[/quote]The argument over whether XP boost (and being able to get champ points faster) is P2W is just kind of wierd. I mean, if two players, one with boost and one without, both arrive at max CP points, they would be equal (in that one regard). One player can arrive there faster with the boost. If both players progress in parallel, one will spend more time progressing, one will be spending less + money.
It seems like the main point of contention is, is it fair? To some degree it is. I mean, if you and I both get in separate taxis to take us to a party, and I "tip" my taxi driver 20 bucks to drive fast and you don't. Well I'm going to get to the party earlier than you and enjoy more time there. Is it fair? I think so, I spent 20 and you didn't have to, you could use the 20 bucks that you didn't spend to whip your driver at the party for more drinks or whatever.
Except that driving to a party isn't a competitive environment, games are.
And while you might argue that a person leveling 10% faster (or getting CP 10% faster) isn't P2W because they arrive at the same location, you're forgetting that the other person has 10% more time to do other stuff that allows him to win more. Thus pay to win, since it indirectly affects the competitive environment, like anything that provides an advantage.
The argument over whether XP boost (and being able to get champ points faster) is P2W is just kind of wierd. I mean, if two players, one with boost and one without, both arrive at max CP points, they would be equal (in that one regard). One player can arrive there faster with the boost. If both players progress in parallel, one will spend more time progressing, one will be spending less + money.
It seems like the main point of contention is, is it fair? To some degree it is. I mean, if you and I both get in separate taxis to take us to a party, and I "tip" my taxi driver 20 bucks to drive fast and you don't. Well I'm going to get to the party earlier than you and enjoy more time there. Is it fair? I think so, I spent 20 and you didn't have to, you could use the 20 bucks that you didn't spend to whip your driver at the party for more drinks or whatever.
Except that driving to a party isn't a competitive environment, games are.
And while you might argue that a person leveling 10% faster (or getting CP 10% faster) isn't P2W because they arrive at the same location, you're forgetting that the other person has 10% more time to do other stuff that allows him to win more. Thus pay to win, since it indirectly affects the competitive environment, like anything that provides an advantage.
Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
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Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
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How about the one we have currently, where we pay subscription & get access to all content? How about they keep releasing content every 4-6 weeks to encourage subscribing?
Samuel_Bantien wrote: »Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
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How about the one we have currently, where we pay subscription & get access to all content? How about they keep releasing content every 4-6 weeks to encourage subscribing?
Un-subscribers get all content but DLCs (Zones) for free, the problem is that subscribers won't be getting any bang for their buck. If we pay $15 a month and content is released every several months [say 2-4 months (look at 1.5's - 1.6's transition or the 1.6-console release then to 1.7)], then each FREE content update [which is what you're talking about (patch 1.1- patch 1.2- patch 1.xx-etc...) that we have prior to the Pay-to-Play to Buy-to-Play should be paid for (1.7 and on).
If each DLC (zones which has already been announced as being DLCs) cost $10-15, then why should we continue our subscription? From what you're saying, ZoS should charge people for large bug fixes, revamps to some skills and zones (that take large amounts of time to develop).
Subscribers deserve more than zones.
Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
-snip-
How about the one we have currently, where we pay subscription & get access to all content? How about they keep releasing content every 4-6 weeks to encourage subscribing?
Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
-snip-
How about the one we have currently, where we pay subscription & get access to all content? How about they keep releasing content every 4-6 weeks to encourage subscribing?
Obviously that wasn't working, the other option was probably shut down the whole project and shut down the servers, or just have a skeleton crew to fix bugs and do nothing else with the game, while everybody pays their subscription to access the servers and play what is already in the game.
They already admitted in the AUA (I'm surprised they didn't lie) that content update frequency was slowed down due to Cash Shop & DLC development.
- This is what I saw, and doesn't mean what you are implying in your post. So, perhaps you are talking about a different quote, please provide it.We are not going to keep up our 2014 pace of updates in 2015 - and our future update pace will focus more on new adventures and game experiences than system changes. It's time to let the game breathe a little - we've done so many new features so quickly that we want to make sure everyone is on the same page with us. 1.6 alone has a complete rebalancing of most player abilities - we don't want to do that again, for example. Our #1 priority right now is getting Tamriel Unlimited launched on PC, and then focusing on a successful console launch. While we do those things, we have other teams already working on DLC and expect to see that start rolling out at some point after console launch settles down.
1) With the change to B2P, can we expect the development time of dlc's to take longer? So far we had a new patch every 4 or 6 weeks, will that time (for example) double after the B2P conversion? 2) Why should PvP players subscribe? We haven't seen a dedicated PvP patch ,at all, from the start of the game. And by that I mean a patch that will introduce (for example) a new and exclusive mechanic into Cyrodiil. How much longer will it take to open the Imperial City?1) It has less to do with a change in model and more to do with the fact that development on four platforms is more complicated than two. We fully expect a longer time between updates. But remember, there will be some updates which are free and some which are DLC. This will impact the schedule because it is a different delivery plan than our current model.
