VaultNetwork.netVault Network Boards
Author Topic: F2P closure, launches and more - not a path that DAoC will be taking [Locked]
TropicanaJones  1 star
Posts: 220
Registered: 2008-9-23 23:57:38
I dont like the idea of daoc going free to play but there'd be tons of stuff that they could turn off/reduce the amount that drops and sell


1. Exp.
-$1 25% xp bonus 24h
-$2 50% xp bonus 24h
-$5 lvl 20
-$10 lvl 30
-$15 lvl 39
-$20 lvl 44
-$22 lvl 49
-$25 lvl 50

2. In game Currency
-$5 250 scales, 250 bps, 250 glass
-$5/$10/$15 250 df seals
increment as necessary

3. Crafting Supplies
-$5 20 of any drop
increment as necessary

4. Rps

-$7 5% bonus rps, lasts through death, 24h
-$15 10% bonus rps, lasts through death, 24h


all basic examples, but there's tons of stuff they could sell EASILY and make good cash on it. Again I'd rather not see daoc go f2p, im just saying they got the goods in order to do so.

 

-----signature-----
Veteran DAoCer
Survivor of Guinevere
Mostly known as "Card"
Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
Windwalkr posted:

Uh maybe you need to read your own links a little closer, the DCOnline F2P launch attracted 120k players in TWO DAYS!


For a dead/dying game that's huge!

[colorurple] Not really. Not for something that is free. It just shows that there are many game players out there that are trying out things if they are free, but not so much if the player must pay.


What would be huge is IF the population continues to grow and IF the game can keep players rather than lose those who try out the game and IF the game can get players to pay.


It will take some time to see if all the IFs turn in favor of the game or IF it flops. [/color]


EA/Mythic would be doing back-flips if they could attract 120k free players in 2 days after launching a F2P model.


Say what you will, but the whole F2P thing is a no-brainer and is here to stay, and not unlikely at all that we'll see DAoC try it (WAR probably first though I agree). The cost of supporting free players in an existing and running MMO is minimal, and enticing a great many of them to spend at least some cash on micro-transactions each month is quite significant.


[colorurple]You are not considering the license fee that EA must pay GameStop for each WAR player. GameStop did not give Mythic the license for free. Most F2P players do not actually pay anything. It is the minority of players in a F2P game that pay the fees. EA/Bioware paying a license fee for each free account would/could easily make a F2P WAR model a black hole. (see the Zynga 'profit per user' numbers below.)[/color]


Also, the amount of resources required to implement a F2P system in an existing older game is literally peanuts as compared to doing a significant content upgrade for example, but the pay-out potential is also much greater.


[colorurple]The previously listed article about Zynga shows how difficult it is to make money using F2P.

152 million unique monthly users and only $12.5 million in actual profit. That works out to less than 8 cents profit per user per quarter (per 3 months).


With DAoC having about 20k players each paying $45 per quarter, and with the typical F2P user bringing in only 8 cents profit per quarter, DAoC would need to attract millions of players for the game to equal what it is already doing using the subscription model.


Then there is another challenge. DAoC already has all the players that like the kind of twisted game that DAoC is today. DAoC, as it is today, is not the kind of game that the typical MMO player wants to play. There is ample proof through WoW and other games that the typical MMO player is PvE centric. While many PvE centric players also PvP/RvR, for a game to be attractive to the typical MMO player the game needs good, viable and cohesive PvE (Which DAoC does not have. Most of the PvE in DAoC has been made pointless). That a F2P game model of DAoC would attract many millions is an untenable position. [/color]


I don't think that Mythic invested in all this new player experience without some planning to actually get significant amounts of new players into the game. They know they still have what many consider to be the best RvR MMO out there, but they need to shed some of their bad rep from decisions of the past:


[colorurple]I agree with this. I think that Bioware (old Mythic) is changing the game in an attempt to attract new players. Bioware is still working under the false premise that the majority of MMO players are not PvE centric, or that worthless PvE is not a big deal to the typical MMO player, or that a buggy game is not a deterrent/turnoff for noobs. It is a tremendously silly position for Bioware to take. [/color]


Buffbots are now almost irrelevant and getting to 50/ML10/Cl0 is now very quick & easy, and you can buy very competitive gear with in-game currency already.


How much work do you think it will be for them to implement micro-transactions to buy scales & glass with real money? Perhaps you noticed the EA site now stores your CC info, and don't have to re-enter it?


