ShadowDisciple wrote: »Will we even notice the paygate before the first DLC comes out?
Well not essentially...and even when it does come out, it will probably be alot cheaper then if we paid sub for a few months before it hits us....but i dont really see people being mad about need to pay dlc's... more the fear that this new Cash Shop will streamline production in ZOS and that everything will revolve around cash shop and not new content
Will we even notice the paygate before the first DLC comes out?
Will we even notice the paygate before the first DLC comes out?
That is the huge debate right. I mean, if crowns have no value to said player, then....What really got me riled up was when ZOS said they would not be keeping the same pace as 2014 for "content". I am still trying to decide what to make of that. I figure, if I wanted crowns, I would buy them. And if that is all my money gets me....Now don't get me wrong, I could easily be that credit card cowboy and buy my way through the game. But I have no desire to do so. Heck, I bought 3 Imperial additions and never used the rings. I did cheat with that, I wanted a cheap horse. So call me a looser.
Hopefully we notice the paygate way less than the cash shop.
lordrichter wrote: »
We were facing a slowdown in updates no matter whether it was B2P or P2P.
They need to focus on console to make that rollout solid. That would result in fewer Updates right there.
After that, they have doubled the platforms that they have to test. This also means a slowdown in Updates.
* Note that this assumes constant resources.
frosth.darkomenb16_ESO wrote: »Where are people picking up all this "elitism" nonesense?
.
Morshire wrote:...And no, no matter the money spent/not spent on this game does not give anyone IMO the right to treat others with disdain...
Morshire wrote:...And no, no matter the money spent/not spent on this game does not give anyone IMO the right to treat others with disdain...
Whether or not we agree with each other's choice of words, fundamentally we agree on this point. A lot of us love this game and don't want to see it go downhill like other games have when they adopt this model. But if it does, I doubt it will have anything to do with whether some of us pay subscriptions and others buy content a la carte from the crown store.
@frosth.darkomenb16_ESO had a good point as well - perhaps the company's intent is to pit the subscribing community against non subscribers as a pressure tactic to get more subscriptions and redirect our attention away from the fact that the pace of development will slow and we're getting less for our money.
frosth.darkomenb16_ESO wrote: »It's just the concept behind expansion/DLCs. It works like that in WoW and in any fps out there. Your friends have bought it and play the new content so you want it too, and that player segregation drives sales.
I don't think it's either 1 nor 2.
ESO was doing well, or at least was doing above reasonable expectations. If they expected WoW numbers ,then they are morons, but for a new MMO having 300k+ susbcribers after only one year is great.
Eve Online ,one of the most successful MMO ever, took nearly a decade to reach that point.
And accomodating console players is not necessary. Those players already pay for a network fee, and an internet fee, and their electrical bill and rent.
It's just what you have to pay if you enjoy online games and ESO would be just one more title they would play online.
That the network fee got removed from Playstation is great, but it doesn't mean that it couldn't be launched on xbox. Quite the contrary, there is no competition on xbox, so a network fee is no issue. On playstation ,there is actual competition , so the removal of the fee is a competitive advantage.
I nthe end, there is some truth in your 1. They are just trying to squeeze a quick buck out of the game then move on. It's the only plausible explanation to this switch.
WOW, November 2014 not long before the release of WOD, numbers climbed over a million.and there has been no proof of any subscription only MMO released after 2004 to actually gain subscribers once they already started to lose subscribers.
frosth.darkomenb16_ESO wrote: »If you expect a game to grow during its first 6 months, you are just as inexperienced as the people making decisions at ZOS.
100K susbcribers is already making a profit for a studio of ZOS size, and from the few estimates we can make, their lowest was 192k and since mid december, it raised to above 400k.
And that's not people resubing to "check out the patch", that's people resubing at the very least 2 months before any patch gets applied.
Of course those are only estimates, but until we get official numbers, there is no valid reason to believe it was a financialy sound decision.
Subscriber attrition rate was fine, and actually surprisingly good for such a recent game.
