Right but they went f2p because they failed at their subscription model, and most of the time that's due to a bad game or lack of content. Of course people are more willing to play a game that has design flaws or less content if it isn't costing them monthly.
Fojoop is correct though. If companies spent the extra time developing more (good) content that would keep people playing (instead of bullshit cockblocks like the myth cap) before release they would make more money on concurrent subscriptions over the first 3-6 months than they would otherwise.
SE got around this by the way their billing system is set up. How many people do you know that signed up for 90 days before they realized that there was hardly anything to do except level other jobs?
I'm one of those people.
WoW didn't have anything for end game content that was that much at launch.
Scholomance, Stratholme, UBRS/LBRS
That's what you had at launch, Dire Maul and MC and BGs were added later. And that's not mentioning the issues during launch as well for WoW, which plague all MMOs it seems anyways.
This is still probably the smallest amount of end game content i've seen for an mmo launch.
Wut. MC / Onyxia was in at launch. I still remember doing it mid December in 04 after getting keyed from UBRS (also the Tier 1 armor placeholders). Dire Maul / Maraudon (sp) were added later, same with BGs. Thing is, even the most hardcore poopsocking nerds took longer than a week to level cap in vanilla WoW, then you had to do a whole lot of bullshit/jump through hoops (with 39 other nerds) to actually be able to enter stuff like UBRS/MC/Onyxia. I don't think MC was fully cleared until spring of the next year, Onyxia falling to some guild on Proudmoore that I can't recall a few months before Rag.
A few posts before yours we had dejet basically exemplifying the problem of the MMOs and pandering to the hardcore base. They believe they deserve more simply because they play more.
On paper, that's a sound concept since it implies more activity. What happens in MMOs, however, is that fair effort:reward ratios get strung out on the time sink scale through RNG, access timers/restrictions, manpower requirements, and then some combination of those. Being hardcore isn't so much about being skilled at this point, you just fall behind because someone thinks you should play more. As well, they're far more apt to munch through the content and then bitch about there being nothing to do. So they're a harder to please minority by default. Filthy casuals standing on the same ground just adds displeasure to that since their prestige isn't so much so.
As much as I like FFXIV, you have to admit that even playing this game casually (that is, we raid 6hrs or less a week) you start to run out of content real fast unless you make it your goal to level up every job/craft to 50. Some people don't like this kind of artificial content though because we don't particularly enjoy playing some of the other jobs/crafts.
I feel like Aion had it worse. There was the 1 instance in your faction safe zone, another that favored Asmodians, Dark Poeta (quasi-Dynamis), and then shitty world PvP (which sometimes took place over shitty world spawns).
You missed the point, I'm saying they sort-of circumvented having subscription drop-off by making it cheaper to subscribe for longer periods of time, with which people like myself made the mistake of taking advantage of.
It's kind of genius really and I respect it from a business standpoint but it doesn't change the fact that if developers came out of the gate with more content instead of resorting to bullshit to keep people playing, they would be better off financially AND people would like them better for it.
MC was at launch, so was onyxia. MC had 10 bosses. Coil has 3 bosses, WOW released with over 3 times the amount of raid bosses in it's release raid as FF14. If you count primals and onyxia, then WOW released with almost double the amount of bosses as FF14.
Correct, leveling up also took a good amount of time, not a week or two. My first 60 in WOW took months, leveling was actually slow but there was also lots of fun things to do while leveling up that didn't give exp or not much at all. I would PVP and camp STV nesingwaries, booty bay, random people in arathi, hillsbrad vs southshore battles, etc etc. I did tons of PVP and had blast BEFORE the level cap, something I can't really say I had in FF14. The only fun part were the dungeons and they only stay fun the first 2 or 3 times you do them.
Not sure where this "vs wow" discussion came from, my point was that, I at least assume, we all want a lot of varied content at end game. Right now FF14 has extremely bare bones end game, maybe not worse than other MMO's, maybe better than some, but it's still severely lacking. We would, I assume all of us again, sorry if I'm wrong, enjoy end game more if there was more stuff to do than a gear treadmill. Lots of varied content, fun things that take you away from the grinding of getting the next higher ilvl of gear like gold saucer, mini games, PVP, etc, and tons of different engaging content for getting said gear besides zoning into a dungeon, clearing trash, clearing boss, and collecting loot. Stuff like qarn is nice, the secret doors and stuff, Darkholds roaming boss in the halls is also a nice touch, we need more stuff like that in dungeons that make them feel "cool", as well as completely varied dungeons like salvage, nyzul, assaults, etc, with completely different objectives and restrictions and playstyles and change how you completely play. Basically more than just "pull this set of trash, AOE it down, then pull this set, AOE it down, then kill the boss and loot the chest". That formula gets stale and old after a while.
But at least you had PVP. A single PVP instance by its very nature lasts longer than a single PVE instance by way of unscripted potential and outcome of the encounter. Fighting others will always be more dynamic than fighting a script, even if the script has access to more impressive abilities or actions.
This game -should- have had PVP at launch or early after launch. There's absolutely getting around that, especially for a brand-new game circa 2013.
Aion PvP could be summed up a few ways: 1) Blobs at Forts where you may or may not see what's actually going on. 2) Twinks ganking lowbies. 3) Roaming gank squads that took out weakened people just trying to level.
I don't find any of that acceptable, personally, but I'm a care bear.
Yeah, launch Rift was kind of light depending on how you looked at things and certainly had a lacking open world problem like XIV does now. You had the leveling dungeons with a 50 mode, and then an expert mode on top. The only raid, I believe, was Greenscale's Blight with River of Souls added a bit later. PvP had like 4-5 warfronts, but all you really had to do was grind rep (from dailies). It's why I dropped Rift for a bit after I got my 50 warrior, as they needed content despite Hartman's bold claim of "having it".yeah examples would be nice here. i think rift had like 10 endgame instances which were all recycled content from the lower levels tho. not sure if i remember correctly.
^ Just because something isn't your cup of tea doesn't mean the game isn't better off for it. Its as you say: you're a carebear. ARR would have been better for the inclusion of the Sea Wolves Den and PVP.
Anybody else know what's up with the Darksteel Ore node in Coerthas? It's not spawning at 1AM near Dragonhead.