to the speed which passive cert points are granted. This does not affect cert points earned via experience.
2 – Automatic experience boost. Members will accrue experience at a 50% increased rate. This will affect “active” cert point gain, as well as battlerank gain.
3 – Automatic resource boost. Members will accrue resources at a 50% increased rate. This will affect the rate which vehicles can be spawned as well

Additionally:
4 – Increased resource pool caps. As Auraxium is uncapped, this only affects Catalysts, Alloys and Polymers, it’s a 100% increase to those pool sizes. This allows you to spawn some additional vehicles, grenades and consumables if you have no resource income on the map before you’re tapped out.

All of these benefits are intended to enhance the speed at which you can acquire things in the game. That’s it. They give a lot of convenience for the guy who either wants to unlock all the things immediately, or to the guy who has a few hours on the weekend to play but wants to be able to keep up with his lottery winning buddy who games 100 hours a week. What these benefits do not do is give the guy who spends money on this game some overwhelming advantage that a free player has no access to. Yes, members, players who purchase boosts, or directly purchase weapon side-grades from the store will be able to in many cases (although not all, since time played and skill still counts for a lot in cert and resource accumulation) unlock items or certifications faster than non-paying players. To us, the competition isn’t who unlocks all the weapons first, it’s who uses them most effectively, and that is entirely up to you.

We think this plan is fair. We think this allows us to sell a membership that will really benefit Planetside 2 players without compromising the core goal of keeping the game legitimately competitive. As always, we look forward to hearing your thoughts.

Thanks for reading!

-
mh

Those benefits sound good to me. 50% resource gain, cert gain, experience gain, and double resource cap will get my $15 a month.

Timealude
2012-09-17, 09:58 PM
I have no problem with this what so ever it sounds perfectly fair to me, aside from the command rank cert issue. But thats another topic for another day.

Conq
2012-09-17, 10:12 PM
Sounds great, I wonder how Alpha Squad and the membership bonuses are going to work in regard to the exp/resource boosts. They shouldn't stack but one shouldn't go to waste.

SixShooter
2012-09-17, 11:07 PM
Sounds great, I wonder how Alpha Squad and the membership bonuses are going to work in regard to the exp/resource boosts. They shouldn't stack but one shouldn't go to waste.

That would be my question as well although I'll take 50% over 10% any day.

Crator
2012-09-17, 11:12 PM
Sounds like a good payment model to me! :thumbsup:

SFJake
2012-09-17, 11:35 PM
Heh boy... that is not fair.. please.. I've had too much head banging for the last few days. I'll not argue this again.

Mox
2012-09-18, 04:24 AM
15$ would be too much. Maybe 5 - 10 $ a month will be ok.
I think it is a fair model if they are working on the vec weapons. Atm buying vec weapons is p2w.
Furthermore all depends on level of resource and certpoint gain for free player. If you get 300 aux and 10 certpoints for playing a whole day.without a booster the game wont be playable for free.

sylphaen
2012-09-18, 04:50 AM
Just to add a little to the topic:

On the convenience part and if PS2 reaches the depth it aims for, I would love to see more slots for custom set-ups to which we can give rnames.

Depending on how they go with character creation, I'd also like allowing characters on multiple servers and/or characters on different empires on a server and/or characters that can be used cross-server cross-continents (i.e. basically your online personification that you can move around on servers at will).

There are lots of opportunities for "convenience".

IRSAudit
2012-09-18, 07:11 AM
Now I'm not a free to play objectionist, and I will end up throwing money at Sony for PS2, but I do have a slight problem with number 3. Being able to throw more vehicles at an objective due to the shorter respawn cool down is definitely a bit unbalanced. It can be argued that the guns on the tank aren't better than what a f2p player has the ability to get and a piloting skill is the most important part of the equation, but being able to put twice as many of them out there in a time frame is a little unfair.

I like the idea of increasing the resource cap though, just don't put decrease the interval that things can be spawned. An increase in the cap will make some spending resources on something like the rebirth/healing grenades more prevalent, as players wouldn't feel so resource hungry.

