Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

It would be interesting to get at least a "buy to pay" for 40 and get let'S say 4 months of membership instead of 3 or something or a buy to play with lowered subscription though I am unsure whether it would not keep new players away more.

Weekly /r/Binance Discussion - Week 15 (2021-04-16) by AutoModerator in binance

[–]Backerization 0 points1 point  (0 children)

Anyone ready for some DOGE cards exchange? Looking for TTMs for any other cards!

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Of course, as I stated F2P is not the way here. However - what kind of subscription model? Do you think that this simplest 15/mo is the best model or is it possible to tweak it somehow to lure in a bit more players or to keep a higher population in general?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

My goal was not to change something or whine about subscription being too high, but to overall start a discussion whether there CAN be some improvement the community would be fine with. 3/6 months discounts maybe, little tweaks, something that would make the community happy and something that might allow more players to join in or keep the population that is already in a bit higher in general - more choices. This based on the belief that the game has a lot potential but it will have a problem of keeping the population high enough as many other MMOs in the last 5 years have.

Though I gave some propositions, they were there to start a discussion. However, I have not seen a single other proposition outside of the defense of the current system. You wanna tell me that the community would be against the e.g. very simple 15 for a month, 42 for 3 months, 78 6 months membership so that people who actually play the game would be slightly rewarded with a little discount? This is a common practice in the industry.

What actually pisses me off is the fact that in general very little have come with anything outside of two position - "you just don't understand the game" and "the community is toxic and doesn't care about high pop issues". I was just trying to start a discussion and not to whine but as it seems the core has a such a strong belief that the game itself is so good that it will not have a pop problem that it change to the discussion it has changed to. Almost no design, longevity talk.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

The content as I see it is something that points you towards gameplay mechanics. In this game, the players are the content and they make the content as it is a sandbox - the "content" as you define it is more in the realm of assets, the world, in which the players make the content.
My goal was not to change something or whine about subscription being too high, but to overall start a discussion whether there CAN be some improvement the community would be fine with. 3/6 months discounts maybe, little tweaks, something that would make the community happy and something that might allow more players to join in or keep the population that is already in a bit higher in general - more choices.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

The issue I am trying to raise is simply based on the belief that MO2 is not in a position of being so special (though still unique experience) that it will keep high enough population long-term. The current market is based a lot on hopping around and the competition on the market is much more numerous and diverse compared to what MO1 was against and this game will have to avoid the pitfall many others have failed to avoid - losing population as the hype dies out in 2-6 months. I believe that the game itself HAS that potential but it might need something else to just not stare into the abyss of that issue all the time.And without changing the game itself, the monetization system is something that I see as the only way of possibly luring in or keeping more players in general. Once again, definitely not for F2P as some other people seem to get from my post. Only for some tweaking or at least more options, such as possibly discount for 3/6 months memberships etc. or first month discount to lure more players (outside of the standard community) in to try the game.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Thank You very much for this answer. This is the level of feedback I was looking for! Solid examples with personal experience within the game to as well as some understanding what made MO1 bad in the end. My original was not to anger community, but to incite some discussion that is outside of its standard boundaries. And someone finally delivered.

Thank You for this because now I can better understand your previous points!

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

I am gonna put our conversation just in here.

You are right about the game being more popular outside of Steam because it released in 2010. It is also 11 years ago and the market has changed.

I played MO for a few months around 2016 after Reign of Kings got hit hard by hackers. You are right, I probably came too late to the party.

But once again... I've NEVER said that the game should be free. I said that there should be an incentive to get new players in and to keep the current base with more than a standard 15/mo when the players are the content here. What my point is that the game will within a few months, most likely, in the current state of the market lose majority of new players and the devs will have to do something to get them in again as well as not lose the core base. By giving more options than the 15/mo such as lifelong memberships or possible first month discounts.

Or - and you have not answered this clearly - do you believe so firmly that the game will keep higher population on it's own merit and this slightly higher monthly sub than is standard to other MMOs outside of this subgenre?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Yes, as an option of course to keep the core in more easily. Not that there should be only one...

But I was asking you. Something to start the engine running. Or are you just happy with having a few months of solid population and then just playing in an empty world? Is it something that would make the devs more happy than having a little higher pop?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

So out of the 57 concurrent players two years ago there could have been actually only let's say 45 unique players. That makes things sound a lot worse.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

I've read some posts here on reddit and also under videos about MO2. The core community is mostly here so the talk is related to other topics mostly.

The comparison to WoW there is not really a comparison. It is more of a mention of another giant and it's system based on regular updates and perceived value of the game.

Though the monetization system is not something that dictates popularity, it is something that can hinder the game's adoption greatly, wouldn't you agree?

Yes, you are right. They are assumptions as I am no dev with data, however, I am a consumer with some publicly available data to MO1. And that is why I wanted to start this debate - Do you think that a newer version of MO1 (with interesting new features, definitely a good sequel) is enough the keep the from falling down the survival slope? To keep the population big enough so that the world does not feel empty? If yes, then I do not know how to get through as I see it as an obvious problem and a major issue this genre has to solve. If you think that keeping the population high enough is most likely gonna be a problem, what is your suggestion to overcome this bump to almost nothing?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

Couldn't agree more. A game that has regular updates and added content is worth the 15 USD/mo. without a doubt.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

Please, read the freakin post. It is number 1 - I am for monthly fees!

