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Author Topic: Some Type of Free to Play? [Locked]
Araydon
Posts: 41
Registered:
I play Eve now. Totally different game, and there's no real point comparing them as it's apples and pomegranate. BUT! Eve does do a kind of f2p in that you can trade ingame currency for playtime tokens with other players.

EG Player 1 is a carebear and is rolling in currency. Player 2 can't be arsed with PvE content and just wants to PvP. Player 2 purchases gametime and sells it on his CM for plat. Player 1 purchases said gametime and applies it to his account, essentially playing for free. Player 2 spends a bit more real money to play but is able to bypass the boring PvE grind to do what they actually enjoy.

Players set the prices by way of supply and demand, and some of the wind is taken out of plat farmers' sails at the same time as there's now a legit way to get coin without grinding.

Not saying that that would definitely work for DAoC but it might help.

When I did play DAoC I quite enjoyed a bit of PvE. I would probably come back if I could sustain my account by doing some additional grinding.
Vyxar  2 stars
Title: Arbiter Elegantiarum
Posts: 329
Registered: 2002-3-13 04:54:08
I would love to see a f2p scheme laid out that made daoc better. But I don't see one. Keep in mind that f2p has to make more money than the current model. I just don't see the gear system in daoc and the whole pve experience as it stands on ywain right now as fitting a f2p scheme very well because it's not open ended at the top and pve is so imbalanced anymore it would take less than a month for people to be abusing the heck out of it. And the only people to whom the existing content would be valuable to would be brand new players. Getting them involved while not killing Ywain would be an extremely delicate proposition.

 

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daddyjordan22
Posts: 14
Registered:
Semi4 posted:

daddyjordan22 posted:

perhaps, but WoW and DAoC really can't be compared at this point.

Using WoW as an example of what players are willing to pay (for an inferior MMO concept) and using WoW as an example of the size of the market, that is different than making a direct comparison of WoW to DAoC...There was a time when DAoC was rolling in cash and could have implemented almost anything into the game. Just because they no longer have that cash coming in is no excuse for the neglect that happened. I realize that Mythic is no longer rolling in cash but, that the neglect even happened is evidence of Mythic’s lack of understanding and Mythic's inability to fix things.



that is subjective to whom you ask. many people like the concept of WoW, your just one of those who don't. obviously the market for MMO's are high, and there are a lot of MMO's to choose from. I don't see what neglect your speaking of, all MMO's suffer from "neglect" from a players perspective.


Semi4 posted:

daddyjordan22 posted:

...you'd certainly attract more people to try it, and the more people you have trying the game the better chance of some sticking with it.

Sorry but if players would stick to the game, the game would not be dieing and the game would not have needed clustering. Noob players that come to DAoC find a neglected game, a UI that needs work, a great Tutorial that ends by dumping the player into an old DAoC world that has a different quest system from the tutorial, a horrible Min/Max challenge, etc ....Noobs find bugs that are a decade old and should have been fixed 9 years ago. Noobs find virtually instant leveling which makes the PvE almost worthless when most MMO players are PvE centric and are looking for good PvE, etc...



i wouldn't disagree that daoc has flaws and has aged, every MMO still around as old as daoc has, even newer ones. it doesn't cater to the PvE mmo crowd either. but the game wasn't tailored to the PvE crowd, it was catered to RvR. it has decent PvE content, although it is heavily watered down now, but thats just part of daoc. what other games now tend to lack, daoc has; a great RvR system. thats the crowd that usually sticks with this game. even if the retention rate is bad as you say, you still want more people coming to try the game out and hopefully a few stick around. and putting a f2p model up, most people are more forgiving of flaws when they aren't paying to play the game. i know i am.
Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
newsguy99 posted:

my take on a F2P server would be the following..


1) Only allowed on Ywain x (where X is the least populated number in the cluster)

2) Allow all access to every content in the current game, except for the following.

1) No BOSS NPC access

2) No MLs or CLs

3) No RR higher than RR4

4) Only 1 realm with a 3 char. limit.

