What are they?
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Restrictions? on 03/03/2015 07:31 PM CST
Re: Restrictions? on 03/03/2015 07:32 PM CST
Re: Restrictions? on 03/03/2015 07:35 PM CST
The main differences will be things like experience absorption rates, treasure drop rates, locker size, silver totals (on hand or in the bank), and things of that nature. There will be items in the SCoin store that will allow players to unlock some (or all) of these features and to activate bonuses that let them see how much more awesome it would be to subscribe.
We'll get a full list posted shortly.
Nothing will be changing in regards to a basic subscription, though. If you're a subscriber, you won't have to buy anything to "get you back to normal".
Solomon
We'll get a full list posted shortly.
Nothing will be changing in regards to a basic subscription, though. If you're a subscriber, you won't have to buy anything to "get you back to normal".
Solomon
Re: Restrictions? on 03/03/2015 07:36 PM CST
Please consider focusing all the new accounts into one region, so it is easier on staff and older players to help them.
New people running all over, reminiscent of the damn bursting from AOL days, and we had a much smaller world then.
Please consider bringing back deputies then as well.
Sky is not falling. But none of the expected troubles were mentioned in the announcement.
John
Re: Restrictions? on 03/03/2015 07:49 PM CST
Re: Restrictions? on 03/03/2015 07:51 PM CST
I can well remember some of the problems of free accounts. I was once a little snert with one of those free accounts. But, very excited about seeing more new faces and exposing new players to GS.
AIM: GS4Menos
>Like men we'll face the murderous, cowardly pack,
>Pressed to the wall, dying, but fighting back!
AIM: GS4Menos
>Like men we'll face the murderous, cowardly pack,
>Pressed to the wall, dying, but fighting back!
Re: Restrictions? on 03/03/2015 08:00 PM CST
Re: Restrictions? on 03/03/2015 08:03 PM CST
Re: Restrictions? on 03/03/2015 08:06 PM CST
Re: Restrictions? on 03/03/2015 08:15 PM CST
Re: Restrictions? on 03/03/2015 08:19 PM CST
I hope the restrictions do not include a level cap, even if I understand why it might. I know when I go out trying out F2P games, not being able to play the whole set of levels is a big downer for me. Slower exp gain and less loot wouldn't really dampen my enthusiasm to try something new. That is pretty much how LOTRO got me to try it, and later to buy the expansions and pay for a premium account.
AIM: GS4Menos
>Like men we'll face the murderous, cowardly pack,
>Pressed to the wall, dying, but fighting back!
AIM: GS4Menos
>Like men we'll face the murderous, cowardly pack,
>Pressed to the wall, dying, but fighting back!
Re: Restrictions? on 03/03/2015 08:21 PM CST
Re: Restrictions? on 03/03/2015 08:22 PM CST
We'll set raffles up where we check for a F2P subscription and it will be a case-by-case scenario. This will be the same for lists and spinners.
~Wyrom, APM
>>They call him Wyrom, not afraid to get dirty; work all day, in game by 5:30; loresongs eloquent, item embellishment, double speed development... ~Silvean
~Wyrom, APM
>>They call him Wyrom, not afraid to get dirty; work all day, in game by 5:30; loresongs eloquent, item embellishment, double speed development... ~Silvean
Re: Restrictions? on 03/03/2015 08:26 PM CST
<<I hope the restrictions do not include a level cap, even if I understand why it might. I know when I go out trying out F2P games, not being able to play the whole set of levels is a big downer for me. Slower exp gain and less loot wouldn't really dampen my enthusiasm to try something new. That is pretty much how LOTRO got me to try it, and later to buy the expansions and pay for a premium account.>>
There's no level cap, but after a certain point, it's going to be a really, really good idea to either subscribe or to purchase an Experience Booster.
Solomon
There's no level cap, but after a certain point, it's going to be a really, really good idea to either subscribe or to purchase an Experience Booster.
Solomon
Re: Restrictions? on 03/03/2015 08:29 PM CST
Re: Restrictions? on 03/04/2015 09:21 AM CST
Re: Restrictions? on 03/04/2015 09:44 AM CST
Re: Restrictions? on 03/04/2015 11:35 AM CST
Re: Restrictions? on 03/04/2015 11:54 AM CST
Alright here's some specific questions:
1. Is there any restriction on picking boxes?
2. Is there any restriction on Artisan Skills?
3. What specifically are the spell casting restrictions?
4. What are the boosts can be used to overcome them?
5. What exactly are the gear restrictions?
6. What is the on hand, daily and in bank silver limit?
7. What are the exact healing limits imposed on F2P empaths?
I think those are the big ones I've seen discussed.
