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#1 Mar 23 2012 at 10:42 PM Rating: Good
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I just logged into EQ for the first time since I've been downgraded to a "Silver Account" ie. my current station pass expired. Half my inventory bag slots are gone with the items in "Parcel Delivery" - except that I have no room to put those items due to no shared bank account with my alts. Much of my armor is "yellowed out" due to having a "prestige item" in it. I didn't even open my merc slots, knowing my two mercs, one of which was a reward during some specific holiday, are either unusable or not there.

I knew this would be happening, but *seeing* my character basically gimped with half of what I've worked for since 1999 really ticked me off. I honestly would rather not have any access to EQ unless I paid like I did previously, knowing that all my items/characters would be just as I left them than to be able to log in but be in essence useless.

In further thinking on this change, trying to encourage new players to return to EQ is torking off some of us who have been with EQ since almost the beginning with this half-assed "tier" system. I know the responses will be: "You can still pay and have your items back." True, but to me, this "you can have part of your items and still play" just rubs me the wrong way.

Sony - I am bidding you adieu.
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#2 Mar 23 2012 at 11:41 PM Rating: Good
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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.

I planned on making this a part-time game so a F2P model works great for me. I have no problem unlocking a shared bank, mercs, upgraded spells, augs, etc. but I'm not even being given the option. Pay the subscription or stay gimped.

If they don't fix this they're going to alienate everyone they bring back.
#3 Mar 24 2012 at 7:15 AM Rating: Excellent
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I think we will see more unlockers, but not at the detriment of maintaining the subscriber base.

Some of the things people are asking for as unlockers would be unlikely (to me) unless the sub base really crashes out at some point.

F2P is ideal for up to level 70. There is a ton of the game a person can effectively do up till then. After that... the limitations are going to bite harder the further you level up.

Keep in mind that other games with solid sub bases only let you F2P up to level 20 or some other such nonsense. Considering I got to level 59 in that one game in 2 weeks of casual play...

My advice for a returning player that wants to come back F2P (with no intentions of resubbing) is to reroll totally fresh on Vox. You'll have tons of company of others doing the same thing and there is population playing 1-70.
#4 Mar 24 2012 at 7:56 AM Rating: Good
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Agree totally with all of the above posts on this issue. This is exactly what I was worried about with the launch of FTP all along...

As the vast majority of "new" accounts are returning players and unless their characters were below 70 with outdated or poor gear and/or overlevelled (very low on aas for their level).

They would find the FTP/Silver as totally inferior far less the 4/6 slot restrictions...its not too late to make corrective modifications to FTP/Silver, but I believe they will respond too slowly or not at all...

Resulting in this nice surge of returnees to subside within a matter of a few months..Smiley: disappointed
#5 Mar 24 2012 at 3:26 PM Rating: Decent
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snailish wrote:
I think we will see more unlockers, but not at the detriment of maintaining the subscriber base.

Some of the things people are asking for as unlockers would be unlikely (to me) unless the sub base really crashes out at some point.


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.

The problem is that SOE is trying to make the F2P model do something it isn't meant to do. Which is interesting since they've already seen the benefits of the F2P model with EQ2.
#6 Mar 24 2012 at 5:25 PM Rating: Decent
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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.


Its you not understanding the purpose. Everything about this F2P model is designed to lead you into a gold subscription, period.
#7 Mar 24 2012 at 7:53 PM Rating: Decent
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TouchinMyself wrote:
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.


Its you not understanding the purpose. Everything about this F2P model is designed to lead you into a gold subscription, period.


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.
#8 Mar 24 2012 at 11:20 PM Rating: Good
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Raolan wrote:
TouchinMyself wrote:
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.


Its you not understanding the purpose. Everything about this F2P model is designed to lead you into a gold subscription, period.


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 would say if you think its a failure you should probably log in and check out the booming populations. Its not even what i would call a good system but its far from a failure at this point. Just a shame to see the massive potential being squandered by SOE and their shortsightedness, but still its far from a failure.

The intention of switching a game from sub to a hybrid model is to retain subs AND get that cash shop cash as well as luring in new potential players/subs. Look at LOTRO, the most successful hybrid model MMO if im not mistaken. Still has a sub and still gives plenty of incentive to sub. The problem is turbine makes the F2P livable via the cash shop and SOE does not.