5) No access to Labby

6) No access to PoC

7) No access to Darkness Falls.

8) Access to the realms Main Classes only

9) NPC and Bot buffs do no work on any F2P


The player then can choose to purchase with real cash, from the Mythic store, Items they need/want.

Enter a code, inside the account center to activate that item..

Each item would not be repairable, and it would loose durability at an increased rate.

Kills would only count for HALF the points of a regular paying player.

Every hour or so, the player would be ported to their main city, with a pop-up stating something about FREE game access.


The player would have the ability at RR4 to buy a transfer off the F2P Ywain, and be a regular player at a 'real money' cost.

Which would have a subscription, that would need to be paid for as well.

Once the player moves, the player then becomes a full regular player, with everything OPENED and UNLOCKED.


Yes, this would be a lot of work for Mythic to do, but, I could see something like this working.


Could be interesting to see what would happen.

I like some of your ideas but overall that type of F2P model would probably not work for DAoC.


What DAoC would need is a F2P model that would allow noobs to come to the game for free but keep existing players paying so that the steady (small but steady) income continues without risk of the income vanishing or shrinking.


While some of the suggested F2P systems may actually work, they also give the possibility of a decrease of income and even a small decrease of income for DAoC could get DAoC canceled. Whatever F2P model is adopted, that model needs to almost guarantee that the existing income stream is not disrupted.


Mythic could eliminate the risk to income by offering two account options.


1. The normal account for the normal subscription cost.

2. A limited access F2P account only available to new accounts.


The Limited Access F2P account would have restrictions. These restrictions would need to balance 2 main things.


1. For the F2P accounts Mythic would need to ensure that any restrictions/limitations did not prevent the F2P characters from being able to level up and become fodder to feed the Frontier RvR machine (I.E. almost no limitation on gaining abilities and no gimping characters or F2P players would not even try to become fodder for the frontiers).

2. The F2P accounts would need enough limitations that many/most F2P accounts would eventually upgrade to a subscription.


Suggested F2P model:


1. The free account must be a new account, not a restarted old account and not an existing account.

2. No bot classes available for the free account.

3. No homes available for free accounts

4. No mounts available for free accounts. (Taxi still ok)

5. No level limit (that lets free accounts level up to feed the frontiers)

6. No recall stones for a free account.

7. No free levels for a free account.

8. 2-character limit for a free account.

9. Free accounts can purchase from the MEs/CMs but they cannot trade with other characters/players.

10. No crafting for a free account.

11. Low priority login for the free account (if servers start to get full, free accounts that are logged in get a warning that they may be auto logged out to make room for paying customers)


The above F2P model would have worked great prior to clustering and before Ywain, back when there were enough servers/clusters to deal with the influx of tens of thousands of new F2P accounts. Today with Ywain being the main and only server (a mostly full server) there could be a huge problem if a F2P system actually brought in large numbers of noobs to the game. Yes more servers is an option, but it is an option that brings many problems.


It always seems that Mythic is behind the curve, missing opportunities.


Mythic’s real opportunity to take advantage of some type of modified F2P structure is mostly passed. A F2P structure could still work but it would have been easer and much better to have implemented a F2P system back about the time Mythic began the first bit of clustering.


For any F2P system to work, DAoC would need to be untwisted. As I previously posted, the game has become twisted to cater to mostly one play style, a minority play style. To retain noobs and to entice noobs to switch to a subscription and pay, the game would need to become suitable for many play styles and not just a minority/niche. While most MMO players PvP/RvR, most MMO players are also PvE centric and DAoC long ago stupidly abandoned any thought of keeping the PvE game viable for the PvE centric player. Today the PvE in DAoC is something to breeze through in a few short hours/days and such rapidly pointless leveling is not appealing to the PvE centric player.

 

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daddyjordan22
Posts: 14
Registered:
i agree that experience gain over-all needs to be drastically lowered in daoc. to me it was much more rewarding than it is now. that in itself would go a long way in improving the PvE side of things to me.

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