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When did it become OK to charge $30 - $50 for a month of premium in F2P?
The Pub at MMORPG.COM « General Discussion 12/31/12 2:21:16 PM
If you really want to see what true gouging looks like, take a gander at the genre of MMORTS.
I assure you, you'll never see people spend more money on a game than that. I remember playing one years ago. Clash of the Kingdoms, and there were people dropping thousands of dollars at a time for CHANCES at premium generals, premium mounts, weapons, etc, and then spending even MORE money on things like exp bonuses, build rate bonuses, build space, etc.
Seriously, if you want to see how much WORSE it can be, take a leap over to www.koramgame.com and try it out (it's "free" to play, in the sense that if you want ANYTHING good, you'll be spending money, period) |
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How can Final Fantasy 14 not be on this list?
Name me any other game that was so mediocre that the game company had to buy-back it's own product to prevent people from using it. Then they had a formal written apology to their fans, fired the entire dev team, re-hired a new development team, and had to essentially re-make their game for the last 2 years (after the initial 4 years of development) to make it a (hopefully) on-par title (not even an exceptional game).
There's really not a game that comes to mind that failed that badly. The only reason it's even still possible is because SE refuses to let their flagship title fail.
Other than that, I'd have to say Vanguard, or Age of Conan. They were absolutely abysmal. |
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[Column] General: How to Tell You're Addicted to Games
News & Features Discussion « General Discussion 11/10/12 5:15:56 PM
I liked this editorial a lot. I think in today's day and age, people are far more prone to video game addiction. With growing economic disparities affecting people on a global scale, one of the few mediums of entertainment that hasn't really fluctuated in price too dramatically has been the video game industry. A good night out can cost you hundreds of dollars. For a lot of folks, especially the younger demographics (who typically can only work minimum wage-jobs), spending hundreds of dollars going out can be daunting. However, for $59.99, possibly less given the free-to-play popularity surge in the past few years, you have access to a game/games that have near-endless replay value. Couple that with a serious digitalization of social interaction (Facebook, Twitter, Skype, etc), some people essentially PREFER interacting with people via the comfort of their own homes and via headset to socializing. When you take all that into mind, I think it's a lot easier to get really passionately involved in games, especially those as time-consuming as MMORPG's. While I would say I'm far from an addict, I definitely do use video games as a social medium. I met several friends via games over the years, many of whom I've ultimately met up with in real life! Most of us have grown out of certain genres and play styles, and we've kept in touch. But there have been a handful who ultimately just got enveloped by games/a certain game. A regular person who used to play Diablo 3 with me many years ago got so obsessed with trading and gold-selling and MFing that he'd be playing legitimately 14 hours a day. He failed out of school,quit his job, and essentially doesn't even eat sometimes. It's sad because you can't communicate to these people that "it's just a game dude..." I suspect there will be studies on this more in the coming years as well, especially given the rising popularity of competitive gaming (such as the LoL tourneys, DotA2 tourneys, etc) |
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The largest closed-gate that is keeping people from playing XIV...