The way SOE is doing it is definitely screwy but the purpose of switching to a hybrid model is never to eliminate subs. Subs are great, guaranteed money. Im not sure where you get the idea that cash shop players spend more on average i would ask for proof on that before buying such a claim. I know i personally do but that hardly means im the average. You also should take into consideration that sub members can just as easily blow cash on the cash shop as well before making a claim like that.

Edited, Mar 25th 2012 1:22am by TouchinMyself
#9 Mar 25 2012 at 1:05 AM Rating: Decent
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The servers are busy, what's your point? They just opened up to F2P and everyone (myself included) is coming back to partake in the nostalgia. In a month or two we'll see whether or not the F2P model they're trying to implement is successful or not.

As far as an actual study between F2P and P2P, there aren't enough mainstream MMOs that have started as F2P to make a proper study, but pretty much every mainstream MMO that switched has praised the F2P model as having saved the game, or significantly boosted revenue. Believe what you want, I'm not digging through piles of blogs and interviews looking for quotes.

As far as the hybrid model, the main reason it exists is because the F2P model in mainstream MMOs is still fairly new and games with a current subscription base aren't going to force people off of a subscription because those people will likely leave. Every MMO that's switched has had a very vocal group swearing off the game or condemning it because of the switch, yet they remain successful. And in cases like LotRO they can't eliminate subs because of the founders packages they offered. Playable demos are designed to bring in subs (what WoW is doing), F2P micro transactions are meant to bring in people without forcing them to make a commitment.

And where are subs supposed to spend all of this money in the cash shop that would make a hybrid more lucrative than a normal F2P? They already have everything unlocked, that leaves consumables and cosmetic items, everything they would still buy if they were on the F2P.

Lets do some quick numbers.

$15 a month for everything, or

(Not logged in so I'm remembering what prices I can and adding in others at a reasonable price to fix the plethora of crap they missed)
$3 per race
$7.50 per class
$5 per character slot
$2 per extra bag slot per character
$10 for shared bank access per character
$5 for J mercs per character
$2.50 per spell rank per character
$5 per 100 AA cap raise per character
$2 for the use of augs per character
$5 for the use of prestige items per character
$2 to remove the plat cap per character
and so on
and so on
and so on
...


Go look at DDO and LotRO. You could easily drop $100+ to unlock everything a subscription offers for $15.
#10 Mar 25 2012 at 12:02 PM Rating: Good
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Subscription is monthly, are the f2p prices one time?
I have four accounts, I generally only play one toon per account...am i wasting $15/month X4?
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#11 Mar 25 2012 at 12:34 PM Rating: Excellent
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My advice for a returning player that wants to come back F2P (with no intentions of resubbing) is to reroll totally fresh on Vox. You'll have tons of company of others doing the same thing and there is population playing 1-70.


I agree with this, I didn't quit because the $15 a month (not even 4 gal of gas), but because the population disappeared. What fun is a MMORPG without the MM? Now that I re-rolled on vox, I'm having a blast just running around with people, some of whom are even new! If this new population sticks I'll pony up the $15 without even a second thought to the money. I don't see f2p as a viable gaming strategy, it's a hook to refresh a dwindling population.
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#12 Mar 25 2012 at 6:55 PM Rating: Good
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The only problem with promoting "F2P" is Sony, as most companies trying to sell something, doesn't mention sufficiently that what you get "for free" is a reduced version of the pay-to-play game. Experiences gamers know, or at least suspect this, but noobs and returnees from long ago might sincerely believe they're being pitched the full version of the game for free. So disappointment ensues. The only way for Sony to make all those people happy would be to make the full version free and to cover costs with some combo of in-game advertising (which we'd all hate and which wouldn't generate nearly enough money to cover the bills) or sell lots of attractive stuff (MUCH better than what's offered in the Marketplace now) for real money, like raid-level gear, batches of AA's, maybe even special spells and abilities. Ultimately, this might generate a fair amount of money but probably not enough and it would definitely **** off those who can't afford or don't want to spend extra bucks for premium "stuff."

So Sony planners find themselves stuck between a rock and a hard place, to some extent.

IMO, the F2P idea was a great one because it has brought new people into the game, as well as enticing players who left long ago to come back. Some might be disappointed in getting access only to a crippled version of the game but even that version is still something fun to play. Full access is available for a reasonable fee.

