[Update] Skyforge Dev Threatens Game Bans Over Pay To Win Talk


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Allods Team doesn’t like the term free-to-play, so much so that community manager Maeron has warned that discussion on the matter could result in your game access being revoked. In his response, Maeron points to a trend in players pasting the p2w label on pretty much everything that costs money, a label that he believes causes undue damage to a game. The discussion occurred in a thread inquiring about whether the US/EU cash shops would be the same as the Russian shop.

Those familiar with Allods Team’s previous game, Allods Online, likely feel that their concerns over pay to win are more than justified. Allods Online, despite all the praise it received for quality and polish, was heavily criticized for its cash shop, from a 1,000% increase in price over the Russian version to the widely unpopular Fear of Death debuff (and its cash-shop cure) that was replaced with an equally unpopular mechanic that would curse items on death and invert their stats, also curable with a cash shop item.

Whatever the case, with this reaction it is certain that Skyforge’s cash shop will be placed under heavy scrutiny by its community.

Update: The thread has been reopened and Maeron’s comments retracted. A followup has been posted on the thread.

Answers will be coming as we agreed already. I’m really sorry I caused all that stir… My intent was mostly to urge players not to use harsh wording so no fences will raise and harm our exchanges… But I must have been carried away… I apologize.

(Source: Skyforge)

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ArcheAge Russia's Free To Play Borders Pay To Win


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ArcheAge in Russia is making its way down free to play lane, and according to an announcement by Mail.ru, plans to offer even more for free than its Korean counterpart. Russian players will be able to level all the way up to end-game without paying a single ruble, and will have access to building houses and farms. Players who want to pony up some cash will be able to buy premium access which, at $10, features faster labor points recovery, 20% experience and 50% drop rate increases, and a stipend of Arc, the ArcheAge currency used on a mostly cosmetic cash shop. Arcs can be obtained in-game without spending anything.

Where ArcheAge is dipping its toes into alleged pay to win is in the ability to purchase labor points. Labor points are most easily compared to the energy from social games. Gathering and crafting costs labor points from your finite pool, which regenerates over time. The announcement has drawn ire from players who believe that the presence of labor points in the cash shop will unbalance the game’s economy.

(Source: MMO Cast)

ArcheAge Russia’s Free To Play Borders Pay To Win


archeage

ArcheAge in Russia is making its way down free to play lane, and according to an announcement by Mail.ru, plans to offer even more for free than its Korean counterpart. Russian players will be able to level all the way up to end-game without paying a single ruble, and will have access to building houses and farms. Players who want to pony up some cash will be able to buy premium access which, at $10, features faster labor points recovery, 20% experience and 50% drop rate increases, and a stipend of Arc, the ArcheAge currency used on a mostly cosmetic cash shop. Arcs can be obtained in-game without spending anything.

Where ArcheAge is dipping its toes into alleged pay to win is in the ability to purchase labor points. Labor points are most easily compared to the energy from social games. Gathering and crafting costs labor points from your finite pool, which regenerates over time. The announcement has drawn ire from players who believe that the presence of labor points in the cash shop will unbalance the game’s economy.

(Source: MMO Cast)

Planetside 2 Cancels Pay to Win Implants


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If criticism had a physical manifestation, John Smedley would be coming home with a broken nose and a black eye after today’s ordeal. Planetside 2 was gearing up for Game Update 13, which was set to implement a form of the implant system that original Planetside players should be familiar with. Implants are consumable items that last just a few hours and are single-use. They are powerful in nature and allow for protection against grenades, increases range, regenerate health, reduce damage, and makes the wearer undetectable. Sounds great, right up until the point where SOE took a hard left in their truck, slammed through the guard rail, and landed in an orphanage.

The problem? The implants, at least from what players knew, seemed somewhere between overpowered and unbalanced. Factor in that they would be purchased with certs/station cash and not infantry resources gained through playing the game, and you have a nice setup to turn Planetside 2 into a game where only those willing to pony up some cash have a snowball’s chance in hell of living long enough to accomplish anything. The community responded to the announced update with a resounding “absolutely not,” and John Smedley later announced via Twitter that implants would be removed from GU13 and sent back to the drawing board.

We look forward to seeing how Sony will reintegrate implants, assuming the update doesn’t die in the workshop.

(Source: Twitter)

[Community] Is Ragnarok Online 2 Pay To Win?


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Does Ragnarok Online 2 have a pay to win system? I’ve asked around about this and the best answer I’ve been able to come up with is “in a sense, yes, but nothing drastic.” I ask this because Ragnarok features a VIP system, similar to that found in games like Age of Wushu, where players can pay in for some perks. Unlike those games, however, Ragnarok cuts straight to the point by offering straight stat perks: +5 to stats, +10% health, +10% sp, and +20% movement speed.

