125181-why-not-just-lower-subscription-price

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I actually want to pay for the game. I actually have paid for the game. But I want to be able to pay for the game on my own terms. I want to know that the 10 dollars I spent on Cosmetic options or the 5 dollars I spent on In Game Currency because I haven't played in a while is directly benefiting my play experience in the now. I don't want to gamble 15 dollars that I'll be playing enough to warrant that purchase in the next 30 days. I'd sub again right now if I knew that the game would capture my attention like I thought it would when I was excited to be included in the Beta.

People have different values in regard to how they spend money. Is that so amazing?


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As a person who prefers pure subscription-based models to any of the hybrids that exist--including this one, which is sub/RMT2P--and doesn't particularly care for B2P/F2P either, the problem I see with your objection is that the quality of content simply does not relate to the business model in any meaningful way, for a reason that should be immediately obvious just from looking over the field of MMORPGs and the wide variety of funding strategies that they use: A MMORPG that doesn't have content worth spending the time to play isn't a MMORPG that has players for very long. Players will stick with a game in the absence of new content for a while, but most of them won't hang out forever. They have lots of other places they can go and try something new. So even B2P/F2P games release updates that contain new things to do and places to explore and instances to run through, updates to game systems, expanded varieties of content, and so on. They have to, because as the interval between new and enjoyable content updates increases, the number of players that bleed away to newer and shinier games also increases. As for your comments about how B2P/F2P games have updates that are poor, buggy, or fluffy content with hooks to the cash shop, I'll just note that this game isn't B2P/F2P and yet it has struggled with all of these same problems, including the hooks to the cash shop--which in this game take the form of uberpricey game enhancements that your cash can unlock quickly through the CREDD exchange or your playtime can unlock slooooooowly through grinding: 80 plat mount speed upgrades, black and white dyes, AP/AMP unlocks, runic elemental fluxes, and so on.


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Same happend to WS as well went from 6 active servers to 2 per region very quickly, they got merged and few months later we are now on 1 server. There you have it some went away because they felt like playing a beta that wasnt worth the monthly sub so they left and more left because servers became a ghost town. WS population wise isn't doing that well and i think the greatest reason is that many feel they aren't getting their money's worth. They expect something better from a p2p game but there are f2p/b2p out there that are better. For your last part, that one is going all over the place that it is just funny. Some say it does not commit players and other say it do so what is it? Beside that, wouldn't you agree that this kind of commitment is wrong for a game?

There is a differnce, because you don't leave something behind when you end your subscription with Netflix or HBO that is where the feeling of being chained come from. It's more like Adobe is doing now with their photoshop with their subsctiption. Can you imagine making great images but that you are going through a rough time and dont have money/time to commit to it anymore for the moment. Ending the subscription means you have loss access to all your images and content you have been creating all this time. The longer you keep using the program the more you "emotional" invest into it.


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People aren't buying them to gain an advantage, they're buying them for the convenience. The number of times you'd have to use an infinite gathering tool to break even on the cost is astounding. It's the same thing with the Copper-Fed Salvage-o-matic.


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