f13.net

f13.net General Forums => Guild Wars 2 => Topic started by: Kitsune on April 30, 2012, 03:14:47 AM



Title: The cash shop and ominous math.
Post by: Kitsune on April 30, 2012, 03:14:47 AM
I'm a bit nervous about the cash shop after seeing it for myself this weekend.

There are eight classes and five character slots: Buy three slots if you want to have each class.

There are seven bag spaces, only four are unlocked: Buy three bag unlocks per character for eight characters.

There are eight bank slots, only one is unlocked: Buy seven bank expansions.

So to get full character access and full storage, you pay for three slots, twenty-four bag unlocks, and seven bank unlocks.

If the current gem prices go live, that's 800x3 + 400x24 + 600x7 or 16200 gems, which is looking ominously like $162, as most cash shops treat one dollar as 100 of their currency.  You can pay for a year's subscription to WoW for that.


Title: Re: The cash shop and ominous math.
Post by: Kageru on April 30, 2012, 04:54:22 AM

Yep... it's pretty worrying and the price they set will have a big impact. It could end up effectively being the first f2p game with a box price.

Got the same feeling when it gave me "guardian shoulders" as my iconic character item, which of course is quickly replaced. So I looked up appearance customisation and the higher levels require cash. Not even Aion goes that far in monetizing services.


Title: Re: The cash shop and ominous math.
Post by: Numtini on April 30, 2012, 05:11:57 AM
The only one that seems particularly mandatory to me is the bag slots. GW1 charges for bank slots and character slots and I've never bothered to upgrade either--though I do have I think a couple of  extra bank and character slots for events and expansions.


Title: Re: The cash shop and ominous math.
Post by: Modern Angel on April 30, 2012, 05:28:39 AM
You can also turn game money into "real" money for the store.


Title: Re: The cash shop and ominous math.
Post by: Simond on April 30, 2012, 05:33:54 AM
You can pay for a year's subscription to WoW for that.
It's almost like that's the plan, or something.


Title: Re: The cash shop and ominous math.
Post by: Kageru on April 30, 2012, 05:45:49 AM
By buying gems with in-game gold which will quickly get inflated to silly numbers.

It looks, from the leak I saw (here (http://www.guildwars2guru.com/topic/28104-cash-shop-items-leak/)) that the plan is 400 gems for 5$ but it has the extra slots under "account" which could mean it is across all characters (as it is for LotRO).

That would be 800x3 + 400x3 + 600x7 = 7800 points or about 100$. Which still seems like quite a bit, though I guess you could argue at least some of that is not mandatory. Though I tend to think bags are so I'd hope that amount is per account not per character.

Selling dyes and mini-pets on a common / uncommon random system (quite possibly with rares) is another good way to extort money out of the OCD crowd.


Title: Re: The cash shop and ominous math.
Post by: Threash on April 30, 2012, 05:53:40 AM
though I guess you could argue at least some of that is not mandatory.


You could argue that absolutely none of it is mandatory.


Title: Re: The cash shop and ominous math.
Post by: Tmon on April 30, 2012, 05:55:44 AM
They do some fairly cool things to mitigate the need for on character storage.  You can list an item on the AH from anywhere in the world by right clicking it and choosing sell on the trading post, you can also right click on crafting materials and send them to your vault and finally there is the option to email an item to another player.  


Title: Re: The cash shop and ominous math.
Post by: Lantyssa on April 30, 2012, 07:04:02 AM
With the collections tabs, bank space really isn't as large a problem as it could be.  (And I do love my bank space.)

We'll see how I feel once I have a dozen different outfits.


Title: Re: The cash shop and ominous math.
Post by: Kitsune on April 30, 2012, 07:22:44 AM
Bear in mind that that bank you see is it for your storage space, for all of your characters.  Good luck fitting the stuff from eight characters into those thirty slots!  In Warcraft my banks were typically overflowing with over 100 slots per character; some of that will be alleviated by the dedicated craft material slots, but I still was using plenty of space for random nicknacks, equipment, junk.  People, especially people with lots of alts, are gonna tear through those bank spaces like paper.


Title: Re: The cash shop and ominous math.
Post by: Threash on April 30, 2012, 07:26:02 AM
This whole "eight character" thing isn't common is it? i played WoW for like four years and had one character and a couple low level alts.  Every single other MMO has been one character only.  I plan on playing this without spending a single cent on the cash shop and don't expect to have any problems.


