Kickstarter Community Thread: Subscriptions & Microtransactions


Pathfinder Online

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Liberty's Edge Goblin Squad Member

DarkOne the Drow wrote:

As a non-EVE player, thanx for the explanation. So it is like playing the stock market for training time using gold coins. Supply and demand will determine the going rate.

So people can play for free, though progression would be slower, due to having to spend their collected gold on by training time when needed.

I don't think players will see their progression slowed by using this system, as all training is paid for in XP, not gold, and as long as you have the time (EVE sells the time in increments of 30 days, just like their subscription), which would be no different than a person who has a subscription. If this works like EVE, player A has a subscription, and a little extra $ to spend, so he/she buys a 30 day "gift card" or the equivalent that can be sold to player B for in-game coins (gold or platinum). Both have 30 days XP, so they would progress at the same rate, since XP is awarded over time, and thus both can train. Player B only has to also make sure he/she goes out and earns enough coin to pay for the game-time for the next month (or next three months or however GW decides to sell their game-time codes). Win-win for everyone, since Player B gets to play even though he/she can't afford real $ subscription, while player A gets more coins to spend on their PC(s).

Hope that helps. I made a lot of ISK in EVE back a few years ago buying PLEX codes and selling them via the secure transaction system CCP set up. I expect GW will have a similar setup. Ah to have extra spending money again...


The Wiseman of the Wilds wrote:

. I am unfamiliar with EvE, but can you queue training up to happen automatically, to prevent any possible wastage of value?

The Wiseman of the Wilds

Yes, in Eve you can Q more then 1 skill generally. There are some instances where you would have to wait before adding another skill to the Q, but you do not have to wait until you finished training a skill before you add another to the Q.

Goblin Squad Member

In a recent blog they've told us that we don't "queue" skills, we gain XP which we spend on training at training halls.
As they occurs automatically offline or not, a sub can not "lose" training time.

At least, to my knowledge.

CEO, Goblinworks

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The Wiseman of the Wilds wrote:
1. MTX Training time. Will that operate the same way as subs, with expiry on the training time, and any non-designated training time lost?

Essentially what happens is that you "redeem" a training time token that starts the XP accumulator on your account. If you somehow get into a situation where that XP is not being assigned to a character, you'll lose it.

(I'd say this is going to be quite unusual, both for MTX and for subscribers. I think the designers are currently envisioning a system where you accumulate XP and then "spend" it on a skill, which is how DUST 514 (CCP's FPS) works. So you'd have to do something odd like opt to delete the character you were accumulating XP on and somehow not reassign that to another character. It's kind of a corner case.)

Quote:
2. Would you consider the option of simply giving a sub the equivalent of 30 days of training time in MTX currency that expires on a monthly basis instead of just the training time.

No. Because what will happen is that people will think to themselves "well I don't actually need to pay to play this game until I really want to, if and when I decide to get involved I'll just buy a bunch of skill training and apply it to my character". The business model assumes that you're paying us constantly, not in fits & starts. Also, fits & starts are likely just to be "fits" as it's much easier to attrit from a game you have nothing invested in.

Quote:
3. I feel more casual players are unlikely to want to sub if the only benefit is 30 days training in a month. I am unfamiliar with EvE, but can you queue training up to happen automatically, to prevent any possible wastage of value?

We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.

Goblin Squad Member

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Ryan Dancey wrote:
We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.

That statement is full of win and just made my day. Heres to all the hardcore and obsessed PF players and devs! :D

Goblin Squad Member

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Ryan Dancey wrote:


We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.

I like this mans thinking :D


Oberyn Corvus wrote:
Ryan Dancey wrote:
We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.
That statement is full of win and just made my day. Heres to all the hardcore and obsessed PF players and devs! :D

Lol how'd he know I'm a game fiend? :P

Goblin Squad Member

As well received as that statement was, it still didn't answer the actual question put forth by that poster.

Goblin Squad Member

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Ryan Dancey wrote:
We're targeting a small number of hard core players who are obsessed with the game.

That's me!!!

*grins*

CEO, Goblinworks

@Ace-of-Spades: What question did you feel was unanswered?

Goblin Squad Member

Ryan Dancey wrote:
We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.

Viva to us the obsessed players. Now where is my druid...

Anyway, Ryan thanx for explanation more on the payment systems.

