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UurlockYgmeov
08-26-2017, 12:20 PM
"Friend sent me this link,, maybe something to think about?" (http://www.breitbart.com/tech/2017/08/25/church-shadow-of-war-is-the-latest-example-of-an-industry-seeking-to-profit-from-young-gamblers/)

If they are doing it in LOTR - will Ravenloft be this way as well?

Church: ‘Shadow of War’ Is the Latest Example of an Industry Seeking to Profit from Young Gamblers

by NATE CHURCH25 Aug 2017116

I came away from this year’s Electronic Entertainment Expo excited about a precious few upcoming titles. Foremost among them was Middle-earth: Shadow of War. I described the elegance with which the developers introduced complexity to 2014’s Shadow of Mordor‘s alchemy of procedural generation and visceral combat. I said that I would be “shocked if it doesn’t immediately become one of the year’s highlights” upon its release, and I meant it.
When Warner Bros. Interactive Entertainment first announced the presence of loot chests in the upcoming Shadow of War, I was flabbergasted. It was a reaction shared by the vast majority of the gaming community at large.

Not only would micro-transactions invade the single-player experience, they would be directly tied to mechanical advantages that would negate time spent actually playing the game. It is an even more egregious spiritual successor to Ubisoft’s abusive tactics in the Assassins Creed series; locking much of the game’s best equipment, and then badgering you to open your wallet while you play.

WBIE has doubled down on that practice, and in doing so, they have turned Shadow of War into a glorified slot machine.

No, it’s not technically (read: legally) gambling. It’s worse. While it is equally as exploitative of the player, the promise of reward is completely artificial. Furthermore, there are multiple studies that suggest that the early introduction of these concepts can have a real impact on the severity of gambling problems later in life. Children who start gambling early have been found to gamble more and (even) less responsibly.

Rather than search for “whales” among their consumers, many of today’s biggest names in the gaming industry are raising their own.

Loot boxes and their ilk have proven a clever disguise for the behavioral conditioning that major game publishers have begun to employ as a matter of course. From mobile games to the biggest AAA titles in the industry like Overwatch, Call of Duty, and League of Legends, the problem continues to spread because our lawmakers simply aren’t paying attention. The closest we have gotten to a real examination of the issue was an impotent and arguably misdirected offensive against Steam’s tradeable item marketplace.

Until we call publishers to account for these practices, our children will be continually trained to answer the lure of digital Skinner Boxes. So long as we excuse the practice, it will continue to expand until it eclipses the immersive experience that games once intended to provide.

But customers sucked into the world of loot box accelerants aren’t the only ones gambling. Warner Bros. Interactive Entertainment and other publishers are making a terrible wager. They are measuring the value of your time spent on their game, and then bluntly suggesting to their own customers that there is value in avoiding it. It clearly defines the publisher’s opinion of both the game and its creators — in the most negative possible way.

So, while I’m giving advice that absolutely no one will follow, here’s something for free:

Just stop. Write up another press release. Apologize to your fans for insulting them and to your hard working development team for devaluing the work they have put into making something worth our time. Take a hard step back from the reviled business practices for which you are quickly becoming infamous, and don’t forfeit all the good will you have gained on the backs of the talented creators in your employ.

Eventually, someone will realize that loot box schemes are no more than thinly veiled attempts to produce young gamblers. When that happens, you have a choice; to be the ones who came the wrong way around to the right decision… or Exhibit A.

I reached out to Warner Bros. Interactive Entertainment for comment but received no response at the time of this writing.

Follow Nate Church @Get2Church on Twitter for the latest news in gaming and technology, and snarky opinions on both.

MacRighteous
08-26-2017, 12:36 PM
Shadows of War isn't LotRO.
It's a single player console game: https://en.wikipedia.org/wiki/Middle-earth%3A_Shadow_of_War

But doesn't something similar already happen in DDO?

Daily dice rolls
Loot Gems
Treasure Hunters elixir
etc.

I am never convinced that they do any good - seems like I get just as crappy rolls with the boosts than I do without them.

/Mac

Aelonwy
08-26-2017, 12:47 PM
I read the article. What does it have to do with LotRO? Am I missing something? Its about a game still owned by WB right? DDO and LotRO are SSG.
If you are asking how I feel about gambling (real money) in a fantasy game then I will point out that I have never, and will never use chest rerolls and other than free daily dice I don't gamble on that interface either.

They've already brought gambling into this game. But yeah loot boxes with the shiny 1 in a million chance of getting better loot then you can from playing would probably be my last straw. I play as a family and I don't want my children introduced to that excrement.