Title: Re: The cash shop and ominous math.
Post by: Merusk on April 30, 2012, 07:37:16 AM
In my experience between 3-5 characters is pretty common unless you're super casual or super hardcore with limited time.  Those suffering severely from alt-itis might have more but it's only regularly around that number.  Even 'hardass' raiders have an alt or two in WoW to blow time on or re-run low-level stuff.

I don't think there's been any real numbers released from game companies on the phenom.


Title: Re: The cash shop and ominous math.
Post by: kildorn on April 30, 2012, 07:45:52 AM
The price assumption shouldn't be held ($1 = 100 fozzledollars), there was a post on their beta forums about it, saying they'd put a blog up shortly to explain it.

As they were explaining, the prices are.. fluid. Meaning if everyone is buying gems everywhere, the price goes up. If nobody is buying them, the price goes down. It seemed a bit like an idea that will never make it live, but I don't think there is a solid cash shop price model yet. Bag slots are also kind of Meh once you play a bit. You can send crafting mats to your bank from anywhere, and can sell things on the AH from anywhere. Holding on to everything until you hit town isn't actually a thing you need to do. Also, every completed heart quest person is a place you can sell shit.

I had inventory issues until I sat down with the system for a while. Then I basically had 4-5 items pending me selling shit, and 3-4 weapons I wanted to skill up eventually.


Title: Re: The cash shop and ominous math.
Post by: Draegan on April 30, 2012, 07:52:25 AM
I really don't see a problem.  It's just storage space and I can usually make due without it if it's too cost prohibitive.  I don't need extra character slots.  I don't need extra bag space on every character.  The only thing I'll buy is bag space on my main character and a bank slot or two eventually.


Title: Re: The cash shop and ominous math.
Post by: kildorn on April 30, 2012, 07:56:18 AM
Extra character slots is a pretty big deal to me. Just because some people do like to have one of everything.


Title: Re: The cash shop and ominous math.
Post by: Numtini on April 30, 2012, 07:57:36 AM
Just to point out, GW1 had more classes than slots.


Title: Re: The cash shop and ominous math.
Post by: kildorn on April 30, 2012, 07:58:35 AM
Yes, GW1 had the same thing going on. I can probably chop three classes from my list of things I want to play ever, as well.


Title: Re: The cash shop and ominous math.
Post by: Ard on April 30, 2012, 08:10:55 AM
GW1 also had the ability to change your subclass on the fly to any of the other classes after a certain point in any of the campaigns, making alts a bit less immediately necessary, depending on what you were trying to do.  You generally didn't need one character for each class in that game unless you were insanely OCD.


Title: Re: The cash shop and ominous math.
Post by: Kitsune on April 30, 2012, 08:36:10 AM
I posted on the GW2 forums about it last night, dunno if non-players can read their forum or not, but I'm throwing up the link anyhow. (https://forum-en.guildwars2.com/forum/game/gem/The-Gem-Store-s-Grim-Math-or-Why-GW2-may-cost-220)


Title: Re: The cash shop and ominous math.
Post by: Tmon on April 30, 2012, 09:08:11 AM
At some point I'd think it would just get cheaper to buy a second box.  You'd get five more slots and if you filled them with 20 slot bags it would be a nice bit of storage that you could actually email items to from the field.  A little kludgy and inconvenient but if you are pinching pennies it comes out fairly cheap and has the advantage of getting you extra of the stuff that they hand out on anniversaries and the like.


Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 11:13:18 AM
So for a single character to have all their bags unlocked and one or two bank slots would be like 40-50 bucks?


Title: Re: The cash shop and ominous math.
Post by: Tyrnan on April 30, 2012, 11:39:04 AM
I can't remember the exact details but I saw 5 different types of Runes of Holding on an NPC merchant (most likely the tailoring supplier or something) that are used in the crafting of bags. The first grade was for 8 slot bags and I think the final one was something like 18-20. So with 4 of those plus your backpack and given the ability to send crafting materials straight to your bank and sell stuff on the trade post remotely, are you really going to need those extra bag slots? I see the extra character slots and especially the bank tabs being much more mandatory purchases.