Goblin Squad Member

YAY,I'm a hardcore, obsessed player too!!!!! VIVA LA OBSESSED PLAYERS!!

Goblin Squad Member

Ryan Dancey wrote:


We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.

Therefore it would be a good thing if PFO will indeed be post-pc and offer tools on smartphones and such.

Since my opinion about hardcore is that it does not equal 14+hours/day playtime or poopsocking. For me it means that the game is on your mind daily, and you will usually manage to find some time to log in every day to see whatsup and maybe do some maintenance (i.e. setting up skills and such) if not for a solid play-session. For this, access to some aspects of the game through mobile devices is necessary.

If you mean by hardcore, poopsocking, then I may find the game a little too niche even for my taste. :)

Goblin Squad Member

Thanks Ryan,

Think I got it all sorted, looking forward to the next blog update! will defs be subbing i think, cannot wait for this game.

Goblin Squad Member

Tyncale wrote:
Ryan Dancey wrote:
We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.
If you mean by hardcore, poopsocking, then I may find the game a little too niche even for my taste. :)

I really like the idea of having some extras that are managable via smartphone apps or websites, etc. (Which I know could take away from immersion some).

I've been pouring through as much PF material as I can, but at the end of the day I will be more of a casual player by the simple fact that I lack the hours in the day to sit down and play (Being a family man with two kids and all that). Is there such as thing as Hardcore Casual? :)

Silver Crusade Goblin Squad Member

Korint Valadair wrote:


I've been pouring through as much PF material as I can, but at the end of the day I will be more of a casual player by the simple fact that I lack the hours in the day to sit down and play (Being a family man with two kids and all that). Is there such as thing as Hardcore Casual? :)

Yes there is! I think that a majority of the pledgers fit into the Hardcore Casual.

Goblin Squad Member

Korint Valadair wrote:
Is there such as thing as Hardcore Casual?

That's actually a significant target demographic for The Seventh Veil :)

Goblin Squad Member

Ryan Dancey wrote:

Quote:
3. I feel more casual players are unlikely to want to sub if the only benefit is 30 days training in a month. I am unfamiliar with EvE, but can you queue training up to happen automatically, to prevent any possible wastage of value?
We're not targeting casual players. That's for games that expect to have millions of players. We're targeting a small number of hard core players who are obsessed with the game.
Ryan Dancey wrote:


@Ace-of-Spades: What question did you feel was unanswered?

The sentence that ends with a question mark.

I'm fairly certain I know the answer as I've been following PFO for awhile, but general clarification might be nice after this discussion about payments, subscriptions, training time, etc.

Goblin Squad Member

That was answered. There's not wastage of value, because you ALWAYS keep getting XP while you have time going.

CEO, Goblinworks

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Ace-of-Spades wrote:
Quote:
3. I feel more casual players are unlikely to want to sub if the only benefit is 30 days training in a month. I am unfamiliar with EvE, but can you queue training up to happen automatically, to prevent any possible wastage of value?
I'm fairly certain I know the answer as I've been following PFO for awhile, but general clarification might be nice after this discussion about payments, subscriptions, training time, etc.

I felt this was answered in the previous response.

We're not planning on having a training queue (at this time). You'll purchase ranks of skills with accumulated XP, rather than pick something to train and let XP accumulate on that thing.

So the only way you could get "wasteage of value" is if you somehow put your account into a situation where none of your characters were accumulating XP (like deleting all of them). That's a self-inflicted wound, I'm afraid, and we're not going to rebate people who do that kind of thing to themselves.

RyanD

Goblin Squad Member

Ryan Dancey wrote:


That's a self-inflicted wound, I'm afraid, and we're not going to rebate people who do that kind of thing to themselves.

RyanD

Nor should you have to.

I misunderstood how training time worked, thought that gained Exp for free, but needed to have training time from sub or MTX.

As i understand it now you only gain exp when you have training time active (whether from sub or MTX), and then pay trainers at training halls to level skills.

Thanks for clearing that up :)

Liberty's Edge Goblin Squad Member

Ryan Dancey wrote:
Ace-of-Spades wrote:
Quote:
3. I feel more casual players are unlikely to want to sub if the only benefit is 30 days training in a month. I am unfamiliar with EvE, but can you queue training up to happen automatically, to prevent any possible wastage of value?
I'm fairly certain I know the answer as I've been following PFO for awhile, but general clarification might be nice after this discussion about payments, subscriptions, training time, etc.

