Hi Daenerys and @Shadeborn
I agree that on first sight it does not seem to offer as good stats in the long run. However, those are not strong arguments for the following reasons (stated by other commentators):
(1) ‘Small’ p2w is just as unacceptable because it sets a bad precedent for other p2w items
(2) The fact that the bonuses are difficult to get because they are so random and require a large amount of $ is not a good thing at all - in fact this means the p2w gap is even more shocking than before. A game should not allow ‘whales’ to be ahead.
So I agree that while increasing the drop rates (I think it should be way higher than 1/50 by the way, given the number of scrolls required to even get a decent roll) would even out the problem, the fact that it exists, is, in principle, wrong.
Next point - oh look it’s the whiteknight squad who always defend things blindly no matter how obviously wrong they are. It’s like they forgot that actually defending your game when it doesn’t deserve to be defended accelerates its trip to the graveyard faster:
@fitzfeliz
@Senpaikunchanperson
@jynxie10
Standard whiteknight arguments:
- “It’s okay for payers to get something because they paid”
Giving incentives in items to it make appealing to paying customers? Unless you want this game to be P2P or B2P. F2P games are always P2W.
Response: There’s a difference between supporting good business practices, and supporting a business for the sake of it, even when it does things that are detrimental to its longevity.
P2W games have always been proven to fizzle out fast - they suit a short term business model in this industry where a game builds up some hype and quickly fizzles out after capitalizing on whales.
I’d like to hope, and I think most people here share the same sentiments, that Tree of Savior is vastly different from the generic MMOs we are plagued with nowadays, and itself has stated that it wishes to differentiate itself from the others. So I think that sends a very strong message that this is NOT the kind of path that it wants to take - and it wants to last in the LONG TERM.
So yes, a paid player can receive more benefits than a free player, but these benefits should not confer in-game advantages, simply because we want the game to last and provide a positive experience for all players. Contrary to popular belief, free players can actually provide extensive benefits to a server, just in non-monetary ways. Those who studied economics might be aware that F2P players provide several ‘positive externalities’ - spillover benefits such as player population, quality ideas and suggestions, leading communities etc. Yes I am aware that it also brings along its own host of problems but my point is that the issue is far more complex and it is not simply a case of P2P GOOD, F2P BAD.
(For the record, I am a ‘paid player’ who bought the most expensive package. I mentioned this even though I personally don’t think this matters, but some vindictive people will find a way to bash free players in whatever despicable way they can find)
- The chance of getting good stats are so small that it doesn’t matter.
Except, the chances of getting all those bonuses are incredibly slim. Slimmer than the chances that a magic scroll will drop from a boss cube.
Response: The lower the chance, the more RNG it is. The more RNG it is, the more unacceptable it becomes because it simply devolves into a p2w gamble.
So, if the scrolls actually gave you guaranteed stats, that would be straightforward p2w. Nobody disputes that. Now that they give you a chance to get good stats, how does that make it any less p2w, except that you’re now required to pour in far more cash to get the same result? If anything, this increases the divide between the ‘whales’ and the rest of the community.
By the way, the fact that the chance is slim makes it even worse for the free player who gets the scrolls at least 50x slower than a paying player.
- You can buy the enchanted hats on the market place.
Response: Like the token issue, while it is good that free players can access it, I think the whole idea of paid players earning silver from cash which gives them an in-game advantage is problematic. But that’s another issue for another day.
- P2W is fine. Companies need cash.
Response: See #1. There are plenty of ways, innovative and practical ways, for companies to make a big profit without resorting to p2w. As I’ve said, there’s a big distinction making money, and making money ethically. Nobody opposes that a company wants to make money, but people oppose HOW. And if the game wants to last, then it’d better not step its foot in the grave by implementing this.
Solutions? I’ll just compile some that others have already kindly offered.
- Increase drop rate VASTLY
- Lower the number of stats it gives from 3 to 1
- Lower the number of headgears applicable from 3 to 1.
- Decrease the price to a 5 TP item (so that free players can afford it)
- Remove the damn thing
I personally am in favor of #5. If they wish to reimplement it, at least discuss with the community first. I never liked how this was secretly ‘sneaked’ into the founder’s package in the first place in a one-liner. Such things ought to be openly and honestly discussed.