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The 3 Steps That Could Save This Game

Flari-Merchant
Being a part of this from nearly the beginning has been the most rewarding MMO experience I have ever had, hands down. The potential of the core ideals and ideas for this game are the best combination I have ever seen and that is why I am still here. It would be a very large and ridiculously wasteful loss for all that has been accomplished to go into the dead "Could Have Been Great" MMO Graveyard.

What are those steps that might save the game? Well they are 3 MAJOR things that will cost a little bit more upfront but will make this enterprise viable for GW or for whomever might pick it up. They are 3 things that most of us have never wanted to see in this game. At least not back when we thought it would be a smashing success and revenue would never be a problem. Some will argue or feel that they are things that our crowd here would not tolerate and maybe they wouldn't. If the core of the game's finished product intent were to stay the same as the original, well then I have to say that I would tolerate them.

Some real problems:
1. The game is unfinished and, honestly, getting a little bit boring largely because of that. The game is frustrating in many ways because of incomplete mechanics, and so, unresolvable irritating play issues.
2. The revenue model AND the game engine are outdated.
Just these two things are probably significant enough to turn off many potential investors, if not almost all.

We(the players) are getting bored and losing interest. It has never been as evident to me as it is this month. Players deciding to shelve their accounts UNSUBSCRIBED has become something that is hitting home for me this month. I have decided to shelve 4 of my 5 remaining accounts and, again some honesty: I feel GOOD about it. In addition to this shocking self revelation, a very major player in the large alliance that I belong to is doing the same with 13 accounts though some are prepaid for a goodly while to come. This is just direct, in my face knowledge and evidence that the ship is not sailing well. I have to wonder how many accounts the game is bleeding monthly which I have no knowledge of?

Unresolvable Cycle:
You can't retain customers with the current unfinished and not yet coded feature set. –> You can't finish features and code new ones without a staff. –> You can't have a staff without revenue or investment capital to pay them, nor can you attract real investors if they do not see something about the game that will make it a popular MMO –> Go back to the start because the planned features would make this a popular MMO. ^^Up Arrow^^

Finally, The Steps!

STEP ONE: Rebrand this game to something like GOLARION ONLINE-A Pathfinder Universe Game.

STEP TWO: Go to a "Freemium + Cash Shop" model.
A.–Purchase the game(or make it free, whatever works best) and allow free xp gain and progress to level 6 only.
B.–Players may not be members of settlements or progress further unless earning xp. Higher level accounts revert to level 6 and become "Without Company" if they are not earning xp.

STEP THREE: Get the Cash Shop Iterated to include the following things.
A. Goblin Balls that are tradable in game on the AH and manually.
B. Something that We REALLY want that we can't craft or that is very difficult to craft at profit. I suggest(here we go with the part some will really not like) Ammunition. This should also be tradable in-game.

I have not listed much argument as to WHY these would be the steps toward success for this game, mostly because what I am laying out here is self evident.
Demiurge
Freemium + Cash Shop = cr@p game but licence to print money.
Paddy Fitzpatrick
How bout just making it a one time purchase only or at least make it one until the game goes full release?

Even if you keep the sub model, just lower the sub itself. I dont like the Freemium idea as it runs a high risk of P2W if you put all the important stuff behind pay gates like Archeage did. However, $15 a month is what folks pay for WoW and I got other guild members who were looking in to this game but won't play it cause of that. They would essentially be paying WoW prices for an early beta or late alpha whose status is in limbo and I just can't in good faith advocate for that right now. If the game had funding and was moving along then I could possibly.

There is one major issue though. The XP system is tied to the sub, that ultimately os what the sub pays for. You would have to change the xp system.before you could change the revenue model.
Paddy Fitzpatrick - Rí Ruírec of Fianna, roaming bands of noble warriors!
Member of Aragon Alliance and home of bandits, privateers, and anyone looking to get away from the shackles of law.
Find us on PFO Discord
Flari-Merchant
Paddy Fitzpatrick
How bout just making it a one time purchase only or at least make it one until the game goes full release?

Even if you keep the sub model, just lower the sub itself. I dont like the Freemium idea as it runs a high risk of P2W if you put all the important stuff behind pay gates like Archeage did. However, $15 a month is what folks pay for WoW and I got other guild members who were looking in to this game but won't play it cause of that. They would essentially be paying WoW prices for an early beta or late alpha whose status is in limbo and I just can't in good faith advocate for that right now. If the game had funding and was moving along then I could possibly.

There is one major issue though. The XP system is tied to the sub, that ultimately os what the sub pays for. You would have to change the xp system.before you could change the revenue model.
When the account is not earning xp (subbed or using a goblin ball) the account can gain no xp and reverts to just below T2. Bannered Company membership is denied.
This could work because it prevents groups from using the Free part of the Freemium Model to artificially boost membership and continue hollow unrealistic holding sprawl.
Flari-Merchant
nambol
Freemium + Cash Shop = cr@p game but licence to print money.

