ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
WhiteCoatSyndrome wrote: »I occasionally sub as it is, my concern with making the base game always free is the easy access for gold sellers and other bad actors.
ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
True, but it's not long term sustainable. Games like ESO have been bleeding players for years, with only final fantasy 14 and Old School Runescape. Both of which follow the sub model, and still increase in players rather than decrease over time.
ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
True, but it's not long term sustainable. Games like ESO have been bleeding players for years, with only final fantasy 14 and Old School Runescape not bleeding players. Both of which follow the sub model, and still increase in players rather than decrease over time. With a sub service, you're buying access to the game and constantly giving revenue to the company, and if the cash shop isn't the main factor for revenue, then they have to deliver good content to keep players. This is why FFIV is still successful and gaining players, unlike other MMOs that don't use this method. ESO's optional sub service gives crowns, which incentivizes Zos to put all good cosmetics in the cash shop for their paying players, and not in the game since even non-paying players would be able to access it. If the entire model is a sub service, then making it available in the game incentivizes players to play more, and thus keep subbing, possibly for even longer if it takes time to earn the cosmetics.
ssewallb14_ESO wrote: »ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
True, but it's not long term sustainable. Games like ESO have been bleeding players for years, with only final fantasy 14 and Old School Runescape not bleeding players. Both of which follow the sub model, and still increase in players rather than decrease over time. With a sub service, you're buying access to the game and constantly giving revenue to the company, and if the cash shop isn't the main factor for revenue, then they have to deliver good content to keep players. This is why FFIV is still successful and gaining players, unlike other MMOs that don't use this method. ESO's optional sub service gives crowns, which incentivizes Zos to put all good cosmetics in the cash shop for their paying players, and not in the game since even non-paying players would be able to access it. If the entire model is a sub service, then making it available in the game incentivizes players to play more, and thus keep subbing, possibly for even longer if it takes time to earn the cosmetics.
I understand. The thing is there's a risk factor here. Something like U35 could've tanked ZoS with a sub model. In fact I doubt they would've survived the 2014-2016 period where the game was a mess and no one had any idea what they were doing. Cash shop games don't have to be great, just good enough. That's why it's a popular model.
Is it sustainable, idk. I'm not seeing many sub games right now though, so apparently the companies think it's profitable.
katanagirl1 wrote: »I would not have started ESO if had to sub. I have subbed for many years after joining, though.
I propose a 30-90 day period where you try ESO and if you like it, you then have to sub after the window closes.
They switched back to a subscription model. Let's go over specifics:
Base game is free to level 50, no CP (capped at 50 with restrictions on making guilds and trading in some way to prevent free storage alt accounts). Base game classes come unlocked.
15 a month unlocks the cp and guild making restrictions, includes eso plus, and the newest DLC areas.
Extra classes are bought from the cash shop. If you bought DLC within the last 2 or 3 years, you're compensated in some way (crown gems, or a number of months of sub service possibly through a useable coupon, plus some kind of cosmetic reward like the dwarven sphere pet). If you stop paying, it locks you out of DLC areas, but doesn't lock you from playing characters above level 50 (just from accumulating exp on them and gaining the benefits of CP other than gear. or increase the level cap to 60 or 70 before CP, and those levels are what is locked, not CP you already have. Something like that).
Along with this, they'd remove the majority of cosmetics from the cash shop (including the crown crates), and incorporate them into the game, both retrospectively into old content and into new content.
I'm not sure if it would be legal to do it, what with owning DLC already being a precedent in game. But it it was legal. Hypothetically.
I'd imagine a lot of people will say "no." But I would, totally.
chessalavakia_ESO wrote: »No.
I tried ESO in Beta and passed on it because I didn't feel I liked it enough to justify paying for the sub and the box.
I got the game with a group of friends after the game left the sub model. All of them ended up quitting a few months later and most never came back.
To get me to sub to a game for any extended period of time, you need to have either a steady stream of content that I enjoy, highly re-playable content, or content where I have a good experience interacting with other players.
ESO's content for me is really hit or miss and releases rarely keep me busy for more than a few weeks.