General Discussion « Final Fantasy XIV: A Realm Reborn 10/27/12 2:28:46 PM
I personally think the biggest thing holding this game back is that people WANTED Final Fantasy 11: Part 2. They wanted a game with similar classes, but an upgrade to combat, server-responsiveness (ala no 56k cap), graphical upgrades, new storylines, etc etc. What they GOT was a corner-cutting, half-assed, nobody-asked-for-these-"upgrades" bastardization of their beloved franchise. It's a problem you see more and more and more these days. Companies take a perfectly good game, and try to re-invent the wheel. What seems to always happen is that they make "changes" that the original fanbase hates, in turn, alienating those players. But then the new features don't appeal to new players either, because they attribute a certain playstyle with that game genre. I think it's a problem you can see more and more with AAA titles. FFXI -> FFXIV Diablo 2 -> Diablo 3 Planetside -> Planetside 2 Dragon Age -> Dragon Age 2 When you mix these horrid changes (like the leve system; the single worst idea in MMO history) with terrible coding/a bad development team, the hands-down worst release in the history of MMORPG's, and then have to publicly apologize for just how bad your game is.... well, that'll keep a LOT of folks from even going near your game, no matter how many times you re-vamp it. |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/20/12 6:03:32 PM
Originally posted by jcdenton2k I'm certain you didn't read the article, just judging by your first paragraph. If you did, you managed to misunderstand the article, and include personal trolling, rather than real replies. Zzzzzzzz. |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/14/12 8:21:24 AM
There are some really good, well-thought-out posts here. However, I'd just like to say, to the particularly angry, aggressive, hostile posters in the thread. This is an editorial. It's my perception of things. I realize that we're obviously blessed to have so many video game historians, as evident by this thread, however, this is not a scientific feature. I'm not here to do an in-depth, empirically-sound article. If that's what you're looking for, you're going to drive yourself into a frenzy. Opinion piece, people! I just wanted to chime in because I could actually feel some people's blood pressure elevating in this thread! |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/13/12 3:20:48 PM
Originally posted by kaiser3282 To be fair, Blizzard is a part of Activision now. Activision is run by one of the biggest tyrants in the industry. Google "Robert Kotick". Read up on him. Or read here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=128252 |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/13/12 2:52:59 PM
Originally posted by Yavin_Prime In my opinion, greed and free-to-play go hand-in-hand. As others said, there's no such thing as "free", no matter how well it's designed. F2P "evolved" in my mind because developers said to themselves "Why get $12.95 a month from 200,000 people when we could snatch up anywhere from $5-100 a month from MILLIONS of players?" |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/13/12 11:18:17 AM
Originally posted by Gruug This is a really good example, in my mind, of my thoughts on this subject. Let's compare gaming to fire. In my opinion, F2P games burn like wildfires; they have no real direction, eat up as much area as possible in a short time, and blanket whole areas. There's no real direction or focus, it picks up with the wind, carries it in different directions towards different people, and after awhile, it becomes contained. P2P games burn like controlled fires; they can start off small, and their direction and size can be dictated and directly influenced via interaction. It's easier to limit damages and direction of the fire, and similar to a bonfire, you can pick who is involved (to a degree) and how many people get to see it. Like Gruug said, F2P caters to EVERYONE. As a result, it saps any sense of originality or unique aspects right out of a title, because anything I might like, someone else might NOT like. It butchers creativity and innovation, because if the companies take a risk that people don't like, their customers leave in droves for the next best thing. F2P reminds me, in a sense, of a blue-chip stock. Nothing new, stay-with-what-works, little gains here and there but nothing substantial. P2P can be catered towards very specific niches in the market. Eve Online is a great example; the community is essentially player-run, and has a very set and established group of players who have been around for YEARS! I'd dare to say it has one of the most established communities ever created in an MMORPG. It's tried multiple new things, but it stays true to it's loyal and dedicated fans, relying on the product to sell itself, moreso than a cash shop to fund it's development. These factors are reasons why I'm not a fan of F2P. I like feeling cared about and special in my games! Hahaha. I don't like being "Oh, well, there's another number....". When I'm paying for my game monthly, I know that I'm not only paying for it, but I'm funding the contiual development of a game I enjoy, a team that I feel is on the right track, and an atmosphere I want to be a part of. It's like a cover charge at a club, really. In a sense, just by slapping "P2P" on a title, you're weeding out a lot of players off the bat (the ones who won't pay to play, who can't for whatever reason, etc) Also, a key point I didn't touch on specifically has been mentioned by a few of you. It's the attitude of developers that does have a lot to do with this as well. For any of you who want a glimpse into what kind of person some of the gaming industry's largest CEO's are like, I recommend this read: http://www.teamliquid.net/forum/viewmessage.php?topic_id=128252 |
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[Editorial] General: How F2P Is Killing Gaming – Part Two
News & Features Discussion « General Discussion 10/13/12 10:57:36 AM
Originally posted by Dihoru I'm still reading through comments, but you seem to mis-read my post. Let me clarify for everyone in this thread: I DID mean to say Star Wars Galaxies. Let me explain this. SW:toR, to me, was nothing epic or revolutionary. I only ever played it a handful of times in beta and at friends' houses before I decided I hated the game. SWG, on the other hand, despite all it's flaws, was fun for me. The community was absolutely AMAZING, because it consisted of dedicated MMORPG players, and Star Wars Fanatics who, no matter how bad the game was, were determined to enjoy it. For anyone who ever hated on SWG, you never went to a lively cantina, you never stumbled across a campsite where you made friends out on foreign planets, you never got to be a part of the limitless planet exploration. For all the things that SWG did wrong (see: just about everything) the game did succeed in one aspect; it had a soul. People interacted, talked, role-played even. There was a community of players who, despite the boundaries of inferior programming, bug-testing, and optimizing, managed to make an atmosphere that was still tolerable. If you're one to disagree with the notion that SWG did do some things well, that's fine, as I stated that in the article. However, please don't read my article, and then bring in totally unrelated, irrelevant hatred of SW:toR. I'll continue posting as I read through this :) |
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[Editorial] PlanetSide 2: A Veteran's Comparison - Part One
News & Features Discussion « General Discussion 10/10/12 8:59:54 PM
I generally feel that bases could be 20% smaller, and it would be more feasible to navigate too.
