Wayshuba wrote:HungryMonkey007 wrote: »However I would assume the outfit system costed a lot of money to develop so ZOS is going to recover that cost from the players that really want to use it. It seems out of balance with the price of the storage chests, but the storage chests is two fold. It makes owning a house more useful so might push some players towards purchasing one, and it is appealing to more players so they will sell more of them overall and will be able to recoup development costs faster. And the development cost of the storage chest system was probably peanuts compared to the complexity of outfit changes.
I personally believe ZoS's current CS pricing schema is losing them more money than it is making. As I mentioned above, how many people were going to buy slots and now are not versus those that bought them at 1500 Crowns. Let's say, for example, that for every person buying a slot at 1500 Crowns, 24 other people will not because of the price point. So ZoS made 1500 Crowns on it instead 8750 (if 25 people bought one slot at 350 Crowns). Which way made them more money?
OlafdieWaldfee wrote: »Well, price-policy succeeded. I am giving WoW another shot after all these years.
OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Morgha_Kul wrote: »
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
You can freely edit your existing outfit slot over and over.
I said it once before, but you really only need that 1 default slot. Make an outfit that you like, wear it to death and edit it if it begins to bore you. I don't see any use for more outfit slots, unless you are very lazy.
QuebraRegra wrote: »You can freely edit your existing outfit slot over and over.
I said it once before, but you really only need that 1 default slot. Make an outfit that you like, wear it to death and edit it if it begins to bore you. I don't see any use for more outfit slots, unless you are very lazy.
wait... you can re-edit an outfit for FREE!?!?!? I was holding off because I thought it would be "carved in stone".
verify?
I would just like to point out to ZoS that the ebb in new posts complaining about this is not due to people giving up and accepting the price. It's due to people not wanting to reiterate a definitively stated position ad nauseum.
WhiteCoatSyndrome wrote: »
WhiteCoatSyndrome wrote: »
Same.
I have not, and will not, bend on this. I will never buy these outfit slots in their current state. And I've expressed my point clearly, multiple times, in this thread and in other avenues to ZOS... That's the only reason I haven't said anything else. Until now to agree with these statements.
OrdoHermetica wrote: »Morgha_Kul wrote: »
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree that the micro-transactions model is always a death knell for a game. I think this particular model is not feasible in the long term, but in my experience you absolutely can balance micro-transactions against mission-based design (i.e. using micro-transactions to support the game, not the the other way around).
Planetside 2, for example. It's an MMOFPS vs. MMORPG, granted, but from a monetization perspective they're similar enough for comparison. So, Planetside 2 is 5 years old at this point - 6 years old if you count the open beta - and still going strong, despite being sold to a different studio and going through major staffing cutbacks. Despite Daybreak's often dubious business decisions, I think the reason it's doing well enough to continuously release new content and address community feedback in balance passes is because it's mission driven.
It's truly free-to-play, and you can unlock every weapon, upgrade, and class skill in-game without that much grinding, especially compared to other F2P games. Subscriptions are optional, and like ESO offer slightly faster progression and a monthly allotment of cash store currency. And while it does have a cash store, that cash store is reasonably priced, not exclusionary, and completely and truly optional - you can enjoy the game just fine without ever using it or even looking at it. The only things that are cash store exclusive are novelty "weapons" (New Year's fireworks launchers, for example) and unique weapon, vehicle, and armor skins, and although you can buy weapons with cash rather than unlocking them in-game, you still have to level them up by using them, just like everyone else. They've been very careful to avoid anything even remotely resembling pay-to-win, and it shows.
But to reiterate the "reasonably priced" thing, here's an example: if you want to buy a fancy new gun without unlocking it normally, it's going to cost you about $7. Super fancy deluxe limited release skins of the same gun (identical stats-wise, though) might run for double that, or MAYBE $20 at the high end. The gun itself will represent a solid 20+ hours of gameplay for most people as they unlock upgrades for it, try it out in combination with other gear setups, etc. and remains genuinely useful for as long as you continue to play the game. With a few exceptions (because balancing games is hard), there are no useless weapons in the game. Every single weapon has an area where it's at least decent, if not outright exceptional, including starting weapons. This means that people who participate in micro-transactions have no actual advantage over those who don't; skill and experience are what ultimately count.
