
Originally Posted by
CSQ
I think the general problem with the proposed perks is the same problem with, say, Bigby's Hands being in dice tables: Who wanted these?
Some of these, like bonus DDO points, are just universally useful. Others, like the chests of many things, are tentatively useful but also full of stuff that will probably just end up as storage clutter or could be easily replaced by a bit of farming or just objectively aren't worth all that much. 12 hours of 50% experience isn't bad, but when I'm sitting on a lifetime supply more or less of 30% experience potions, it doesn't move the needle for me. Some of these, like months 4, 9, and 10 are just "hey we need something what do we put here" to me. Ammo returning is... fine? But I also haven't played a ranged build that couldn't conjure ammo in a long time. Pretty much the only hirelings I use are gold seal, so the duration is meaningless, and 10% gear durability protection just saves me a bit of plat now and again, which really doesn't matter. The only time I need to repair durability is when I zero IQ swing at oozes with metal weapons, it feels like. I guess it can help some builds like stick monks who often have weapon durability issues but that's just fixing a problem which TBH is because of a bloated, unnecessary mechanic (durability mechanics in games are just anti-fun, and you can't change my mind. They don't boost immersion, since you just click through a dialogue window to get it fixed, and it doesn't present a meaningful challenge except to make certain enemies annoying for the reason that you can't hit/get hit by them, not that they're actually meaningful, it just forces you to go to town once in a while to fix... once per TR, maybe.)
The months I think are strong are probably month 1, and as much as they are kind of inventory clutter I can't say the chests of many things are worthless, just not necessarily my cup of tea. An extra character slot is neat but not like "Guess I need to keep my subscription for this" neat- if you were already considering not subscribing, you would already lose character slots and probably not care, I don't think one more is much of an incentive or disincentive. Months 6 and 12 are cosmetics and yeah I guess that's fine but it does to some extent depend on the quality and execution of the cosmetics. Not all DDO cosmetics are created equal and not all are as good of an incentive as they're presented to be. I'd consider month 11 to be the best, because while hearts are not hard to farm for, they do have value, particularly the +20 heart, followed by the lesser chests. 500 points doesn't go that far in the shop, unfortunately, so while it's a nice sentiment, for real lifers 2000 favor worth of points is not going to be a huge incentive, especially since a lot of the QoL items that appeal to long time VIPs are quite frankly overpriced in the shop.
I feel like they just brainstormed some perks and slapped them in a table and said "How about this?" It's just kind of depressing, I think. It feels like there's very little regard for what players would consider as value for VIP, or even useful in terms of gameplay. It really does feel like the developers aren't playing the same game we are sometimes, and so they suggest and highlight things as "perks" that we just don't really care about as players. Where I have friction with the DDO experience is usually QoL stuff, as I'm increasingly finding places where there were decisions (like durability) that were made not for the player experience but because *it could be a system*. If every item has individually tracked durability values rolling checks or incrementing every time you hit a monster, wouldn't you reduce the amount of math and communication performed by ditching that system? Making that system less painful to players is moot because its already only painful when its implemented in frustrating ways.
I understand that there's probably no one size fix all solution to giving VIP more value, especially from a business oriented perspective where you want to find a way to also sell more stuff to VIPs. But it also seems like the worst move is to make an incentive that no one likes or wants. If I wanted monthly perks and loot drops, I'd look at Twitch Prime. I want a VIP subscription that doesn't just keep stringing me along to the next month so that I can move up an artificial tracker to reach a higher tier to get a perk. I've played a few games that have that kind of "Subscription loyalty program" and it never makes me think more highly of them. Even when I was addicted to FFXIV, every time I saw that veteran reward program it reminded me that they were trying to string me into staying subscribed even when I wanted to take a break to get that next mount that looks cool that would never get used in game because of some other rare mount I earned.
I dunno, I've actually been playing DDO more lately and I consistently enjoy the game more, and I don't mind being a VIP (though my financial situation may necessitate me to cancel my subscription no matter what because life happens sometimes) to support the game but it actively makes me feel less wanted as a VIP when these plans get teased and stuff gets implemented which no one asked for, which just makes the game feel worse, and which generally makes my experience worse. I might just still be salty that the Sonic Blast change happened in the middle of a bard life I was on, but it seems like the point of a lot of changes isn't to make the game more fun, its to appease like five salty elitists who are angry someone else is having fun without having to grind 900 lives first or business decisions based on how to extract more money from VIPs (i.e. "Daily gold dice aren't financially sustainable" which definitely makes sense since items in databases are so expensive to mint you know... and I rarely bought anything that was in the tables, but I was often very happy or at least apathetic about the drops *when they weren't Bigby's hands*). It gets frustrating to see SSG make decisions that seem to ignore the majority of the player base, or exist for reasons that are never clearly communicated to the community, or which focus on things players don't care about.
The filler months on this chart might just be filler months that really are just there because a few of the months are seen as "good enough" and they just wanted to pad things out, and I guess I get that, but it sucks as a VIP to be like "What do I get this month? Oh, right, screwed!" But more importantly they communicate to players that SSG is either unwilling or unable to listen to and respond to what players want. I've seen a few, admittedly perhaps difficult to implement or just unreasonable in some cases, requests from the community that could be reasonable increases to VIP- permanently improved VIP experience, or party experience boosts shared by VIPs for each member of the party, for two examples that I find particularly compelling, especially the latter since it would be nice for grouping with non-VIP, though I do get the risk of "VIP ONLY I BETTER SEE THAT XP BOOST"- but some of these are just head-scratchers. Fletching? Durability protection? I have never seen a player ask for that, though I suppose maybe a few might not mind them. It just seems a bit like there was less thought put into what players actually want here outside of just "Players like hearts, right?" and "No one says no to free points!".