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Mobly1

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1

Thursday, March 22nd 2012, 1:20am

Guild Wars 2 adopts RoM's cash-shop system????

I thought everyone would find this interesting. GW2 is claiming to be using a system exactly like RoM's: buying a currency and allowing it to be controlled and bought/sold in-game by players.

http://massively.joystiq.com/2012/03/21/…icrotransactio/

*I apologize if this is deemed against rules.* Deletion of it will insure I don't do it again. Thanks.*

I would love to see diamonds reinstated into the auction house. It was one of my favorite things about RoM.
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2

Thursday, March 22nd 2012, 1:41am

interesting and intriguing

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Thursday, March 22nd 2012, 1:57am

I find it funny, those who are itching to go here and leave RoM are going to jump into the exact same system. I hope this isn't deleted because it is also about RoM

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Thursday, March 22nd 2012, 2:00am

lol it even mentions RoM and our issues.
I'm pretty excited about this though. if that means no monthly fee, GW2 could be a bit hit for RoM if there is better game preformance.
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5

Thursday, March 22nd 2012, 2:30am

You gotta look into the original text...

http://www.arena.net/blog/mike-obrien-on…in-guild-wars-2


"We think players should have the opportunity to spend money on items that provide visual distinction and offer more ways to express themselves. They should also be able to spend money on account services and on time-saving convenience items. But it’s never OK for players to buy a game and not be able to enjoy what they paid for without additional purchases, and it’s never OK for players who spend money to have an unfair advantage over players who spend time"
This is the way rom SHOULD be running its microtransactions. I've posted before about not selling power etc etc.

Also, the original gw did implement microtransactions (though I'm not sure exactly when it was put in, so I dunno if rom or gw did microtransactions first). I severely doubt that rom was the first to implement them, though I would have to research further to confirm it.

Anyways, im totally pumped for gw2, but Id also like to stick around on rom, beginning to really enjoy it here. Might force myself to play 2 mmos at once T_T
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Mobly1

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6

Thursday, March 22nd 2012, 3:27am

I know it's way too much speculation at this point, but to nitpick. It does say "account services" and "time-saving, convenience" items.

I think it's arguable that purified fusion stones and many other items in RoM's cash-shop fit this bill. It's a bit harder to defend jewels that provide up to plus-12 and plus-16, but it will always be in the eye of the beholder. On a technicality, paying money for puri's is a convenience to gear up faster than waiting and buying them with Phirius tokens.

And, even the plus-16 jewels are defendable because players can buy them with gold, through the unique system that GW2 is also saying they will adopt.

Bottom-line, for me, is that's all a lot of marketing speak. I'm curious about where the value is. In Second Life, the value is on skins. That means, skins are what people want. Getting the coolest skins is top-equivalent to wanting to be top in combat in another game. Is Guild Wars 2 gonna be this way? They do already say that gear is inconsiquential. That is, it doesn't mean as much or won't mean as much to players as gear in other games. That's value. Combat, power and gear is just a way that value is expressed.

If Guild Wars 2 is going to change that value, combat and power won't even be comprehended or mean the same thing as in other MMOs.

People don't want pay-to-win because the value is on gear and armor and power, but there will always be value on something. In SL, that's cool skins and animations for your avatar and it's different in other games. If you take it away, you don't remove pay-to-win, you can't. You shift where the value is, because value must be there. It will be there. People will find value.

That value could be in being the coolest looking. That means people will desire to look cool, because the game is set up in a manner to place high-value on doing that. And if the items in the cash-shop go toward that, then that's what people will want.

pay-to-win doesn't stop, can't stop at combat. That can be what's always most important for some people, the same as fashion is what's most important for some, right now, but pay-to-win reared its head because that's what a lot of people deemed to be THE goal of the game, the ultimate achievement or the most important thing.

If that most important thing becomes fashion or crafting, then it's simple: vanity items will be most important and be applied to the pay-to-win mantra.

On the other hand, if players are already saying that combat will be most important to them, when going into Guild Wars 2, they will either be disappointing, find that GW2 has married all features to equate them in a nice way, hid them behind many various activities or people will love the game and what the game tells you has more value through playing it - just liike combat. Combat exists in Second Life and other games, but because of the unique game-design, it's not most important. If it's not most important, people won't think they're "winning" so "pay-to-win" won't be applied to it.