Some of these bases arte just outrageously gigantic for a 5 minute capture-and-hold. You'll spend half of that time just walking between points. |
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[Editorial] PlanetSide 2: A Veteran's Comparison - Part One
News & Features Discussion « General Discussion 10/08/12 4:40:28 PM
One thing I didn't touch on yet was MAXes, and that's because I want to give them a bit more time to touch on them. Considering my favorite aspect of the original Planetside was that of "MAX Crashing", and my favorite unit was the Dual-Cycler MAX for the TR, I would say they're incredibly underwhelming thus far. However, there have been slews of patch changes, incorporating additional content. I'm going to wait and see if any adjustments are made in the next month, and depending on the action/inaction, I'll re-touch on that aspect of the game. I do apologize for not being more "new player friendly", however, I wanted to leave some basic research up to the readers :) |
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[Editorial] General: How Free-to-Play is Killing Gaming – Part One
News & Features Discussion « General Discussion 10/08/12 11:02:24 AM
Originally posted by Po_gg Well, I can only go off of what I've experienced and witnessed first-hand in relation to this. Unfortunately, this is a specific instance of age bearing down on my insight. To my credit, I did specifically say I wasn't sure when it started, but I PERSONALLY started to take notice of it with the peer-to-peer sharing programs, like Kazaa and Napster and such. |
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[Editorial] General: How Free-to-Play is Killing Gaming – Part One
News & Features Discussion « General Discussion 10/08/12 10:55:43 AM
Originally posted by itsneo In regards to the GW2 business model vs the Rift business model, I would argue strongly against your claims that it is ideal. When you are subscribing to a game, you are paying not only for the game, access to it, etc, you are also paying for customer service. Perhaps you haven't explored the G2 forums across the web as much, but you should. There are rampant claims of botting and hacking taking place, all because there is a minimalist approach to stopping it. Similar issues could be noted in games like Diablo 3, where hacking and botting had run rampant for months. While it's true that the GW2 and D3 teams are doing what they can to combat these problems, the lack of an in-game game moderator allows these to carry on until their CSR tickets are resolved. In the case of D3, botting is so profitable that people and botting groups went on record via youtube, claiming they owned 50-100 botting accounts which were effectively paying for themselves. This is not to say such exploits do not occur in P2P games; anyone who ever suffered through the travesty of Age of Conan can certainly tell you about exploits. Indeed, it is the failure of the P2P games that, in my opinion, has given rise largely to the F2P business model; you can't charge for a service you aren't providing. By comparison though, the F2P model has produced large-scale fronts of cheating, botting, hacking, etc. If you need any proof, simply search the forums for many of the top F2P games. There are exceptions to the rule, of course. You rarely hear about cheating in League of Legends, DotA2, or the MOBA genre (as it's monitored more tightly, IMO, and games in served in session rather than continuous)
As for games switching from P2P to F2P, they aren't trying to kill the gaming industry. It's a matter of basic economics. While the games aren't as popular as they were, they still have a decent sized playerbase. Rather than closing up shop and folding, those games can still generate revenue. But let's not be fooled; those games aren't bringing anything new to the table anymore either. They're on life-support, fighting to stay competitive and popular. Funding those games with the F2P model isn't going to evolve the industry, it stagnates it by letting titles that couldn't match up staying on the marketplace. Perhaps my biggest gripe with F2P is the community aspect. When you're paying for something, you're going to be more involved with it. Look at how many F2P MMORPG are out there. Did you make any lasting friendships in those games? Do you feel like you're involved with your server? No. And you won't. Because people can come and go freely with little-to-no regard for the other players in the game. P2P games like Final Fantasy 11 and Eve Online, in my opinion, were the finest community-driven MMORPGs ever made. You were paying to play the game, but more importantly, to be a part of the community it brought. And that's an element I have yet to see *ANY* F2P game even come close to recreating thus far. |