Drus-the-Axe
08-26-2017, 08:50 PM
"They are measuring the value of your time spent on their game, and then bluntly suggesting to their own customers that there is value in avoiding it."

And that's why I hate Otto's Boxes

starbuck1771
08-26-2017, 09:14 PM
Shadows of War isn't LotRO.
It's a single player console game: https://en.wikipedia.org/wiki/Middle-earth%3A_Shadow_of_War

But doesn't something similar already happen in DDO?

Daily dice rolls
Loot Gems
Treasure Hunters elixir
etc.

I am never convinced that they do any good - seems like I get just as crappy rolls with the boosts than I do without them.

/Mac

Yes it has been in DDO & LotRO for years with loot boxes

Niminae
08-26-2017, 09:29 PM
You linked to a Breitbart article. Delete your account.

TDarkchylde
08-26-2017, 10:03 PM
You linked to a Breitbart article. Delete your account.

I didn't even notice, but aside from the fact that the article has absolutely nothing to do with SSG (remember that SSG no longer has any connection whatsoever to WB), LOTRO or DDO (ditto the games), plus linking a fake news site... yeah. Pretty much invalidates the OP's entire argument.

Pyed-Pyper
08-26-2017, 10:07 PM
I didn't even notice, but aside from the fact that the article has absolutely nothing to do with SSG (remember that SSG no longer has any connection whatsoever to WB), LOTRO or DDO (ditto the games), plus linking a fake news site... yeah. Pretty much invalidates the OP's entire argument.

Nobody at SSG was around during the WB days?

TDarkchylde
08-26-2017, 10:27 PM
Nobody at SSG was around during the WB days?

You seem to have missed where I said "no longer." Whatever mandates WB has for their games, SSG isn't bound by.

Yes, WB's bad practices in their games should be called out. They deserve to be drowned in complaints. But there's no sense doing it here on a board for a game run by a company that has absolutely nothing to do with them anymore.

Pyed-Pyper
08-27-2017, 02:04 AM
You seem to have missed where I said "no longer." Whatever mandates WB has for their games, SSG isn't bound by.

Yes, WB's bad practices in their games should be called out. They deserve to be drowned in complaints. But there's no sense doing it here on a board for a game run by a company that has absolutely nothing to do with them anymore.

So it is not possible that the people present during the WB days continued some the WB ideas or philosophy?

Just because WB and Turbine are gone doesn't mean their bad ideas are.

starbuck1771
08-27-2017, 02:11 AM
Nobody at SSG was around during the WB days?

You would be incorrect. They were in fact Turbine employees. These are the same devs who worked on the game for both Turbine and WB.

Saekee
08-27-2017, 07:26 AM
It is not SSG/LotRo but that does not matter.

The gambling hall tactic has been at work in games for some time--DDO is no exception. First, one uses 'chips' instead of real money so as to diminish the sense/caution that one is actually spending real money. This is so pervasive in games that it has become normalized; given the international populations, it has justification--but the effect remains.

Then there is the gambling experience of trying to get rare loot. One rolls the slot machine every time they open the chest for something sought-for: there is that moment of hesitancy, expectation, rise of hope and then: invisible dice roll. The micro transaction of chest rerolls are simply exploiting one's disappointment & pushing hopes--pull the arm again!

Gambling halls use heavy chaotic visuals to destable individuals so that they are more likely drawn into the gambling spirit. The ugly rugs in Vegas are intentional--no sense of being 'grounded' & bright flashing lights add to this effect. Video games, especially fast-paced ones, cause this easily and even without intention.

The list goes on--I am no gambling expert--so in general, overcome this effect by slowing down, enjoy the ride, limit/bracket your playtime, create a game of your own within the game...See my ROGUE sig...

BigErkyKid
08-27-2017, 07:53 AM
DDO is all about the p2skip:

- LR: p2skip playing a build that sucks, or having to re level another one when you want a change.
- Otto's: p2skip having to grind XP
- Chest re rolls: p2skip repetitions of a chest
- XP boosters: pots&tomes, p2skip hours of gameplay

While you can play without paying for any of those, everything in the game is designed to push you towards paying.

I do feel it is true that the gaming industry is acquiring some of the worst habits from casinos.

And at the end of the day, freaking mediocre games! The depth and sense of innovation of some of the old titles is completely gone nowadays.

Most long standing titles I know are going towards fast food status (hearts of iron, total war). Fast paced, flashy, swallow. And for MMOs, incredibly grindy.

