anitajoneb17_ESO wrote: »exeeter702 wrote: »hehe.. you guys like that chart a lot! THANKS GOOGLE!
@exeeter702 , you say the P2W is NOT a subject term and has a very simple and very clear meaning... Is this clear the meaning:
"A game in which players who spend more money are offered statistical advantages that are in no way otherwise obtainable in-game." ?
Does the above statement derived from your comments need more to properly clarify the meaning of P2W?
Well technically that is an accurate summary. I'm not sure what your angle is.
I like how mistrusting people on the forum and internet in general are. This isn't the first time that's happened to me.
I genuinely want to know!
I said on the FIST page of this thread that I struggle with this definition and right now I'm thinking ESO is pay to win. But... I'm willing to admit when I'm wrong and change my opinion if I'm presented with compelling evidence.
The FIST page (Let's add that one to your concept repository )
On topic
"A game in which players who spend more money are offered statistical advantages that are in no way otherwise obtainable in-game." ?
I would add "statistical advantage necessary to complete the game's goal or beat the game" and that definition would be quite fitting to me.
The problem with ESO is that we don't all agree on the meaning of "win" because we have different goals.
- The player who stays in the game for his guild and social contact and loves running dungeons and stuff with his friends will "win" just by having his social requirement fulfilled => no P2W in this case, you don't buy friends.
- The "RP" or "fashion-show" player will want to be able to "make his character" perform and show as much as possible in the game, possibly make him charismatic and famous and sought after, that's what "win" will mean to him => to him the game is clearly P2W. Luckily, most of these people are not "competitive" by nature but rather the cooperative-interactive kind.
(Speaking of which, I wonder why they don't sell new emotes in the crown store, that would make tons of money to ZOS).
- The "streamer" would seek to "win" by making interesting content and widen his audience. I don't think there's anything in the Crown Store that could help him achieve this, so it's not P2W to that type of player.
- The "trader" who enjoys making gold, playing the market... to him, "win" would mean having the most gold of the entire playerbase, creating a monopoly... nothing in the Crown Store will help him either so it's not P2W (rather the opposite, whenever crown store stuff comes in direct competition with ingame tradeable stuff, i.e. ambrosia).
- The competitive PvE player : for him, "winning" means fighting for N°1 in the leaderboards. Do they need some specific BiS items ? Yes. Are these items available in the crown store ? No. But you have to buy the DLC or at least sub for a month to get them. So yes it's P2W, not because some boosting item is directly purchasable in dollars, but because it's gated. I don't think anyone in this category minds : staying "competitive" implies "in the game's current state" and it's obvious that a competitive PvE player will have access to all DLCs anyway.
- The competitive PvP player : for him, "winning" is being able to 1v1, 1vX, zergVzerg as many other players as possible, dominate his campaign, become and stay emperor, etc... I'm less versed in this community so I should let them answer : do you feel there's any aspect of the game that is P2W for competitive PvP players ?
(for me I'd say yes, referring to the riding lessons scrolls : a fast horse IS a MUST in Cyrodiil and nothing in the game lets you bypass the 2 months needed to max your horse, so these scrolls for me are a convenience item in PvE but P2W in PvP).
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Brilliant post
exeeter702 wrote: »
Bob is never going to win a game of monopoly if all he cares about is seeing how many times he can get sent to jail or pass go.
The point is at the end if the day no one can tell you what type of values you get out of a given game, that is purely subjective and undisputable.
However for the sake of p2w and game development / balance, the above logic is absolute hot garbage. There are very real, completely objective win conditions in most games, especially if the competitive kind.
Buying ESO is pay to win - eventually... after grinding, crafting, harvesting, dungeon diving, you can get the best gear in the game.
IC comes out.
Buying IC is pay to win - eventually... after grinding, crafting, harvesting, dungeon diving, you can get the best gear in the game.
Continueanitajoneb17_ESO wrote: »exeeter702 wrote: »
Bob is never going to win a game of monopoly if all he cares about is seeing how many times he can get sent to jail or pass go.
The point is at the end if the day no one can tell you what type of values you get out of a given game, that is purely subjective and undisputable.
However for the sake of p2w and game development / balance, the above logic is absolute hot garbage. There are very real, completely objective win conditions in most games, especially if the competitive kind.
Monopoly is a game with a start where ALL players are in the exact same situation, at the same time, and with an end where one player, called "winner", still has money (usually a lot of it) whereas all other players have run out of it. Once that ending is reached, either you stop playing or you start a new game : the game will not "create" extra goals to pursue.
I'd totally pay extra REAL WORLD money for "Player Expansions" to Monopoly! How about these expansion ideas?
- Made Men: Access to organized crime that drives other players off of their property.