Did the fact that you were going B2P slow down the release of new content? Is that why there has been so little since the summer?Anything we add to the game does cost dev time, so the answer is "yes." That said, 1.6 has a huge number of changes, and all of those changes, Champion, Balance Changes and Justice had far more to do with it than our Crown Store. This is a big update!
So Rings of Mara, in your opinion, were Pay2Win ingame objects too...
The game is not going P2W actually unless ZOS decide to put in the Crown store gear and/or weapons and/or skill lines that really aren't available playing the game.
If you can buy through Crown store potions that you can get in game it's just a time saving option.
It's the same story of players who play a lot and get best gear through Trials or PVP that other players who play just during w/e can't get for now...
So Rings of Mara, in your opinion, were Pay2Win ingame objects too...
The game is not going P2W actually unless ZOS decide to put in the Crown store gear and/or weapons and/or skill lines that really aren't available playing the game.
If you can buy through Crown store potions that you can get in game it's just a time saving option.
It's the same story of players who play a lot and get best gear through Trials or PVP that other players who play just during w/e can't get for now...
It's not only if cash shop items give you an advantage over in game crafted ones when you buy them. It's also about the fact that cash shop items could make crafted ones obsolete or useless. Simply by scaling, which crafted ones do not.
You will buy health potions at lvl 20 but use them all the way to lvl 50 as they scale with you. Why would anyone buy crafted ones?
Crafted potions are limited to every 10 levels, which could make them special potions to use only around those levels. In between those levels, you might be better off with cash shop ones.
So, will this affect crafting?
I don't think this will affect crafting, because gold is a currency you can get in game (even farm it) and spend with no problem buying potion crafted when you need it; Crowns is a currency you can't farm in game, so I think people will save Crowns for DLC/Costumes/Mounts or everything else you can't get normally playing the game.
Boosters is not P2W, as all can get there without any big problems.
If there was items that gave an advantage that made pvp or pve easier that you could only get from the shop that would be P2W. But there is not, so all fine.
Samuel_Bantien wrote: »10% must be pay to win /sarcasm. What kind of subscription benefit would you rather have and would be more logical and lure-worthy?
-snip-
How about the one we have currently, where we pay subscription & get access to all content? How about they keep releasing content every 4-6 weeks to encourage subscribing?
If I use these pots that give me 10% more XP than you, what do I win, in PVE?Is this the beginning paying to win?.
How long have F2P games been around? I'm not sure, but it should be long enough for people to have realized by now that any F2P cash shop is for convenience.
That's exactly the damn point. The player is inconvenienced by gameplay, and then offered an option in the cash shop to circumvent that inconvenience. The only difference between F2P games (and B2P games, I don't make the distinction, sorry) is the relation between convenience offered and inconvenience suffered. That's it.
Now, one problem is that inconvenience is an integral part of any game. Otherwise, there is no problem to overcome, and no action from the player is required. Oddly shaped pieces in Tetris are an inconvenience. A gap in the floor in a jump & run is an inconvenience. A locked door in an adventure is an inconvenience. And so is a low character level in an RPG. Character progression is simply the nature of the genre, a lack in power is the inconvenience that has to be overcome by playing the game. Anything that offers ways to mitigate this inconvenience for cash is, in quality, Pay2Win. Why most people argue if something is Pay2Win or not is that they have different opinions about the quantity of the offered convenience.
This is further obfuscated because there is no winning condition in RPGs, in contrast to other genres like shooters, RTS or fighting games. The point of RPGs is the journey itself, not beating your opponent in a controlled fight and then being the definitive victor. The fight never ends.
If you think offering convenience items for cash is not Pay2Win, please ask yourself: Would the removal of inconvenience be fine for you in any other genre than RPGs?darthbelanb14_ESO wrote: »Humanistic wrote: »The answer is yes, the game is pay to win - but that is overshadowed by all the cosmetic items you will be able to buy. If you couldn't buy potions or soul gems on the fly from the in-game store, then you would essentially be surviving less, and having to take time from your character progression to go back to town and re-stock (this is how things work right now). But when you don't have to do that, then your progression can never stop, because you simply never die with your stock of pots - and should that happen, you can just buy a soul gem (from the in-game store) and use that while out questing or delving. It takes less time to not ever have to go back to town to restock, it is a convenience thing, yes - but it is also a very small form of pay to win.
That doesn't affect your enjoyment of the game, and your speaking of PvE. There is no winning in PvE.
Had a good laugh, thanks.
fromtesonlineb16_ESO wrote: »
How long have F2P games been around? I'm not sure, but it should be long enough for people to have realized by now that any F2P cash shop is for convenience.