Keladon
08-27-2017, 08:14 AM
DDO is all about the p2skip:

- LR: p2skip playing a build that sucks, or having to re level another one when you want a change.
- Otto's: p2skip having to grind XP
- Chest re rolls: p2skip repetitions of a chest
- XP boosters: pots&tomes, p2skip hours of gameplay

While you can play without paying for any of those, everything in the game is designed to push you towards paying.



So DDO is all about paying you so don't have to play?
I'd hardly call that pushing you towards paying.

Cantor
08-27-2017, 08:36 AM
You linked to a Breitbart article.

Pretty much all I needed to know too.

acdcrocks
08-28-2017, 06:46 PM
Pretty much all I needed to know too.

who cares the exact article he's linking to doesn't violate any rules
but really...ibtl xd

BestName
08-29-2017, 01:21 PM
at least it wasn't CNN, New York Times, Salon ect :cool:

Politics aside, who cares who wrote it if it's a gaming related issue and true

UurlockYgmeov
08-29-2017, 02:41 PM
Politics aside, who cares who wrote it if it's a gaming related issue and true


I don't care (for the most part) where the article comes from - if the article is well written, and has valid points. In this case it does and those points may or may not apply to DDO.

I was mistaken about LOTRO - but it seems to me that there are these things in DDO, albeit they seem to have been mostly countered (so far) by, ummm, issues in execution or code.

Even with that said, will SSG attempt to bring in new versions of this - say in Ravenloft? Are they going to attempt to fix/add to existing versions?

I have been impressed with the conversation (except for off topic chatter), and thank you, given me things to think about concerning the game.

"Have fun storming the castle!"
"But I am feeling MUCH better now!"

Renvar
08-29-2017, 04:36 PM
If some people want to partake of these practices and that generates revenue for the game company, which allows you to play the game for free, or for less than otherwise, or allows the developer to do another expansion, etc, then I don't really care.

In DDO, gold rolls, re-rolling chests, using loot boots, ottos stones, etc, is all optional. You can play the game at the very highest level without any of that. If others wish to spend their money on those items, some of which is similar to gambling, then so be it. It's no different, really, then them deciding to pay for a ViP to get faster movement in public areas and a 10% quest XP boost. If they want to spend money to improve their experience (or the chance to do so), more power to them.

The lottery in the U.S. is legalized gambling and around 11% of that money goes to government services, like education. Most people call that a regressive tax, however. You can consider these options in DDO as a voluntary tax on maintaining the game.

Now, if it becomes a mandatory part of game play, that's different. But so far, DDO's options are purely voluntary, optional and/or convenience items.

Chai
08-29-2017, 04:58 PM
Not only would micro-transactions invade the single-player experience, they would be directly tied to mechanical advantages that would negate time spent actually playing the game.


The reviewers who are just now iterating LOTRO is the testing grounds for this are likely not aware of the community's hand over fist support for it in DDO over the past 8 years.

BigErkyKid
08-30-2017, 04:44 AM
Now, if it becomes a mandatory part of game play, that's different. But so far, DDO's options are purely voluntary, optional and/or convenience items.

Really? So you can either pay money for XP boosters (tomes of learning, XP pots, VIP), or you can take X times, with X>1, to achieve the same amount of character progression as someone who is buying store options. Of course paying is optional, but then for equal time you will have an objectively worse character. Because people love having worse characters than the other people in their group.

Do you really think that design is not affected by the store? Do you honestly believe XP curves and requirements, drop rates of tomes, and other crucial game design decisions are not taken with sales in mind?

Please, it is painfully obvious that the store is the motivation behind many decisions.

The really sad truth is that micro transactions are now ruling how a lot of MMOs are designed. The goal is no longer to maximize revenue via convincing people to play. The goal is to maximize revenue by getting the people who play to pay.

This is very different, and in an extremely bad way for players. If the goal is to just convince people to buy in, you want a very appealing game. If the goal is to get people playing to pay, you need to design the game so that paying is more fun than not paying.

A very appealing game is objectively good for the players. There are some concerns over swallow flashy games, but ultimately quality is good.

A game designed to make you pay while playing is bad. Why? Because the vast majority of micro transactions are designed to prey on our cognitive biases. Heat of the moment decisions, keeping up with the Joneses, veiling spending via artificial currencies, lottery based systems, you are almost there mechanisms, pay for convenience. Non of the design choices between micro transactions benefit the players in the least.

Even if you can ignore all the "nudges" towards spending, you are worse off. Why? Because extra long grinds, power imbalances, all those mechanisms are affecting your gameplay. You may not pay, but you then "suffer" the consequences. Obviously in a micro based game not paying HAS to be less fun than paying. So if you are not paying you keep your money, but your fun suffers.

People may be more or less aware of how micro trans are hurting their experience, but have no doubt, it is most definitely making the game worse.