It might be exaggerating, but GW2 did say that the gear and "power" is going to be of less value to players because everyone will be on the same playing field all the time, but value will appear in some form. It has to. Will that value be in wanting to look cool? Crafting? or some other new form.

I think if an MMO does away with treadmills or mixes it with a lot of other activities, instead of concentrating on only 1 or 2 ultimate activities, then try and equate all those activities, you might find a nice balance.

Time will tell.
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7

Thursday, March 22nd 2012, 4:30am

I don't agree with your definition of pay to win being for anything and everything someone may value. People dislike pay to win because by paying, it makes it easier to win, as in wining duels or siege (combat). There is no winning at looking cute, appearance is obviously subjective. Furthermore, there isn't anything to win at for those other things (the game does not give you rewards, gold, or anything at all if you're armor is the shiniest in all the land.

Combat has clear win/loss scenarios, and paying to win is basically paying to increase the odds that you are on the winning side (which again, is clearly indicated as objectively winning). I don't think you can pick any little thing that someone might value and spend money on, then call it pay to win.

Call it pay-to-look-cool, pay-to-get extra dances/animations(?) or whatever, but not pay to win. Alternatively, if the goal of the game was to be the best dancer and you can pay to have special dance moves that add 2 pts to your judges score for the big dance competitions, then sure...because the dance competition would have a winner and they payed to increase the chance of winning. That's the difference to me at least.
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Thursday, March 22nd 2012, 4:49am

But when RoM started they had full intentions of not being a P2W, if you were using puri's you were just hardcore, otherwise you hunted for single stat vendor fusion stones. Originally it was primarily XP, transportation, agg, that's it, Plussing was common but we only had +6. $20 in diamonds actually went pretty far. Especially seeing SL or AV was as far as you had to transport. Chapter 3 pretty much was the game changer which catapulted all good intentions out the window.

And yes diamonds were in AH, but wasn't that big of a deal because you didn't really need them so much back then. People miss them more now then ever before simply because its now a p2w. Now everything is +16 T10 it or you can't hang, seriously though if you had a T7 you were op, if you had T8 you were OMFG OP! See you had to run chicken to get a T4, now you just go to a vendor.

Sooooo GW2 may start out with good intentions, make no mistake RoM truly was a convenience F2P, that's why I loved it plus no one has a dual class system like it. But GW2 may...wait, WILL get caught in the p2w business. I tried another game that went from sub to f2p, their CS is rom's in chapter one, now I didn't like it cause you need to wait till level 80 to get a subclass, but it was RoM meets knight online. It won't take long for it to add power ups to its CS.

K I'm babbling, no other MMO gave 100% of the game away like RoM on a f2p format, but all who follow will develop into a p2w.

Mobly1

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Thursday, March 22nd 2012, 5:06am

I understand and for all intense and purpose, I agree with you. People love combat, it matters to them, but a game doesn't have to have combat as it's focus, then what? Then whatever it's focus is, will become what's important and what can help players toward that new focus will be "pay-to-win".

Fashion can arguably have clear win/loss scenarios, and a clear scenario need not happen, anyway. Combat is the sneaze, value is the cold that you catch. There are many people right now, that don't care or operate on the behavior of trying to achieve any kind of status in an MMORPG, so for them there is no pay-to-win.

Isn't pay-to-look-cool the exact same thing, if it becomes what's most important? The only reason there's a term pay-to-win is because people see that as winning and what is winning? If people didn't feel beating another person up in battlegrounds meant anything, they would start looking for what they thought mattered in the game.

And if they actually really didn't do that. Instead, they really did only care about beating someone up and they didn't care that the mega-world-vs-world was more important, so they didn't even bother, then they wouldn't be using the term-pay-to-win, because they didn't care that siege war or the hardest dungeon in the game meant anything... but they do think it means something. They think it means they are winning something.

Your last paragraph is spot on! Dancing could be what is most important. Guild Wars 2 or any MMO could readjust the game-design to focus value on something else like dancing, crafting, etc.... Then if, say, fashion is what's most important, what does that make vanity items now?

One reason I don't like the term is because the use of it is very "convenient" for people to switch the definition whenever they choose. Say, tomorrow, everyone is running around wanting to obtain a brand new kind of "win" status in GW2 because, let's make it up: a dynamic event proves to be the most important thing for many players. Suddenly power items don't matter but another items does. Well, those people will all the sudden just start saying this new item is pay-to-win(and it won't be power or strength related, which many focus on today).