Title: Re: The cash shop and ominous math.
Post by: Zetor on April 30, 2012, 11:44:51 AM
Yeah, bag space made me go 'hmmm' as well. I typically ended up with a full bag [+4 8slot bags, I was a tailor] after doing a sweep of a 'heart' questing hub and a world event or two.

Salvage kits work great to break down unwanted loot into base materials (that you can then immediately deposit into the bank or put on the AH remotely), but it's a possibility that you want to keep that semi-crappy blue item for an alt (how much do items increase damage/survivability anyway?).

I think the biggest culprit is going to be all those little craft items that you can't put in the 'collections' bank: totems, vials of blood, bone fragments. There seems to be a *lot* of those, and they're actually useful for crafting stuff, but you need to store them somewhere...


Title: Re: The cash shop and ominous math.
Post by: Segoris on April 30, 2012, 11:47:39 AM
So for a single character to have all their bags unlocked and one or two bank slots would be like 40-50 bucks?

If you mean the cost to open one of the locked character slots and their bags and additional bank slots besides what's given to you, it kind of breaks down like this (estimates based on the $5 = 400 gems math)

New character slot = $10
3 New bag slot = $15 ($5 x 3 unlocked - assuming first 4 are unlocked with newly opened character slots)
New bank slot = $7.50 (account wide bank, so not really done on each character but opening 1 bank per new character wouldn't be a bad move either if you have inventory issues) or $15 for two slots

Total of $32.50 if you unlocked a new character slot, all their bags, and 1 bank slot for that character or $40 for all the previously mentioned and a second bank slot. For one of the first 5 slots already open, you'd be looking at between $22.50 or $30 to unlock all bag slots and 1-2 bank slots.


I can't remember the exact details but I saw 5 different types of Runes of Holding on an NPC merchant (most likely the tailoring supplier or something) that are used in the crafting of bags. The first grade was for 8 slot bags and I think the final one was something like 18-20.
As for bag size, largest I've heard of has been 20 slot bags





Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 11:49:48 AM
I think the biggest culprit is going to be all those little craft items that you can't put in the bank: totems, vials of blood, bone fragments. There seems to be a *lot* of those, and they're actually useful for crafting stuff, but you need to store them somewhere...

Or just throw them onto the AH and buy them back at the same price.


Title: Re: The cash shop and ominous math.
Post by: Zetor on April 30, 2012, 11:50:39 AM
Isn't there an AH handling fee, though? (both to post stuff and a cut from sales)


Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 02:17:35 PM
I think the biggest cash shop is going to be people that buy another copy of the game to WvWvW on multiple worlds.


Title: Re: The cash shop and ominous math.
Post by: kildorn on April 30, 2012, 02:30:23 PM
I think the biggest cash shop is going to be people that buy another copy of the game to WvWvW on multiple worlds.

I don't see why you'd do such a thing?


Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 02:43:26 PM
Some people enjoy playing games with more than one group and don't like being forced to stick to a single server?

Another math question. And one know what class/weapon has the longest ranged ability?


Title: Re: The cash shop and ominous math.
Post by: kildorn on April 30, 2012, 02:50:12 PM
Warrior/Ranger longbows top out at .. 1500? Casters are 1200. Engineer rifles top out at 1000/1200ish, I think.


Title: Re: The cash shop and ominous math.
Post by: Sjofn on April 30, 2012, 03:15:31 PM
This whole "eight character" thing isn't common is it? i played WoW for like four years and had one character and a couple low level alts.  Every single other MMO has been one character only.  I plan on playing this without spending a single cent on the cash shop and don't expect to have any problems.

In my experience, people like to have one of each class (however many that might be) created, even if they don't necessarily play them very much, because they'd like to try each class a little bit to see if they like it without having to delete anyone. The question is simply how much people want to do that versus how much they don't want to spend the money.

I'm a big alt-y whore and I don't see the character slot as much of an issue, though, it was like that in GW1 and I expected the same in GW2. I find the storage and appearance customization stuff more concerning.


Title: Re: The cash shop and ominous math.
Post by: Severian on April 30, 2012, 06:47:33 PM
Another math question. And one know what class/weapon has the longest ranged ability?

