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2012-06-02, 12:06 PM | [Ignore Me] #1 | ||
Corporal
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This might have been discussed and answered but im retarded and cant work out the search ( or maybe im not and do and just lazy).
But without a monthly sub income, how can SOE expect to have the continous funds to pay for the server/staff upkeep for a server and support heavy game like PS2? Because with all said and done, how long do they think that cosmetics and boosters will generate income? A few months perhaps? And after that, it will be s few purchases here and there. Im seriously worried about this. I would prefer s monthly sub to secure the stability and conitinued support. The other option is a pay to win option and that is thankfully (hopefully) out of the question. Thoughts? Oh yeah, snd TR for all times! Die VS and NC scum! |
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2012-06-02, 12:13 PM | [Ignore Me] #8 | ||
Major
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Yea, people stopped buying things for TF2 years ago.
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2012-06-02, 12:15 PM | [Ignore Me] #10 | ||
Sergeant
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D&D Online, Champions Online, Lord of the Rings Online etc... Were all once sub based and failed to hold onto a large amount of subscribers post launch. When they did make the switch to F2P they not only usually ended up with a large, fairly stable player bases but they actually made more money. Heck the original Guild Wars is a great example of a F2P MMO that was a terrific success.
Not having a sub fee encourages more people to at least try the game. Something that could be especially important for PS2 considering how different it is from most other MMOs. |
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2012-06-02, 12:16 PM | [Ignore Me] #11 | ||
Colonel
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Even if they add pay to win, so what? Its functionally identical to having a subscription, with the exception that you are still able to play if you choose not to pay, even if disadvantaged, instead of being unable to play at all.
The worry about 'pay to win' reaches completely irrational levels. |
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2012-06-02, 12:26 PM | [Ignore Me] #13 | ||
Master Sergeant
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If the devs manage to get their system anywhere near what Valve implemented for TF2, I won't be very concerned. The escapist video is right: structure your micro-transaction system the right way, and players will buy things. Even though valve does kinda skirt around the edges of the "don't sell power" rule, the game remains very profitable, popular, and largely balanced.
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2012-06-02, 12:29 PM | [Ignore Me] #14 | ||
Colonel
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Malorn, just curious about something. There was a leaked speech from one of EA's investor meetings and the guy basically said two things of extreme interest about microtransactions:
1. He said that HE paid a lot of money per year on them(he either said $1500 or $5000, can't remember which) 2. He made a comment about how when the player is in the middle of a firefight and needs to reload, they've got you(ie, charging for bullets). One of my first thoughts was, you know, if you provide an MMO quality game(ie, a large scale persistent world) like PS2 is doing, I will be willing to pay around the equivalent of what a monthly sub would be, $200 per year or so. And I thought, we aren't all EA CEOs that can spend $5000 or even $1500 per year on bullets. What do you think about that? Not necessarily that SOE is going to do this, but could that be something to fear elsewhere in the industry? I'm not even talking about pay 2 win here, but the idea that we might end up forced to pay $1000 or more just to experience the full game. Last edited by Stardouser; 2012-06-02 at 12:30 PM. |
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