AngharadMacsen posted:
Or perhaps they have a better picture of their finances than you do, and therefore know that doing these things won't actually increase their profit.
Note that a new server with a unique ruleset means more costs, both direct (servers aren't free, and neither is bandwidth) and indirect (you have to hire more guys to support that new server, even if you can handwave away the cost of developing the codebase that's needed. And new guys need office space, which costs money, computers, which cost money, etc, etc, etc).
If projected new revenue doesn't significantly exceed those ongoing costs, there's no new profit to be made.
EDIT: note, for reference, that it takes 300 or so new subscriptions just to pay salary for ONE new guy to maintain the new server. And it takes more than one new guy, and salaries aren't the only expense.
kxsleeper posted:
Its sumtimes hard to comprehend,that a business,that's in it to make money and has easy alternatives of makin that money,chooses to not to increase there profit and make there customer happy,but itz there choice...
Its sumtimes hard to comprehend,that a business,that's in it to make money and has easy alternatives of makin that money,chooses to not to increase there profit and make there customer happy,but itz there choice...
Or perhaps they have a better picture of their finances than you do, and therefore know that doing these things won't actually increase their profit.
Note that a new server with a unique ruleset means more costs, both direct (servers aren't free, and neither is bandwidth) and indirect (you have to hire more guys to support that new server, even if you can handwave away the cost of developing the codebase that's needed. And new guys need office space, which costs money, computers, which cost money, etc, etc, etc).
If projected new revenue doesn't significantly exceed those ongoing costs, there's no new profit to be made.
EDIT: note, for reference, that it takes 300 or so new subscriptions just to pay salary for ONE new guy to maintain the new server. And it takes more than one new guy, and salaries aren't the only expense.
In a perfect world it would be true that a business should have a better picture of their finances but this is Mythic we are talking about. Based on the last 10 years I am not sure Mythic has a clear picture of anything. DAoC has always seemed to be produced by a committee of independent developers that have a difficult time getting together and agreeing on almost anything. Even with MJ gone those at Mythic kept going down the same stupid path.
As for “won't actually increase their profitâ€, a reworked and updated DAoC 2 would cost $15 to $20 million to produce. 800k boxes sold would gross about $32 million, net about $12 million, and a completely digital distribution would push the net considerably higher. With only 200k subs the game would gross about $36 million in the first year and completely recoup the cost of development (even if the game were given away free and players just paid the sub, the game still breaks even by the end of the first year).
The hitch in the entire thing, a clueless Mythic would be doing the rebuilding and Mythic is still showing that they really do not have a clue how to keep their brilliant people from taking a great concept and running amok with it. For a reworked DAoC to have a chance Mythic would need new and decisive leadership by someone with a clear picture of what a typical MMO customer needs in a game.
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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
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


