Freemium restrictions that make it harder for vets are good. Freemium restrictions that make it harder for noobs are bad. Community explained it to you, but like normal, you completely ignored the community and just did what you felt like. Edit: used a GTT 1. Bank still at 500 max space 2. Logged out and logged back in. 3. Back still at 500 max space. You guys can't even implement your shitty ideas correctly.
This is exactly my sentiment, i have a couple of complete newbies that were tempted to give darkfall a spin as well as some returning vets. ( that do not have a character, only played DFO ). Having to tell them that its better to pay from day 1 because else their characther grow is stunted is exactly the kind of thing that will immediatly kick them down from the fence. You are supposed to lure ppl into playing and then make them pay.
I do not get how it is stunted? Even at a slower pace it is incredibly fast to level up. Every freemium game offers a bonus % to leveling for being a premium subscriber.
I don't see how other games doing it means Darkfall has to do it. Other freemium games don't have open world pvp where you can get ganked and lose all your shit while you are leveling up. The most fun you can have in darkfall is after you have leveled up your skills and abilities. Why delay the fun part of the game for new players?
Why should they not put themselves into a position to actually make money and actually pay the people devoting time to develop the game? This does not make it so a new player cannot play the game. All of us that started the game started out with a lot slower leveling. The bank restriction isn't an issue as it takes some time to get to that point + they can buy bank extensions to increase it without a sub. This allows anyone to play the game and does not affect if they can be good at it or not. Is it really that much of a delay? I mean you can literally max a toons skills out in a couple of days, so now instead of a day it takes 3 days? How is that an issue? + not everyone sees it the same way as many people enjoy leveling a toon vs instant. People actually complained about removal of character progression. Simply put they have to do something to make money to develop the game. People keep saying just load the store up and I agree they should but were talking about a small team, it is not like they can develop 10 things every month to add to the store like the bigger games do. Try looking at it through a business perspective. Without money they cannot progress and if you believe the game is worth spending time then why so against spending money on it? Other games do it because it makes them $$$$$$$$$$ so why would BPG not also do it?
for money to come in, you need also new influx and growing playerbase. As i mentioned above, i have about 3 actual ppl i was talking to the past week to get them into df for the first time or return via DFO. The biggest argument for me was, we can get your skills up in an afternoon and get you somewhat competitive. Slice that in half and i have a lot less chance to get them trought that first afternoon en turn them into paying costumers. These are not kids we are talking about, df audience is old and has cash. If you get them past those first few days and hooked, they will gladly immediatly spend 100€ in nithron coins, because they like the game. If however they feel that they have to immidiatly pay for a subscriptions half of the appeal is lost because ppl dont want to feel like they are going to spend a lot of time in DF before they start up again. Im fine with the bank resitrictions house restrictions , clan restrictions hell for al li care you could even restricts the gear they can use. But if you touch on the lvling speed you might make a quick buck on ppl buying tokens for that reason, but you loose out on new player appeal. You want a real rule that will be unpopular to vets and might actually make bpg money. Disallow free account from getting into center dungeon and to champ spawn. Then they might actually make money out of all the ALT-Scout/Bank abuse that is going on.
To make money they need more players. My problem with these restrictions is that they are too painful for new players and will cause even less of them to stick around. If they can't grow the population significantly, they have no hope of keeping this game alive. Big difference is when we started out in RoA, everyone started from scratch, and everyone had the same slow grind. The grind then got reduced, so everyone who kept playing maxed out their character. Now new players who want to play the game, find that their grind will take longer then the people who already grinded unless they have to pay. I don't think that will be an incentive for them to pay to grind faster, it will be an incentive for them to say screw this and quit. Agreed, they have to do something to make money. But they need many more people to play the game and to give them money. Restrictions for returning players or people who have played for a long time I completely agree with, but they should be making the game as enticing as possible to new players to draw in as many as possible. Don't like this argument. What other game has open world Pvp in a massive MMO, where you can lose everything on you to a guy who has played for 10 years. A game like Fortnite for example has slower leveling for people who don't pay, same as these freemium restrictions. But that's completely different, as leveling in that game means nothing for competitive play unlike Darkfall.
1) The slower leveling is fine. In fact, I think leveling is overly fast all around. -Population would help keep PVE/Leveling fun as there would be more natural interaction (ie PVP). 2) If they cannot develop 10 store items a month, try 1 or 2. Consistency from this company would do wonders. 3) Look at a broader "business perspective", without subscribers (population), you do not make $$$. -Do not assume charging $ will guarantee profits. -Just because a player can afford a game, doesn't mean its worth it. 4) Many of the fremium changes have effects on both new and old players. Feels like another retroactive knee-jerk decision.
1. We do not know if it is painful at all, that is pure speculation. 2 times faster is not that much when were talking hours 2. The grind even 2 times slower is like 100 times faster than at launch as I already stated. They wont be told that the grind will take longer cause as mentioned before. It is still way way faster grind than at launch + it is typical in many games to level faster when paying for the premium. ] 3. Glass is half full kind of way of looking at it. Some will say restriction while others will say incentive. If they make the game more appealing to more people then this is a non issue. If new players have no real reason to pay at any point then they get more people but lose out on much needed revenue. 4. This game from the start touts open world full loot fps style combat, so anyone that decides to try and play is well aware of that aspect so the fact they can die and lose everything is spelled out to them prior to even downloading the game, so I do not understand how this is an issue. When I bought rust I knew if I died I lost everything as with every single survival game to come after, it did not stop me from buying it even though I knew people would be better at it and I would likely lose more than win starting out. A game like fortnight risks nothing and people know it before buying, just like they knew playing this they could lose items upon death. They still chose it despite knowing this. If they do what they talked about by offering more protection to new players in and around starter areas then they do not have to worry about losing everything regardless and eliminates ( for the most part) this argument entirely. --- Post updated --- I do not know that even 1 or 2 is possible and even if it was it would not be enough, if it was then all games would do it and not seek to get people to pay a premium. That said they should add store currency to subs as an added incentive. I do not assume charging $ will be a profit, but I do presume that not charging $ guarantees less of a chance at profit. The game has to be worth $ before people will pay and the ftp model they have gives a player more than ample opportunity to find that out for free. I disagree with knee-jerk reaction. This was asked for and for a long time. Initially they were against it or hesitant and then decided to look into it more. The incentives/restrictions placed on it are very much in line with other ftp models so in my mind they clearly spent time working on it and gathering information as well as looking at suggestions from the player base. It is impossible to make everyone happy in a situation like this but other than t3 restrictions on villages I am very much ok with what they decided on.
roa been free for months now.. with minimal impact on retention of players. but now there is a freemium model..
I feel like a broken record, but I'm gonna keep saying it. Noobs need to experience the combat as soon as possible to get them hooked before they quit out of boredom, slow leveling is dumb, pve is boring. Fix the default bindings REEEEEEEEEEE
I have a sub but my weight is down to 300. There are many other bugs as well just from looking at agon chat. Revert this and actually have it working before adding it...
I don't quite get this point: Premium accounts characters will not expire to the backup database, freemium accounts will be expired after 30 days of inactivity. This effects house and clan ownership, characters are restored when account becomes active. How can an inactive account be premium?