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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Cash Shop Flaws
ArchivedUser
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In the interests of full disclosure. I have no issues with the cash shop as is, offering non functional cosmetics and or NPC time share.
After the recent threads on the cash shop voiced concerns. I came to the conclusion that the only reasonable way to operate the cash shop is;
This is all find and dandy except for two fundamental flaws that are intimately related:
Recommendations.
I envision this game as having a potentially eternal lifespan, as the game never reaches a conclusion with any end game content, but simply grows and decays with the back story diversifying. Much of the future story, will be the story of the players, with the back story ever more fleshed out. So it is absolutely critical that long term planning takes priority over short term profiteering. IMHO.
After the recent threads on the cash shop voiced concerns. I came to the conclusion that the only reasonable way to operate the cash shop is;
- Cash shop items remain permanently exclusive to cash shop funding (to ensure paid items never become free).
- In game items remain permanently exclusive to in game effort (to ensure items attained through effort remain so).
This is all find and dandy except for two fundamental flaws that are intimately related:
- Finite variety ~ The more items that are created, the more you fill in the blanks. At one point there is no blanks left to fill and any new items are almost identical to ones already offered.
- One time offers ~ If you make items that will never again be obtainable, you have removed even more items from the finite variety. This should not be confused with seasonal items that are always obtainable again in perpetuity, but only within a small window of opportunity. The one time cosmetic offer concept, is as unsustainable as permanent lifetime access offers for 3 years worth of payments.
Recommendations.
- Wide Design Scope ~ This ensures that the finite variety problem can be extended for as long as possible.
- Seasonal Offers are used in preference to one time offers.
- One time offers are removed altogether or extremely rare occurrences.
I envision this game as having a potentially eternal lifespan, as the game never reaches a conclusion with any end game content, but simply grows and decays with the back story diversifying. Much of the future story, will be the story of the players, with the back story ever more fleshed out. So it is absolutely critical that long term planning takes priority over short term profiteering. IMHO.
So.....do my fears have merit and need addressing now, or is such a problem so far off its irrelevant ?
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Comments
fine and dandy
Edit:
To add something actually substantial to the thread... There is no way pre-designing everything there will ever be is worth it to solve whatever issue you seem to think there is. Finite variety? Why do you even think that there is a finite variety?
Are you talking about the finite that is philosophic? But you know that is an astronomically large number tho? Like, might as well be infinite, because it is so large...
After the recent threads on the cash shop voiced concerns. I came to the conclusion that the only reasonable way to operate the cash shop is;
Because that's exactly how the system is set up
Everything else you said is an opinion which goes in contrast of the idea that they need the cosmetic shop to have healthy sales to augment the monthly sub because games take millions to make and maintain and they aren't charging a box fee.
The one thing I don't necessarily agree with is the idea of "finite". If this was true, how are we still, to this day, coming up with new songs, new forms of music, and new sounds? How have we not painted every painting, sculpted every sculpture, or written every book?
Thinking about it from a more direct MMORPG perspective, if I asked you to design for me "as many Elven styled Robes as you could" how many different cuts, colours, accents, materials, angles and accessories could you think up. Mind boggling isn't it?
The devs have a cash shop and they have different things to obtain in the game of varying difficulty. I don't see them "running out of creative real estate" to design upon.