I felt this was answered in the previous response.

We're not planning on having a training queue (at this time). You'll purchase ranks of skills with accumulated XP, rather than pick something to train and let XP accumulate on that thing.

So the only way you could get "wasteage of value" is if you somehow put your account into a situation where none of your characters were accumulating XP (like deleting all of them). That's a self-inflicted wound, I'm afraid, and we're not going to rebate people who do that kind of thing to themselves.

RyanD

This alone (though there are many other reasons as well) makes PfO superior to EVE IMHO. Don't have time to log into EVE and you could end up with an empty training queue. This, as Ryan points out won't happen in PfO. You gain XP over time, regardless of logging in or not. When you log in next time, go train, or at least go get the other prerequisite you might need to train up any skills you want. The XP cost is the same, and you will have accumulated the XP. Much, much better than the way EVE handles it. I have played EVE off and on for a while now (years), and most of the time I was just logging in to set my training queue (in part because, while sandbox in design, you need really good skill levels to actually be good at most things. This sort of puts EVE in with other MMO's that target "higher level" players. PfO won't be targeting any one demographic; rather it will target all, from the newest player to the people who have been playing since Alpha).

No queue + XP awarded over time = WIN!

Silver Crusade Goblin Squad Member

Gloreindl wrote:

This alone (though there are many other reasons as well) makes PfO superior to EVE IMHO. Don't have time to log into EVE and you could end up with an empty training queue. This, as Ryan points out won't happen in PfO. You gain XP over time, regardless of logging in or not. When you log in next time, go train, or at least go get the other prerequisite you might need to train up any skills you want. The XP cost is the same, and you will have accumulated the XP. Much, much better than the way EVE handles it. I have played EVE off and on for a while now (years), and most of the time I was just logging in to set my training queue (in part because, while sandbox in design, you need really good skill levels to actually be good at most things. This sort of puts EVE in with other MMO's that target "higher level" players. PfO won't be targeting any one demographic; rather it will target all, from the newest player to the people who have been playing since Alpha).

No queue + XP awarded over time = WIN!

I just started playing EVE about a month ago and there really isn't much you can do while you try and build up your skills. It is really repetitive with the missions, and I don't have the assets or skills to join my corporation for the skirmishes. All I do is log in to update my training queue and maybe do a few missions for some credits and that's it. Not sure if I'll even renew.

I hope PFO ensures that new players don't become bored while they wait for their EXP to build up so they can get that skill set that makes them viable.


It's pretty complex, but the market can be a lot of fun to play. I've been able to make a ton of isk just buying and selling stuff already on the market. I got some help from a guy who tossed me a retriever. Now I'm able to gather enough mats to craft ships, been making good money buying Drake BPs off the contract system, making and selling them on the market.

Really hope the market works in a similar way in PFO.

CEO, Goblinworks

@Richter Bones: Red v Blue and EVE University are where you need to be.

Goblin Squad Member

Richter Bones wrote:
Gloreindl wrote:

This alone (though there are many other reasons as well) makes PfO superior to EVE IMHO. Don't have time to log into EVE and you could end up with an empty training queue. This, as Ryan points out won't happen in PfO. You gain XP over time, regardless of logging in or not. When you log in next time, go train, or at least go get the other prerequisite you might need to train up any skills you want. The XP cost is the same, and you will have accumulated the XP. Much, much better than the way EVE handles it. I have played EVE off and on for a while now (years), and most of the time I was just logging in to set my training queue (in part because, while sandbox in design, you need really good skill levels to actually be good at most things. This sort of puts EVE in with other MMO's that target "higher level" players. PfO won't be targeting any one demographic; rather it will target all, from the newest player to the people who have been playing since Alpha).

No queue + XP awarded over time = WIN!

I just started playing EVE about a month ago and there really isn't much you can do while you try and build up your skills. It is really repetitive with the missions, and I don't have the assets or skills to join my corporation for the skirmishes. All I do is log in to update my training queue and maybe do a few missions for some credits and that's it. Not sure if I'll even renew.

I hope PFO ensures that new players don't become bored while they wait for their EXP to build up so they can get that skill set that makes them viable.

Here's a "trick" that might help...I say trick but it is a well known way to make some ISK while not risking combat as you gain skills.