So, substantial, enduring quality content for, on average, $7. Compared to what you can get for $7 in the Crown store, well... it becomes pretty clear pretty quick that the Crown store is significantly overpriced for what it offers. Oh, and also, major releases, like new continents or new systems? Those are all completely free, vs. the cost of DLC or Chapters in ESO.
Planetside 2 isn't without its problems by any means, but you know what? I never resent paying them money, because I know my enjoyment of their game doesn't hinge on it in the slightest, and I keep coming back to it because I honestly feel valued as a customer. I can't quite say the same about ESO. And that's a huge difference.
Ydrisselle wrote: »Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree with you. Star Trek Online is stronger than ever and it's switched to a microtransaction model long ago. They have just enough free content to make the store not so bad. And that model can be done right, my favourite example is Atlas Reactor (although the game itself has way too few players, their model itself is quite generous).
Morgha_Kul wrote: »
I can't say much about that game, as I don't know anything about it. However, you mention that there were cutbacks and layoffs. Not typical of a game that's flourishing. The real issue is that the game's decline has already started. As I said, it happens at different rates, but the pattern is always the same: Microtransactions are introduced, with the intention of being only cosmetic. The developers announce they will carefully balance the store and the game so neither suffers. Time passes, and non cosmetic things start to appear on the store, often under the banner of "convenience." More and more, the store gets all the development time, and the game itself gains less and less. In time, the game becomes completely stagnant, and all the development time is spent on the store. Champions Online has reached this point. Star Trek Online is close.
Ydrisselle wrote: »Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree with you. Star Trek Online is stronger than ever and it's switched to a microtransaction model long ago. They have just enough free content to make the store not so bad. And that model can be done right, my favourite example is Atlas Reactor (although the game itself has way too few players, their model itself is quite generous).
anitajoneb17_ESO wrote: »
As someone with some marketing and sales experience, you are well aware that models are developed based on quantitative and qualitative studies of consumer behaviour, and decisions are made according to a chosen goal.
Given that you don't know that goal and don't have any of the data, I wonder how you can say that the model is bad. It's pretty much like saying "they chose the wrong type of car" without knowing their budget, nor if hey intended to use that car for everyday town use, races or a roundtrip around the planet.
That you as a customer are not happy with the price of outfit slots is understandable (neither am I), but that doesn't mean it's a bad choice for the company.
anitajoneb17_ESO wrote: »
As someone with some marketing and sales experience, you are well aware that models are developed based on quantitative and qualitative studies of consumer behaviour, and decisions are made according to a chosen goal.
Given that you don't know that goal and don't have any of the data, I wonder how you can say that the model is bad. It's pretty much like saying "they chose the wrong type of car" without knowing their budget, nor if hey intended to use that car for everyday town use, races or a roundtrip around the planet.
That you as a customer are not happy with the price of outfit slots is understandable (neither am I), but that doesn't mean it's a bad choice for the company.
As someone with almost 30 years marketing experience I can say two things:
1.) The majority of pricing set by companies is based on little data. Most is looking at what competitors are doing and taking a guess at what a company thinks it can get for it's products. This is how about 90% of company prices are set - by a wild guess.
2.) I have stated this before, even if you do go through the discipline of targeted marketing tests to determine optimal pricing, ZoS has not done that. These tests would not be secret as to do it would require it to be seen by customers.
That being said, let's take the specific example in hand. In almost all other MMOs that have costume/outfit slots, these are sold for $2-$4 and also usually have an in game gold option to purchase. For example, in SWTOR an extra costume slot is 400CC (about $2.50) or 30k credits. ZoS, knowing this, put the outfit slots at 350 Crowns on the PTS. When it went live, they increased it to 1500 Crowns.
So, given the data points I just covered, what magical data do you think they have that told them pricing something at 400% more than standard market value was a good idea?
Ydrisselle wrote: »Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree with you. Star Trek Online is stronger than ever and it's switched to a microtransaction model long ago. They have just enough free content to make the store not so bad. And that model can be done right, my favourite example is Atlas Reactor (although the game itself has way too few players, their model itself is quite generous).
STO allows players to gain their store currency by ingame means as well as buying it for cash. Sure, it's grindy as hell to do so but it's possible.
Morgha_Kul wrote: »OrdoHermetica wrote: »Morgha_Kul wrote: »
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree that the micro-transactions model is always a death knell for a game. I think this particular model is not feasible in the long term, but in my experience you absolutely can balance micro-transactions against mission-based design (i.e. using micro-transactions to support the game, not the the other way around).
