frosticus-11

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  1. Quote:
    Originally Posted by Furio View Post
    And I also didn't say it couldn't be done, or that it hasn't succeded in other situations. I said it's *perceived* as a sign of a game ending among the general MMO populace.
    This is due in no small part to how it is presented from the top down. I think it was Arcana who made mention of the importance of the company essentially celebrating the change rather than just trying to slip it in.

    It essentially requires a heap of fanfare and a relaunch of the product from a consumer point of view. Add a bunch of new content and make it an exciting thing. Just switching to f2p and only having that to talk about is asking to fail and have the internet deem you as being on life support.

    As an example it was often cited as evidence that GR would not have been made if PS was bleeding as many subs and barely making money like a lot/some people kept saying (basically every quarterly statement). That is probably true. The same can be said if you (re)launch big when you go f2p. The game can't possibly be on its last legs if you just added a whole new world/faction/ or whatever.
  2. Quote:
    Originally Posted by Residentx10 View Post
    Cryptic's demise(dismissal by Atari) reaffirms that F2P is a different class than paid subscriptions.
    That game was losing money hand over fist using a subscription model... does that mean subscription models don't work?

    A more interesting examination (and I don't have the information on hand) would be looking at games that have done things like:
    -Been successful subscription and then gone F2P only to fail
    -Been successful subscription and then gone F2P and continued being successful
    -Subscription failure to F2P failure
    -Subscription failure to F2P success

    Or
    Visa versa where they started as F2P and switched to a sub based model.

    Pointing at the example you just did doesn't help your case at all because my understanding is they were "less" of a failure using F2P than they were using subscription. At the end of the day failing is failing, but...
  3. Quote:
    Originally Posted by Combat View Post
    (This isn't an argument, just an observation)

    So, Crab pets are too slow. Pets that can be buffed with speed boosting powers (such as Kinetics AoE jump buff). But an illusion controller's pets are fast enough, despite the fact that the main 3 are unbuffable and move at the same pace as Crab pets do? I know that Phantasm can fly, but having one fast moving pet does not stop the others. Especially since Crabs can pick up a Mu Striker pet that can also fly? Color me confused. I understand that you pointed out both of these combinations suffer from pet speed, but earlier in this thread Slainsteel did mention how useful Illusion controllers are (especially Ill/Cold). Remember, Crab spiders also have good individual survivability and better personal damage than Illusion controllers.

    Not trying to be a Crab spider cheerleader, but pointing out that many people have spread the merits of Illusion controllers in this thread, primarily because of PA. PA cannot be buffed to the damage cap, and also moves slowly. Crab pets, though they are not invulnerable, probably will outdamage an Illusion controllers pets, and Slainsteel's teams apparently have enough survivability that the pets won't die.

    Again, my original and main point is that ideal teams are constantly changing their makeup, and ATs should not be judged on their inclusion in that make-up. I use Crabs merely to demonstrate that because of their rarity and lack of inclusion on such teams.
    Those are fair points that I think I should be able to satisfactorily address.
    1. I don't necessarily think crabs should be excluded from a 'dream team' configuration. Their forcemultiplication is great, their aoe damage is strong and when they need it their st damage is situationally astounding as well (though in actual game the spiders are much more fragile against huge spawns and multiple AV's than they are against a single pylon that usually isn't even attacking them).

    2. The aoe jump buff from kin won't do anything for pets movement speed. For better or worse they don't jump to move (would be cool if they did) and I think they already have superjump if they fall off of something.

    3. The pets are a very significant portion of a crabs damage and they are a 4 min duration summon. They aren't exceedingly difficult to perma, but overlapping their recharge so that you can resummon them early isn't really that common. Conversely, phantom army is a 1 min duration summon, so in terms of moving from spawn to spawn they are available to be resummoned far more often.

    4. In the event PA is still active when you start running to the next group they will happily follow along and not get destroyed along the way by errant agro (though they may bring you some adds in such a situation) whereas the spiders will get pwn'd if you are speeding past mobs and you will end up playing most of a speed run sans spiders. They will get killed off, I'm confident that slainsteel is not suggesting that cold shields and other st buffs would be applied to the spider pets, because that's not realistic.

