Wow, this is a lot to take in. Well, here we go:
First off, I cannot tell if you are being insincere or not. The points you put out seem almost consistent with the "joke" post you made earlier. If you are being insincere--and I am not trying to invalidate your opinion by calling it trolling if you aren't--I have already asked kindly for sarcasm to be dropped. Otherwise, I'm going to respond seriously:
In order to spend more time in making the game more satisfying, they need money. And of course, they are working on customer service first, fixing bugs and errors pointed out by players before they take the step in adding more content. Content has been added... slowly but surely (ie 4th job skills for dragonkin) but without using cash incentives to keep players playing, they cannot do this. And really the only way to obtain cash from players is to give them what they want... which is to skip over the boring parts of the game. And they barely spend much time making these gasha boxes... its relatively simple if the game has a strong foundation and structure. But I would agree that some events are time consuming and inefficient, such as the double up event was... but then again the rewards were handed out at such a slow pace, which demonstrates the clear divide in the work - game development clearly is not hampered by these events; Hastur's attention to the forums is.
My first point is that I generally do not like these assumptions on company production. I see it as a fallacy because neither of us can confirm or deny precisely what the intentions are with profit from IM, nor can we see where it goes, when, why, or how. To respond specifically to what I've bolded in your post, this is a subject I feel sort of bad going into but it definitely needs to be mentioned: this game is seemingly riddled with bugs, translation errors and inconsistencies, lag issues, and overall "poor coding" (Check reference, need a computer major to back me up here!). Every single patch brings the risk of having your client broken (Here I point to the Technical Support forum, which booms with topics every Wednesday) and the need to re-install or re-patch. All NPCs speak poorly coordinated sentences with half-assed storylines that never go anywhere or bear any significance--if you can even read the darned things. Lag issue plague the higher end areas: Red Fox Delta, All element dungeons, Edge of the World, and Black Claw Nest to name a few. Bugged clients are most common in patching, but there seems to be a flaw associated with just about any update: markets breaking, screens breaking from a certain class (Teehee), and thankfully I cannot think of any more at the moment. The clear divide in the attention is another issue I find with these events: they have the capacity to install many IM-driven updates, and then rewards are handled poorly and slowly. I am not trying to beat on the company, but I find these all to be very dissatisying and it is not on only one occassion that I've seen players express disinterest due to the lack of polish--and using the word polish itself seems to be a grade too high, when the basic foundations are infested with problems.
As for content, I certainly see where you're coming from to a degree. It would be hypocritical to demand content be pushed out of the door every month, yet to bemoan existing problems. My problem with this, however, is that there is seemingly very little progress being made on any of these problems, and then when we do receive content, not only is it also usually bugged, but it is a poorly conceived system or idea (Professions; Black Claw Nest) that frustrate more players than they benefit.
I'm a computer science & math major... I know nothing about business. I have played various f2p games with a cash shop and although this game follows the trend of most, it is no where close as being as bad as them when it comes to incentivizing players to spend. I initially found the double-up event ludicrous myself, but it is logically sound in this game, given the leveling process from 40-80 is just F7. There is also a strong uniqueness among the classes where as in other games the skills are different, but each class basically has some aoes, some stuns, some buffs, etc. but the gameplay is basically the same (with only minor differences). But comparing this to other games is straying from the topic... point is as much as WP seems to be making the game pay2win, (1) its commonplace in all f2p w/ cashshop, and (2) they are taking measures that lessen the effect as much as possible. Sacrifices have to made, and I support WP's method of doing it (with the exception of insurance scrolls and the like - but the implementation of professions somewhat helps their case).
I also agree and have been, on occassion, the first to say that this Cash Shop is nowhere near as severe as other games. This is absolutely true--and I can think of many more games where the line is clearly drawn that if you are not a Cash user you are hardly a player. Given all of this, though, I do not think it is fair to create a system of leveling that--as you say--is "just F7" which is code for "incredibly boring and uninvolved," and then turn around and offer a bypass through the Item Mall. If there were serious concerns for those who feel uninspired to level, collaborative work would be done to ensure that the gameplay is engaging and exciting, rather than offering a complete leap over the problem. Insurances seem to be your biggest concern, but I would argue that they are only
the most obvious form of noncash-cash player stratification. An example: instead of offering a gaming experience that requires any sort of effort or tactic, if you happen to be a ninja and your wallet is big enough to upgrade to +20, you get to be one of the few who can participate in the PvE endgame. Likewise, instead of offering an experience that is fulfilling and rewarding to get an item you'd like, if your wallet happens to be big enough you can buy a couple gamble attempts, or upgrade a cosmetic item, et cetera.
And on that note I'd like to mention the endgame again. It seems painfully obvious that there are three types of capped players, in my opinion:
1) The ones who enjoy PvPing all day. This is just fine and a very enjoyable practice (barring problems with balance), these players are typically very competitive and thus have an incentive to upgrade gear.