And some aspects of gameplay will be less clear. Actually a lot of stuff really isn't that clear. Is it really clear who is winning in RoM in anything? If they can beat you, they won? if they have 10 pts more power and 10 pts more defense, they "win"? Even right now, there really is no clear win/loss. It's really not clear who will always win Siege or who will always win in some fights. It's all about what you and the game values. Today that is combat, tomorrow it could be something different.

Some might think the current situation of paying-to-win is clear, but anywhere you look people can't agree on any specifics, it's just a general idea that others are stronger than you, hence they can beat you. And that can easily translate to anything.
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Thursday, March 22nd 2012, 9:32am

I think what people are missing is that GW2 is essentially two games: #1 is the level/xp/quest/combat training portion. #2 is the guild wars (constant). in game #1 you start at lvl 1 and work to 80. in game 2 EVERYONE will be taken to level 80 (and perhaps those who have gear will be able to bring it in to use it from the other side). Otherwise everyone will just have generic lvl 80 stuff. So the "adventurers" who most likely will get gear will "most likely" be the best in the War. HOWEVER, it also balances out a combat system that is like a console game. So people who rock MORTAL COMBAT 33 (or whatever the latest version is nowadays) will have a bit of an edge here. And also there is the WAR aspect... which means numbers will win often despite tactics.

Overall I am looking forward to at least trying it (as opposed to Rift, which I didn't even bother with as its pretty much just the same old same old IMHO). But I will still most likely play RoM also (esp at level cap upgrades). my 2 cents
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Thursday, March 22nd 2012, 4:56pm

I will be moving this thread to the off-topic. Yes, it does indirectly talk about Runes of Magic's cash shop system but it is mainly about GW2.

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12

Friday, March 23rd 2012, 2:28pm

GW2 adopts the PLEX-system from Eve not the ROM system.

The most fundamental difference between ROM and GW2 is the the limitation in power in GW2. In GW2 all players will have the same reachable level of power gear-wise at the end. The shop helps people to reach the cap earlier. It a kind of useless since GW2 has no "endgame". But you cant pass the cap via shop. For this reason the shop does not sell power. Structured Pvp is totally uneffected by the shop - WvW partially

In ROM you have no caps. Via shop you speed up the progress and your overall power. Here we have a pay to win situation. PvP is totally ruled by the shop.

13

Saturday, March 24th 2012, 3:45am

Quoted from "Mobly1;519088"

I know it's way too much speculation at this point, but to nitpick. It does say "account services" and "time-saving, convenience" items.

I think it's arguable that purified fusion stones and many other items in RoM's cash-shop fit this bill.


Puris are time-saving convenience items? Lolwut? If you want to gear up in under 2 years for a single set, you're not going to be buying everything from the phirius token shop...no one buys puris there, because the amount of time spent per puri is way too much. Puris are mandatory. They're not optional if you want to get past 55, and most people won't want to cut themselves off from a lot of game content. Just the same, plussing jewels are mandatory as well for top-tier instances, as are runes (which require both runes that only come from the CS and drillers, which are extremely expensive when you're fully drilling a whole set.)

You can argue that the phirius token negates these being CS-only items, but the p-token shop is such a joke for these items that it's not even funny (and some of them are only available in the ruby shop--p-tokens give minimal to no rubies per item bought). Plussing jewels are a bit less overpriced there, but puris have always been expensive. Saying that it's viable for someone to gear up only through the ptoken shop (and thus, the game isn't pay-to-win at all) is pretty delusional. There's a reason f2p players are forced to buy diamonds from other players if they want to gear up.


Personally I'm looking forward to GW2. They managed to keep GW's cash shop to vanity items/storage increasers, and while GW2 will likely have more in their CS, I doubt it's going to be cash shop-intensive like RoM. It's no secret that a lot of endgamers end up quitting RoM after a while due to the cash shop being too expensive. As a buy-to-play game, GW2 has some leeway in how much they need to gain from microtransactions, and from what they've said so far, it sounds like they don't want to sell power in their CS. I just hope they stick to it after launch.

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Mobly1

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Saturday, March 24th 2012, 4:09am

I'm just nit-picking the technicalities. I agree, we can brush off the technicality by looking to the side and saying "but the token shop is a joke" but that doesn't make the technicality incorrect. The tokens are there and technically do provide that integration.