Sturmhardt
2012-09-18, 07:53 AM
Sounds really good.
BTW. 15$ is too much for that, 10$ would be a fair price. Don't forget: you will also spend money on skins, vehicle weapons and other stuff. I'm not paying 20$ or something a month for a free game if 50$ is a new AAA game.

SeanNewBoy
2012-09-18, 08:13 AM
At this point just what does experience do for a character?

Geist
2012-09-18, 10:15 AM
At this point just what does experience do for a character?

Nothing, doesn't mean that's the way it'll be forever.

I was just guessing $15 since that is a standard. Really, it's up to SOE, it could be any price really.

Oryon22
2012-09-18, 12:20 PM
Not pay to win at all. Very nice.

Murkie
2012-09-18, 12:26 PM
Will the EU server host also offer this, or are they going to be making their own subscription rules?

Zeiban
2012-09-18, 12:26 PM
At this point just what does experience do for a character?

Experience goes against additional cert gain. Also some things like implants have BR requirements.

Sunrock
2012-09-18, 12:37 PM
TBH I don't like they selling convenience... That should be earned through game play.

Chufty
2012-09-18, 12:57 PM
Sounds great, take my money! (EU situation permitting)

I just hope it's enough to tempt plenty of people to part with their cash.

Hmr85
2012-09-18, 01:00 PM
I'm fine with this. I planned on subbing anyways.

Shlomoshun
2012-09-18, 01:01 PM
I like this, as a super casual player, I'll likely subscribe in order to get to some good variety in playstyles so taht I can have some variety in the time I do spend ingame. Without subscription, it'll take me some time to get any variety in playstyles...

On a side note. Even without a subscription, will you passively build experience in every category? (LI, HA, MAX, Tank, Air?) If so, it's really worth it to get in early and at least set up multiple characters so taht they can begin accumulating this xp...that way when you want to start playing them 2 months down the road, you've got a pool of xp to spend right out of the gate. Is there a cap on passive xp accumulation to prevent this?

EVILPIG
2012-09-18, 01:50 PM
Sounds great, I wonder how Alpha Squad and the membership bonuses are going to work in regard to the exp/resource boosts. They shouldn't stack but one shouldn't go to waste.

Yes they should. You paid for both of them, they should both be applicable. Subscription XP boost is automatically applied while the Alpha Squad boost is an Implant. You will have the +50% and if you choose to tie up your Implant Slot, you will get another +10%.

EVILPIG
2012-09-18, 01:52 PM
At this point just what does experience do for a character?

XP counts towards Cert gain while in game. Gaining BR is important because there will be minimum BR requirements for Implants and certain Cert levels (not implemented yet).

Kipper
2012-09-18, 04:00 PM
It'll be worth something for he XP gain, but I'm not sure how much. I'd rather buy implants that last for game time - I'd be sure to keep stocked up of those.

As an aside, I'm not sold on passive cert gain for anyone - member or not. It seems as though it might devalue playing and feeling like you've earned something?

Craftyatom
2012-09-18, 04:39 PM
I have one problem with this plan: resource gain. (Keep in mind, I'm probably buying this, so it isn't a straight QQ)

He said that resources straight up bought power, in a way that money couldn't. Grenades, medpacks, vehicles: all straight-up power increases. Yet he went on to say that resource gain would be affected by membership. Pay for more resources, resources=power... I'm concerned.

I was also going to write a few paragraphs about Certs, but then I realized: he's right! If you are a member, you get more Certs. a day or two later, I may also have those certs. It's like weapons: pay if you want it earlier (like alpha squad!).

Should any of these benefits be as large as 50%? no way. I'd say 20% sounds reasonable, but I'd love to see what others say.

EVILPIG
2012-09-18, 04:48 PM
I have one problem with this plan: resource gain. (Keep in mind, I'm probably buying this, so it isn't a straight QQ)

He said that resources straight up bought power, in a way that money couldn't. Grenades, medpacks, vehicles: all straight-up power increases. Yet he went on to say that resource gain would be affected by membership. Pay for more resources, resources=power... I'm concerned.