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[Editorial] General: How Free-to-Play is Killing Gaming – Part One
News & Features Discussion « General Discussion 10/08/12 10:36:01 AM
Originally posted by Lithuanian These are not only inaccurate, but unfounded assumptions to make. You're blatantly discounting the fact that is is part 1 of this series. To say I haven't played other games could be verified with the basic browsing of this site. I'd like to really request that if you're going to hate on the piece, by all means, pick it apart for what it IS, not what it ISN'T. |
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[Editorial] General: How Free-to-Play is Killing Gaming – Part One
News & Features Discussion « General Discussion 10/07/12 7:27:23 PM
Hello all!
I just had some time to read through all the comments, and I'd like to touch base on a few general points. 1) This is part one of a multi-part article. I'm attempting to start off with some background information, history, and personal experiences with F2P, DLC, "pay2win", etc etc. I noticed a few of you were particularly hostile, and seemingly even offended by this. However, please be patient and recognize that, for many gamers out there, they haven't had the years or the experience of gaming that you may have. Background and history is necessary in order to get to the present! 2) This article will continue to grow and evolve. Check back frequently. 3) The title was designed to be catchy... it seems to be working well :) 4) I'm really pleased with the level of discussion this article has brought about, and will be typing a more in-depth reply to certain posts tomorrow/the next few days (I'm still working on a different piece atm) 5) This is an editorial; it is opinion-based, though I am doing what I can to incorporate facts, history, and background to supplement my opinion. With that all said, please keep posting, and I'll be back to post in this article in the next few days :)
Derek C. |
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48 hours review: First impressions from a new beta player!
General Discussion « PlanetSide 2 9/25/12 9:02:04 PM
Originally posted by AdamTM This is still a problem, in my opinion, currently. In particular, it is a huuuuuuuuuuuuuuuuuge pain in the ass to try and see the NC in a lot of the bases, because the walls and banners and computers are blueish. I've run right past NC guys repeatedly because they are so non-descript in comparison to say, the TR, who stick out like sore thumbs. Perhaps some compromise could be reached, where close-quarters combat has a faint glow aorund them or something.
The radar really does need a smaller scope though. While I get what they were going for with being able to see what your team can see, I'd like a more "relevant" rader. I.e. I don't need the red triangles marking enemies 800m away. Put those enemies on the map, but leave them off the radar so that I can just focus on immediate/proximal threats, not distant ones that aren't even factors just yet. |
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48 hours review: First impressions from a new beta player!
General Discussion « PlanetSide 2 9/25/12 8:11:51 PM
As I understood it, the NDA was lifted recently...?
Correction: It was lifted 3 weeks ago.
Source: http://www.planetside2forum.com/threads/1041-PlanetSide-2-Beta-NDA-is-now-lifted |
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48 hours review: First impressions from a new beta player!
General Discussion « PlanetSide 2 9/25/12 8:04:01 PM
Hello there, I just recently got into the beta and I wanted to take a second to write out my review of this game after the first day. Review isn't really the right word... it's more of a "Here are the IMMEDIATE things that caught my eye. Day 1
Day 2
This won't be as bullet-pointed, but these are things I wanted to discuss more in-deph.