I ask because the opinion seems pretty split between people who are calling it pay to win, although virtually none of them are speaking from any actual experience playing the game, and people who are playing and stating that the bonuses are insignificant to the point where they don’t do much more than keep your character alive another millisecond before they die. So the conclusion I’m seeing on discussion boards is that the system is pay to win, in theory, but in practice isn’t going to break the barrier between lose and win.

Are there any Ragnarok Online 2 players who can clear this up for us?

Age of Wushu Will Sell Abilities, At Least In China


I had a chance to see Age of Wushu at New York Comic Con, which intrepid sleuths should take to mean “there was a line about two hours long to play it.” The people I did manage to watch play while staring over their shoulders, however, seemed to be having a fun time. Regardless, news broke this week from Age of Wushu in China that the developers have installed two cash shop exclusive skills. While it is unlikely that this system will be anything but popular in China, Snail Game is walking on eggshells if they expect the same system to work in the western hemisphere once Age of Wushu hits North America and Europe.

For their defense, the two skills are mostly for cosmetic reasons, versions of other skills that simply have better animations. RuneScape does this in a similar fashion by selling premium animations for actions like chopping wood and cooking food. According to players in the Chinese game, the skills aren’t very useful barring perhaps one or two, and players are buying them for little reason other than to feel special. While Snail Games has not dived into the realm of selling advantages, gamers should certainly keep an eye on the game’s Chinese servers.

Age of Wushu is a level-less, skill based game.

(Source: MMO Culture)

Has Aion Embraced Pay To Win?


Pay to win is a highly controversial label in the MMO business, and I should know. I haven’t even finished the second sentence for this article, yet there is already a mob forming inside of my house ready to beat me to death if I show even a hint of unwavering and militant opposition to the monetary scheme. Going back to our old rule book, it’s important to remember the rule of perception: The important factor is not your intent, it is the player’s reception. If players viewed Turbine’s survey wall as an underhanded, deliberate scam, that is how it will be remembered.

Aion has a special sale going on in the NCsoft store that has managed to ruffle more than a few feathers: The publisher is selling Felicitous Socketing in both Fabled and Eternal flavors, in single sets or bundles of three. The items is single-use and allows you to socket a manastone with 100% success rate. If this makes no sense to you, you’ve probably seen socketing in games like Diablo or Torchlight, except in Aion this system is designed to be unreliable. Failing a socket will cost you the manastone. Couple low success rates with higher level armor/manastones, and you have an expensive recipe for disaster. When researching this topic, I came across a notable amount of posters claiming losses rising up to and over ten million Kinah.

To top it off, the items are only available until October 12th, after which they will be removed from the store. So I’ll leave this one up to the viewers. Do you think this constitutes pay to win?

Eve: We're Fine With RMT, Just Don't Affect The Economy


CCP and the Eve Online community support pay to win. There I said it. For many of you this will hardly be a tantalizing discovery but it is something that needs to be said to the somewhat-in-denial Eve community: Eve Online is already pay to win, what the community is against are implementations that unbalance the game’s economy.

In Eve Online, for the unfamiliar, players are able to buy Pilot License Extensions as an in-game representation of a 30-day game code. The PLEX can then be sold to other players on the open market for ISK. This system makes it possible to play Eve Online without paying a dime out of your own pocket (CCP still gains the subscription fee), and likewise it allows someone with extra cash to buy ISK. A sanctioned form of real money trading.

In a grand majority of arguments I’ve seen where the idea of Eve having pay to win elements appears, players disassociate the PLEX from RMT by saying that the ships and ISK are still being generated in-game through farming and crafting by legitimate players rather than CCP simply waving their magic wand and shouting “allakhazazzle” and making the ISK appear. Sure a player can spend $90 on PLEX, sell it for whatever the market value is worth (380 million per PLEX as of this writing, approximately), and use it to buy ships/enhancements, but the Eve player’s response is that the ships and the ISK were generated by other players, and thus you don’t have the inflation effect that would occur had CCP just created it. This is a perfectly valid explanation.

Not having an effect on the economy, however, doesn’t do much to throw off the fact that a player is still paying real money to get an advantage over someone who would have had to actually play the game for that ISK. The fundamentals are still there: I have $100, I use it to spend on characters, SP, ships, standing, etc, I get an advantage over someone simply paying $15 a month in subscription costs.

Where the argument tunes in is in this: someone argued to me that it doesn’t matter if someone used real money to buy a ship, because the game is skill based. As they worded it, some random moron with an overloaded bank account can buy all the ships, enhancements, and ammunition he wants. Won’t make a bit of difference when he doesn’t have the skill to pilot or fight with it and ends up losing it in 0.0 space, or AKF-mining. In a way it’s like buying a very expensive gun to go to war with. Yes, your rifle is made of the finest material known to man but it will do you no good when you’re lying dead on the ground because you failed to check that room you passed.