I was also going to write a few paragraphs about Certs, but then I realized: he's right! If you are a member, you get more Certs. a day or two later, I may also have those certs. It's like weapons: pay if you want it earlier (like alpha squad!).

Should any of these benefits be as large as 50%? no way. I'd say 20% sounds reasonable, but I'd love to see what others say.

I have a seriously hard time finding any reason to complain about what is being proposed so far. Hell, an earlier plan even involved allowing you to purchase entire cert trees for say, $10. Either way, they are not offering OP weaponry that only those who buy them can get. They are just offering earlier access to those who actually invest in the game. Considering how freaking awesome this is all looking to be, I am happy to see them creating ways to generate revenue without breaking the game. Hearts and Flowers prints alone cannot sustain a game and I want to see the game survive without having to reset to selling Vorpal Blades+5 to make money.


**EDIT** I did not see that the new Resource gain is +50%, not +10%. That is too high in my opinion. +30% would be the highest acceptable value. Don't forget the 750 cap, so if you just plain suck, you will still run out from time to time.

Arovien
2012-09-18, 06:08 PM
Apparently no one told the devs that many hardcore players will be buying PS2 membership if it proves to be attractive. Quicker cert gains in two different methods + more vehicle power? Is this some kind of trick (i refrained from using the T word)? 50% boosts are more than attractive, its downright ridiculous.

SOE might not "restrict your character from any type of gameplay based on paying money", but I will along side every hardcore player with membership out there. The typical hardcore player will have better skill and organization than the average player. Now top that with a membership. GG.

Prepare to see the following from myself and probably most hardcore players that pick up a membership. I am gonna spam libs and armor all day as I farm...excuse me, as I am given a cascade of certs. Its cake to get experience and kills when in a vehicle even in beta's current build. Virtually unlimited resources will supply my squad with an air and armor power that non-members will struggle to play around. You may take out one lib or one tank, but my whole squad can supply a replacement every 30 seconds since we are all rocking membership status. We have the skills to pilot vehicle power beyond expectations because that's the type of players we are; hardcore gamers that thrive against the odds. So good luck trying to go toe-to-toe with us. Do not forget that all members gain quicker certs, and hardcore members gain certs quicker than the typical casual member because of the +50% experience gain. So we naturally gain more certs than non-members over time PLUS as we impose this huge vehicle power (the increase in resource gain) and our skill, we are gaining even MORE certs as the experience rolls in literally quicker than the game can display.

Basically: non-members will play PS2 as soldiers, members will try to play PS2 as gods, and hardcore members will be gods.

Sure there is gonna be hardcore players with memberships on all factions, but they are planning the same thing. We want to farm certs from experience gained off of pwning noobs and poor peo... i mean non-members. We DO NOT want a challenge when farming, psh.

Lets be honest here, it seems like the plan is to make the continent battles the casual side of Planetside 2. Whatever plan they have for competitive PS2 play will be separate from the continent battles and probably not be impacted by membership. Totally expected, the major issue is making the continent action TOO casual.

Cater the membership package to the massive casual player population out there like what League of Legends did. Lower the 50% boosts to AT LEAST 20% and add some aesthetic stuff to the membership. All players have a casual side to them. There are hardcore players out there that like rocking skins and exclusive badges. I read this awesome suggestions from the official forums

How about some bonuses like:
- Weekly member store discounts.
- Free character skins every month.
- Free character transfers between servers. OR make it so all in-game purchases are global purchases for that Station Account.
- Name reservation (if you sign up for membership before release, but obviously don't get billed until the game goes public).
- Priority server access (this could cause a fuss though).
- More in-depth stat tracking on the website?

Running out of ideas now. So long as you don't parade the fact that Members are "more elite" than regular players like DICE do with BF: Premium, I see no problem with it.

moosepoop
2012-09-18, 07:22 PM
i tihnk 15 dollars is too much for xp and resource boost. in f2p mmos subscription usually means exclusive content.