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
1. Is there any restriction on picking boxes?
2. Is there any restriction on Artisan Skills?
3. What specifically are the spell casting restrictions?
4. What are the boosts can be used to overcome them?
5. What exactly are the gear restrictions?
6. What is the on hand, daily and in bank silver limit?
7. What are the exact healing limits imposed on F2P empaths?
I think those are the big ones I've seen discussed.
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Re: Restrictions? on 03/04/2015 11:58 AM CST
I applaud this change, I think it is a good direction to go and I hope it will bring in new players.
My only regret in reading this is that there is no way for a previous character to come back on a F2P account. I feel that this is a mistake that does not take advantage of those who already know they love the game, but who feel that the cost of an account is not in line with other games out there.
I don't understand why this decision was made, I feel that you are alienating a large group of customers that have been very loyal in the past, and who would be prime targets for micro-transactions since they are familiar with the benefits of say, locker space. I also think that you would likely see a strong conversation from F2P to P2P from older accounts once they're 'hooked' again.
If the concern is that current subscription based players would close an account to come back under the F2P model; why not put in an option for those who have been inactive for 6 months or more? Even 1 year or more? And give them the option to pay a 1x transfer free to bring their character back on a F2P model.
So--pay 20.00 and reactivate a character who has been inactive for 6 months/1 year on a F2P model, as an example.
While I very much look forward to some new blood, seeing some old blood around again would be equally as fantastic.
~Nichoel, the Muse.
Nature of rebellion, means to an end. Sometimes men are tempted by money and power and they forget what end they're serving. ~Brendan Roarke, SOA Irish King
AIM: LdyStrmyRn
My only regret in reading this is that there is no way for a previous character to come back on a F2P account. I feel that this is a mistake that does not take advantage of those who already know they love the game, but who feel that the cost of an account is not in line with other games out there.
I don't understand why this decision was made, I feel that you are alienating a large group of customers that have been very loyal in the past, and who would be prime targets for micro-transactions since they are familiar with the benefits of say, locker space. I also think that you would likely see a strong conversation from F2P to P2P from older accounts once they're 'hooked' again.
If the concern is that current subscription based players would close an account to come back under the F2P model; why not put in an option for those who have been inactive for 6 months or more? Even 1 year or more? And give them the option to pay a 1x transfer free to bring their character back on a F2P model.
So--pay 20.00 and reactivate a character who has been inactive for 6 months/1 year on a F2P model, as an example.
While I very much look forward to some new blood, seeing some old blood around again would be equally as fantastic.
~Nichoel, the Muse.
Nature of rebellion, means to an end. Sometimes men are tempted by money and power and they forget what end they're serving. ~Brendan Roarke, SOA Irish King
AIM: LdyStrmyRn
Re: Restrictions? on 03/04/2015 01:36 PM CST
<<Alright here's some specific questions:>>
I'm going to touch on a few of these and the others I'm going to leave for Coase to comment on.
<<3. What specifically are the spell casting restrictions?>>
<<4. What are the boosts can be used to overcome them?>>
There will be a few spells that have cooldown periods between casts. Some exceptionally inexpensive SCoin items will remove that cooldown. Some of the spells on this list are: Locate, Transference, Whispering Willow, Vision, Spirit Guide, Planar Shift, Familiar Gate, Traveler's Song, etc. Likewise, there will be some inexpensive items that will allow F2P characters to cast or receive buffs (so that we aren't flooded with free buffbots) for a period of time. Contrary to the nonsensical speculation I've heard about, you won't have to buy an item every time you want to cast any spell (or every time you want to swing a weapon).
<<5. What exactly are the gear restrictions?>>
There are three levels of Gear Passes (bronze, silver, and gold). A Bronze Gear Pass will allow a player to receive the benefit of gear up to +35 enchantment (7x) and heavily weighted/padded/sighted. A Silver Gear Pass will allow a player to receive the benefit of gear up to +40 enchantment (8x), very heavily weighted/padded/sighted, +25 TD enhancement, or +10 Defensive Bonus (DB). Gold Gear passes allow full benefits of any equipment's enchantment, weighting, padding, sighting, TD enhancement, or Defensive Bonus (DB), just like a paid subscriber. All passes are good for 30 days.