They already know there are plenty of customers that will pay for virtual goods & services in DAoC, you can judge that by the gold sellers & PLers that are still very active in DAoC. If DAoC didn't have a market for people paying RL cash for gold, there wouldn't be any gold farmers & PLers left but there are plenty that are still active and competing with one another.


It's a no-brainer really, and thus I'm still betting that it's probably coming at some point in the next year or so.


[colorurple] That there may be “plenty of customers that will pay” makes little difference because “Plenty” is a non-quantifiable/obscure/abstract quantity.


What is not an abstract quantity are the Zynga numbers where their average for the F2P model shows the typical player brings in only 32 cents a year in profit.


DAoC today is generating about $3.5 million. Using a F2P model DAoC would need a HUGE number of subs to equal the profit they produce using the subscription model.


In its greatest times DAoC maxed at about 260k subs and that was back when the games PvE had not been made worthless for the typical MMO player.


Given the information that is available there is only one form of F2P that would be viable for DAoC. That is to keep the subscription model that they have now (which keeps their existing income stream as it is) and to add a limited access F2P account (2 characters max, no bot type characters, secondary queue access for login, no access to a home, no mount, etc. . . ) which has already been discussed on many other threads.


Given the numbers available and given the state of PvE in DAoC today, all other forms of F2P would not be viable for DAoC at this time. [/color]

 

-----signature-----
The art of war is simple enough. Find out where your enemy is.
Get at him as soon as you can. Strike him as hard as you can,
and keep moving. - Ulysses S. Grant
Only the dead have seen the end of war - Plato
jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
I agree, unless they slowed the leveling, eliminated the need for buffbots and completely revived the PvE game, this game is not suitable for F2P. I don't think there are enough new players who would be interested in RvR (as fun as it is in this game) to give EA a large enough pool of players. Most of those players will NOT choose to buy items from a store to augment the company income, only some will and that percentage has to be considerable for it to result in increased income. I know there is a large population of former players and perhaps that is seen as enough to resolve the problem, but I can't see it.

They would need to fix the PvE game, and that has already been so badly ruined by the poor decision to focus on RvR only that I think its impossible to fix it up again. While fixing PvE would attract more playlers to the game, it would drive off a lot of the PvP-is-God minded folks who don't ever want to PvE at all. The potential PvE population is much larger but they aren't here at the moment. I doubt they will return for any reason short of an expansion. A PvE expansion with leveling fixed up, no buffbots etc. Likely with a new server of course as well.

I don't see it happening. It would require too much of a commitment from EA, and they don't like spending money

 

-----signature-----
Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme
Divination  1 star
Posts: 91
Registered: 2002-5-23 14:31:58
As Windwalkr mentioned, the fact that leveling is easier than ever and buff bots are not really needed anymore is reason enough for new people to try DAOC if it were free and what everyone forgets is that these games can be addicting. No one talked about that. The gaming companies are counting on you becoming entranced by the game and desire to play and develop your character once you begin. Therefore the optional things that you get charged for would have to rely on the things you gravitate towards.

Examples:
1) Role playing optional clothing and enhanced armor textures with the same stats as other gear, but would just look different.
2) Special visual effects or sounds that can be added to your weapon attack but no advantage statistically.
3) Optional home designs and objects.
4) An option to have access to a range of buffs in any PvE zone. This would include access to any player buff from a vendor in all PvE zones that have no time duration. The RvR buffs would remain free, but you could get access to a better bot similar to the PvE Zone idea.
5) The names of buildings and guilds in Camelot could be named after the top players of the week in RvR if you pay the optional cost to be entered into the weekly rankings.
6) The top characters RP-wise would have their character's likeness be the trainer in different locations instead of the typical NPCs if you pay to number 5 above. There might be 10 trainers for each class and the top ten paying for each class would have a copy of their character be the trainer.

As to the licensing fees: EA management has failed to organize their games into a structure that allows people to purchase or try games on one service. This is a major failure IMO. They have awesome games, but they do not put them all in one place online. How about a log on screen where you see icons to select online games, console and PC games, and lets say you click PC games, you would then get a menu for sports games, racing games, etc, and then the ability to try the game. How about a network like Yahoo where you can play card games and other games for free? How about an all inclusive fee per month that gives you access to all games? How about one that allows you to play all of the online games for $29.99 a month or so?