CrankyTRex
2012-09-18, 07:32 PM
I'm a little put off by the resource gain due to some of the previous points mentioned about being able to spam stuff, but it's not a deal-breaker.

What will be a deal-breaker is if problems such as the aircraft secondary weapons remain because then I don't care how you dress it up, it will be paying to win.

I just hope they make sure that any gameplay option, such as AA on vehicles, or secondary weapons in aircraft, have something that starts unlocked so everyone can feel competitive no matter what they're buying or certing, in the same way that nobody is restricted to starting with a pistol.

For example, if I want to be a pilot, then give my aircraft some secondary weapon choices to start with, maybe a dumb bomb and a mid-lock time, mid range, mid damage AtA missile. Then the further certing can take me to options down the road.

I'll always come back to the flamethrower as a good unlock since it doesn't make me feel like I'm handicapped if I don't have it, but it is different enough to be interesting to unlock. If the unlocks stick to being that way, then I think they're going to hit the sweet spot where it is truly just paying for convenience, and not paying for advantage.

FireWater
2012-09-18, 11:20 PM
I see no problem with the current method. The side grades just provide more options to choose from, and then force a choice. Of course when things are released they will need to be balanced, and those who may have bought side grades, maybe able to exploit them in the short term, however I am confident that the devs will keep in mind those who choose not to pay, but play the game. An MMO only works on a massive scale. Turn away the players that choose not to drop a dime on the game, you are going to hurt the playerbase of subscribers as well, and if they drop off, PS2 is in major trouble.

It is in the developers best interest to keep the game balanced, as well as reward those who contribute $$$ to the game to keep it going.

Scopedog
2012-09-19, 12:47 AM
I see no problem what so ever with this its a good balance between fair and making money I support this 100%. I will not sub though unless they add things like cross server unlocks as playing with one outfit and friends might not happen on the same servers. Like they do with alpha squad on an account level. I will get alpha squad though and buy essential stuff (to me)

I personally don't want everything straight up so I will play more than pay well thats the plan, Im a sucker for camouflage so there goes that might make some of my own too with player studio :groovy: so you might pay for my camo fetish :evil:

Well
2012-09-19, 02:45 AM
I just feel like cash shop is ruinning games lately...
I would much rather pay for a sub and every month.

Timealude
2012-09-19, 03:07 AM
As far as the hardcore player buying the sub goes....I dont think that would be the right way to look at this because by using that excuse your also hurting the target they are looking to attract the casuals. Casual people are important because they do spend the money that these companies want. As for the resource cap i have no problem with people being able to pull more stuff...it just gives YOU more things to shoot at which then equals more EXP which then equals faster cert gain. The resource gain has to be some what attractive from a marketing point to get people to buy it. Even though im sure theres alot of vets that would do the sub just to support the Dev team, there are alot of newer players that would look at 10% or 30% think "thats not even worth buying really..."

derito
2012-09-19, 08:45 AM
I just hope $15 won't turn into 15€ [/wishful thinking]

Flaropri
2012-09-19, 10:08 AM
**EDIT** I did not see that the new Resource gain is +50%, not +10%. That is too high in my opinion. +30% would be the highest acceptable value. Don't forget the 750 cap, so if you just plain suck, you will still run out from time to time.

It would also include a doubling of resource caps as well.


In any event, I also am somewhat concerned about a 50% boost, especially one that also effects vehicle timers (unless I misread that portion of Higby's post).

Other than that, the model looks fantastic. I think reducing the amount of resource boost so it is less impactful; and at the very least removing the additional timer bonus would be good.

Ultimately, I'd need to see it in action to get a conclusion on what kind of resource boosts (if any) would be fine for most play. Until I can see that it is "good enough" I'll remain concerned, but I won't out and out condemn it without seeing it's impact either.

berzerkerking
2012-09-21, 07:41 PM
my only problem is number 3 throwing more resources and consumables into battle. that is a n unfair advantage.