According to this character builder (http://gw2.luna-atra.fr/skills_tool/?lang=en&code=3680000000000000i000000) (look at the tool tips), if accurate, long range attacks tend to be either 1200 or 900, with one exception being the engineer rifle at 1000.
1200: ranger bows, warrior rifle, any staff
1000: engineer rifle
900: warrior and thief bow*, scepters, pistols

* one exception being the #2 skill cluster bomb (http://gw2.luna-atra.fr/skills_tool/?lang=en&code=3ci00000000000000000000) at 1200


Title: Re: The cash shop and ominous math.
Post by: Nevermore on April 30, 2012, 07:00:50 PM
I know Ranger longbow can get up to 1500 with their 'longer range with a longbow' talent thing.  Warrior longbow starts at 900 and they have a 'longer range with longbow' thing too, so maybe 1200 for them?  Go go awesome documentation!  Warrior rifle just starts off at 1200, though.  So it sounds like Ranger longbow is the longest ranged non-siege in the game?  Unless Engineers get a longer rifle range talent or something.


Title: Re: The cash shop and ominous math.
Post by: Severian on April 30, 2012, 07:29:42 PM
Right you are: Eagle Eye for Ranger; Rifled Barrels for Engineer (also adds to pistol, harpoon, and elixir gun); Stronger Bowstrings for Warrior. I didn't see a similar trait for my caster test case, the elementalist, so they can't keep up. And no numbers, but no doubt they maintain their relative ranking and Ranger is the rangiest. I would guess all those traits are +300.


Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 07:54:57 PM
Interesting. Makes rangers have a real nice use at keep defense/attacks.


Title: Re: The cash shop and ominous math.
Post by: Draegan on April 30, 2012, 08:24:10 PM
Some people enjoy playing games with more than one group and don't like being forced to stick to a single server?

Another math question. And one know what class/weapon has the longest ranged ability?

You can guest on other servers if you want.


Title: Re: The cash shop and ominous math.
Post by: Phred on April 30, 2012, 11:47:33 PM
They do some fairly cool things to mitigate the need for on character storage.  You can list an item on the AH from anywhere in the world by right clicking it and choosing sell on the trading post, you can also right click on crafting materials and send them to your vault and finally there is the option to email an item to another player.  

Plus even a newbie leatherworker, armorsmith or whatever the bowcrafter was called can make 8 slot bags without having to do anything but train the skill. filling all the bag slots with 8 slot bags is more than enough for me to start with especially being able to teleport all the craft materials to the bank. Now they just need to let you craft from the bank like all the other mmo's that came out this decade.


Title: Re: The cash shop and ominous math.
Post by: Furiously on April 30, 2012, 11:49:37 PM
Some people enjoy playing games with more than one group and don't like being forced to stick to a single server?

Another math question. And one know what class/weapon has the longest ranged ability?

You can guest on other servers if you want.

You can't WvWvW on other servers.


Title: Re: The cash shop and ominous math.
Post by: Phred on April 30, 2012, 11:51:29 PM
I can't remember the exact details but I saw 5 different types of Runes of Holding on an NPC merchant (most likely the tailoring supplier or something) that are used in the crafting of bags. The first grade was for 8 slot bags and I think the final one was something like 18-20.

No 8 slot bags dont use runes of holding. I made a ton of bags, boxes and leather sacks this weekend and never bought one.


Title: Re: The cash shop and ominous math.
Post by: Phred on April 30, 2012, 11:55:21 PM
Some people enjoy playing games with more than one group and don't like being forced to stick to a single server?

Another math question. And one know what class/weapon has the longest ranged ability?

You can guest on other servers if you want.

You can't WvWvW on other servers.

You can if you pay to transfer.


Title: Re: The cash shop and ominous math.
Post by: Furiously on May 01, 2012, 12:46:33 AM
Some people enjoy playing games with more than one group and don't like being forced to stick to a single server?

Another math question. And one know what class/weapon has the longest ranged ability?

You can guest on other servers if you want.

You can't WvWvW on other servers.

You can if you pay to transfer.


I'm just saying if you have two groups you like to hang out with. Perhaps you are in the US and you like to play with some European friends and late at night you like to play with some Australian friends. Unless by some chance they are both on the same server you will need two accounts. My understanding was you can only switch every two weeks or something. I understand Arenanet's reasoning for this, and think it's a good idea. It does have one drawback for people that have multiple gaming groups.