LightBear
08-30-2017, 05:59 AM
So, this is the new scheme then, just put the truth on a fake new site and it's automatically deemed as a lie?

Renvar
08-30-2017, 08:05 AM
Really? So you can either pay money for XP boosters (tomes of learning, XP pots, VIP), or you can take X times, with X>1, to achieve the same amount of character progression as someone who is buying store options. Of course paying is optional, but then for equal time you will have an objectively worse character. Because people love having worse characters than the other people in their group.


A) Comparison is the death of joy. This is a PvE game. Stop focusing so much on what everyone else has and you will be much happier.

B) Some people spend more time on the game than I do. Because of that they can do whole TR's in a single day or two days. It takes me much longer. How is that fair? They spend more time than me and now I am behind. That hurts my fun. I don't want to spend that much time on the game. Or I can't spend that much time because I have to use my time for other things.

Replace TIME with MONEY in this sentence. What is different? Nothing. Some people have more time than others. Some have more money than others. Who cares what personal resource you use to build the character you want to enjoy the game your way? You want to restrict how much money people can spend to improve their character. What if someone else wanted to restrict how much time you could spend to improve your character? No single account can play more than 15 hours per week. Because it is unfair to those who can't (or don't want to) play more than that but will feel bad and ruin their fun if their characters are behind the people who do want to play more than 15 hours per week. Crazy, right? They would never restrict how long you can play per week. Why should they limit how you can spend to level that if you have more money than time? Why do people with more free time deserve an inherent advantage in the game?

The only things that are available in the store that I disagree with are mana pots, rez cakes, and extra powerful healing pots you can't find in game. Those directly impact your ability to complete content you couldn't otherwise complete.



People may be more or less aware of how micro trans are hurting their experience, but have no doubt, it is most definitely making the game worse.

A lot of people are unaware of how players who play 50+ hours per week are hurting their experience. Grind is primarily present because some people over-play the game and play out content and build options in days and weeks instead of months and years. One of the biggest balancing challenges for the developer is how to make content that pleases people who play the game like it is a full time job (with overtime) and still make content that pleases people who play 8-15 hours per week (the average, as MMO studies prove). And every year the game goes on that gap widens. Absent the 50+ hour per week crowd, I doubt you ever need a Reaper Mode, for example.

Amundir
08-30-2017, 08:10 AM
B) Some people spend more time on the game than I do. Because of that they can do whole TR's in a single day or two days. It takes me much longer. How is that fair? They spend more time than me and now I am behind. That hurts my fun. I don't want to spend that much time on the game. Or I can't spend that much time because I have to use my time for other things.

+infinity

zehnvhex
08-30-2017, 09:08 AM
A) Comparison is the death of joy.

The counter-argument was, back in the day at least, that MMO's were going to be an equalizer. You couldn't buy your way to the top like you can in real life. It was, and still is, a terrible and naive argument though. Especially since having money can often afford you more time.

Anyways...

I'd love if they swapped to an all cosmetic/QoL cash shop like PoE and dispersed most of the items you can buy now more liberally into the game. Like quintupple the drop chance of tomes, hearts, etc...make all the content freely available. Get people back into the game and playing and then sell them awesome outfits like the Halloween armor.

They'll never do it of course. They're locked into an archaic way of doing things. Sev probably hasn't left his house since 2011, let alone looked up how much bank games are making now doing things the new way. So instead they're just going to keep crapping out reasons to buy Otto's boxes and DDO is going to slowly ebb because they still can't figure out why discouraging grouping is a bad idea.

BigErkyKid
08-30-2017, 10:11 AM
Some people have more time than others. Some have more money than others. Who cares what personal resource you use to build the character you want to enjoy the game your way?

No, that's not how it works at all.

SSG wants your money. To get your money they code things in a way that makes spending money appealing.

This is why it is bad. To make spending appealing, they need to make not spending unappealing (at least for sufficient people).

Renvar
08-30-2017, 10:21 AM
The counter-argument was, back in the day at least, that MMO's were going to be an equalizer. You couldn't buy your way to the top like you can in real life. It was, and still is, a terrible and naive argument though. Especially since having money can often afford you more time.

Anyways...

I'd love if they swapped to an all cosmetic/QoL cash shop like PoE and dispersed most of the items you can buy now more liberally into the game. Like quintupple the drop chance of tomes, hearts, etc...make all the content freely available. Get people back into the game and playing and then sell them awesome outfits like the Halloween armor.