    5. Ill/colds may actually surprise you with their individual damage output. I know when I was running mine in AE and taking down 3-4 AV's at the same time (yay I finally manage to no temp/insp BaB's, Posi, and States at the same time ) it would end up pretty much being just my individual damage on my target and I could still drop an AV in about 5 min.

    If it were to come down to ill/cold vs crab for an optimized team (for whatever reason one might have) they both bring tremendous value. Cold is the better of the two forcemultipliers though and the better team protector and only one of those toons can take all the risk out of pretty much any encounter
  4. Quote:
    Originally Posted by Combat View Post
    I'm just going to restate my opinions regarding "ideal" teams.

    1. They aren't common, mainstream, or anywhere near the average team composition

    2. They shouldn't be the decider of whether an AT is "viable on teams" or not.

    What Slainsteel says is primarily true. In a team that is damage capped and has enough buff survivability, scrappers do more damage than tankers (those are generalities of course; some tankers outdamage some scrappers) which allows him to run through speed runs faster. However, you can continue that logic further.

    I already mentioned the Crab Spider that achieved over 1000 dps. A true "Ideal" team probably would consist solely of them, or 7 Crabs-1 Kin. They can put a heaping of -resistance out (up -60% with procs, at least 20% from Venom Grenade), can easily cap every pet and ally's defense, and bring large bonuses to +tohit and damage. Because they also function as DPS, they would fulfill both of the "roles" in a Slainsteel ideal team, damage and buff/debuff.

    My point isn't that we should all run purpled out Crabs, but that even using the same ideals we can get different results. According to my ideal team scenario, every archtype except Kinetics (and maybe them too) and Crabs aren't worthwhile. So yes, even Ill/Cold, the game's probably most broken common, isn't worth it.

    Does that stop Ill/Cold from helping Slainsteel's runs or soloing AVs/GMs? No.

    Does Slainsteel saying tanks are comparatively less helpful than scrappers mean that they don't help other runs or solo GMs? No.

    One person's ideal set-up doesn't decide for the rest of us whether an AT is worth playing, nor should it. It certainly doesn't lower the achievement of defeating a GM. If anything, Slainsteel's lack of faith in a tank's damage potential increases the achievement, because do not have the large debuffs or damage pool other ATs have.
    The problem with pet heavy toons on speed runs is the pets move real slow. They are fine for knocking down the AV's fast (for the most part), but when you need to get from wiping a spawn at point A in seconds over to point B to do it again, things like ill/cold and crabs start to fall behind in their uber damage output.

    That said, I'm half tempted to pick up the GR deal through steam for the free month and kit out my ill/cold to see where it is at with incarnate junk. Given its i18 time still beats most stuff with incarnates I think it could very well sit around 30 second pylon kills as well... which is hilarious I think.
  5. Quote:
    Originally Posted by Residentx10 View Post
    I'd expect a comment like that from you. All competitors affect the pricing power whether you understand that or not. It is the nature of competition/competitive pressure.
    Darn I was hoping for some more jargon that you don't actually understand how to use

    Oh well, maybe your next post will be better?
    You didn't answer any of the questions I asked you either, i'm honestly curious if you are perceiving this in an entirely different way than reality dictates.
  6. Quote:
    Originally Posted by Electric-Knight View Post
    The problem I am seeing in this discussion now is that people are not offering ideas on how they would go about making a F2P model for CoH.
    Instead, people are talking about if they could make more money by going F2P it would...
    Well, sure... but what system of F2P are you suggesting?

    A few people have offered starting points, but Frosticus and Voodoo have said those are too restrictive, yet they haven't explained and suggested any base for a model that would still pull in money and/or how the game would pull in money while giving so much of the game for free.i

    Again, I am actually interested to hear any such ideas. I'm not looking to shoot anything down. Just looking for something that counters what you've said isn't good enough, because it has to be good enough for the company, not just good enough to convince all these potential customers who are currently unwilling to pay (and there's nothing wrong with be unwilling to pay for the current gamesub).
    It's an extremely difficult question to answer, one that i already stated i dont have the answer to earlier.

