Glorious Alpha Two Testers!
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.
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.
Comments
I appreciate the hypothetical, and maybe your concept could work on another game in another time. I would be intrigued to see what kind of world your model created. My hunch is it will fill the game with 'tiers' of players, and will only invite exploits. For Ashes however, I don't think your model is attractive to anyone here.
With the example of Rift, I just wanted to mention, that the subscription type games still can have enough player to maintain it. Additionally there were many polls in the forums and big majority wants subscprion.
Personally me, I can live with sub only, but I also can live with F2P, if it is not P2W.
https://www.youtube.com/watch?v=QRlTVvb-PmI
This is also why they tend to have shockingly bad community relations because why bother, player satisfaction is overruled by greed.
Times have indeed changed to this model however its been enough time that enough people have been burnt for I.S to lead a new change back to a sub based model.
I also belive that from what I have seen sofar so early in the development of AOC that its style of keeping content alive is what will see it keep and grow its playerbase.
The best model for mmo's is sub based, it's not even a question. We want the game to succeed. The company needs to make money for it to succeed, and nobody wants p2w at all.
Sub based mmo's don't fail because they have subs. They usually fail because people lose interest. This can be caused by many things but mostly repetition and lack of content. If people are willing to pay a sub to play a game initially, then that can't be why the game goes f2p/p2w farther down the road.
Nothing good comes from making a mmo F2P no matter how you want to spin it. Allowing entitled kids to play for free doesn't help the game or company. And because mmo's have long lifespans, a B2P version with no sub should cost $400+, unless we want some version of p2w, which we don't.
In all honesty from what I've been reading your understanding of what is and isn't p2w is incomplete so please go and do some research on the matter.
Furthermore this games focus isnt as a town builder mmo. The whole node/town thing is only a part of the whole. Yes they are important but its not everyone gets their own town.
They are a result of playing the rest of what the game has to offer.
The current system encourages players to get out into the world to experience all it has to offer and in turn this levels up the relevent nodes to unlock more that the world has to offer in a symbiotic balance.
As for free accounts in general it would be far easyer for anyone to abuse making multiple free accounts to spam your currency system.
Be kinda pointless for gold spammers when they have to pay $15 a month for each backup account only to get each banned within days of going "active".
Fixed my signature
Downside is the eternal battle against bots that ruins that visiting experience.
Most of the other game I've played have had horrible business models.
Thankfully I know not to worry about your ideas, as IS team is smart enough to stay away from abominations like yours.
If they were to change their model they would come up with something properly reasoned.
The kickstarter is not what is funding the main development for Ashes, it was only to cover extra content not originally planned as part of the base game.
Steven the founder of Intrepid Studios himself put around $30 million of his own personal money towards making the game.