They'll never do it of course. They're locked into an archaic way of doing things. Sev probably hasn't left his house since 2011, let alone looked up how much bank games are making now doing things the new way. So instead they're just going to keep crapping out reasons to buy Otto's boxes and DDO is going to slowly ebb because they still can't figure out why discouraging grouping is a bad idea.

Personally, I would be fine with a game targeted on the 8-15 hour per week crowd. Make the content and grind reasonable for that group. Some examples: If in 10 hours per week (after getting rid of XP pots and ViP bonuses and bravery bonuses) you could make a regular run 1-20 take 4 weeks. 20-30, 2 weeks, that would be solid. Make it so that drop rates are such that you don't have to run content more than 3-4 times to get the items you want (no chest rerolls either. Just named item drops in the 33-50% range). Re-running quests has much heavier XP penalties. Make the quests average run time between 15 and 25 minutes each, with balanced parties needed, multiple paths to completion. Remove all the self healing bloat. Raids have higher drop rates. Reincarnation yields very incremental rewards. Each character can reincarnate a maximum of 10 times to limit the power from reincarnation and create more build choices that include strategic use of PL's vs. the Have them All mentality and avoid creating too big a gulf between old and new players or casual and more dedicated players.

The store is about cosmetics and QoL stuff (bank spaces and such). The game would be more horizontal than vertical. The players who want the pure vertical grind would be bored and leave (at least between updates) as would the players who want to play 40-60 hours per week and run out of things to do but the game would be easier to incorporate new players into the existing player base as the game doesn't have such a large power gap, top to bottom.

Too much catering to the top end causes problems.

Cantor
08-30-2017, 10:40 AM
The players who want the pure vertical grind would be bored and leave (at least between updates) as would the players who want to play 40-60 hours per week and run out of things to do

You could easily still spend that time, you'd just do it on multiple characters. With a cap on past lives you couldn't make every build with that one character, you would need alts with different PLs for different builds.


Each character can reincarnate a maximum of 10 times to limit the power from reincarnation and create more build choices that include strategic use of PL's


This sounds extreme when you say cap PLs at 10. But you could actually adapt this to work in the current system without actually taking anything away completely.

Adapt heroic PLs to have stances like the epics, say Martial/Caster/Specialist with one active from each category. As a tradeoff for limiting active PLs add the pay feat PL to the effect.

Racial pasts only function for current race. (grant racial AP based on having PLs in current race 3/6/10 AP for 1/2/3 PL in current race)

Change epic pasts to remove the passive bonus, only have it apply for the active stance (basically cap passive at 3 instead of 9).

These changes would leave max effects from PL for a total of 3 iconic, 12 epic, 9 heroic, 3 racial= still 27 past lives

3 runs 15-30 (3iconic, 3 heroic)
3 runs 20-30 (3epic)
9 runs 1-30 (6 heroic/3racial, 9epic)

Looks really well balanced to me. Basically 12 lives (if you do an epic per iconic run).

Leave completionist as a chaser, it's not a game breaking difference when you take out stacking up everything. The big advantage a completionist has would be the versatility you have in changing builds. Others might choose to have alts with a different set of limited PLs, thus having 3-4 fully active PLd characters for the same time input of a single completionist.

Renvar
08-30-2017, 10:48 AM
No, that's not how it works at all.

SSG wants your money. To get your money they code things in a way that makes spending money appealing.

This is why it is bad. To make spending appealing, they need to make not spending unappealing (at least for sufficient people).

A for profit, software development company that "code things in a way that makes spending money appealing"

Gee....Sounds awful. Downright criminal.

I wonder of clothing companies make clothing that makes buying their products appealing.

I wonder if restaurants make food that tastes good to make buying their products appealing.

I wonder if car manufacturers make cars that look good and drive well to make buying their products appealing.

That's pretty much every company in the world.

SSG makes a game that is fun to play. And they offer options that appeal to people who want to play it in different ways.
- They have options for people who like to play 40+ hours per week and not run out of things to do.
- They have options for people who want to play on the hardest difficulties, but don't have time to acquire the PL's needed.

What they don't have an option for is people who want to have the best stuff and all the PL's but don't want to invest either time OR money. Those that want to keep up with the joneses without actually having to do anything to keep up. Sorry. But you have to give something to get something. @$$, Gas, or Grass. Nobody rides for free.

I buy Ottos boxes because I have limited play time. I enjoy TRing. I enjoy End Game. I don't have time for both. So I use the boxes to make it possible to enjoy everything I would otherwise invest time to obtain. I'm skipping the leveling because I HAVE to. Not because I WANT to. If I had the time, I'd play every life 1-20 and enjoy it. Because I like playing DDO.