- Barons & Moguls: More expensive hotel types that give players more revenue per hotel.
- Boys in Blue: Dirty cops that can arrest other players.
- Political Pockets: A portion of all taxes paid goes directly to the player. The percentage is dependent on how many other players also own the Political Pockets expansion pack.
So your logic is that DLCs shouldn't bring us any sets that are better than the ones you can craft/obtain in the base game. Yes let's don't improve the game, let's stop at a point and release pointless DLCs with no content or incentive to play and pretend that a game can perfectly run without any kind of income. Hell let's go to the forums and make a topic about this brilliant idea. Oh wait..
anitajoneb17_ESO wrote: »exeeter702 wrote: »
Bob is never going to win a game of monopoly if all he cares about is seeing how many times he can get sent to jail or pass go.
The point is at the end if the day no one can tell you what type of values you get out of a given game, that is purely subjective and undisputable.
However for the sake of p2w and game development / balance, the above logic is absolute hot garbage. There are very real, completely objective win conditions in most games, especially if the competitive kind.
Monopoly is a game with a start where ALL players are in the exact same situation, at the same time, and with an end where one player, called "winner", still has money (usually a lot of it) whereas all other players have run out of it. Once that ending is reached, either you stop playing or you start a new game : the game will not "create" extra goals to pursue.
ESO is a multi-activity game with a start and NO END. Some of these activities - but not all - have a temporary "winner status" to aim for (emperorship, max rank, leaderboards, achievements, etc...). Such winner status is doomed to be temporary due to the neverending nature of the game : developers are expected to provide new activities and expand on the existing ones. Sometimes players create their own rules and activities in order to have fun playing beyond the completion of current content. Activities without "winners" are not less popular than "competitive" activities.
How can you even compare the two games ? And how you can define "P2W" for ESO without taking into consideration its neverending and multi-activity aspects which makes "winning" a very vague and subjective concept ?
It looks like you need an absolute definition of P2W, a "hard coded line", some sort of standard after which you could classify all games as being on the "good" side or the "bad" side. Question is, why would you need that in the first place ? I don't think there's a need for such a thing to be determined externally. I say : let developers make their choices as they see fit for their game and their playerbase. And let players choose to pay or not, as they see fit.
ESO is fair because ZOS wants it to be a fair game, and because they know that the playerbase would be extremely unforgiving if they weren't.
Best weapons drops from vMSA best dps monster set Molag Kena drops from vWGT and other items and they all bound and all DLC content so how come someone can compete againts a dps having these items ? And we know all DLC items will be bound in future too. Raid leaders always choose the best DPS for trials without these items there is no way to compete. For example i usually do 25-27k dps with my sorc he only uses crafted items but other dps in the party was doing 32k dps cuz he/she was wearing molag kena.
exeeter702 wrote: »It looks like you need an absolute definition of P2W, a "hard coded line", some sort of standard after which you could classify all games as being on the "good" side or the "bad" side. Question is, why would you need that in the first place ? I don't think there's a need for such a thing to be determined externally. I say : let developers make their choices as they see fit for their game and their playerbase. And let players choose to pay or not, as they see fit.
ESO is fair because ZOS wants it to be a fair game, and because they know that the playerbase would be extremely unforgiving if they weren't.
First of all you missed my point. The monopoly analogy was simply to give reference to what objective winning is. It has nothing to do with balance or to compare it to how an mmo functions.
There simply is a hard coded line which p2w represents. This needs to be the case because of how ridiculously vague and abstract the definition can be in these arguments which is exactly what has happened over the years withave a more younger generation of online gamers that were not around when p2w was an actual thing that meant only one thing.
Yes mmos are more of a sandbox nature and thus players naturally end up having a wider variety of actives that they feel are rewarding.
In the case of mmos and this game in particular, the literal win conditions which reward the player for victory are clearing pve encounters and pvp.
Now I know what you are going to say -"player A beats a tough quest at lvl 30 and is rewarded experience and loot therefore he is is technically winning". This is where the genre muddies the water, but ultimately the pinnacle of difficulty has to come from end game which is where definitive win conditions are usually based.
If you disagree with that, then the whole use of rabbit hole logic is made apparent. We go back to square one where many people feel wining is simply subjective to the individual ie questing in this example and thus any form of convenience or exp boosting is viewed as p2w.
This is why the hard definition needs to be in place. P2w as it was conceptualized represented one and only one type of online game cash shop practice.
gen_reynard2050 wrote: »DLC is P2W???....
- DLC give more skill points..?
- DLC give more skill trees...?
- DLC give more weapon choices...?
- DLC give more armor choices...?
- DLC give more experiences...?
- DLC give more golds...?
- DLC give more p2w...?
so ESO DLC is P2W?
yes... eso is p2w. Good nitez..