Not expecting anyone to get over their dislike of the more lucrative revenue models that companies are increasingly turning to. They do have to make money to keep the lights on and new features/expansions/races/classes/content coming down the pipeline. Also to profit so that it is worthwhile doing in the first place.
Flari-Merchant
I believe that every role so far has the built in ability to use weapons/attacks that do not require ammunition, yet pretty much every one of them also can do more and better with attacks that consume ammo. That is why I picked that particular item for a cash shop money generator.

Without money coming into the coffers there can be no progress. Right now 1 of 3 things can happen. The game folds because investors are reluctant and there is too much shrinkage to stay alive, investors do not materialize yet somehow the game does stay alive but progress is abominably slow, or investors do step up and things get exciting again.

That last one seems to be the very most unlikely.
Paddy Fitzpatrick
Well the raw $$ are not the only thing that will ve needed to keep this game afloat. You need a long term stable playerbase to keep it running. Otherwise you may temporarily boost sales for a time but your base will evebtually grt sick of it, move on, and then we will be back in the same situation.

I for one will refuse to play this game if it goes to a Freemium model. That is usually a sign of a dying game, not a healthy one, and players get milked dry when they play these. Too many new MMOs have been coming out lately that went to that model to rake in more dough such as Archeage and later Black Desert Online. Once that 1-3 month honeymoon phase wears off and you realize you have to pay a motherload of money each week just to be able to either compete or even advance, players will leave en masse. The game will get a horrible reputation, bad reviews for being pay to win and once word gets around people will ignore it.

Point is, don't sacrifice long term success and longevity for short sighted short term gain.
Paddy Fitzpatrick - Rí Ruírec of Fianna, roaming bands of noble warriors!
Member of Aragon Alliance and home of bandits, privateers, and anyone looking to get away from the shackles of law.
Find us on PFO Discord
Tyncale
I can't see big holes in your monetization plan, as long as they keep a close eye on how hordes of T1 freemium players could unbalance game-systems. Tier 1 combatplayers can still pack a punch in a group, so will be welcome in any settlement but aren't a real threat to a T3 player, one on one or one on two (or more if you are good). A duo of Tier 3 players is probably a tought nut to crack for even a pretty large group of Tier 1 but that's ok in my book.

Tier 1 crafters will be a dime a dozen, then again, this is already the case and should not be a bad thing in what is supposed to be an Economy based on churn. Maybe the amounts of nodes/T1 raw resources might have to be upped, and a close look should be taken at Tier 1 finished goods, as to further their use in the Economy in different ways (as they already have done).

I kinda like it. smile
Regalo Harnoncourt, Leader of the River Kingdoms Trading Company, High Council of Callambea.
This is the character that I am playing almost 100% of the time. (Tyncale is my Sage/Mage)
Flari-Merchant
Not sure if it is still intended or not. Pretty sure that GW would not say one way or the other so long as NewCorp is still in the running to take over. It is a fact that from very early on there were plans for possibly going to some form of F2P, to attract the bodies that make a world seem alive, and that there would be "Goblin Balls" for sale in the cash shop. Goblin Balls being blocks of "xp earning" time that would be tradable in-game. Kinda the same sort of thing that plex is or whatever they have in EVE online and whatever it is called.

So part of this is nothing new or innovative thinking.

My thoughts here are concerned with 1: Getting out from under the stigma that this game is almost NOTHING like the Pathfinder RPG, BUT still being able to use the Pathfinder IP to advantage. 2. Getting people into the game to try it out and see if they like it and a good way to do that is to offer some F2P option, in a way that if you play right you might be able to earn playing for free in a fashion above T1. Yet something that is not going to unbalance the Company–>Holdings system like the free trial did. 3. Getting a nice source of revenue(possibly) for GW or whomever takes over in the wheelhouse.

All of the balancing of these things is beyond me. It might not have to be cash shop Ammunition if something else that would be a wanted item/s could be found. Really though, Freemium and cash shop items DO NOT HAVE TO END UP CAUSING P2W problems. That is pretty much in the hands of the people running the game. They can have those sources of revenue without adding the things to it that will wreck the game.

@ Paddy

My Brother, I am curious to read what about Freemium models(that are NOT abused or made P2W) would make you completely leave a game that you so obviously see great potential in and are clearly enthusiastic about, as we all see and are. Not counting "previously bad experiences" with previously played under Freemium models, what are your objections? I may be missing something.
Edam
PLEX in EVE are purchased for cash and sold in game for ISK (EVE game gold). Once acquired in game they can be stored as an investment traded for premium cosmetic items or used to pay monthly subs.

PLEX in EVE are the opposite of free to play for new players. They are only affordable in game by established players with good income streams. In fact new players do the opposite buying PLEX for cash and selling them in game for game currency to fund their new character.
 
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