    Aside from saying i would go hybrid, which is just another fork on the multi platform revenue model already employed. I dont have specifics of what aspects i'd make free and what i'd charge for. Those are details that would take months to work out at the very least. I'm certainly not a golden goose haha so i won't pressume that i can crap out a golden answer of how to implement f2p into CoX.

    fwiw the only idea presented so far that i shot down as being too restrictive was segregating the f2p players onto their own server. Dividing players is not a likely path to success. Especially as I believe the suggestion was made out of contempt for the idea of f2p.
  7. Quote:
    Originally Posted by Residentx10 View Post
    Pricing is the number one thing you think about when running a business. It's based on costs, overhead, sales and other factors. If your changing your pricing, either your costs are going down so much you can lower your prices(Wal-mart) or you got caught by something unexpected that forced you to raise them(Public Transit/Shipping/gas). You don't just throw a new pricing model out there just to do it.
    No one is suggesting they do that are they? That's not the message you are actually receiving from this thread is it?

    We are mainly discussing them making the choice to go f2p (or hybrid) because they make the informed decision based on the expectation that it either increases their profitability or at the very least, extends it beyond what the current model would.

    A last ditch effort to keep the lights on is an entirely different discussion.
  8. Quote:
    Originally Posted by Residentx10 View Post
    Have you ever heard the terms, "Pricing Power" or "Sustainable Pricing?" I say this because the smart people don't experiment with pricing because it can destroy your businesss. Businesss is not as flexible as you may think(Large Companies). You can destroy profitability of whole industries if you don't stay on top of this. This is why large companies eat other companies regularly to keep pricing power strong. F2P is a risk venture.
    This was probably meant to make more of an impact than it did. CoX is not large enough to have much impact on either of those elements. Certainly not across the industry like it seems you are implying.

    Now if some (or one) of the heavy hitters in this industry started tweaking their revenue model it would create the kind of waves you are talking about.

    CoX can essentially do w/e they want and the only lasting impact it will have on the mmo (let alone the entire gaming) industry is whether they are recorded as a decade long success, or a decade long success that tried new things.

    But it sort of sounds like if cox had success with a new revenue model that one of the big game houses would come in and absorb (and bury?) them because they need to protect their price structure... If that is what you are saying it at least made me smile.
  9. Quote:
    Originally Posted by Residentx10 View Post
    Is this a Business 101 class?
    I operate at a little higher level than that heh, but some of the stuff being said in this thread certainly lends credence to the value of a quick business review...
    Quote:
    Can you do F2P at Mcdonalds or Starbucks?
    Will Wal-mart let you do it?
    Can you convince AT&T(They call it "Pay as you go"...but you pay first!)?
    i don't subscribe to any of those places. Do you have a monthly subscription to McDs? Do they even offer it? They are a lot closer to f2p than subscription in that they are pay for what you consume which is at the basic level what f2p tries to accomplish for games in a more dynamic way that simply charging by time played.

    Phone companies are not a good example to shoot down f2p just fyi. They offer nearly complete customization in payment plans. They do anything but a "one size fits all" subscription model. In fact i'm confident that their tremendous success is due in part to their flexibility.

    Quote:
    Monthly cashflow increases is the bottomline, paid subs are the accepted practice by business. It allows you to forecast with more reliability. There is no linkage, consistency between a discretionary purchase today and next week. It's a model that can be easily abused for accounting purposes. It won't work.
    were the accepted practice in this industry. Times are changing. That much is very evident.
    Quote:
    Let's watch Turbine for now and see what happens. They have the best chance to make this work because they built a model from scratch with no legacy base.
    certainly. I don't expect CoX to be an early adopter unless they had a compelling reason to do so. Turbine's success or failure will be just that though - Turbine's. They will provide useful information, but won't serve as clear evidence to the expected success in the event this game went f2p.
  10. Quote:
    Originally Posted by Residentx10 View Post
    F2P won't work here because we're too smart. Most of us know this about F2P and will move as soon as they try it...unless it's a whole new game from the ground up!!
    Ok, working under the assumption that they are in a full F2P system as opposed to a hybrid one, if a rep presented the data that showed some typical player profiles and the cost was almost identical to what you pay now and you fit into one of those profiles - would such a clever consumer still see right through that and leave?