Do your tutorials again. While you do them, watch the in-tutorial environment. There are some missions that have hundreds of minable asteroids right there in the training area and they yield the same ore as asteroids out in oven (and dangerous) space.

Complete the mission (or try to tank the pirate or two) and mine to your hearts content. Do not turn the mission in until you have cleared the asteroids from the training area. Just let the ore accumulate in your hangar. It's a great way to make extra money and keep you busy if you are looking for something to do.

Ryan suggested EVE University or Red v Blue. Either are viable options for learning the game (EVE University) or learning open space PvP (RvB).

Goblin Squad Member

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Ryan Dancey wrote:

MMOs are a bit different than most video games because they have substantial ongoing operational costs in addition to the cost of their development, and so they require that players continue to pay to play the games after they're released. Pathfinder Online will be no different.

There are two ways that most companies operate the business of their MMO; either subscription or microtransactions.

Pathfinder Online is going to allow players to use both systems. If you wish to pay a flat monthly subscription that's automatically billed to your payment method, you'll be able to do that. Or, if you want to pay as you play in smaller incremental amounts, we'll enable you to do that as well using microtransactions.

During Early Enrollment we'll only have the subscription system available.

This has me a bit worried, I've often defended the green light rewards. Sure you can burn down a tavern. I can take someone elven sword or just grind for another one. But I was under the impression there would be some other kind of donation feature for benefits?

Like I said some of the things seem fine. But then there are such things as the destiny twins which will make it near impossible for most people to catch up.

I'd happily pay for it and then have it at the games launch but if I have to start the game off without it, the crippling disadvantage I'd be in might discourage me from playing the game.

So if there is a option to gain some benefits before or at launch, even for extra money I'd be fine with it.

Because what it sounds like we have right now isn't even pay to win. Its pay at a certain point of time only to win. Which I feel may be worse. I really look forward to this game, been highly recommending it to my friends but much like me the destiny thing has a lot of them put off.

I understand rewarding devotion. But some of us didn't know of the green light thing and others like my self might have been in economical difficulties. My problem is not paying for the destiny twin perk. It is that such a massive advantage is being kept from me even if I was to caugh up the cash.

Sure it might be added later. But how far might the green light peers be by then? Twice as far as me that is for sure.

Then add the fact that my guild, none of us knew of the green light thing when it was going on and thus none of us have it. Suddenly the double xp thing effect effects a whole group of people making it all the worse.

So I wrote this in some hope that at least the destiny twin might become available for a small fee. I am sure evening out the feild and more money to Goblin works would benefit everyone.

CEO, Goblinworks

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I do not understand how you think Destiny's Twin gives you any significant advantage that cannot be overcome.

Buy two accounts if it bothers you that much. All Destiny's Twin gets you is a second character gaining XP. You still have to play that character to get achievements to get character abilities.

Goblin Squad Member

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There is this ever growing belief in the MMO community, that everyone should get a chance at everything. I personally want doors to shut, I want to be able to say "I have this because I was here for _____. It will never be in the game again."

The only thing that should be equal to everyone is combat power. Not combat ability, not combat progression speed, not combat options, just combat power.

Goblin Squad Member

Ryan Dancey wrote:

I do not understand how you think Destiny's Twin gives you any significant advantage that cannot be overcome.

Buy two accounts if it bothers you that much. All Destiny's Twin gets you is a second character gaining XP. You still have to play that character to get achievements to get character abilities.

Ah so destiny twins will be available for everyone? From all sources I could find (granted none are offical) claimed the destiny twin system was only open for greenlight supporters.

Liberty's Edge Goblin Squad Member

All destiny twins allows you to do is to train to characters at the same time.

You can buy two accounts or buy extra training time for a second charter on a single account and it has the same effect.

Goblin Squad Member

Ah so we all have limited training time, this much I knew. But the way the destiny twins was described to me, it made it sound like these trained skills would be shared.

Lets say you level full on combat with one and crafting the other and both would soon enough have the best of both worlds on both characters.

So this is false?

Goblin Squad Member

No, each character is seperate.

All destiny twin allows you to do is get xp for two characters without paying extra. its a reward for those who backed the KS.

Now remember that thats just exp, you dont automatically get the merit badges. If you unlock something on character 1 it does NOT unlock for character 2. You would have to do it again on the second character.