WOW, November 2014 not long before the release of WOD, numbers climbed over a million.and there has been no proof of any subscription only MMO released after 2004 to actually gain subscribers once they already started to lose subscribers.
Of course, it remains to be seen how long those new numbers are sustained but that evidence disproves your comment pretty easily.
frosth.darkomenb16_ESO wrote: »If you expect a game to grow during its first 6 months, you are just as inexperienced as the people making decisions at ZOS.
100K susbcribers is already making a profit for a studio of ZOS size, and from the few estimates we can make, their lowest was 192k and since mid december, it raised to above 400k.
And that's not people resubing to "check out the patch", that's people resubing at the very least 2 months before any patch gets applied.
Of course those are only estimates, but until we get official numbers, there is no valid reason to believe it was a financialy sound decision.
Subscriber attrition rate was fine, and actually surprisingly good for such a recent game.
This nonsense got old last week, yet you still present your economic theories as fact. You provide this data with a small disclaimer that these are estimates. However, you fail to indicate that these are YOUR estimates and that they are based on limited, if not biased, information that has been refuted by others.
Please provide proof that 100k subscribers is a profitable level for ZOS. I am not interested in your hypothetical estimates. I want to know what their actual costs are and what the actual revenue numbers are. Oh, you cannot provide that, you say, because ZOS is a private company with no public information.
You have estimated the low subscription level and the current subscription level based on a couple data points on Steam, which has also been refuted by others. Steam came to the party late and the purchasers may represent a different population than those who purchased prior to steam selling. Yet you lump them all together. You assume that they represent the same but you cannot establish it. Maybe the early purchasers are less active because they played out earlier. Your theory does not include this assumed factor.
Finally, you theorize that any increase of subs is from new sources rather than resubs. Please provide the source, not a theory, for this (mis)information.
Your hypothesis that ZOS would be profitable, if they maintain the subscription plan, is nothing more than an hypothesis. You have provided estimates that are biased to your hypothesis.
Please stick to economics. Your theories can be argued amongst your peers. Business management and analysis is best left to those who are qualified. You cannot apply broad economic theory to an individual business. Especially a private business who provudes no information.
cote-bmsb16_ESO wrote: »I'll pay for Dark Brotherhood DLC or player housing!
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »If you expect a game to grow during its first 6 months, you are just as inexperienced as the people making decisions at ZOS.
100K susbcribers is already making a profit for a studio of ZOS size, and from the few estimates we can make, their lowest was 192k and since mid december, it raised to above 400k.
And that's not people resubing to "check out the patch", that's people resubing at the very least 2 months before any patch gets applied.
Of course those are only estimates, but until we get official numbers, there is no valid reason to believe it was a financialy sound decision.
Subscriber attrition rate was fine, and actually surprisingly good for such a recent game.
This nonsense got old last week, yet you still present your economic theories as fact. You provide this data with a small disclaimer that these are estimates. However, you fail to indicate that these are YOUR estimates and that they are based on limited, if not biased, information that has been refuted by others.
Please provide proof that 100k subscribers is a profitable level for ZOS. I am not interested in your hypothetical estimates. I want to know what their actual costs are and what the actual revenue numbers are. Oh, you cannot provide that, you say, because ZOS is a private company with no public information.
You have estimated the low subscription level and the current subscription level based on a couple data points on Steam, which has also been refuted by others. Steam came to the party late and the purchasers may represent a different population than those who purchased prior to steam selling. Yet you lump them all together. You assume that they represent the same but you cannot establish it. Maybe the early purchasers are less active because they played out earlier. Your theory does not include this assumed factor.
Finally, you theorize that any increase of subs is from new sources rather than resubs. Please provide the source, not a theory, for this (mis)information.
Your hypothesis that ZOS would be profitable, if they maintain the subscription plan, is nothing more than an hypothesis. You have provided estimates that are biased to your hypothesis.