Edit: The thing missing IMO, although they might have added it lately after the patch, is a visual look at all of the goals of your particular character on one screen. For example you would have a line that shows level and it goes from one to 50 and as you gain level, it colors the line in. The same for ML 10 and CL 10. All of the quests to acquire items you need and finish your character would also be shown so that you can gradually work your way up the quest ladder.

 

-----signature-----
Shadora, Perc - RR11 inf
If it's in the game, we will shut 'er down... EA
Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
Divination posted:

EA management has failed to organize their games into a structure that allows people to purchase or try games on one service. This is a major failure IMO. They have awesome games, but they do not put them all in one place online. How about a log on screen where you see icons to select online games, console and PC games, and lets say you click PC games, you would then get a menu for sports games, racing games, etc, and then the ability to try the game.

That is a good idea.


Divination posted:

As to the licensing fees: . . . . How about one that allows you to play all of the online games for $29.99 a month or so?



My comments about licensing fees may need further explanation. I was not meaning the fee a player pays. I mean the fee that EA must pay Game Stop for the license to market WAR (it could be $3 to $5 per listed subscriber per month that EA pays to Game Stop so that EA can market a game that uses Game Stops IP). Or the fee EA must pay John Madden. Or the fee EA pays the NHL. Or the fee EA pays JK Rowling to market the Harry Potter series. Or the fee . . . .etc. . .


Any time a game is based on the IP that belongs to someone other than EA, you can bet that EA must pay a fee every time that IP is used by EA. That is the type of licensing fee that I had previously discussed.


Using WAR as the example, if EA is paying just $3 per registered account per month and suddenly 2 million new accounts are listed as having access to WAR (even if those accounts do not use WAR but are listed as having access via a bundle) then sudden EA would be required to fork over a huge extra amount each month to GameStop as a WAR licensing fee.


(just as an example) Now let say there are 14 other subscription games along with WAR as part of a bundle. 15 licenses requiring $3+++ a month each to be paid as a license fee to the IP owner (15 x $3 each = $45) and suddenly EA is pulling in $29.99 per month in sub fees for the bundle but needs to pay out $45+++ per month per account as licensing fees (Pulling in $29.99 and having an expense of $45 to make the $29.99 . . . that is a black hole).


Licensing fees can also harm F2P models. If a game company only makes about 32 cents per F2P user per year but must pay out $3 per month per registered user as a license fee to the IP owner, things quickly turn into a black hole when trying to take games like WAR and turn them F2P.

 

-----signature-----
The art of war is simple enough. Find out where your enemy is.
Get at him as soon as you can. Strike him as hard as you can,
and keep moving. - Ulysses S. Grant
Only the dead have seen the end of war - Plato
Insolent_Ant
Posts: 36
Registered: 2002-7-8 17:24:45
Pointing to LotRO as a model for successful F2P is like pointing to WoW as model for successful P2P. And guess what, they are both largely PvE games. Not only that, LotRO invested heavily in a well thought out and polished plan for their F2P model. They didn't just one day decide to make the game free and slap a few purchasable items in the store. I'd also point out that the suggestions for things free players could purchase in the store are far, far too effective. You need to sell stuff like 10% xp/rp bonus for 2 hours, not things like 10 free levels or realm ranks.

Besides, DAoC's problem isn't the subscription model. It's a) an old game, with an old UI b) a PvP game c) a game with a "pay to win" via buffbot stigma.

 

-----signature-----
I'll miss you Eka.
Efaiim, 70 tauren shaman, Kilrogg (PvE)
Sevoac, 70 tauren druid, Kilrogg (PvE)
70 mage (PvE), 69 paladin (PvP), 60 warrior (PvP)
kancle  1 star
Posts: 86
Registered: 2011-8-2 03:54:57
Biggest reason this game will not go F2P in the next year or 2:


There NO gear grind.

Level has been capped at 50 (this also ties to no gear grind)


For a F2P game you need a gear grind for those small customer purchases and an economy that isn't borked with excess money. You need something to actually sell that won't upset the player base. If they tried to sell rp's the existing customer base would leave in droves. If they tried to sell plat they would quickly be undercut by other plat farmers or they would need plat to become far tougher to get for everyone to take down the saturation on the market.


I'm not saying it will never happen, but it's very unlikely since it's current format is in fact make EA/Bioware/Mythic money. And when I say making money I do mean PROFIT (the exact numbers of profit I do not know). If this game went F2P it would require more money being spent on the game to bring in a much much larger player base. This requires advertising (which we have seen mythic/bioware never has wanted to do) which EA does have the money to do but so far we have seen nothing from.