Your premise is that they may the game un-fun so that people will pay to avoid it. I disagree. I don't get why anyone would pay for something that is un-fun. If you aren't having fun, do something else.

Renvar
08-30-2017, 10:51 AM
You could easily still spend that time, you'd just do it on multiple characters. With a cap on past lives you couldn't make every build with that one character, you would need alts with different PLs for different builds.




This sounds extreme when you say cap PLs at 10. But you could actually adapt this to work in the current system without actually taking away much.

Adapt heroic PLs to have stances like the epics, say Martial/Caster/Specialist with one active from each category.

Racial pasts only function for current race. (grant racial AP based on having PLs in current race 3/6/10 for 1/2/3 PL in current race)

Change epic/iconic pasts to remove the passive bonus, only have it apply for the active stance (basically cap passive at 3 instead of 9).

These changes would leave max effects from PL for a total of 3 iconic, 12 epic, 9 heroic, 3 racial= still 24 lives (with iconic giving heroic and iconic if you grant racial with heroic then it's down to 21)

Leave completionist as a chaser, it's not a game breaking difference when you take out stacking up everything.

I agree with everything you said. Lots of ways you could adapt the system. Making the PL's a pool of which you can have X active at one time (you pick which ones each life based on your build) would be a great way to limit the grind for some players while adding a flexibility carrot for the hard core players.

i would love to see Alting be more viable. That makes the building aspect even more fun.

blerkington
08-30-2017, 11:07 AM
My two main difficulties with gambling games in MMO are these:

1. It's available to minors but costs money. Yes, won't someone think of the children, with their parents' credit cards, poor impulse control and impaired ability to make decisions.

2. There is usually not enough transparency about the odds. For people to make informed decisions about spending, they need to know the chance of winning.

Knowing the odds also allows players to compare what is claimed about those odds and what is actually happening (given a decent sample size) so there's less scope for company-beneficial/player-fleecing 'accidents' when programming the odds.

Interestingly, Cryptic recently stopped offering NWO in China after new legislation was passed there meaning they would have to disclose the odds of getting the various prizes from their lockboxes. So either the odds were either that embarrassingly bad, or something even less wholesome was going on like the odds being varied on the fly.

DDO's approach seems more principled than MMOs that use lockboxes and other similar things. While Turbine/SSG has tried some tacky things to make money in the past, on the whole their approach is fairly good by industry standards. I hope that doesn't change.

Thanks.

DaviMOC
08-30-2017, 12:03 PM
I'm ok with gambling on DDO if it goes as the daily rolls goes. XP boosts, xp stones or even selling those gear ingredients. This game is not very competitive, there's no real pvp, neither to be the "first of realm" in some reaper 10 raid that would promote such thing. It allows you to walk it on your own speed and it dont spoil your fun or joy to be "left behind" as a given moment someone would be back at the same ship you are.

However, the daily rolls looks a bit odd. Its way easier to get a 1-50 than a 51-100. Wasnt suppose to have same % of chances?

Things that really worries me are some game mechanics that are Store locked. We should have acess to +1 to +3 lesser heart of woods by some token system. Being completely random reward or store bound sucks in special when it comes to iconics. It could be locked out behind a really heavy grind wall but it should be accessible in game. Inventory is kind messed( check the reincarnation cache drama) why pushing it to a even more annoying and demanding thing that nobody enjoys?

Bags. Game mechanics pushes you toward a very boring inventory manage system. It overflows your toon with gear that you cant sell as you may need it on your next life, you may end up having a full set for each epic level. As if the gear isn't enough if you plan to use the crafting system is better to grab some store bound bags. Even using the legendary raid tokens bags you wont be able to store the ingredients for your GS, TF, Epic Crafting. Cannith crafting may be very demading on it too. You dont want to miss that special little collectible or just spend it randomly just to open space on your inv. and the ingame bags are just not enough.

Cosmetics are the only "noble" item on a game store considered by most players, however I feel like it could be a litte cheaper. Its nice thing to do/have and most cosmetics people use are only event or giveways, few are those that buys these things. It could have a cheaper price(at least the mirror) so it would be a more viable and more players could use it. I was about to talk about shared bank, but as it is free for vip I think it is ok.

Tried to search for more things that really annoys in this game's store and could not find it and the few ones I fond have nothing to do with gambling or luck rolls. Even when we talk the very small "pay to win" mechanics we have on ddo it really dont matter much. If someone walks around with an inventory full of cakes, xp boosts, otto's stone, have a toon with +7 tomes I'm perfectly fine with it, as it dont impacts my own gameplay. However locking out some game mechanics even for subscribers/vip players is a bad move that a I hardly stand.