Title: Re: The cash shop and ominous math.
Post by: Zetor on May 01, 2012, 01:06:07 AM
Eh, I'm a Euro who plays MMOs with Americans (international guild) and GW2's solution is better than I've seen in any other mmo other than GW1*. Remember that guesting is free and you can do it any time you want.

In wow/coh/lotro/etc I'd need to pay big $$$ for a server transfer to a Euro server if I wanted to get groups -- and then I'd be unable to play with my guildies with that character. In GW2 I can play wvw and group with my guildies on the US server, and switch over to a Euro server to play structured pvp / do group stuff / world events with more people and a far better ping... and do this all with the same character(s)! The ping issue itself is pretty huge, ask me what it's like to play a melee class on a west coast WOW server sometime.  :ye_gods:

*not entirely true -- at GW1 launch you were restricted to five such moves per account total. I ended up just staying in the US region and enduring the bad ping until they lifted the restriction a few years later.


Title: Re: The cash shop and ominous math.
Post by: Kageru on May 01, 2012, 02:50:33 AM

It's pretty much an inevitable side effect of server versus server PvP. They don't want people gaming the system through mass-migration.

I don't see it as an issue if guesting works since the only meaning of my "home" server is who I represent on the Eternal battlefield and that will be my main guild. The ability to visit another server if I have friends elsewhere is a great bonus.


Title: Re: The cash shop and ominous math.
Post by: Tyrnan on May 01, 2012, 04:37:58 AM
I can't remember the exact details but I saw 5 different types of Runes of Holding on an NPC merchant (most likely the tailoring supplier or something) that are used in the crafting of bags. The first grade was for 8 slot bags and I think the final one was something like 18-20.
No 8 slot bags dont use runes of holding. I made a ton of bags, boxes and leather sacks this weekend and never bought one.
That's odd. A quick google turned up these (http://www.gw2db.com/search?search=rune+of+holding) which is what I saw in-game. Maybe they've removed them from the crafting process but forgot to take them of the vendors. Out of date tool-tip as Kageru pointed out.


Title: Re: The cash shop and ominous math.
Post by: Kageru on May 01, 2012, 05:05:03 AM

The tool-tip appears to be out of date. It's used in the 10 slot bag recipes if you click on it. Is that a cash-shop item?

Crafting recipes seem to require a vendor purchased component as part of construction to make producing items a cash sink. Or at least the 8 slot meta boxes I made did.



Title: Re: The cash shop and ominous math.
Post by: Modern Angel on May 01, 2012, 05:23:17 AM
Pretty sure longbow Ranger is the longest range class/weapon combo in the game. You can increase range through traits, too.


Title: Re: The cash shop and ominous math.
Post by: Tyrnan on May 01, 2012, 05:29:38 AM

The tool-tip appears to be out of date. It's used in the 10 slot bag recipes if you click on it. Is that a cash-shop item?

Crafting recipes seem to require a vendor purchased component as part of construction to make producing items a cash sink. Or at least the 8 slot meta boxes I made did.
No, it was from a vendor in Divinity's Reach, probably one of the ones in the crafting area. I hadn't actually looked at the recipes (I think the sleep deprivation from the weekend still hasn't quite gone away) but you're right, it's just a tool-tip error. I like that you can craft different bags for different types of loot, should give a bit more longevity to bag selling than the one-bag-fits-all approach.


Title: Re: The cash shop and ominous math.
Post by: Phred on May 01, 2012, 03:17:27 PM

The tool-tip appears to be out of date. It's used in the 10 slot bag recipes if you click on it. Is that a cash-shop item?

Crafting recipes seem to require a vendor purchased component as part of construction to make producing items a cash sink. Or at least the 8 slot meta boxes I made did.



The only thing I purchased for the boxes I made was tin to create bronze which I think all the low level armorsmith recipes use.
Leather and cloth bags require no purchased material iirc. However cloth and leather armor did use thread, a purchased item.

However from my friend's experience with Cooking it's gonna be a huge cash/karma sink.

If anyone in closed beta could feedback that recipes need to state their profession I'd appreciate it. Also karma vendors should refund karma not buy items for piddley amounts of copper when you misbuy, linking from vendor inventory, a sell all grey items button and crafting from the bank would be nice.