<<6. What is the on hand, daily and in bank silver limit?>>
In-bank limits start at 100,000 and can be permanently increased in 100,000 silver increments pretty cheaply. On-hand is 5000, but can be removed for 30 days (or 3 hours) with a Treasure Boost that (I believe) also increases the daily cap on silvers from hunting from 50,000 to 100,000. You can also reset the daily silver cap very inexpensively if you just want to do that.
I want to stress that we've taken a lot of time and had lots of discussions to try and not be heavy handed through this. There's very little that will be 100% denied to Free accounts, but none of the decisions we made were done lightly.
Some day, I have no doubt we will see a capped F2P character, and that will be an incredible achievement and something that will deserve recognition.
Solomon
I'm going to touch on a few of these and the others I'm going to leave for Coase to comment on.
<<3. What specifically are the spell casting restrictions?>>
<<4. What are the boosts can be used to overcome them?>>
There will be a few spells that have cooldown periods between casts. Some exceptionally inexpensive SCoin items will remove that cooldown. Some of the spells on this list are: Locate, Transference, Whispering Willow, Vision, Spirit Guide, Planar Shift, Familiar Gate, Traveler's Song, etc. Likewise, there will be some inexpensive items that will allow F2P characters to cast or receive buffs (so that we aren't flooded with free buffbots) for a period of time. Contrary to the nonsensical speculation I've heard about, you won't have to buy an item every time you want to cast any spell (or every time you want to swing a weapon).
<<5. What exactly are the gear restrictions?>>
There are three levels of Gear Passes (bronze, silver, and gold). A Bronze Gear Pass will allow a player to receive the benefit of gear up to +35 enchantment (7x) and heavily weighted/padded/sighted. A Silver Gear Pass will allow a player to receive the benefit of gear up to +40 enchantment (8x), very heavily weighted/padded/sighted, +25 TD enhancement, or +10 Defensive Bonus (DB). Gold Gear passes allow full benefits of any equipment's enchantment, weighting, padding, sighting, TD enhancement, or Defensive Bonus (DB), just like a paid subscriber. All passes are good for 30 days.
<<6. What is the on hand, daily and in bank silver limit?>>
In-bank limits start at 100,000 and can be permanently increased in 100,000 silver increments pretty cheaply. On-hand is 5000, but can be removed for 30 days (or 3 hours) with a Treasure Boost that (I believe) also increases the daily cap on silvers from hunting from 50,000 to 100,000. You can also reset the daily silver cap very inexpensively if you just want to do that.
I want to stress that we've taken a lot of time and had lots of discussions to try and not be heavy handed through this. There's very little that will be 100% denied to Free accounts, but none of the decisions we made were done lightly.
Some day, I have no doubt we will see a capped F2P character, and that will be an incredible achievement and something that will deserve recognition.
Solomon
Re: Restrictions? on 03/04/2015 01:43 PM CST
<<I don't understand why this decision was made, I feel that you are alienating a large group of customers that have been very loyal in the past, and who would be prime targets for micro-transactions since they are familiar with the benefits of say, locker space. I also think that you would likely see a strong conversation from F2P to P2P from older accounts once they're 'hooked' again.>>
I don't want to speculate about what might or might not get approval in the future, but I will just say that I agree with your assessment and it's something I'd like to see in some form as well.
As it stands, this will be a GREAT way for old folks to "stick their toe in" without any sort of commitment or risk and if they do want to return, we'll work with them to reactivate their regular accounts. It's not the same, but it's what we have. :)
Solomon
I don't want to speculate about what might or might not get approval in the future, but I will just say that I agree with your assessment and it's something I'd like to see in some form as well.
As it stands, this will be a GREAT way for old folks to "stick their toe in" without any sort of commitment or risk and if they do want to return, we'll work with them to reactivate their regular accounts. It's not the same, but it's what we have. :)
Solomon
Re: Restrictions? on 03/04/2015 01:47 PM CST
Re: Restrictions? on 03/04/2015 01:51 PM CST
Solomon could you please clarify this:
Are you saying that a F2P player will have to buy something in order to receive buff spells from a paying player? I understand not allowing free buffbots and applaud that decision but I, as a paying player, want to be able to provide the new F2P players with assistance in the form of my spells without telling them to buy something first.