Please stick to economics. Your theories can be argued amongst your peers. Business management and analysis is best left to those who are qualified. You cannot apply broad economic theory to an individual business. Especially a private business who provudes no information.
http://forums.elderscrollsonline.com/discussion/148940/1-6-looks-great-forget-about-b2p-f2p/p1
Feel free to discuss the logic I explained there.
Steam shows trends, trends that usualy represent what the general population trends are. The same way that political polls are of limited numbers but are generaly good estimates.
Those data points cannot be refuted, they are facts, and I'm fairly confident I use them conservatively. For instance, I use the average active rather than the peak number. Which means I'm using a value that necesarily will be lower than the truth....
ShadowDisciple wrote: »cote-bmsb16_ESO wrote: »I'll pay for Dark Brotherhood DLC or player housing!
Exactly my point...if the DLC's are really good and attractive...and they cost between 15-25$ everyone will buy them and that a huge influx of cash periodically...
Coupled with the console release and a huge influx of ppl which a significant number of them might subscribe to eso+ ..i can see this as a good bussiness move by zenimax...
If content that will be released is good i dont see any problem here
frosth.darkomenb16_ESO wrote: »
http://forums.elderscrollsonline.com/discussion/148940/1-6-looks-great-forget-about-b2p-f2p/p1
Feel free to discuss the logic I explained there.
frosth.darkomenb16_ESO wrote: »Steam shows trends, trends that usualy represent what the general population trends are. The same way that political polls are of limited numbers but are generaly good estimates.
Those data points cannot be refuted, they are facts, and I'm fairly confident I use them conservatively. For instance, I use the average active rather than the peak number. Which means I'm using a value that necesarily will be lower than the truth.
This is a voluntary error in logic in order to have an estimate that will be as low as possible to avoid being too optimistic.
frosth.darkomenb16_ESO wrote: »We know for a fact that ZOS is at this day a similar if not smaller studio than Funcom. If Funcom gets positive cash flow and seems happy with the equivalent of 95k subdcribers, a worst case scenario of 100k susbcribers for ESO to break even is actually pessimistic.
The break even could be at 50k or 75k, but we don't know that for sure. However, we do know that 100k is more than plenty.
Again I'm being pessimistic on purpose.
frosth.darkomenb16_ESO wrote: »A more "logical" approach would be to take the known 2012 ZOS employee count of 250, take down whatever layoffs we know happenned at launch and then multiply that by $5000 per month. (the average cost of a medium end programmer in salary, taxes and office space)
A still pessimistic estimate since ZOS isn't composed only by high end pay checks. If we were to take the 250 number, that's 83.34k susbcrsibers necessary for breaking even.
It's is of course lower, since we're not taking into account the layoffs that occured and the lower marketing budget post launch.
frosth.darkomenb16_ESO wrote: »I also never said those susbcriptions were new sources, I specificallyused the word "resub" each time. I don't see how you can get any notion about new players in my post.
If anything, I have actively tried to get results biased against my hypothesis, even to the point of making mistakes on purpose.
frosth.darkomenb16_ESO wrote: »And I have in other posts provided enough facts that show that cash shop oriented model are always less profitable than subscription models.
For instance, UO in 2008 had revenue equivalent to the whole Funcom stable fo games. 10 years after its launch it was worth more than 4 f2p games launched mostly recently.
frosth.darkomenb16_ESO wrote: »Or the loses in revenue GW2 and swtor are facing, swtor being now around the same revenue it was at when it switched but failing at a very fast pace.
That should be proof enough that whatever game is taken into account, the susbcription model is more favorable to them.
frosth.darkomenb16_ESO wrote: »In ESO's case, it will have two new markets opened to it without any real competition. It was growing again sooner than most subscription games start growing again, and it could only have gone up from there.
frosth.darkomenb16_ESO wrote: »Good games succeed, bad games fail, no matter the business model.
But the cash shop model does not create good games. And that's the final and msot important factor. Whatever short term gains ESO has from this switch, it will not get the improvement it needs to become a true success.