Paisheng
08-30-2017, 12:04 PM
A for profit, software development company that "code things in a way that makes spending money appealing"

Gee....Sounds awful. Downright criminal.

I wonder of clothing companies make clothing that makes buying their products appealing.

I wonder if restaurants make food that tastes good to make buying their products appealing.

I wonder if car manufacturers make cars that look good and drive well to make buying their products appealing.

That's pretty much every company in the world.

SSG makes a game that is fun to play. And they offer options that appeal to people who want to play it in different ways.
- They have options for people who like to play 40+ hours per week and not run out of things to do.
- They have options for people who want to play on the hardest difficulties, but don't have time to acquire the PL's needed.

What they don't have an option for is people who want to have the best stuff and all the PL's but don't want to invest either time OR money. Those that want to keep up with the joneses without actually having to do anything to keep up. Sorry. But you have to give something to get something. @$$, Gas, or Grass. Nobody rides for free.

I buy Ottos boxes because I have limited play time. I enjoy TRing. I enjoy End Game. I don't have time for both. So I use the boxes to make it possible to enjoy everything I would otherwise invest time to obtain. I'm skipping the leveling because I HAVE to. Not because I WANT to. If I had the time, I'd play every life 1-20 and enjoy it. Because I like playing DDO.

Your premise is that they may the game un-fun so that people will pay to avoid it. I disagree. I don't get why anyone would pay for something that is un-fun. If you aren't having fun, do something else.

Agreed. I might add, I hope SSG makes money, lots of money. I wish them well....they work hard and earn it. I never feel bad when I buy anything off the store or ddo...I'm supporting a product I enjoy and I want them to stay in business. Capitalism is a great thing....other mmos will occasionally challenge DDO with some better products or pricing, etc....at which point they will make improvements to their product to keep it cutting edge and stay in business too. Go DDO!

BigErkyKid
08-30-2017, 01:34 PM
A for profit, software development company that "code things in a way that makes spending money appealing"

Gee....Sounds awful. Downright criminal.


The problem is how they get the money. I am happy to p2play, not so much when it is p2skip.


I buy Ottos boxes because I have limited play time. I enjoy TRing. I enjoy End Game. I don't have time for both.

Bingo! That's is the design. They don't design for the f2play person who unlocks everything though grind. They design to catch people like you or me.

And it makes me wonder, why do you buy Otto boxes? Because you want the power granted by the PLs but you don't have the time to play through them. Same goes for tomes and XP pots.

Of course, unlike the person who doesn't look around that you described, you do look around, and you do want to keep up more or less. That's what pushes you to drop 40$ on a box. Almost the price of a freaking AAA game just to SKIP playing DDO.

And that's when bad incentives breed. You could create an expansion and sell it for 40-60 bucks, or you could tweak a reincarnation code and "sell" 30 racial reincarnations via otto's, tomes, XP pots...

Same goes for tomes. You could play TOEE until your eyes bleed, or you can drop the money in the store.

But there is nothing good about this. Has the game become more fun now because they added +7 tomes? No, they simply bloated numbers.

You can pay to skip, but it doesn't the game more fun, it is asking for money in veiled ways, and it breeds all kinds of bad behaviors.

Wonedream
08-30-2017, 01:45 PM
DDO is all about the p2skip:

- LR: p2skip playing a build that sucks, or having to re level another one when you want a change.
- Otto's: p2skip having to grind XP
- Chest re rolls: p2skip repetitions of a chest
- XP boosters: pots&tomes, p2skip hours of gameplay

While you can play without paying for any of those, everything in the game is designed to push you towards paying.

I do feel it is true that the gaming industry is acquiring some of the worst habits from casinos.

And at the end of the day, freaking mediocre games! The depth and sense of innovation of some of the old titles is completely gone nowadays.

Most long standing titles I know are going towards fast food status (hearts of iron, total war). Fast paced, flashy, swallow. And for MMOs, incredibly grindy.


This is one of the reasons I hate TR system. Screw pay 2 skip stuff! It sucks!

axel15810
08-30-2017, 02:03 PM
Funny, I actually made a video very recently on the shadow of war issue on my non-DDO youtube channel. (https://www.youtube.com/watch?v=tsstbsBwx6w&t)

But I don't think it has any relation to LOTRO or DDO. Console gaming is a very different beast because you pay full price up front, so you expect a full game with no additional purchases. In free games, microtransactions and lootboxes usually are fine since the base game is free. They make the game worse if overused, but it's still a free game so can't argue much.

DDO has never done anything nearly as intrusive as the lootboxes we'll see in shadow of war. DDO has a pretty good balance. Some pay to win like ottos boxes, +20 hearts and tomes. But it's fairly marginal and not over the line at all, especially for a free game.