    Quote:
    Originally Posted by Residentx10 View Post
    A profitable business model is stable. It doesn't change on a fad. A company changes it methods only when the current model doesn't work.
    The model they have is working and doesn't need to be changed currently. If you can't come up with $14.99 you need to get....
    I can only assure you that the best companies are anything but complacent and satisfied with the status quo...

    There would only be mom and pop stores if that were the case. National and global entities emerge because motivated people ask things like "what can we do to capture more of the market?"

    That isn't to say there is anything wrong with running a smaller operation but your premise that business ONLY seeks new answers when they are failing is quite incorrect.

    Smart businesses and smart business people don't turn away people that they can extract profit from. Especially if they have a highly customizable product.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    If they are playing for free, and not spending a lot of money on microtransactions, those new/returning players aren't bring in any more money for NCSoft.
    the obvious answer is that if that is encountered on a large scale then that is a pretty clear indicator that you havent designed the F2P model correctly for your game. Basically the 'pay' elements are either not attractive enough or you are giving too much for free.
    Quote:
    The only way the devs or anyone else can convince NCSoft that a free to play model is a good idea is if they can guarantee the game will remain profitable if they do it. And there is no way to make that kind of guarantee.
    no they just need to present a compelling case that they expect certain desirable metrics to increase. Next to nothing in business is guaranteed including the majority of their revenue stream right now.
    Quote:
    There's also another aspect I hadn't mentioned: With the game earning less money (which is likely), they will probably cut the staff down again. That means there will be less content being released, and it will take longer.
    If F2P is being switched to by choice by the company then i highly doubt they'd choose to make less money so your "highly likely" remark holds no water. Besides there is no evidence that they would need to switch to stay afloat as the sub model can probably keep the lights on for a long time. So your assumptions are imo flawed.
    Quote:
    Also, free to play MIGHT give the game a quick infusion of cash when people buy the stuff they want, but what happens to that cash flow when most everyone has everything they want? They aren't going to buy stuff they don't want or need just to keep the game alive. After the first 6 months of F2P, the profit margin is going to narrow dramatically, NCSoft will start laying devs off, players will get annoyed that content is taking longer to be released, and basically it will be the beginning of the end for the game.
    If they failed to design and implement a good F2P model then it would fail. That isnt a novel concept and not really a noteworthy observation. The discussion is about the idea of a good system being designed. If on the other hand you believe that is an impossibility then we simply disagree. A lot harder environments have had profit extracted out of them.

    Again i'm not saying it is a good or bad idea at this juncture. There are certainly real hurdles that would need to be overcome. My hope is that the sort of blind rejection and even fear mongering present in much of this thread, wouldn't be the primary motivator in stopping such an initiative.
  12. It's the second power i use on pretty much every spawn. Seekers > jump in and lay PGT.

    I put mortar in the middle of the spawn too. Ime it switches targets better as opposed to when put at range.

    I see PGT as a weaker pbaoe troller hold that is up almost every spawn with the side benefit of destroying regen of pretty much anything. It buys me enough time to get my other powers out with much less risk. I'm fire/traps so the spawn is usually dead or very close to it when the hold expires, but it would still allow other combos a good head start on the fight.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    Some go even further

    1. By giving their monthly subbers and lifetme members free credit each month to spend on microtransactions.

    2. By drastically reducing the number of characters F2P's can have before they must buy more slots. (I've seen as low as 2-3 slots for F2P while Monthlies get 10)

    3. By making F2P pay to unlock races as well as what we would call Archetypes.

    4. By making them buy the ability to form SG's/guilds

    5. By refusing to give F2P players any customer support. Only Monthlies and Lifers get that feature.

    6. Not letting anyone who hasn't paid for gated content join a team with someone that has.

    7. Have a login queue where lifers and monthlies get priority to play the game and F2P must wait at the bottom of the pile for a space to open to play.