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Likewise, there will be some inexpensive items that will allow F2P characters to cast or receive buffs (so that we aren't flooded with free buffbots) for a period of time. |
Are you saying that a F2P player will have to buy something in order to receive buff spells from a paying player? I understand not allowing free buffbots and applaud that decision but I, as a paying player, want to be able to provide the new F2P players with assistance in the form of my spells without telling them to buy something first.
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Re: Restrictions? on 03/04/2015 02:00 PM CST
>>Are you saying that a F2P player will have to buy something in order to receive buff spells from a paying player? I understand not allowing free buffbots and applaud that decision but I, as a paying player, want to be able to provide the new F2P players with assistance in the form of my spells without telling them to buy something first.
Agreed. Would be nice for F2P accounts to receive at least SOME form of spellup (basic set of mass spells?). If that's already the case, then great!
On a more general note, just want to say I love that this is being introduced! Will be great to get some new blood and populate Elanthia a bit more.
Agreed. Would be nice for F2P accounts to receive at least SOME form of spellup (basic set of mass spells?). If that's already the case, then great!
On a more general note, just want to say I love that this is being introduced! Will be great to get some new blood and populate Elanthia a bit more.
Re: Restrictions? on 03/04/2015 02:08 PM CST
<<Are you saying that a F2P player will have to buy something in order to receive buff spells from a paying player? I understand not allowing free buffbots and applaud that decision but I, as a paying player, want to be able to provide the new F2P players with assistance in the form of my spells without telling them to buy something first.>>
Understood completely. I'm going to let Coase get into the specific details.
Solomon
Understood completely. I'm going to let Coase get into the specific details.
Solomon
Re: Restrictions? on 03/04/2015 02:20 PM CST
For the time sensitive boosts, for general housekeeping purposes I suggest a sort of IG timer via command that the F2P account can call up. That might make tracking them a bit easier for returning and new players.
I'd also suggest one in a general sense for subs too, since I'm a bit of a herp and routinely forget when I use say encumbrance potions. I'm not certain if a command exists or not already?
-james, bristenn's player
I'd also suggest one in a general sense for subs too, since I'm a bit of a herp and routinely forget when I use say encumbrance potions. I'm not certain if a command exists or not already?
-james, bristenn's player
You think to yourself, "FFF-" |
A giant white bunny hurls a powerful lightning bolt at you! |
You evade the bolt by a hair! |
Re: Restrictions? on 03/04/2015 02:39 PM CST
Re: Restrictions? on 03/04/2015 02:42 PM CST
Re: Restrictions? on 03/04/2015 02:49 PM CST
Re: Restrictions? on 03/04/2015 03:02 PM CST
<<Are you saying that a F2P player will have to buy something in order to receive buff spells from a paying player? I understand not allowing free buffbots and applaud that decision but I, as a paying player, want to be able to provide the new F2P players with assistance in the form of my spells without telling them to buy something first.>>
Found the details on these items:
The Receiving pass allows NON F2P players to get buffs from F2P players. The Casting pass allows a Free-to-Play spellcaster to cast beneficial spells upon other characters and removes all Free-to-Play spell cooldowns while in effect.
Solomon
Found the details on these items:
The Receiving pass allows NON F2P players to get buffs from F2P players. The Casting pass allows a Free-to-Play spellcaster to cast beneficial spells upon other characters and removes all Free-to-Play spell cooldowns while in effect.
Solomon
Re: Restrictions? on 03/04/2015 03:10 PM CST
Again, thank you.
A couple more questions, this time about account set up.
I want F2P account to write a review, I already have a premium account. Will I be able to enter my personal information and email address associated with my premium account or would I have to have a completely different name and email address?
With a premium account, I really don't need another character, I just want to mess around with F2P the user experience for a blog post. If I needed to, I would just have my wife create an account. It has been many, many years since I have set up an account, so perhaps this is a total non-issue.
Can a F2P player choose to delete a character and start over with a different one, just like paying customers?
Back to game play questions:
Are there deed limits on F2P characters?
How painful is death's sting to a F2P character?
