pysgod1978b14_ESO wrote: »I have no issues with vanity items. Now if they started offering weapons and armor for money then I'd have issues. Once a game starts selling equipment for money there is no longer a real need for crafting or questing. It becomes a game of buy PvP equipment and sit around on your duff ala ow though apparently some sort of half hearted effort is required.
The slippery slope is a VERY real concern. Even the horse they already have the bonuses of the Imperial Edition could be the first steps down that slope.Satis1994b14a_ESO wrote: »pysgod1978b14_ESO wrote: »I have no issues with vanity items. Now if they started offering weapons and armor for money then I'd have issues. Once a game starts selling equipment for money there is no longer a real need for crafting or questing. It becomes a game of buy PvP equipment and sit around on your duff ala ow though apparently some sort of half hearted effort is required.
But don't you think that just by implementing the in-game store you already have the tools to offer game changing goods in the game? My worry is that during a holiday or a special event, there will be an option of buying a "tiny small item bag" which has a chance to drop this cool ring that doesn't affect the game play drastically, but it does affect it, even if it's even a small amount. And that's where I think it will become progressively worse.
Satis1994b14a_ESO wrote: »There's obvious games out there that sustain themselves from either the monthly subscription or the in-game store and they're making a fair share of cash. What makes this scenario different? It makes me feel as if the developers don't think they can break even with just the subscription; therefore, there's the decision to implement the in-game store along with monthly subscription.
With that in mind, it leads me to ask a more important question:
Do the developers think that their game is not good enough to earn millions of dollars just based off monthly subscriptions?
Give me thoughts on this.
Well if you were developing a game and wanted to decide a business model what would you do? Look at what's been most successful in the past. Two most successful methods? Monthly sub and extensive vanity store items at a very moderate price.
I support Zenimax in this decision.
I am unclear what your purpose for posting this question which has been asked countless times before in countless forums. The developers who put many millions of dollars into this project decided that they wanted to structure the game in that fashion. That is their right. So if you don't like that decision you can either chose to live with it or chose not to play the game. That is your right. What other kind of "answer" to your question do you think there is?
The slippery slope is a VERY real concern. Even the horse they already have the bonuses of the Imperial Edition could be the first steps down that slope.Satis1994b14a_ESO wrote: »pysgod1978b14_ESO wrote: »I have no issues with vanity items. Now if they started offering weapons and armor for money then I'd have issues. Once a game starts selling equipment for money there is no longer a real need for crafting or questing. It becomes a game of buy PvP equipment and sit around on your duff ala ow though apparently some sort of half hearted effort is required.
But don't you think that just by implementing the in-game store you already have the tools to offer game changing goods in the game? My worry is that during a holiday or a special event, there will be an option of buying a "tiny small item bag" which has a chance to drop this cool ring that doesn't affect the game play drastically, but it does affect it, even if it's even a small amount. And that's where I think it will become progressively worse.