2) The ones who have upgraded and have the right friends who are the right classes with the right equipment. This speaks specifically to the current Rebellion guild (Please note, this isn't an attack on anyone, and I am in fact glad that at least some people get to enjoy the endgame), and the old Ascension guild. Prior to a certain Ninja's quitting, there was almost a two-handed monopoly on exclusively running this dungeon. Empire may or may not be included in this list.
3) The ones who enjoy PvE (or are simply bored of PvP), or may not like to PvP, and do not have these "right friends of the right class with the right equipment." This is the category I fall into, and I heavily believe it's one of the most painful feelings in the world. There is an endgame out there--but it is incredibly inaccessible and downright impossible, even for a moderate cash spender (Again, me)! This leads to the infamous AFKing in Port of the Winds, talking about all the things we cannot enjoy. This is basically purgatory.
The helplessness of those poor "3"s is only furthered by what I view as--aside from the extremely biased entrypoints of the dungeon--an unfulfilling and insulting endgame. Clearly, as someone with a Black Dragon Lord set or weapon will tell you, it takes
time to farm these things. It was obviously intentionally worked out this way, to give a long-term effect of something to do for capped players. Whether it was by the one-entry-medal-a-day method, or simply by the coordination needed, not many players complete a whole piece in one night, let alone a whole set. This is what I see as a
great thing. What I don't see as a great thing are, as I've stated, the poor rewards (Some sets for some classes, the weapons), the cash and class bias, and all that other good stuff.
I'd like to look at the endgame of prior chapters:
Now, to borrow Endbringer's words from a personal conversation (It isn't verbatim at all), chapter 1's endgame was Van Cliff Mansion. I was not high enough to enter this dungeon (I remember vividly being very pissy whilst I could have joined him, and he never ceases to remind me), there were some good and bad points about this dungeon.
Chapter 1
The good: the dungeon took time and cooperation (Well...) to complete. The rewards were a standard best (Everyone reveres Heirloom Bone Sets, at least with a sense of nostalgia), and it was an all around pretty equal playing field gear-wise.
The bad: the dungeon was one big open house nightmare of lag. One group could hog spawns and infinitely deprive others of entry. This was made worse when the channels were cut down from 10 to 5.
Chapter 2: Paris Strikes Back
We unfortunately barely experienced chapter 2 due to company jump. We did not receive this endgame until chapter 3 came about (Drakos Tower), however it seemed to provide little more satisfaction than Zauharant weapons and a great set for one class (Invokers). We had a pretty long period of nothing-to-do syndrome because Van Cliff Mansion also was not accessible. I am almost thankful for this, upon looking at
the mess that was the first series of Drakos weapons.We did, however, receive the updated Van Cliff and our ability to Job Change. This, I believe, is what kept people from tearing their hair out.
Chapter 3: Kryos Unleashed (I forgot the name...!)
The good: we got a level increase (And thus a race to cap event), Drakos Tower, and some new mission maps, and F7 mode. This was enough to keep everyone busy for a good while, and then the introduction of the Verdurous Forest update with the Hero versions of sets was also good for encouraging activity
The bad: F7 leveling was quickly exploited and just about every player got lazier in leveling. The mission maps did not reach all the way up to the cap's abilities. Professions quickly became a mess among the community.
And then we have Chapter 4: New Origin.
The good: limitations on F7 (Also a bad to an effect), new content sprinkled about, two new classes to try (perhaps a bad), and a new dungeon. (Taking into effect the Red Delta patch)
The bad: choppy, laggy dungeons with pseudo-difficulty, a worthless element dungeon, a VIP endgame boss. Summoner brings a potentially new slightly-tipped-towards overpowered class, and Fighters are more buggy than any other class.
To borrow Endbringer's words, which I agree with, the endgame in Chapter 1 was the most fruitful and put out the most reward for effort. The need for upgrades was also encouraged a bit more for Bone Dragon, but not severely limited to any one class or type of party. The sets were needed by all and all you needed to do was reach the right level and try. The problem with this was that all of the channels were controlled by a select few (Looking at you, Endbringer), which in itself is a type of barrier. On top of this, Van Cliff had tons of lag due to being open, so that may make it similar. Ultimately I find that the rewards were more... rewarding than Black Claw Nest (Obviously the stats are better in Black Claw Nest, but the "rewarding" part here derives from the usefulness and availability for the effort input).
EDIT: And while I do appreciate people saying they agree with me--especially you, Vanille<3--I would much prefer people stating their opinion and experience. It's fine if I've stolen the words out of your mouth with my beautiful eloquence, but discussion is best for feedback.
Edited by Kazu731, 22 March 2012 - 06:40 AM.