And this brings us right around to the economy issue: Players are against CCP selling non-vanity items because doing so would affect the economy and not for the better. It would set static prices in a game that has built itself on the balance of supply and demand, lower the price of those items and flood the market. This is the same reason CCP is against gold farmers, because they flood the market with ISK, causing inflation and inversely raising the prices of everything, making the game harder for legitimate players.

I’ve said this plenty of times here at MMO Fallout: PLEX is one of the best responses to combat gold farming, because it indulges those who are going to buy currency regardless of what the developers do, but it doesn’t affect the economy as greatly as a cash shop or allowing gold farmers to flourish, it offers a safer avenue than trusting some shady company in China with your credit card, and it also gives the developers a little something-something on the side to line their pockets with. It is a rather unique system, and more importantly a system that works. CCP may not have eradicated gold farming on Eve, but they’ve offered a legitimate alternative.

Eve players (and CCP) are against the destabilization of the economy (in this case, mass inflation), a perfectly reasonable argument considering the health of Eve’s economy is vital to the game itself. Just don’t hide it behind the thin arguments of pay to win, because by the logic of the opposition such a system either already exists or cannot exist due to the nature of the game.

Eve: We’re Fine With RMT, Just Don’t Affect The Economy


CCP and the Eve Online community support pay to win. There I said it. For many of you this will hardly be a tantalizing discovery but it is something that needs to be said to the somewhat-in-denial Eve community: Eve Online is already pay to win, what the community is against are implementations that unbalance the game’s economy.

In Eve Online, for the unfamiliar, players are able to buy Pilot License Extensions as an in-game representation of a 30-day game code. The PLEX can then be sold to other players on the open market for ISK. This system makes it possible to play Eve Online without paying a dime out of your own pocket (CCP still gains the subscription fee), and likewise it allows someone with extra cash to buy ISK. A sanctioned form of real money trading.

In a grand majority of arguments I’ve seen where the idea of Eve having pay to win elements appears, players disassociate the PLEX from RMT by saying that the ships and ISK are still being generated in-game through farming and crafting by legitimate players rather than CCP simply waving their magic wand and shouting “allakhazazzle” and making the ISK appear. Sure a player can spend $90 on PLEX, sell it for whatever the market value is worth (380 million per PLEX as of this writing, approximately), and use it to buy ships/enhancements, but the Eve player’s response is that the ships and the ISK were generated by other players, and thus you don’t have the inflation effect that would occur had CCP just created it. This is a perfectly valid explanation.

Not having an effect on the economy, however, doesn’t do much to throw off the fact that a player is still paying real money to get an advantage over someone who would have had to actually play the game for that ISK. The fundamentals are still there: I have $100, I use it to spend on characters, SP, ships, standing, etc, I get an advantage over someone simply paying $15 a month in subscription costs.

Where the argument tunes in is in this: someone argued to me that it doesn’t matter if someone used real money to buy a ship, because the game is skill based. As they worded it, some random moron with an overloaded bank account can buy all the ships, enhancements, and ammunition he wants. Won’t make a bit of difference when he doesn’t have the skill to pilot or fight with it and ends up losing it in 0.0 space, or AKF-mining. In a way it’s like buying a very expensive gun to go to war with. Yes, your rifle is made of the finest material known to man but it will do you no good when you’re lying dead on the ground because you failed to check that room you passed.

And this brings us right around to the economy issue: Players are against CCP selling non-vanity items because doing so would affect the economy and not for the better. It would set static prices in a game that has built itself on the balance of supply and demand, lower the price of those items and flood the market. This is the same reason CCP is against gold farmers, because they flood the market with ISK, causing inflation and inversely raising the prices of everything, making the game harder for legitimate players.

I’ve said this plenty of times here at MMO Fallout: PLEX is one of the best responses to combat gold farming, because it indulges those who are going to buy currency regardless of what the developers do, but it doesn’t affect the economy as greatly as a cash shop or allowing gold farmers to flourish, it offers a safer avenue than trusting some shady company in China with your credit card, and it also gives the developers a little something-something on the side to line their pockets with. It is a rather unique system, and more importantly a system that works. CCP may not have eradicated gold farming on Eve, but they’ve offered a legitimate alternative.

Eve players (and CCP) are against the destabilization of the economy (in this case, mass inflation), a perfectly reasonable argument considering the health of Eve’s economy is vital to the game itself. Just don’t hide it behind the thin arguments of pay to win, because by the logic of the opposition such a system either already exists or cannot exist due to the nature of the game.