Can they purchase potions to fix themselves back up?
Can they visit Thrak for the quick exp?
Do they gain experience for visiting locations at zero level like normal characters?
Do they generate with the normal items paying characters generate with, such as food items?
Do F2P characters have any identifying features or gear that sets them apart? (Not cool items, but more like cheesy items like the classic "heavy backpack".)
Yah know... I should just wait and try to figure it out myself. :)
Magarven the Mad
A couple more questions, this time about account set up.
I want F2P account to write a review, I already have a premium account. Will I be able to enter my personal information and email address associated with my premium account or would I have to have a completely different name and email address?
With a premium account, I really don't need another character, I just want to mess around with F2P the user experience for a blog post. If I needed to, I would just have my wife create an account. It has been many, many years since I have set up an account, so perhaps this is a total non-issue.
Can a F2P player choose to delete a character and start over with a different one, just like paying customers?
Back to game play questions:
Are there deed limits on F2P characters?
How painful is death's sting to a F2P character?
Can they purchase potions to fix themselves back up?
Can they visit Thrak for the quick exp?
Do they gain experience for visiting locations at zero level like normal characters?
Do they generate with the normal items paying characters generate with, such as food items?
Do F2P characters have any identifying features or gear that sets them apart? (Not cool items, but more like cheesy items like the classic "heavy backpack".)
Yah know... I should just wait and try to figure it out myself. :)
Magarven the Mad
Re: Restrictions? on 03/04/2015 03:23 PM CST
<<I want F2P account to write a review, I already have a premium account. Will I be able to enter my personal information and email address associated with my premium account or would I have to have a completely different name and email address? >>
You can use the same info.
<<Can a F2P player choose to delete a character and start over with a different one, just like paying customers? >>
Yep!
<<Are there deed limits on F2P characters? >>
Not that I'm aware of.
<<How painful is death's sting to a F2P character? >>
Only as painful as it would be for a paying character. Or at least, there are no additional Death's Sting penalties that I'm aware of for F2P characters.
<Can they purchase potions to fix themselves back up? >>
Yes.
<<Can they visit Thrak for the quick exp? >>
Yes, I believe so.
<<Do they gain experience for visiting locations at zero level like normal characters? >>
Yes, I believe so.
<<Do they generate with the normal items paying characters generate with, such as food items? >>
Yes, I believe so.
<<Do F2P characters have any identifying features or gear that sets them apart? (Not cool items, but more like cheesy items like the classic "heavy backpack".)>>
Not to my knowledge. :)
Solomon
You can use the same info.
<<Can a F2P player choose to delete a character and start over with a different one, just like paying customers? >>
Yep!
<<Are there deed limits on F2P characters? >>
Not that I'm aware of.
<<How painful is death's sting to a F2P character? >>
Only as painful as it would be for a paying character. Or at least, there are no additional Death's Sting penalties that I'm aware of for F2P characters.
<Can they purchase potions to fix themselves back up? >>
Yes.
<<Can they visit Thrak for the quick exp? >>
Yes, I believe so.
<<Do they gain experience for visiting locations at zero level like normal characters? >>
Yes, I believe so.
<<Do they generate with the normal items paying characters generate with, such as food items? >>
Yes, I believe so.
<<Do F2P characters have any identifying features or gear that sets them apart? (Not cool items, but more like cheesy items like the classic "heavy backpack".)>>
Not to my knowledge. :)
Solomon
Re: Restrictions? on 03/04/2015 04:15 PM CST
Re: Restrictions? on 03/04/2015 04:25 PM CST
These restrictions (and the myriad of temporary solutions) sound pretty darn complicated. That makes me very nervous. If we're having a hard time wrapping our heads around this- what's it going to be like for a new player? (And remember that a lot of this information is stuff they'll learn from other players)
I wonder if some of these restrictions- like the spellcasting, which is actually a big source of community building in GS- aren't a tad overzealous. Because so far, it looks like you have restrictions on:
How rapidly you can cast key spells
Whether or not spells can be cast on you
Whether or not you can cast spells on other people
How much silver you can have on your person at once
How much silver you can have in your bank at once
How much silver you can earn in a day
How much exp you can absorb
How far you can go in a society
How far you can go in a guild
Whether you can use 7x heavily padded/sighted/weighted items
Whether you can use 8x very heavily padded/sighted/weighted items
Whether you can use 9x with higher levels of padding/sighting/weighting
Which towns you can travel to
How many items can be in your locker
How many items can be on your person
Whether you can use profile quotes
Whether you can use titles
Whether you can loresing
Whether you can participate in artisan skills
Whether you can heal people
....lord there's more, but this is already getting nuts.