Planetside 2, for example. It's an MMOFPS vs. MMORPG, granted, but from a monetization perspective they're similar enough for comparison. So, Planetside 2 is 5 years old at this point - 6 years old if you count the open beta - and still going strong, despite being sold to a different studio and going through major staffing cutbacks. Despite Daybreak's often dubious business decisions, I think the reason it's doing well enough to continuously release new content and address community feedback in balance passes is because it's mission driven.
It's truly free-to-play, and you can unlock every weapon, upgrade, and class skill in-game without that much grinding, especially compared to other F2P games. Subscriptions are optional, and like ESO offer slightly faster progression and a monthly allotment of cash store currency. And while it does have a cash store, that cash store is reasonably priced, not exclusionary, and completely and truly optional - you can enjoy the game just fine without ever using it or even looking at it. The only things that are cash store exclusive are novelty "weapons" (New Year's fireworks launchers, for example) and unique weapon, vehicle, and armor skins, and although you can buy weapons with cash rather than unlocking them in-game, you still have to level them up by using them, just like everyone else. They've been very careful to avoid anything even remotely resembling pay-to-win, and it shows.
But to reiterate the "reasonably priced" thing, here's an example: if you want to buy a fancy new gun without unlocking it normally, it's going to cost you about $7. Super fancy deluxe limited release skins of the same gun (identical stats-wise, though) might run for double that, or MAYBE $20 at the high end. The gun itself will represent a solid 20+ hours of gameplay for most people as they unlock upgrades for it, try it out in combination with other gear setups, etc. and remains genuinely useful for as long as you continue to play the game. With a few exceptions (because balancing games is hard), there are no useless weapons in the game. Every single weapon has an area where it's at least decent, if not outright exceptional, including starting weapons. This means that people who participate in micro-transactions have no actual advantage over those who don't; skill and experience are what ultimately count.
So, substantial, enduring quality content for, on average, $7. Compared to what you can get for $7 in the Crown store, well... it becomes pretty clear pretty quick that the Crown store is significantly overpriced for what it offers. Oh, and also, major releases, like new continents or new systems? Those are all completely free, vs. the cost of DLC or Chapters in ESO.
Planetside 2 isn't without its problems by any means, but you know what? I never resent paying them money, because I know my enjoyment of their game doesn't hinge on it in the slightest, and I keep coming back to it because I honestly feel valued as a customer. I can't quite say the same about ESO. And that's a huge difference.
I can't say much about that game, as I don't know anything about it. However, you mention that there were cutbacks and layoffs. Not typical of a game that's flourishing. The real issue is that the game's decline has already started. As I said, it happens at different rates, but the pattern is always the same: Microtransactions are introduced, with the intention of being only cosmetic. The developers announce they will carefully balance the store and the game so neither suffers. Time passes, and non cosmetic things start to appear on the store, often under the banner of "convenience." More and more, the store gets all the development time, and the game itself gains less and less. In time, the game becomes completely stagnant, and all the development time is spent on the store. Champions Online has reached this point. Star Trek Online is close.Ydrisselle wrote: »Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
I disagree with you. Star Trek Online is stronger than ever and it's switched to a microtransaction model long ago. They have just enough free content to make the store not so bad. And that model can be done right, my favourite example is Atlas Reactor (although the game itself has way too few players, their model itself is quite generous).
Star Trek Online died years ago, and was necroed by Perfect World. Practically EVERYTHING in the game is about the store. Sure, I can play the game without using the store (and I do), but if I want a tier 6 ship (necessary for newer content, such as it is... minimal and uninspired), I have no choice but to go to the store. Want the classic Starship Enterprise from the TOS? Gambleboxes. Want pretty well ANYTHING of value in the game? Gambleboxes. That means buying keys from... the store.
Star Trek Online is Star Trek after the Ferengi conquered the galaxy.
As someone with almost 30 years marketing experience I can say two things:
1.) The majority of pricing set by companies is based on little data. Most is looking at what competitors are doing and taking a guess at what a company thinks it can get for it's products. This is how about 90% of company prices are set - by a wild guess.
2.) I have stated this before, even if you do go through the discipline of targeted marketing tests to determine optimal pricing, ZoS has not done that. These tests would not be secret as to do it would require it to be seen by customers.