I agree, it takes too long and that is my contention with cash-shops: the time it takes and if that time is fun in playing the game, whether you get a reward or not.

Value is value. Value doesn't have to be combat. Combat is what anyone talks about but value is the source.

I don't like terms like "viable" either, and I try not to say anything like that, because I don't mean that. I am saying it is not viable, but that does not go against anything else I've already said.

I'm saying "value" is the source. Businesses want to sell you what they have and what you value. Once we realize "combat" is not the source of the water, we see that the game can be different.

If people are still very concerned about combat: it seems like it is because they want power and that's important to them. then that seems to suggest people care that much about power and someone else being more powerful or being more powerful than others, and if GW2 gets rid of that value, how could pay-to-win exist? Even if it did sell armor and weapons? They're all capped. It presumably doesn't matter and because the source(value) is changed, even if what people currently think of as pay-to-win items go into the cash-shop, they will be worthless compared to the value they'd hold in other, more linear, treadmill games.

I don't care about viable, pay-to-win or any of the other tropes repeated all over the place, because I know the source of them all is value, and value does not have to be combat. All you have to do is look at another game that doesn't focus on combat to see that.

What may be very interesting is if GW2 found a way to separate gameplay without segregating players. I suspect they did this largely through many hidden caps and limitations. Limit how you can fight, limit what armor you can use when, limit how powerful you can become compared to the next person, limit which currency can be spent where.

I think this could be a good formula, but anything needs to be done well. We'll see.

I'm hoping the other part of the equation is that they dilute value across many activities. Until now, MMOs have been getting smaller and focusing more on one or two activities so the value on those activities go up. If GW2 added more activities and tried to equate them via the level caps and separation of gear and currency, it will be harder to tell where most of the value is placed. Most of it may not be placed anywhere.

It becomes GTA3 where you have some sandbox gameplay. There are quests and missions and an end, but there are so many activities and those activities have many different ways to approach and participate that linear power doesn't mean near as much, but the activities are insanely fun.
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15

Monday, March 26th 2012, 11:48pm

Not even close, their cash shop system has very little in common with this one. it came from the Eve and somewhat from some of the Aion economy. The majority of it will be cosmetic items only, guild wars has never had enhancement items in their cash shops that give unfair advantages to whoever spends the most. I have played both the original guild wars (still do) and Eve and can say they know what they're doing with it.

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Tuesday, April 10th 2012, 6:40am

As Niburiana said, GW2 will most likely only add things into the game that 'look pretty' Reskinning armor, new hairstyles and cosmetic changes as the did in the first one. Buying new slots of characters even but I doubt they do what ROM does in the sense that yes it is a FTP game but it's very PTW. It's costly to up your stats and stack things, and though you do have to spend the time to get to the level of items abilities you still need to spend diamonds to 'make things work' GW's cash shop will be in the harshest of terms, worthless to the game play itself. Though enjoyable to though who want to put the money into it. As much as I love ROM their cash shop is almost the payment your required to dish out if you want to spend less then two years trying to match stats with shoppers.

When it comes to Puris Coin shop, as said it's to much time and effort to gain enough count o buy anything helpful and most of the time people don't want to be bothered. Sure it's a nice thing to throw in and I will do some daily quests mindlessly but I set out to not pay money in this game, and dailies are just so boring and annoying that I just gave up and dished the money. ROM meant well since two years ago everything was pretty cheap but with the growth they kinda changed their system. They still do a good job with it but it's fallen into more of a PTW which I think GW2 is trying very very hard not to fall into.

Also you must take into account that ROM and GW have very very different play styles and atmospheres. In GW you are based in your own world where really only your own states and those of the monsters count. Adding other players only in non-combat related areas and parties. It doesn't quite matter as much how stacked your items are which removes the need for enchanting items as a base or need for victory. You just need a good player, a good team or someone who is a high enough level to pass though areas. In ROM your stacks are really want matters regardless of level of character. At this point you can't run around the world past about 30 without having something enchanted or some kind of stack. It makes it a bit unbalanced without the use of the cash shop sadly.

All and all the way guild wars plays there will be no 'need' for a cash shop, adding one is strictly for looks or convenience. They want to make it fair giving you a toss up between paying money or spending time. Though in this case the time isn't half as long.

Maybe I missed the point but that's what I think...sorta maybe?


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