Look, I'm all for a freemium model. I work at a company that runs on that model, but there have to be reasonable limits. My biggest fear here isn't that the price will be too high, but that the sheer annoyance of having to re-purchase 20 different items all at different intervals and hearing nothing but a huge litany of "Sorry, you can't do that" is going to irritate people out of investing. The point of a freemium model is to create an environment where people go in feeling their needs are largely met (so you don't ever lose your critical mass) and then to help them "realize" that they need more. It isn't to immediately annoy people into submission. That doesn't work when you're trailing in a hyper-competitive market.
If my company set its freemium system up this way, we'd have gone out of business long ago.
At least consider some "packs" of boosts that would let someone purchase 3-4 things to get all of these benefits. Because as it stands, this is going to require its own google calendar to keep up.
I wonder if some of these restrictions- like the spellcasting, which is actually a big source of community building in GS- aren't a tad overzealous. Because so far, it looks like you have restrictions on:
How rapidly you can cast key spells
Whether or not spells can be cast on you
Whether or not you can cast spells on other people
How much silver you can have on your person at once
How much silver you can have in your bank at once
How much silver you can earn in a day
How much exp you can absorb
How far you can go in a society
How far you can go in a guild
Whether you can use 7x heavily padded/sighted/weighted items
Whether you can use 8x very heavily padded/sighted/weighted items
Whether you can use 9x with higher levels of padding/sighting/weighting
Which towns you can travel to
How many items can be in your locker
How many items can be on your person
Whether you can use profile quotes
Whether you can use titles
Whether you can loresing
Whether you can participate in artisan skills
Whether you can heal people
....lord there's more, but this is already getting nuts.
Look, I'm all for a freemium model. I work at a company that runs on that model, but there have to be reasonable limits. My biggest fear here isn't that the price will be too high, but that the sheer annoyance of having to re-purchase 20 different items all at different intervals and hearing nothing but a huge litany of "Sorry, you can't do that" is going to irritate people out of investing. The point of a freemium model is to create an environment where people go in feeling their needs are largely met (so you don't ever lose your critical mass) and then to help them "realize" that they need more. It isn't to immediately annoy people into submission. That doesn't work when you're trailing in a hyper-competitive market.
If my company set its freemium system up this way, we'd have gone out of business long ago.
At least consider some "packs" of boosts that would let someone purchase 3-4 things to get all of these benefits. Because as it stands, this is going to require its own google calendar to keep up.
Re: Restrictions? on 03/04/2015 04:29 PM CST
Re: Restrictions? on 03/04/2015 04:36 PM CST
The Receiving pass allows NON F2P players to get buffs from F2P players. The Casting pass allows a Free-to-Play spellcaster to cast beneficial spells upon other characters and removes all Free-to-Play spell cooldowns while in effect. |
Solomon |
Sorry to harp on this so much but I wanted to ask you to clarify one more thing. The Receiving Pass allows NON F2P players to get buffs from F2P players but does this mean they can get buffs from F2P players who have bought a Casting Pass or any F2P player? Vice versa for the casting pass. Does it allow a F2P player to buff whomever they want or can they only buff people who have a Receiving Pass?
I assume the Receiving Pass lets the player who has it receive spells from any F2P player.
I assume the Casting Pass allows the F2P player to cast their buff spells on anyone.
Is that correct?
Keith/Brinret/Shiun
Be nice to Wyrom or I will cut you!
Re: Restrictions? on 03/04/2015 04:42 PM CST
I think, in general, it may be a mistake to try to compare this effort with other 'freemium' type activities that various vendors use. First, too few of them are pure entertainment; second, too few of those too few are in the fantasy / role play genre; third, zero of those two few squared are text based story-telling barbie mechanics games. New ground-breaking thought is needed.