Firstly, I really can't stress enough how aggravating and stressful the map system is in this game. I legitimately *cannot* use the map to navigate inside of bases. I'm playing on max settings at 1920 by 1200, and even ALL the way zoomed in, I still can't make out what's what. I also hate that there isn't an auto-run button; why is that? As overly-large as the world is, is aan auto-run key out of the question? Also, the map needs to be scaled down a bit in scope, maybe by 35 percent. I understand that massive battles are the game's calling card... but that's exactly why players don't want to spend 3 minutes walking between fights, dying, respawning, and walking ANOTHER 3 minutes. This is actually my largest source of burnout in the game; the painstaking amount of walking around I do in this game without any actual action is mind-numbing. I'd also imagine this gets EXTREMELY tiring the more you play the game, as this is my second day and I'm already exhausted of all the walking. Next, I want to touch on how painful it is to identify enemies and friendlies. On the one hand, you have the colored triangles above people's heads. However, the range on this is entirely too far; why am I seeing vehicles through full mountain passes, or enemies over 500 meters away? This needs to be adjusted by class, giving them variable radar ranges. Secondly, the triangles are entirely too small, and in large fights, they're actually distracting and can lead to friendly-fire incidents. Enemies needs to appear as an entirely different color at close range. For example, give TR players DISTINCTIVE red outlines, give NC players DISTINCTIVE blue outlines, and give VS players DISTINCTIVE purple outlines. Using red and blue triangles, when there are red and blue teams... this is just a simple logistical error. Radars also need to have their range reduced to roughly 40 meters for infantry, and 80 meters for vehicles. The point of snipers is that they have that long range... I don't need to see a guy with a heavy machine gun spotting me from 400 away, solely because of a Red triangle above my head. To compound this point ever further, it's damn near impossible to use the radar effectively in indoor situations/base assaults, and it needs a total rework for close quarters combat. Following up on this, the terrain is downright infuriating quite frequently. I don't enjoy slowly and painfully scaling a hill, only to slide all the way down. I'm a firm believer that, if you don't want someone to go somewhere, then make it totally inaccessible. There's LOTS of paths leading up, yet I find myself hitching and getting stuck on these said paths far too frequently. There's also the matter of getting "stuck" frequently when doing jumps as infantry. I don't want to get started on the random insta-barrel-roll-suicide problem I have encountered while using the ATVs, which seem like gravity-defying, clunky pieces of garbage (no uphill capabilities whatsoever).. I find the terrain navigation mechanics for many of the land vehicles to be borderline game-breaking in their scope. A huge, HUGE conceptual flaw is the "timers" for base battles. I don't know who drew this up, but they clearly don't understand that PROLONGED, INCHES-GAINED FIGHTS are what make this game fun. Penalizing people for not capturing a big base fast enough is ludicrous, and a blasphemy to the Planetside franchise. Some of the absolute best battle in Planetside 1 took place for HOURS... HOURS! This is because you might capture a tower, but never come close to capturing the base for hours at a time. As a result, you'd have those EPIC 300 v 300 fights raging on. With the current system you can't have these battles. Why? Because if a team doesn't meet the "time limit" for capturing a base, all the progress they made in the last hour is immediately removed by automatically returning said-captured-points to the defending team. I would go as far as to say that players don't WANT this timer, because it essentially handicaps the potential for a large-scale, ongoing battle.. This is a game-breaking, conceptual and developmental flaw. Other points I want to make, but don't care to expan on a whole lot at this time: - the game needs a /stuck command; it happens entirely too much to not exist - MAXes need to be immunue to Snipers. Snipers already have a major advantage against infantry; they shouldn't even be denting a MAX's armor. - The knife seems beyond buggy. I don't use it anymore because of how oddly unresponsive it feels. - Cloakers should be able to knife while stealthed. No shooting is fine, but no knifing, really? - Instant action should have a timer similar to the way the HART used to have; this way, when people IA in, there are meaningful reinforcements on the offensive/defensive side, not just 1-2 scragglers looking for some easy experience points,
I'll post more tomorrow, but this is where I stand presently. |
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Diablo III Farmer makes 60 Million Gold an Hour and Tells All!
General Discussion « Diablo 3 6/09/12 7:08:54 PM
Originally posted by Grahor The problem is that I wanted to play my game legitimately, earn my gear by playing the game, and progress with my friends. Even if gear costs $0.01 a piece, guess what, that's $0.01 more cents than I should have to spend in the first place. I don't want to have to spend *any* more money to get gear, period; that's what my $60 was for in the first place. |
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