Most of ESO's content doesn't really have the level of replay-ability of the other games in the series for me.
While the players in ESO are nicer on average than in many of the other games I've played the experience in PvP and Group PvE frequently is rather bad.
Enemoriana wrote: »If they switched back to a subscription model, I wouldn't play ESO...
...because there would be no legal way to pay for sub for me. Same as I can't buy ESO+ for almost two years, because all direct ways are closed for country where I live. And any "grey" ways are not only expensive (with prices itself already high), but it's also always a risk to be banned.
Enemoriana wrote: »If they switched back to a subscription model, I wouldn't play ESO...
...because there would be no legal way to pay for sub for me. Same as I can't buy ESO+ for almost two years, because all direct ways are closed for country where I live. And any "grey" ways are not only expensive (with prices itself already high), but it's also always a risk to be banned.
It would be neat if it was a hybrid model, where if you are a citizen of X country, you can access the game content by purchasing the DLC content (like it is now), along with legacy DLC purchases to stand in those countries. For this exact reason.
They switched back to a subscription model. Let's go over specifics:
Base game is free to level 50, no CP (capped at 50 with restrictions on making guilds and trading in some way to prevent free storage alt accounts). Base game classes come unlocked.
15 a month unlocks the cp and guild making restrictions, includes eso plus, and the newest DLC areas.
Extra classes are bought from the cash shop. If you bought DLC within the last 2 or 3 years, you're compensated in some way (crown gems, or a number of months of sub service possibly through a useable coupon, plus some kind of cosmetic reward like the dwarven sphere pet). If you stop paying, it locks you out of DLC areas, but doesn't lock you from playing characters above level 50 (just from accumulating exp on them and gaining the benefits of CP other than gear. or increase the level cap to 60 or 70 before CP, and those levels are what is locked, not CP you already have. Something like that).
Along with this, they'd remove the majority of cosmetics from the cash shop (including the crown crates), and incorporate them into the game, both retrospectively into old content and into new content.
I'm not sure if it would be legal to do it, what with owning DLC already being a precedent in game. But it it was legal. Hypothetically.
I'd imagine a lot of people will say "no." But I would, totally.
ssewallb14_ESO wrote: »ssewallb14_ESO wrote: »Emphatic yes. Add in active GMs and actual on demand support.
Sadly it's become obvious in recent years across the entire industry which model generates the most revenue with the least risk.
True, but it's not long term sustainable. Games like ESO have been bleeding players for years, with only final fantasy 14 and Old School Runescape not bleeding players. Both of which follow the sub model, and still increase in players rather than decrease over time. With a sub service, you're buying access to the game and constantly giving revenue to the company, and if the cash shop isn't the main factor for revenue, then they have to deliver good content to keep players. This is why FFIV is still successful and gaining players, unlike other MMOs that don't use this method. ESO's optional sub service gives crowns, which incentivizes Zos to put all good cosmetics in the cash shop for their paying players, and not in the game since even non-paying players would be able to access it. If the entire model is a sub service, then making it available in the game incentivizes players to play more, and thus keep subbing, possibly for even longer if it takes time to earn the cosmetics.
I understand. The thing is there's a risk factor here. Something like U35 could've tanked ZoS with a sub model. In fact I doubt they would've survived the 2014-2016 period where the game was a mess and no one had any idea what they were doing. Cash shop games don't have to be great, just good enough. That's why it's a popular model.
Is it sustainable, idk. I'm not seeing many sub games right now though, so apparently the companies think it's profitable.
It is profitable in the short term. Relying on whales has proven to be a very sound business model, but it only lasts while there are whales to spend money on the game. Which has also proved to not be forever. but for long term, the graphs and charts do not lie. Not being able to earn cosmetics in game, and not having a way to try the game before buying, is proving to be a slow burn that causes players to quit over time, while the sub model is also proving to be a slow burn... But with constant increase rather than decrease. Of course the sample size isn't huge. And it may well have died during its initial period if it stayed a sub service. But in its current state, I think a sub service would be better for the longevity of the game.