That's exactly the damn point. The player is inconvenienced by gameplay, and then offered an option in the cash shop to circumvent that inconvenience. The only difference between F2P games (and B2P games, I don't make the distinction, sorry) is the relation between convenience offered and inconvenience suffered. That's it.
Now, one problem is that inconvenience is an integral part of any game. Otherwise, there is no problem to overcome, and no action from the player is required. Oddly shaped pieces in Tetris are an inconvenience. A gap in the floor in a jump & run is an inconvenience. A locked door in an adventure is an inconvenience. And so is a low character level in an RPG. Character progression is simply the nature of the genre, a lack in power is the inconvenience that has to be overcome by playing the game. Anything that offers ways to mitigate this inconvenience for cash is, in quality, Pay2Win. Why most people argue if something is Pay2Win or not is that they have different opinions about the quantity of the offered convenience.
This is further obfuscated because there is no winning condition in RPGs, in contrast to other genres like shooters, RTS or fighting games. The point of RPGs is the journey itself, not beating your opponent in a controlled fight and then being the definitive victor. The fight never ends.
If you think offering convenience items for cash is not Pay2Win, please ask yourself: Would the removal of inconvenience be fine for you in any other genre than RPGs?darthbelanb14_ESO wrote: »Humanistic wrote: »The answer is yes, the game is pay to win - but that is overshadowed by all the cosmetic items you will be able to buy. If you couldn't buy potions or soul gems on the fly from the in-game store, then you would essentially be surviving less, and having to take time from your character progression to go back to town and re-stock (this is how things work right now). But when you don't have to do that, then your progression can never stop, because you simply never die with your stock of pots - and should that happen, you can just buy a soul gem (from the in-game store) and use that while out questing or delving. It takes less time to not ever have to go back to town to restock, it is a convenience thing, yes - but it is also a very small form of pay to win.
That doesn't affect your enjoyment of the game, and your speaking of PvE. There is no winning in PvE.
Had a good laugh, thanks.
I cannot explain it better.
More inconvenience in a game > More funny and exciting it is.
I don't want any advantage for my ESO Plus subscription nor in any shop. ZENIMAX, you have the last chance for not sink the game forever.
Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
Not entirely P2W yet. Supposedly, Premium Plus only gives %10 XP bonus. Now, you can get %10 XP bonus by simply joining a group. By grouping with friends you will be on the same level as Premium Plus member in terms of XP bonus.Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
Brittany_Joy wrote: »Not entirely P2W yet. Supposedly, Premium Plus only gives %10 XP bonus. Now, you can get %10 XP bonus by simply joining a group. By grouping with friends you will be on the same level as Premium Plus member in terms of XP bonus.Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
Not entirelyfrosth.darkomenb16_ESO wrote: »Brittany_Joy wrote: »Not entirely P2W yet. Supposedly, Premium Plus only gives %10 XP bonus. Now, you can get %10 XP bonus by simply joining a group. By grouping with friends you will be on the same level as Premium Plus member in terms of XP bonus.Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
And what about premium players that play in group?
Whata about players that play grouped, have bought the edition with the rings of mara, pay a subscription and have bought booster in the shop?
Brittany_Joy wrote: »Not entirelyfrosth.darkomenb16_ESO wrote: »Brittany_Joy wrote: »Not entirely P2W yet. Supposedly, Premium Plus only gives %10 XP bonus. Now, you can get %10 XP bonus by simply joining a group. By grouping with friends you will be on the same level as Premium Plus member in terms of XP bonus.Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
And what about premium players that play in group?
Whata about players that play grouped, have bought the edition with the rings of mara, pay a subscription and have bought booster in the shop?
XP boosts are not P2W. XP boosts do not obstruct fairness because there is no real advantage besides convenience. Unless there is an Achievement that rewards World First max Level something.
Brittany_Joy wrote: »Not entirelyfrosth.darkomenb16_ESO wrote: »Brittany_Joy wrote: »Not entirely P2W yet. Supposedly, Premium Plus only gives %10 XP bonus. Now, you can get %10 XP bonus by simply joining a group. By grouping with friends you will be on the same level as Premium Plus member in terms of XP bonus.Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
And what about premium players that play in group?
Whata about players that play grouped, have bought the edition with the rings of mara, pay a subscription and have bought booster in the shop?
XP boosts are not P2W. XP boosts do not obstruct fairness because there is no real advantage besides convenience. Unless there is an Achievement that rewards World First max Level something.
Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
dylanjaygrobbelaarb16_ESO wrote: »Is this the beginning paying to win?
Or is this just time saving convenience?
Personally I'm not sure- what do you all think?
I do worry that it's not a cosmetic change.
easy solution, boost can only be used level 1-50, cant get champ points, but can grind alts up extra quick. that would be great in fact.