That being said, let's take the specific example in hand. In almost all other MMOs that have costume/outfit slots, these are sold for $2-$4 ACCOUNT WIDE and also usually have an in game gold option to purchase. For example, in SWTOR an extra costume slot is 120CC (about $0.80) per character or 300CC (about $2.50) ACCOUNT WIDE or 30k credits. ZoS, knowing this, put the outfit slots at 350 Crowns on the PTS. When it went live, they increased it to 1500 Crowns.
So, given the data points I just covered, what magical data do you think they have that told them pricing something at 1800% more than standard market value was a good idea?
ZoS, knowing this, put the outfit slots at 350 Crowns on the PTS. When it went live, they increased it to 1500 Crowns.
anitajoneb17_ESO wrote: »Whether ZOS or ANY company uses data is not the point. The point is that YOU do not have ANY data to evaluate ZOS' decisions.
anitajoneb17_ESO wrote: »As to your comparison with other MMOs, in my opinion they're not relevant. There's no such thing as a "standard market value" for "outfit slots". It's pretty much like saying "Walmart and all department stores sell perfume for 2$ a bottle, therefore Dior will fail with their perfumes at 45$ a bottle".
anitajoneb17_ESO wrote: »We've been reading such posts all over the forums ever since the crown store exists, people promising ZOS to go bankrupt and make all players flee over to other games because of supposedly too high prices. As far as we can see, the game's still full of players, toons exhibit expensive crown store stuff all over Tamriel, and ZOS is seemingly doing fine (hiring people, promoting ESO in gaming events, etc.). So they cannot be THAT wrong.
I never made such claims. A business exists to make as much money from their efforts as they can. I never claimed they are not making money. What I have said is they are probably making 30%-40% of what they could be because of their pricing and limited sales schema. Furthermore, the more they keep moving prices upwards - the smaller the base of customers purchasing an item becomes.
Players will not flee the game as long as ZoS keeps the content cadence they have. What they will do, eventually, in greater numbers is ignore the Crown Store more and more until the latter eventually effects the former. As it is, more and more game design decisions, as evidenced with the outfit system, are being driven by the Crown Store. This road is typically a bad one to take (see SWTOR case history as an example).
As I said, I am not complaining about this, I am just pointing out that ZoS is in fact making some very poor decisions with their Crown Store pricing as I have seen these so many times over and over again with companies (ZoS isn't alone with this).
Morgha_Kul wrote: »OrdoHermetica wrote: »Yeah, at a certain point we get to the core design philosophy behind the game. For some studios, the focus is on making a good game, and making enough money to support that objective. For other studios, the focus is making money, and making a good enough game to support that objective.
ZOS is clearly in the latter category, at least in its current state. I still really enjoy this game, and I suspect I'll keep playing it for a while yet. But I also get the feeling that, when I do stop playing, it will be because I've found (or returned to) a game that is developed by a studio that takes the former approach. Mission-driven companies are definitely where I prefer to spend my money, in video games and in real life.
Well said, but unfortunately MOST studios these days are more interested in making the money than in making a good game to make the money. It's the churn model in action. Theme park instead of sandbox.
Honestly, it's why I often find myself going back to older games, even single player, like Vampire Bloodlines or ESIII: Morrowind.
I've said it before. I've said it HERE before. The microtransactions model is a deathknell for any game. The decline is inevitable. It happens at different rates for different games, but it ALWAYS happens. I hate being right.
disintegr8 wrote: »It is a non essential component of the game which you do not have to buy.
If I want a Porsche but can only afford a Hyundai, do I complain to Porsche about trying to rip me off?
anitajoneb17_ESO wrote: »Whether ZOS or ANY company uses data is not the point. The point is that YOU do not have ANY data to evaluate ZOS' decisions.
My response was to your comment about them using data. Now you say that isn't the point?
Sorry, but no. There are these things called market segments. $2 perfume and $45 Dior are targeted at completely different types of customers. The same as a Honda Civic and Mercedes S-Class are targeted at different market segments.
When you determine what segment your targeting, a company then sets prices within a pretty standard range across that segment. The one exception being the "billionaire class" whereas pricing is all over the map.
That being said, what particularly different MMO segment do you envision ZoS is targeting to charge 1800% more than market rate? Are you aware how many people currently playing ESO were formerly playing SWTOR?
It's the same market segment.
What I have said is they are probably making 30%-40% of what they could be because of their pricing and limited sales schema.