Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Depending on their interests, different people have different definitions of what constitutes Pay To Win to them, though I think we can all agree that getting very good gear that isn't otherwise available (or only through enormous effort) is Pay To Win.
Now, I see myself as a collector and a completionist. I like to get all the pets, all the mounts, and whatever the game in question has to offer. I greatly prefer to completel my collections by actually playing the game, be it doing quests, difficult achievements, grinds or random drops from some boss. Buying pets/mounts/whatever for money doesn't engage me in the game, so every singe thing exclusive to the shop is kind of a missed opportunity for giving me personally something to do in the game, but in a Buy To Play game i don't mind it all that much as long as there's enough to get by playing the game.
And that's where ESO falls flat for now. Mounts are either bought with gold (no reputation grind or quest line to be done beforehand) or for real money (no way of getting them by playing the game). There is one pet available through gameplay. That's not all that much. It certainly isn't enough for me, not when compared to the multitude and diversity of the pets and mounts offered in the cash shop.
Therefore I personally would say that the "cosmetics" situation is, if not quite literally Pay To Win, a kind of Pay To Win to a less central playstyle.
Sylveria_Relden wrote: »Pay to Win, IMO, constitutes a direct affect on gameplay in some form or fashion outside of aesthetics.
Imperial passives are really the only thing remotely close to pay to win, making the Imperial Edition one of the actual few arguable P2W items created for the game.
If the developers turned all of the ground to lava, and charged $200 in the crown store for boots that let you walk on lava - that's P2W. P2W is any time a microtransaction intentionally alters an otherwise unalterable game mechanic.
Other examples would be crown-exclusive levitation potions, flying mounts, and lethal PVP poison darts.
Pay to win.
Pay: Give money for something.
In exchange for?
Win: Achieving a goal in a competitive event where many seek to obtain the same.
But then the next question arises:
Achieve a goal when?
The answer is: immediately or as quickly as possible.
The game objectives can be achieved by all users without spending extra money, the real problem is how fast one can reach them.
The use real money to buy convenience items all they do is reduce the time to get something, does not mean that over time non-payers can not get.
So I think that the concept of pay to win is wrong because one does not pay to win (because eventually everyone wins) it pays to do it faster.
What is offered for money is not a victory, is the advantage of reach of faster and convenient way.
That's why I call it:
Pay to win NOW
The problem that arises with this is that players who do not want to pay and play today can not tolerate the idea that anyone achieve victory before them with money.
Because it is clear that these players over time (without spending money) also succeed in achieving victory because besides the contents remain the community is renewed and people will always exist in worse conditions.
It boils down to the above, a sector of the gaming community interested in the competitive aspect not want the money to snatch them out of hand the possibility of be current winners, in the present.
Then we come to a crossroads, as there is currently a benefit for those who continue paying the subscription.
These users receive bonus experience and gold collection, this is similar to the examples given in other reviews, a benefit that accelerates the process of acquiring economic resources and expertise to benefit the race to be the first to reach a goal.
These users are the only ones to win something? No, everyone wins with time, only these users do before, the key is not in the point of arrival, but along the way.
Extremely competitive users, should not even consider playing a hybrid video game between free access and membership .
If you are playing and accept reality (who pay get benefits that accelerate the process of progression) then they should not complain about how you get to the store.
This is the reality.
As already mentioned in other forum topics, in an MMORPG seek to be strict when talking about competitiveness is absurd.
The main MMORPG when they organize competitive events category do with all users locally and each user is given the complete equipment of choice to be used for the confrontation eliminating any advantage that may occur over time.
In MOBA all players start from scratch and progress in the game.
In an online MMORPG players exist with years of permanence and there are newcomers, there is not the slightest and remote possibility of establishing a competitive environment in these conditions where the time factor and progression rates are the indisputable kings.
TD5160_ESO wrote: »Pay to win.
Pay: Give money for something.
In exchange for?
Win: Achieving a goal in a competitive event where many seek to obtain the same.
But then the next question arises:
Achieve a goal when?
The answer is: immediately or as quickly as possible.
The game objectives can be achieved by all users without spending extra money, the real problem is how fast one can reach them.
The use real money to buy convenience items all they do is reduce the time to get something, does not mean that over time non-payers can not get.
So I think that the concept of pay to win is wrong because one does not pay to win (because eventually everyone wins) it pays to do it faster.
What is offered for money is not a victory, is the advantage of reach of faster and convenient way.
That's why I call it:
Pay to win NOW
The problem that arises with this is that players who do not want to pay and play today can not tolerate the idea that anyone achieve victory before them with money.
Because it is clear that these players over time (without spending money) also succeed in achieving victory because besides the contents remain the community is renewed and people will always exist in worse conditions.
It boils down to the above, a sector of the gaming community interested in the competitive aspect not want the money to snatch them out of hand the possibility of be current winners, in the present.
Then we come to a crossroads, as there is currently a benefit for those who continue paying the subscription.
These users receive bonus experience and gold collection, this is similar to the examples given in other reviews, a benefit that accelerates the process of acquiring economic resources and expertise to benefit the race to be the first to reach a goal.
These users are the only ones to win something? No, everyone wins with time, only these users do before, the key is not in the point of arrival, but along the way.
Extremely competitive users, should not even consider playing a hybrid video game between free access and membership .
If you are playing and accept reality (who pay get benefits that accelerate the process of progression) then they should not complain about how you get to the store.
This is the reality.
As already mentioned in other forum topics, in an MMORPG seek to be strict when talking about competitiveness is absurd.
The main MMORPG when they organize competitive events category do with all users locally and each user is given the complete equipment of choice to be used for the confrontation eliminating any advantage that may occur over time.
In MOBA all players start from scratch and progress in the game.
In an online MMORPG players exist with years of permanence and there are newcomers, there is not the slightest and remote possibility of establishing a competitive environment in these conditions where the time factor and progression rates are the indisputable kings.
very very well put
In an online MMORPG players exist with years of permanence and there are newcomers, there is not the slightest and remote possibility of establishing a competitive environment in these conditions where the time factor and progression rates are the indisputable kings.
I've played p2w games, I know we're very far from a truly p2w environment. All those phone games that offer you micro transactions, they don't seem p2w individually but cumulatively they add up to create a clear p2w environment.If OP want to know what P2W you should basically so call "free" game on mobil phone those game are P2W. P2W to me is game where you buy thing that will help out to get ahead like you buy for real money :
Resource, ingame money, boots and so on thing that make easy complete thing like when you can complete a build by pay ingame money which you have build real money.
Most mobil phone game is P2W atlest them how is so call "Free" atm nothing in Crown Store is P2W and the Motifs is not P2W for those item will have same stats that any other carft item the just look different.