Goblin Squad Member

Valkenr wrote:

There is this ever growing belief in the MMO community, that everyone should get a chance at everything. I personally want doors to shut, I want to be able to say "I have this because I was here for _____. It will never be in the game again."

The only thing that should be equal to everyone is combat power. Not combat ability, not combat progression speed, not combat options, just combat power.

Absolutely agree...with one caveat. The event that gives XYZ item/skill/whatever needs to be balanced to allow as many people to attend as possible. That is, somehow spread it across a 24 hour time period or multiple instances across a day...something like that.

An example of how this wasn't run well, was the GW2 Karka event. After building things up over a week, the culmination was a two hour event at peak US time but off hours for the rest of the world (3AM Australian Eastern time). Not a great way to built loyalty when you lock 50% of your user base out because they're asleep or at work.

Allow everyone access to such events, then shut them down and let people feel special about they're nifty reward.


Valkenr wrote:

There is this ever growing belief in the MMO community, that everyone should get a chance at everything. I personally want doors to shut, I want to be able to say "I have this because I was here for _____. It will never be in the game again."

The only thing that should be equal to everyone is combat power. Not combat ability, not combat progression speed, not combat options, just combat power.

It's a spinoff of the (fairly) new morality system that such concepts as "people shouldn't be allowed to lose" and "no one should be inconvenienced above another" come from. I've even heard that there are some games being played where they no longer keep score for fear that children would become upset if they lost to the opposing team.

IMO this mentality is going to come back and bite "us" in the butt when these kids grow up spoiled, entitled and have to go play in the corporate world where it's rare that you don't lose. But that's just my opinion, YMMV

Goblin Squad Member

Where no one is allowed to lose no one is allowed to win, except where what is valued is in playing rather than in triumph.

Goblin Squad Member

Jiminy wrote:
Valkenr wrote:

There is this ever growing belief in the MMO community, that everyone should get a chance at everything. I personally want doors to shut, I want to be able to say "I have this because I was here for _____. It will never be in the game again."

The only thing that should be equal to everyone is combat power. Not combat ability, not combat progression speed, not combat options, just combat power.

That was not my concern. I am fine with losing chances, I also like making the most of them, having a limited item to mark myself as a veteran player who was there when the dwarves came from the mauntains to claim the land for their king or whatever. What I do not want is pay to win. Now I am strong suporter of subscription, my subscription to SWTOR has lasted unendingly to this day day, dispite its free to play status.

Now there are no massive benefits subscribers get over free to play players. Maybe not wearing epic gear, but that is VERY cheap to get on its own. The rest of the items open for you to buy is either only good for low levels or it just looks really cool. Now I wouldn't mind that.

Then we got planet side 2.... Ah.... I remember this game, looked so much forward to it. I remember logging on as a sniper for the first time. I ran over a hill and shot another sniper in the head. He did not go down. I shot him three more times. He finally notices me, turns around and shoots me once. DEAD!

There was another time when the enemy came rushing down the corridor. Cleverly manoeuvring with my friends we came up behind them, unleashed a hail of gunfire on the enemies flank. They turned around and killed us. Out maned four to two, caught by surprise and out of cover and none of them died.

And don't get me started on APB!!!

So yeah in short, I am fine with losing out to some items. My concern was mostly about people being able to pay their way to victory.


Being wrote:
Where no one is allowed to lose no one is allowed to win, except where what is valued is in playing rather than in triumph.

Quite true. My problem is that a child only learns by being exposed to things, so if they are raised never having played games with winners and losers, they will be crippled when they are tossed into a world that, for the most part, operates solely on the winner/loser principal. That's my view anyway.

Goblin Squad Member

A very sound view, if you ask me.

Goblin Squad Member

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I would like to throw in my worry about the Destiny Twins perk as well. While it, as has been stated, doesn't give you training but experince, I still view this as a big advantage.

For example, someone with Destiny Twins can have two characters which actievly support each other, like a blacksmith and a warrior, and will therefore be able to get gear, items and money quicker than anyone who does not posses this perk, as well as being able to run around and explore, adventure or whatever you wish to do. While this might not worry you, it throws me off a bit. A Destiny Twins account will have double the advantage.

As I view it, no matter how it is put, this perk is a huge advantage, and it encourages kickstarters to make alts, while it forces others to pay extra just to keep up. Or if they do not pay, they are bound to fall behind.