I think the people who are griping the most are those who somewhat naively expected to get the "whole" game for nada. Cmon, folks, that wasn't ever going to happen and you knew that.
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#13 Mar 25 2012 at 10:13 PM Rating: Excellent
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.
#14 Mar 26 2012 at 7:01 AM Rating: Decent
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Far premature to say F2P has failed. That's defeatist poppycock! Especially where Sony has shown itself to be surprisingly creative and resilient in recent years as it works harder than anyone expected to keep EQ afloat. Also, surprisingly responsive. I was floored that they reversed themselves on the decision to shut down the Mac server, evidently entirely due to player response. That's a new game plan right there for Sony and let's hope they keep listening to their customers. It's always a good thing, as long as they listen to ALL customers and not just the gainsayers and negativists.
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#15 Mar 26 2012 at 7:38 AM Rating: Good
Sippin wrote:
Far premature to say F2P has failed.


Actually, if you need to make a judgement right now,t hen F2P has been a resounding success. Tons of people returned to the game, new subscriptions and market place items are going like hot cakes. There can be no other conclusion, if you must make one after 10 days, than that.

Obviously, though, it's far too premature to say it succeeded as well.

Back to the original question in the OP. There were some issues with the prestige not working correctly. If you had a power source, then it was causing things to be prestige even if they shouldn't have been. The defiant augments were accidentally flagged as prestige as well. That was all patched out on Friday, so hopefully it fixed some of your issues.

I did feedback to the devs that the prestige was too restrictive and that a more liberal policy should be considered (including letting augments up to TSS or there abouts be open to everyone and either popping augments off or giving everyone a bunch of augment removers to remove everything. We'll probably see more in the next patch, though I don't have an ETA.) Other CRT members were supportive of doing something with the augs to let more be used.
#16 Mar 26 2012 at 11:16 AM Rating: Good
Sippin wrote:
Far premature to say F2P has failed. That's defeatist poppycock! Especially where Sony has shown itself to be surprisingly creative and resilient in recent years as it works harder than anyone expected to keep EQ afloat. Also, surprisingly responsive. I was floored that they reversed themselves on the decision to shut down the Mac server, evidently entirely due to player response. That's a new game plan right there for Sony and let's hope they keep listening to their customers. It's always a good thing, as long as they listen to ALL customers and not just the gainsayers and negativists.


It's not defeatism and its not negativism, it's reality. Look, I was there before and after all of the major North American F2P conversions from DDO to Star Trek Online and everything in between. There's ALWAYS an initial spike in population. That, from what I'm told, isn't what the conversion is trying to accomplish. We won't see what the real results are until several months hence. But there's a lot that SOE has to do in that time and most of it is totally unnecessary. I mean, it's not like they didn't have the data from EQ2 to refer to. But the feedback they're getting now is a direct result of them ignoring EQ2's data.

Personally, I'd like to see EQ blow up with more people playing. Hell, I'm up to 4 gold accounts now and I didn't intend to go gold on ANY of my accounts. Pretty much every game released since 2000 has EQ to thank for its very existence. But SOE in always trying to cut through the bramble patch instead of walking down the path, often screws up and the game suffers as a result. I'll guarantee you this, they will gain more revenue for EQ by toeing the line than by carving out their own path. And let's face it, when it comes to older 'legacy' games, continued revenue is what keeps the game(s) running and being developed. Imagine what kind of feedback (and revenue) they would've gotten if they'd had all those unlockers available at release. People dropping $20-50 just to be able to play their existing characters at full strength. That's my primary complaint. They're wasting the momentum they could have with people not just returning but paying LARGE even if they don't play a whole lot. That is the point of true freemium systems. Unlimited trials (which is what this is) are great for getting people in the door but their retention and conversion rates leave much to be desired. This isn't hearsay. People talked about this incessantly at the last GDC a few weeks ago.
#17 Mar 26 2012 at 7:51 PM Rating: Decent
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Since they fixed the newbie augs (newbie as in pre 70) so I am content right now. The only thing I am REALLY missing right now is a shared bank. If its like EQ2 later on they probably will implement more pay to unlock options. I would personally love to see them unlock 1 shared bank for example. They should also consider adding a unlock feature to give you more money per level.
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