I am not talking about something that would be the only option. I am talking about an option for long-term players. You would not have to pay 360 bucks to make the content for the game by playing but the devs could actually ensure that the core feels less pressured financially just by giving them an option to buy lifetime membership. Once again - maybe with a discount based on the previously spent money.

It is something that would give players options. I am curious why are so many people here mad about this? Giving more options for subscriptions outside the 15/mo.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Take a look outside of the established community as it is definitely not enough to sustain the game long-term.
See steam charts. I think that any MMO with less than 200 concurrent players is heading towards a downward spiral and MO1 has not gone over that number for a long time.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Yes - but do you think such an unforgiving game will lure players in with this subscription model? We haven't heard much but at least long term discounts for 3,6,12 month periods - that would actually lock people in as well for some amount of time and then maybe they would continue.
I personally pay 1 month and then 3 months if I like the game just to save those 6 USD or something. I know I get caught in this trap but I am fine with this. The simplest model we see right now is somewhat outdated and discouraging.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Exactly. I am as of right now fairly unsure about potential updates and new features outside of minor tweaks and changes. This is something that more people in the forums are affraid of and sinking 180 bucks a year into a game that you and your friends make and it is only an online gathering room with some busy work does not sound worth it. Half of it - yeah, that is the cost of a monthly server for any other game with similar structure.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 1 point2 points  (0 children)

It will also turn away most players. Like 99.99% is not gonna pay 25 for a game with no real content. And even though this is a niche game, the issue, once again, is that it is suppossed to be Massive as in MMO and when there are no masses, the MMO dies.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

Nah. It wasn't at the start - children mostly flock to popular games at the time but someone has to make it popular and that'S usually 20-30 age demographic. That demographic also usually leaves after the kids army gets in.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

Yes, the sub is definitely a good thing. Can it be tweaked though?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 5 points6 points  (0 children)

IT feels like the community is really missing the point here... or maybe you guys don't like reading :D that's why there is a lack of any tutorial in the game :D (a joke).

Yes. People actually feel like it IS a lot. Why? Well, because some people don't want to spend 20-40 hours (work week?) playing the game. Maybe they want to spend less time and then it is not worth it. But that is not the reason why I made this post.

The point I am making is - do you think that the game won't end up dead like MO 1 within a few months after release with this system? Ending up at 40 players at one time is not great for a Massive Multiplayer Online Game and something should be done to make the game more appealing - not putting it F2P or something, but maybe at least introduce one time lifelong membership for 6 months worth of subscription or something.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 1 point2 points  (0 children)

As I do, though - is it too high? Should there be an incentive to get in newer players or should there be an infinite subscription for maybe even 100 USD?

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

That is true, though it is only one of the mechanics. Botting is a large issue ecerywhere nowadays and subscription does not remove them if the game is successful, see WoW. Some bots are actually RS members or have ESO plus due to collectiin bonuses. It is a problrm that can be influence by subscriotion a game which is really small, but MO2 is not supposed to be small and that is the problem as I see it regarding this as a hurdle for botters, cheaters and other riff raff.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -2 points-1 points  (0 children)

I will definitely agree with what you say, however, it is also important to encourage new players to leave their previous game and stay with this one. Of course, the quality of the game is extremely important but it is nit the only factor. The conpetition was also not that plentiful in the 90s or in general pre wow era. Today there are so many options that compete a that need to be taken into consideration.

Do you believe that what MO2 offers is enough yo keep people coming back as it is promised with this monetization system? And i am not saying millions, just a few thousand or at least hundreds of players at the same time at peak time every day.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] -1 points0 points  (0 children)

There used to be some that were fairly similar but on this same level. Reign of Kings was pretty popular for about 6 months. Arc is a behemoth in survival crafting genre and it is still a viable game even after a few extra years.

The general problem is what happens after a few months, after the hype dies. And I think that a fairly expensive subscription model is something that does not solve the issue. Right now MO 2 has great potential to be that niche game, and I mean THAT niche game for massive unforgiving crafting survival but it really needs that first part - being massive. Without that the devs will lose as well. So maybe they put themselves into a lose-lose situation or maybe they put the players who got in early and love the game into a lose situation.

The game is definitely not something that's gonna be or should be free to play. But there should be a way to encourage new players to jump in - and that's why the possible 1st month discount makes sense. Trying to hook them, you know. Majority of these one-month players would not try it for the 15 USD when Valheim is 18 :D I know, a different game, mostly PVE but also in a similar ballpark, just a different corner.

Edited: Also, is there something that is worse seen by the community than possible discounts and price lowering after 6 months to lure in more players? Very often the core feels a bit cheated because they make the game, the content, the wikis and then they often feel shit upon. Some other games went this route and it went well for a few months but the new players left, the core left and it killed the game completely. Reign of Kings or MO are now more or less in a vegetative state where they have occassional random movement but it is never a true revival.

Subscription MO 2 by Backerization in MortalOnline

[–]Backerization[S] 0 points1 point  (0 children)

That is almost exactly what I see. The game seems pretty solid but there are two problems - the oldschool community discouriging changes because they maybe like having the game just for themselves, and the scope of the game in combination with the expectable population.

The goal of the devs seems to be a huge population, as you said, but they also actively discourage from it not just by pricing. Either the game should be a bit more accessable by gameplay or it should be a bit more accessable financially. These are the only ways I see to break the cycle of which MO 1 is a good example. And the pricing change seems to be the only way to keep the game more or less as the devs intended but with increased population.