Now, I agree that the kickstarters deserve a reward for being there from the start, but I don't think the rewards should be something that gives them an out-right permanent advantage to anyone else. Besides, Destiny Twins is such a nifty feature that I think it would be a shame to limit it in such a way.

My main worry with this feature, to sum it it up, is that it will launch the Destiny Twins ahead in such a speed that it will be very hard for those who do not have it to catch up. While someone Destiny Twins wont have an individual character with more experince than anyone else, they can have two characters who can support each other, which is arguably even better.

Goblin Squad Member

Syndrome wrote:

And when everyone's super...

[chuckles evilly]
- no one will be.

Goblin Squad Member

MrSavarius wrote:

I would like to throw in my worry about the Destiny Twins perk as well. While it, as has been stated, doesn't give you training but experince, I still view this as a big advantage.

For example, someone with Destiny Twins can have two characters which actievly support each other, like a blacksmith and a warrior, and will therefore be able to get gear, items and money quicker than anyone who does not posses this perk, as well as being able to run around and explore, adventure or whatever you wish to do. While this might not worry you, it throws me off a bit. A Destiny Twins account will have double the advantage.

As I view it, no matter how it is put, this perk is a huge advantage, and it encourages kickstarters to make alts, while it forces others to pay extra just to keep up. Or if they do not pay, they are bound to fall behind.

Now, I agree that the kickstarters deserve a reward for being there from the start, but I don't think the rewards should be something that gives them an out-right permanent advantage to anyone else. Besides, Destiny Twins is such a nifty feature that I think it would be a shame to limit it in such a way.

My main worry with this feature, to sum it it up, is that it will launch the Destiny Twins ahead in such a speed that it will be very hard for those who do not have it to catch up. While someone Destiny Twins wont have an individual character with more experince than anyone else, they can have two characters who can support each other, which is arguably even better.

I fully agree. I think if they just add the option to buy the destiny thing for money, it would be one of the best sold items. Yes I could get two accounts and pay for two subscriptions, that is true. But in most if not every other MMO I played such a thing is considered a exploit? Not to mention the subscription alone for one month would likely charge me way more money than most people paid for the green light drive, so this still hardly puts us on equal terms.

Likewise I am not made of money, I am all good and well to support a great game in the making, but I'd like to be able to keep up with the community and eat dinner at the end of the month.

Goblin Squad Member

MrSavarius wrote:

I would like to throw in my worry about the Destiny Twins perk as well. While it, as has been stated, doesn't give you training but experince, I still view this as a big advantage.

For example, someone with Destiny Twins can have two characters which actievly support each other, like a blacksmith and a warrior, and will therefore be able to get gear, items and money quicker than anyone who does not posses this perk, as well as being able to run around and explore, adventure or whatever you wish to do. While this might not worry you, it throws me off a bit. A Destiny Twins account will have double the advantage.

As I view it, no matter how it is put, this perk is a huge advantage, and it encourages kickstarters to make alts, while it forces others to pay extra just to keep up. Or if they do not pay, they are bound to fall behind.

Now, I agree that the kickstarters deserve a reward for being there from the start, but I don't think the rewards should be something that gives them an out-right permanent advantage to anyone else. Besides, Destiny Twins is such a nifty feature that I think it would be a shame to limit it in such a way.

My main worry with this feature, to sum it it up, is that it will launch the Destiny Twins ahead in such a speed that it will be very hard for those who do not have it to catch up. While someone Destiny Twins wont have an individual character with more experince than anyone else, they can have two characters who can support each other, which is arguably even better.

Make friends. You're instantly on even footing.

Goblin Squad Member

A Destiny Twins character can also make friends, can't they? I fail to see how that is an argument.

Goblin Squad Member

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I would rather not give up my destiny's twin advantage. In order to actually do something with my destiny's twin I will have to stop playing my main and work my destiny's twin. I do not think dual boxing is bad, but if an account is only allowed a single character active at any time then the advantage accruing to the destiny's twin will be negligible.

My good fortune doesn't reduce your good fortune.

Goblin Squad Member

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Being wrote:

I would rather not give up my destiny's twin advantage. In order to actually do something with my destiny's twin I will have to stop playing my main and work my destiny's twin. I do not think dual boxing is bad, but if an account is only allowed a single character active at any time then the advantage accruing to the destiny's twin will be negligible.