    8. F2P players have an inactivity logout timer much less than paying/lifer players. (10 minutes for F2P vs 30 minutes for monthlies & an hour for lifers)

    9. F2P players are only allowed restricted access to the forums. They can read but posting is limited.
    1-4 make perfect sense to me. Heck you can buy extra character slots in this game if you want (and many do). The credits earned by being a sub also makes good sense to me, not really all that different than our vetran reward system when you really think about it - loyalty to a company is worth rewarding. As does locking out certain races/AT's. Guild access depending on how it was handled also makes sense.

    5. Is retarded if true. But wouldn't be the first time we've seen a business take advantage of a customer...

    6. Makes sense I imagine if you look at the entire circumstance. As of now it makes little sense to allow me to join a BAF team if I don't own Rogue. Not exactly the same, but just highlighting why such a system can actually be a good idea if you are going to gate content.

    7. Meh, not ideal but probably an issue you'd never encounter outside of 2x xp weekends here.

    8. Meh?

    9. I don't see CoX following this model, I'm on a trial account happily posting away

    Other than #5 (and #7 if you are frequently running servers over capacity) I don't see anything massively segregating about any of those things tbh. Nothing in the realm of making them play on a totally separate server like you suggested for this game would be...

    But again, I'm not necessarily saying that idea is wrong. If the goal is to convert as many people as possible to subscribers that would be a powerful motivator. Probably not a very successful one, but powerful nonetheless.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    And yet that is how all the MMO's that have successfully converted to F2P have set up their games, and their F2P players aren't complaining that they feel like second class consumers.
    Like I said, I don't think you are right or wrong, just noting what I viewed you were doing.

    I haven't played many hybrid MMO's (I don't game much these days) but do they segregate their subscribers and F2P players to such a degree as you described for CoH?

    At any rate (as far as I know) there isn't a huge list of successful hybrid payment games out there is there? That might suggest that there are better ways to do it, or at the very least ways to improve the norm?

    Well actually it is misleading to call it the norm because it hasn't been established as a solid revenue model yet as I see it. I mean everyone that does it does it with a twist unlike the classic subscription model that is cut and dry in its execution*

    One could make a pretty solid argument that the standard subscription model doesn't have the greatest track record either of producing profitable IP's. Launching MMO's is a bit like opening restaurants...
  15. Quote:
    Originally Posted by Electric-Knight View Post
    The thing is, you have to sweeten the pot enough for the paying side of things...
    Otherwise, all you're going to accomplish is making a lot of paying subscribers no longer pay or pay far less.

    If I could play this game for free, but just not have, what? What would you gate?
    I only play about once a week these days. Sometimes some more, sometimes, I actually miss my one day a week and don't play once... It's still worth the subscription to me, because I do feel like I get my money's worth (I enjoy playing with the costume creator, editing bases, doing this and that, even if I only have 30 minutes). I just don't currently have a lot of down time for my playing (it comes and goes).
    I'm not the norm, of course, but you could very easily lose any money from existing customers if the free deal is too good.

    So, as per the thread topic, explain what choices you suggest.

    And I am genuinely curious. I could be wrong and/or not be thinking of some ways that others will present that I'd agree with.
    Yes and no. If you look to other industry examples (as I often like to do because I believe this industry isn't very well done from a business standpoint) you see lots of consumers actually prefer to have the guesswork taken out and happily pay for the full service even if they don't actually use it and could save more by being more actively involved with their experience.

    On the other hand, you just said you feel 30 mins of log in time justifies the subscription cost, while I said upthread that the couple hrs I was logging in didn't for me. I have little doubt there are lots of people that feel both those views are valid...but as of right now only one of them is giving NCsoft any money...