This game has MADE money for 10 years now. Why break it with the POSSIBILITY to make very little to nothing and closing the game down.


I know in EA's eyes 3.5m (wether thats profit or just money brought in total) is like a snowflake in a blizzard, but even with the best possible outcome I don't see DAOC topping that in a F2P market with so many games around.


I think there are some ways that they could make some money with some micro charged items/fluff etc which honestly they probably should do, but nothing game breaking or it would anger the current player base.


Sorry about all the run on sentences...

 

-----signature-----
Joc 10Lx Sb (retired)
Justdont 7Lx Shaman (retired)
Barwhoore 8L1 VW (retired)
jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
Insolent_Ant posted:

Pointing to LotRO as a model for successful F2P is like pointing to WoW as model for successful P2P. And guess what, they are both largely PvE games. Not only that, LotRO invested heavily in a well thought out and polished plan for their F2P model. They didn't just one day decide to make the game free and slap a few purchasable items in the store. I'd also point out that the suggestions for things free players could purchase in the store are far, far too effective. You need to sell stuff like 10% xp/rp bonus for 2 hours, not things like 10 free levels or realm ranks.

Besides, DAoC's problem isn't the subscription model. It's a) an old game, with an old UI b) a PvP game c) a game with a "pay to win" via buffbot stigma.



This.

PvE gamers have always outnumbered PvP gamers, period. In every game that is massively successful you will find PvE content and lots of it. F2P will not generate money unless people buy things from the company store, but if you are in a PvP centric game environment if your enemies keep winning because they bought the best stuff you are forced to either buy it yourself, or go play something else. I think with an old game like this - no matter how good it may still be - people will leave rather than spend.
The buffbot requirement is the nail in the coffin to my thinking. The whole game has been balanced on the assumption you will have good buffs from a buffbot and thus you must have one, paying for a 2nd account. This has already driven off a ton of players, only removing the need for a bot will fix the problem.

 

-----signature-----
Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme
Meddyck24  1 star
Posts: 223
Registered: 2010-11-5 10:58:36
Here's my thoughts on how F2P DAOC might work:

- there would still be the current subscription option with all of its benefits
- you could alternatively not pay a monthly subscription. You would then have certain limitations on your account like only so many hours played or rps earned per week/month, a limit on the number of characters created, a reduced plat cap on your consignment merchant, etc. You could then pay in the cash shop to remove the individual limitations you didn't like.
- there would be additional items/services in the cash shop available to everybody such as character renaming and changing race or sex, /level 20, new cosmetic items, fully capped buffs from buff NPCs, etc.
- add the long promised Origins server as a modestly priced (< $20) paid expansion

 

-----signature-----
GW 2: Next!
DAOC [retired]: Meddyck R11 Cleric / Meddyck R11 Druid / Alysson R11 Minstrel / Alyssen R9 Eldritch
Other cancelled MMOs: WAR, SWTOR
DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
so how is this going to benefit bioware/mythic? A large percent of the current subscriber base who plays only very casually is going to take advantage by unsubscribing, and then only doing a little bit of DAOC but not much, or only paying half the subscription fee to get rid of certain limitations. And then a bunch of returning players are going to come and play, but not pay for the game, while a few of them might decide to reactivate. I don't see how this would bring people back to the game more than a 14 day re-enlistment bonus or whatever.

Also your model isn't actually a F2P model, because anyone who wants to enjoy the free game is still going to pay a regular subscription fee. It's actually just an extended trial type thing like WAR's unlimited free trial up to level 10. In other words F2P doesn't work if the best F2P model you can think of isn't even F2P.

As others and myself have said, F2P will not work on a game without a very involved and time consuming PvE endgame, and DAOC does not have that. That's why I suggested it may have been an option in the early stages of DAOC release when PvE was an extreme grind. Maybe they could have made D2 type revenue by selling millions of boxes off the shelf and expansions too, while letting everybody play for free. Look at where D2 is these days though, and not just these days but like 5-6 years ago, 100% full of hackers, cheaters, and gold sellers, and a new set of patch notes every 10 years or so.

 

-----signature-----

VaultNetwork.net is an independently operated community forum and is not affiliated with, endorsed by, or technically based on IGN, GameSpy, FilePlanet, GameStats, or the former IGN/GameSpy Vault Network.
References to VaultNetwork.net mean this site/domain. VNBoards-style presentation is a visual homage only. By using this site, you agree to the forum rules.