My good fortune doesn't reduce your good fortune.

But your good fortune dooes reduce my good fortune, as you have twice the advantage that I have. Also, I am one of thsoe crazy people who actually like having one alt rather close to my main, and this system discourages me from doing just that. If one account is allowed one character, a Destiny Twin account will have twice the characters, and therefore twice the benefit.


Moridian wrote:
MrSavarius wrote:

I would like to throw in my worry about the Destiny Twins perk as well. While it, as has been stated, doesn't give you training but experince, I still view this as a big advantage.

For example, someone with Destiny Twins can have two characters which actievly support each other, like a blacksmith and a warrior, and will therefore be able to get gear, items and money quicker than anyone who does not posses this perk, as well as being able to run around and explore, adventure or whatever you wish to do. While this might not worry you, it throws me off a bit. A Destiny Twins account will have double the advantage.

As I view it, no matter how it is put, this perk is a huge advantage, and it encourages kickstarters to make alts, while it forces others to pay extra just to keep up. Or if they do not pay, they are bound to fall behind.

Now, I agree that the kickstarters deserve a reward for being there from the start, but I don't think the rewards should be something that gives them an out-right permanent advantage to anyone else. Besides, Destiny Twins is such a nifty feature that I think it would be a shame to limit it in such a way.

My main worry with this feature, to sum it it up, is that it will launch the Destiny Twins ahead in such a speed that it will be very hard for those who do not have it to catch up. While someone Destiny Twins wont have an individual character with more experince than anyone else, they can have two characters who can support each other, which is arguably even better.

I fully agree. I think if they just add the option to buy the destiny thing for money, it would be one of the best sold items. Yes I could get two accounts and pay for two subscriptions, that is true. But in most if not eviery other MMO I played such a thing is considered a exploit? Not to mention the subscription alone for one month would likely charge me way more money than most people paid for the green light drive, so this still hardly puts us on equal terms.

Likewise I am not...

But if they made Destinys twin an option you can buy in the RMT store that would definitely be considered "pay to win", something they said they would not have in PFO.

Realistically all you have to do is create an alt and pay for training time for that alt. an additional sub wouldn't cost more then $15 a month.

Goblin Squad Member

Just because only a few people has it doesn't mean it's not pay to win, at least putting it up on the RMT would mean that everyone has the ability.

Besides, not everyone is inclined to pay for two accounts, especially when other people doesn't have to.

Goblin Squad Member

1 person marked this as a favorite.
MrSavarius wrote:
Being wrote:

I would rather not give up my destiny's twin advantage. In order to actually do something with my destiny's twin I will have to stop playing my main and work my destiny's twin. I do not think dual boxing is bad, but if an account is only allowed a single character active at any time then the advantage accruing to the destiny's twin will be negligible.

My good fortune doesn't reduce your good fortune.

But your good fortune dooes reduce my good fortune, as you have twice the advantage that I have. Also, I am one of thsoe crazy people who actually like having one alt rather close to my main, and this system discourages me from doing just that. If one account is allowed one character, a Destiny Twin account will have twice the characters, and therefore twice the benefit.

In order to train both I will also have invested twice as much, having had to train twice as often. If you wish equal benefit you will need to make an equal investment. If you will not make equal investment your claim for equal benefit is without merit.

Goblin Squad Member

Being wrote:
MrSavarius wrote:
Being wrote:

I would rather not give up my destiny's twin advantage. In order to actually do something with my destiny's twin I will have to stop playing my main and work my destiny's twin. I do not think dual boxing is bad, but if an account is only allowed a single character active at any time then the advantage accruing to the destiny's twin will be negligible.

My good fortune doesn't reduce your good fortune.

But your good fortune dooes reduce my good fortune, as you have twice the advantage that I have. Also, I am one of thsoe crazy people who actually like having one alt rather close to my main, and this system discourages me from doing just that. If one account is allowed one character, a Destiny Twin account will have twice the characters, and therefore twice the benefit.
In order to train both I will also have invested twice as much, having had to train twice as often. If you wish equal benefit you will need to make an equal investment. If you will not make equal investment your claim for equal benefit is without merit.

I am willing to put in the equal investment, I am just not willing to pay way more money than you do for the honour of equal investment.

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