    The risk is certainly present of every one of their consumers becoming proactive in their account management and in essence reversing the flow of the "nickel and diming" by doing it right back to the company. I don't think that is any more likely than them setting up a system that charges us per power activation (like was suggested in jest earlier). Like so many people we just want to veg out for a bit after work and don't want to overthink the billing process to the extent you may be suggesting (or may not be).

    You asked what should and shouldn't be payed for directly? I have no idea, honestly there is so much going on in this game that the possibilities are staggering of how you could conceivably construct the system.

    All I can say is what would entice me to come back to this game as a F2P customer (cause it is very unlikely I will come back as a subscriber). And that is simply being treated like a faceless customer like I was all those years I subbed. Don't treat me any better or worse because if I'm opening up my wallet to you then it is under the presumption that you have set your rates accordingly to earn a reasonable profit off of me (and each customer) and that you value your customers.

    *Of course there will be corner cases such as the F2P player that ONLY plays the free access content forever. That will happen, just as how there are currently players that pay their $15 and play 12hrs a day. At the end of the day neither of them are very good from a profitability standpoint and neither of them will be the typical customer.
  16. Quote:
    Originally Posted by Forbin_Project View Post
    Okay
    I neither love nor hate it as your ideas (in my opinion) range from solid to terrible, but it is just my opinion so there is little value in hashing that out.

    I will say that the overall theme you are portraying is that a F2P customer is a second class consumer to a subscription one and that you have heavily slanted your suggestions toward driving people to become subscribers.

    Perhaps that is a goal worth pursuing? Perhaps not?

    What if instead though one were to take the approach:
    F2P are potential customers that we can in turn make a profit off of (just like our subscribers, albeit in a different manner) while expanding our player base and thus our revenues (and profitability) and popularity of our IP.

    "The Word's most popular Super Hero MMO" would be more than just a technicality based on the competitions failure to perform, but rather a title actually earned...

    IMO for such a model to work (here or in any hybrid environment) the attitude coming from the top needs to be not one of F2P are second class customers, but rather - customers. If the corporate culture passes that belief down through the systems then the player base will be laregly accepting of it.

    Of course there will still be a fair number of people that wail and cry at any kind of change and probably even rage quit... oh well, people come and people go.
  17. Quote:
    Originally Posted by VoodooGirl View Post
    That is how I feel, Frosticus - that there is a large group of people who would jump at the chance to play the game for "free" but would be willing, from time to time, when it is possible for them, to MTS some features in an ala carte system (as it's been referred to here.)
    Exactly. I dont want to pre-plan and/or be locked into a whole month at a time. Yes I could just play 3 days out of that month and still get solid entertainment value but i wont feel like i am (and i didnt...hence no sub). When the mood strikes i'd love to be able to jump on and be billed appropriately in some manner for tye amount of game i consume.

    I dislike feeling like i'm tied into something if i have the option to have no leash EVEN if it ends up costing me similar or more. I've yet to do a cell phone contract for example.

    Edit: i view entertainment as a consumable item. The one size fits all subscription model is to me an outdated approach. Not saying it doesnt work, just that it isn't very appropriate if you think like i do
  18. F2P has lots of negative connotation associated with it. I think a more apt term is closer to what cell phones call pay as you go.

    If they went F2P i'd expect them to keep the subscribe option intact. If you want to lock in at $15 month you can. Everyone else just pays as they go for the features and services that they utilize.

    For someone like me that would be ideal. I was rarely logging in each month so decided it wasnt worth my cash. However under such a system depending on my mood/free time i might use less, equal, or more than $15 per month. And if i was consistently close i'd just resub.

    Surely NCSoft would want my ~$7 (or w/e it came to) if i only logged in a handful of times per month on a F2P system...

    There is likely a heap of people that would jump back into the game at such an opportunity. And possibly an even larger pool of people that would try out the game and stick around in some capacity. The thing to realize is that each account probably doesnt cost them near $15 per month to service. As long as such a new system continues to pull profit from the player in excess of their cost on the whole it is probably an idea worth examining.

    That's my opinion as a former 5yr subscriber. I dont imagine i speak for everyone.

    Frosticus