I'm not sure yet how successful this effort will be overall - but I do see underpinnings that allow for flexibility, change, adoption and quick focus for things that are working. That is a pretty strong and desirable position for any business to be in, irrespective of category. And I laud that it isn't distinctly targeted to existing customer 'demands' for free everything, nor is it distinctly slanted to giving anyone (former player or platinum account holder) any advantage that isn't available to the rest of the (new) group. Finally, I suspect that the hook and attract method will serve for some small percentage of the drive-by player base. The question is 'how small'.
In all the clamor, one distinct suggestion stands out and demands attention (if not already accounted for):
>>At least consider some "packs" of boosts that would let someone purchase 3-4 things to get all of these benefits.
Great suggestion! Easing the customer path, once that path is defined, is crucial.
Doug
I'm not sure yet how successful this effort will be overall - but I do see underpinnings that allow for flexibility, change, adoption and quick focus for things that are working. That is a pretty strong and desirable position for any business to be in, irrespective of category. And I laud that it isn't distinctly targeted to existing customer 'demands' for free everything, nor is it distinctly slanted to giving anyone (former player or platinum account holder) any advantage that isn't available to the rest of the (new) group. Finally, I suspect that the hook and attract method will serve for some small percentage of the drive-by player base. The question is 'how small'.
In all the clamor, one distinct suggestion stands out and demands attention (if not already accounted for):
>>At least consider some "packs" of boosts that would let someone purchase 3-4 things to get all of these benefits.
Great suggestion! Easing the customer path, once that path is defined, is crucial.
Doug
Re: Restrictions? on 03/04/2015 04:43 PM CST
I think a lot of people are over-thinking this. If there are any kinks I'm sure Wyrom and Solomon will adjust as needed.
New players won't have the disadvantage of being bogged down with years of habits and expectations that us existing players have formed. I kind of envy them the freedom to explore this game with fresh eyes.
New players won't have the disadvantage of being bogged down with years of habits and expectations that us existing players have formed. I kind of envy them the freedom to explore this game with fresh eyes.
Re: Restrictions? on 03/04/2015 04:52 PM CST
The freemium model isn't new in the fantasy gaming industry. Frankly, these days, it's the prevailing model. And I've never seen an instance so complicated and restrictive. We have to keep in mind here- having people around at all- whether or not they're paying for it- is a value add for Simu. They do us a favor by sticking around- so we want that to happen as much as possible. That's precisely what makes the online gaming market so ideal for this business model.
And if we really focus on the end goal here- a lot of these freemium restrictions actually make it harder to accomplish. During the first month or two for a new player- that's the point where we want them as invested as possible in this game. The easiest way to that is to encourage them to play as much as possible. So why on earth would you restrict the amount of EXP or Treasure someone can earn in one day? You are straight up telling people who are in the most crucial part of the gaming lifespan- the make or break part of the customer lifecycle- that they should play less. Because, frankly, they aren't going to pay for it at that point. That's not helping us. We should be giving away 2 months of XXX to these new accounts- getting them more invested in their characters and the game world. NOT restricting how much their character can advance or how many hours it's worth putting in a day.
Look, this is a GREAT move overall. It's crucial. But the execution here is really making me nervous. There's a reason why F2P models are never this complex and restrictive. Because every new person who comes in is a flight risk. There are 1000 games out there they could be playing 100% for free. We should be wining and dining folks when they first come in, not loading them up with 20 different restrictions that require 20 different solutions on a regular basis. That only works once they're already invested.
And if we really focus on the end goal here- a lot of these freemium restrictions actually make it harder to accomplish. During the first month or two for a new player- that's the point where we want them as invested as possible in this game. The easiest way to that is to encourage them to play as much as possible. So why on earth would you restrict the amount of EXP or Treasure someone can earn in one day? You are straight up telling people who are in the most crucial part of the gaming lifespan- the make or break part of the customer lifecycle- that they should play less. Because, frankly, they aren't going to pay for it at that point. That's not helping us. We should be giving away 2 months of XXX to these new accounts- getting them more invested in their characters and the game world. NOT restricting how much their character can advance or how many hours it's worth putting in a day.
Look, this is a GREAT move overall. It's crucial. But the execution here is really making me nervous. There's a reason why F2P models are never this complex and restrictive. Because every new person who comes in is a flight risk. There are 1000 games out there they could be playing 100% for free. We should be wining and dining folks when they first come in, not loading them up with 20 different restrictions that require 20 different solutions on a regular basis. That only works once they're already invested.