Why are Alts good?
1. Alts increase how easy it is to get a group with an LFM or private channel. Players have access to a larger level range, more of the game, and more people.
2. Alts allow people to experience the build diversity that DDO offers in spades. We have probably the most complex, interesting, silly character creation on the internet. Path of Exile gets an honorable mention, as do a few others, but really, we’re dominating this. It’s our strength, so stressing it is good. Alts increase immersion, and enjoyment of the game.
There are 668,000 posts in the builds section. That’s about ½ the size of the General Discussion section. People love builds here.
3. Our overlords charge a decent amount of money for the privilege to skip a life, with a box, or speed it up with a pot. We all know that incentivizing Alts incentivizes consumption.
Why don’t many people have alts?
1. Alts are a zero sum game, in many ways. Either you get XP on your main, or on your alt. BTA gear is not a zero sum game, but most stuff is. Tomes are a zero sum game. Raid gear is a zero sum game. Destiny, Epic, Reaper, Cannith Crafting, Iconic, Heroic, and Racial experience are all a zero sum game. Like it or not you are losing min/maxers.
Raid runes were an awesome way to incentivize raiding across several characters. The affect it had was largely positive on incentivizing alts. Shroud gets a big +1 as well. This is a perfect example of something that’s not a zero sum game.
2. Alts can be a pretty large time and/or monetary investment.
600 DP, for 1 tab of inventory or bank space
5000 DP, for +6 Tome of Supreme Ability
1600 DP, for Greater Tome of Learning
1300 DP, for Greater Tome of Epic Learning
1000 DP, for +2 Tome of Fate
500 DP, for a Large Cookie Jar
These are the nice things you’ll want if you wanna sink some real time into a toon. That’s about 10,000 DDO points, or $100. Do you need all that stuff? No absolutely not. I’m just putting it into perspective for people who get serious about a character. Not counting boxes, xp pots, slayer pots, etc. SSG needs our money for their services, but can’t we monetize the game without putting a massive premium to “keep up with the Jones?” I’m all for making our whales feel exceedingly special, important, and loved, but making new players have a chance at competitiveness without charging them $300 is very important. Its tied up with the issues of having multiple characters as well.
Moving Towards a Solution, TL;DR to Here
SSG makes money on experience. If experience were shared, then they would be losing out on potential profits. If people feel that there’s a $300 pay wall combined with a broken who panel in Korthos then WHY WOULD THEY STAY? As a community, we benefit from making experience less important for new players and characters. Do we want to be another failed Daybreak Games endeavor, or do we want to be the second most steady horse behind Everquest?
The more open the game is to its real content, i.e., character creation, the less money the devs make on it. The price of boxes has to stay high. The price of tomes and other QOL things so that your friends aren’t constantly out leveling you should probably drop. The length of the grind for a Solar Whale should be infinite, but the New Guy (or toon) should feel competitive.
Making some forms of experience transferable, or shared, between toons would be helpful to the community as a whole. Make it a premium service, but reduce the height of that pay-wall a bit. I don’t want to spend $300 just to make a decently competitive toon without any gear. It’s too high. You just gave yourselves a new past-life system. It’s time to ease up the old one since most of us have already done it, and new players would benefit. XP needs to be more like loot. Some of it needs to be BTA to encourage the use of multiple characters.
Spaghetti on the Wall
1. Make Cannith Crafting XP shared on an account. Create a new starter area for the expansion and streamline the new player experience. Fix the WHO panel or demolish it into something else. Reduce the cost of ability Tomes, but not learning Tomes. Generally reduce monetization of events that have not received developer influence in over 3 years.
2. Next year allow “some” heroic past-life sharing or trading on an account. It speeds up the grind for a new player and does not affect the new grind for an old player. Watering down old things is good.
3. The year after allow some epic past-life sharing.
4. Some indefinite time later allow some other form of XP sharing as you introduce more forms of XP.