Raolan wrote:
They really botched this. F2P is meant to get people off of subscriptions, not bring people back and **** them off in hopes that they subscribe.
SOE's model isn't free to play. They're using that moniker as a marketing term to smokescreen their real model ('faux freemium').
Raolan wrote:
I don't think you understand the purpose of the F2P model. The F2P model is not meant to bring people back in a hope that they'll resubscribe, it's meant to get people off of the subscription model since F2P caters better to the player and brings in more money for the company.
It has absolutely nothing to do with catering to the player. That just happens to be a coincidental benefit that they can market under. Look, a true free to play model does not have a subscription option. AT ALL. Look into where this model originated and see how it compares to the models floating around. Turbine's model is the purest fusion of the two models (subscription and free to play) but subscribers produce revenue outside of subscriptions fees also. Subscriptions are just steady income (think: salary), microtransactions are more often larger but not as predictable (think: commission checks or tips). Turbine's model isn't designed to get people off subscriptions, it's designed to give them a choice. But either way, they're (more likely than not) going to be giving Turbine more than a mere $15 a month. It may not be on the first day of play, but they will fork over more than a vanilla subscriber.
Raolan wrote:
Which is what makes this a failure. You can't take a model designed for one thing and make it do the exact opposite. Subscription based models require a commitment and restrict the income potential of the individual customer. The F2P model does not require a commitment and generates significantly more revenue per customer on average. The purpose of implementing a F2P model into a game that already has a subscription is to get people off of the subscription.
I disagree. What makes this a failure is SOE is willfully duping people who don't know any better with this transparent enticement to subscribe. Make no mistake, this model was not designed to bring you (or me) back to the game. It was not. Is that not obvious by now? This model was designed to remove the barrier to entry (no upfront cost, every expansion except the most recent one, few restrictions a new player will actually notice (no frame of reference, remember), etc) and attract EQ neophytes. You know, the people who are bored with WoW but have never played anything BUT WoW (or maybe they ventured into Telara for a cup of coffee). They only want you if you're willing to give them $15 a month. If their intent was to bring you (and/or me) back in addition to new players, they would've copied Turbine's model,
just like City of Heroes did. Notice how CoH rolled out a 'VIP'/subscriber only server when they went free to play? Why is that?
Again, this wasn't an accident and nobody 'got it wrong'. SOE did EQ's model this way on purpose. As I said in another thread, if you look at the other games and their models, you'll see those games (Turbine's, CoH, Champions and Star Trek Online, Fallen Earth (GamersFirst games in general, actually), etc) are designed to produce as much revenue as possible. They have a wide variety of items in their cash shops, they have subscription options but lots of cash shop exclusives. An example is autoleveling invention enhancements in City of Heroes. I'm a subscriber and I still see the value in paying some points for a set of enhancements that automatically upgrade themselves as the character levels. Can't get those in the game (regular IOs don't expire or lose effectiveness but their values are fixed at the level of the enhancement). EQ's system is designed to drive people to subscribe. It's basically a long term trial. Let's be real, can you really
thrive post-70 with no augs, rk1 spells/discs, and a maximum of 1000 AA? Survive, sure, that's easy. But EQ still being a very social game, and until additional unlocks are introduced (if they ever are), you're going to drag down any group or raid you're in due to being underdeveloped. Later expansions' content was designed around characters having certain abilities, certain AA abilities, not to mention gear (remember the Underfoot hubbub about how "hard" it was at release?). It's essentially a trial until the 70s (when spells/discs gain ranks and augs really start to come into play heavily).
Don't fall for the okey-doke. If you don't want to (or can't) subscribe or reroll, EQ probably isn't for you right now. They're not going to roll out unlockers until they have a full picture of what's really going on. That should be a month or two (spike in numbers post-change with a steep dropoff of active players post-anniversary), then they'll port EQ2's unlocks to EQ most likely (I don't think they'd do anything different/unique for the ol' girl).
alwayslost, right now you're not wasting a dime. The only way the characters in your sig would be playable is if you paid $15 a month. That may change but then again, it may not.