Chai
08-30-2017, 02:23 PM
Really? So you can either pay money for XP boosters (tomes of learning, XP pots, VIP), or you can take X times, with X>1, to achieve the same amount of character progression as someone who is buying store options. Of course paying is optional, but then for equal time you will have an objectively worse character. Because people love having worse characters than the other people in their group.

Do you really think that design is not affected by the store? Do you honestly believe XP curves and requirements, drop rates of tomes, and other crucial game design decisions are not taken with sales in mind?

Please, it is painfully obvious that the store is the motivation behind many decisions.

The really sad truth is that micro transactions are now ruling how a lot of MMOs are designed. The goal is no longer to maximize revenue via convincing people to play. The goal is to maximize revenue by getting the people who play to pay.

This is very different, and in an extremely bad way for players. If the goal is to just convince people to buy in, you want a very appealing game. If the goal is to get people playing to pay, you need to design the game so that paying is more fun than not paying.

A very appealing game is objectively good for the players. There are some concerns over swallow flashy games, but ultimately quality is good.

A game designed to make you pay while playing is bad. Why? Because the vast majority of micro transactions are designed to prey on our cognitive biases. Heat of the moment decisions, keeping up with the Joneses, veiling spending via artificial currencies, lottery based systems, you are almost there mechanisms, pay for convenience. Non of the design choices between micro transactions benefit the players in the least.

Even if you can ignore all the "nudges" towards spending, you are worse off. Why? Because extra long grinds, power imbalances, all those mechanisms are affecting your gameplay. You may not pay, but you then "suffer" the consequences. Obviously in a micro based game not paying HAS to be less fun than paying. So if you are not paying you keep your money, but your fun suffers.

People may be more or less aware of how micro trans are hurting their experience, but have no doubt, it is most definitely making the game worse.

I agree 100%

What was laughable in the past is when people claimed that widespread support for p2w did not affect those who did not use it. They were dead wrong. One recent example which I have seen alot of people who blindly supported p2w in the past complaining about in the past few months is the back loaded grind system which got put into place shortly after reaper was also put into place. Once the previous front loaded system was as successful as it was in getting people to pay to skip, and characters played by the players in the market audience who will spend to get the power faster started becoming saturated with bought and paid for character power, it was only a matter of time before the company began designing more grind systems, with higher levels of grind needed in order to get the majority of power out of it - AKA a back loaded grind system.

Whats extra hilarious is most of those folks who got called on this deny vehemently that the more recent back loaded grind system has anything to do with making more money by incentivizing paying to circumvent the grind even more than in the past, and even tried to claim the company would make more money if they returned to the front loaded grind system strategy. This of course demonstrates a lack of understand of how marketing this to the player base all works. Much of that player support was garnered by introducing this to them in limited amounts over longer periods of time. This made people believe it wasnt that bad for their game experience due to the small degree, then when small degrees of it are added to it later they can simply claim its only another small degree being added so it cant be that bad. This "its only plus 1 more" argument ignores how all the "small degrees" add up to widen the gap between how long it would take to grind it all versus the small amount of time it would take to acquire it all with cash.

The claims that it doesnt affect players who dont use it have always been wrong, but they become even more objectively incorrect by degree each and every time the company adds more grind in order to sell grind circumvention to those who will gladly pay for it. Each time it happens it serves to widen the gap even further between those who paid and those who play to earn it in game. Those who dont use it are then confronted with an unrealistic amount of time needed to attain their goals due to added grind.

The elephant in the room is the shrinkage in headcount doesnt often mean shrinkage in revenue generation, as this monetization model makes most of its money off the smallest percentage of the population who spends the most money, and these are the highest price items that they spend on the most. Those most frustrated are those who arent willing to pay for loss aversion and grind mitigation so the revenue doesnt drop anywhere near as significantly as it does when big spenders leave. As the population dwindles, this provides the illusion that the game is dying for those on the outside looking in, but while this may be the case headcount wise, this may not be the case money wise. This affects the quality of the game itself, as the game is no longer the real product, but just the environment the actual product being sold is bought and used in, so the game is then modified in any way it needs to be in order to sell the most real product possible, resulting in the game itself becoming less fun for the majority of the player base who would rather play the game than buy their way past it with loss aversion and grind mitigation gimmicks.

Just when you were about to finish climbing that wall, the company adds multiplicatively more distance onto the top of the wall. Instead of doing this in the form of fresh new content and lateral progression systems like successful games with high populations do, this is added as a back loaded vertical progression system which has you play through the same content as before.