Title: Re: The cash shop and ominous math.
Post by: Lantyssa on May 02, 2012, 07:59:52 AM
However from my friend's experience with Cooking it's gonna be a huge cash/karma sink.
When you pick up cooking the trainer specifically says it is the most costly profession.

Quote
If anyone in closed beta could feedback that recipes need to state their profession I'd appreciate it.
Rumor has it that closed beta is still under NDA.


Title: Re: The cash shop and ominous math.
Post by: Tmon on May 02, 2012, 08:24:32 AM
When you pick up cooking the trainer specifically says it is the most costly profession.

He isn't kidding either, I didn't realize how much money I'd dumped into until I had to buy my first skill book.  I had all of 30 copper to my name.  Next BW I'll just do the gathering thing till at least level 15 then start on cooking (been hooked on cooking in MMOs since UO) when I have a little cash and karma built up.  Might try some other professions as well just for the heck of it.


Title: Re: The cash shop and ominous math.
Post by: Segoris on May 02, 2012, 08:40:04 AM
Rumor has it that closed beta is still under NDA.

Think he's asking if anyone in closed could suggest/feedback to ANet through their closed beta feedback.

Though, Phred, I think their forums are still up. You can go make suggestions on the forums if you were in the BWE if they are in fact still available.


Title: Re: The cash shop and ominous math.
Post by: Tmon on May 02, 2012, 09:02:06 AM
Rumor has it that closed beta is still under NDA.

Think he's asking if anyone in closed could suggest/feedback to ANet through their closed beta feedback.

Though, Phred, I think their forums are still up. You can go make suggestions on the forums if you were in the BWE if they are in fact still available.

They are closed to posting now, or at least they said yesterday that they would be closed at 9am pacific time.


Title: Re: The cash shop and ominous math.
Post by: Lantyssa on May 02, 2012, 09:35:56 AM
Think he's asking if anyone in closed could suggest/feedback to ANet through their closed beta feedback.
My bad.  Work is a wee bit crazy right now.  My reading comprehension is spotty.


Title: Re: The cash shop and ominous math.
Post by: Phred on May 02, 2012, 05:08:02 PM
Think he's asking if anyone in closed could suggest/feedback to ANet through their closed beta feedback.
My bad.  Work is a wee bit crazy right now.  My reading comprehension is spotty.

I guess I didn't word it clearly enough. Sorry.


Title: Re: The cash shop and ominous math.
Post by: Soukyan on May 02, 2012, 06:54:27 PM
I think the biggest cash shop is going to be people that buy another copy of the game to WvWvW on multiple worlds.

I don't see why you'd do such a thing?

This happened often in DAoC back when you could only play one realm on a given server.


Title: Re: The cash shop and ominous math.
Post by: Nevermore on May 02, 2012, 07:06:48 PM
I think the biggest cash shop is going to be people that buy another copy of the game to WvWvW on multiple worlds.

I don't see why you'd do such a thing?

This happened often in DAoC back when you could only play one realm on a given server.

It happened often in DAoC mostly because of buffbots, which thankfully don't seem to exist in MMOs anymore.


Title: Re: The cash shop and ominous math.
Post by: Redgiant on May 02, 2012, 08:18:09 PM
This happened often in DAoC back when you could only play one realm on a given server.

True, but while the same Midgard on your server would always be your Hib enemy, your opponent servers will change every few weeks.

Besides buying the game, you will have to pay for a server transfer every 2 weeks to spy on any enemies relevant to your main account, yes?

Edit: Maybe that's their plan, thinking the hard core will pony that up like a sub fee.


Title: Re: The cash shop and ominous math.
Post by: Mattemeo on May 03, 2012, 03:06:08 AM
It happened often in DAoC mostly because of buffbots, which thankfully don't seem to exist in MMOs anymore.

It's almost as if every other MMO developer since 2004 has realised that letting your subscribers flagrantly cheat each other is both a poor game model and bad business.


Title: Re: The cash shop and ominous math.
Post by: Tmon on May 22, 2012, 02:04:29 PM
Mike O'Brien from Arenanet  talks about microtrans here http://venturebeat.com/2012/05/21/guild-wars-2-interview-monetization/#s:guildwars2-16

This seems to sum up their philosophy

Quote
GB: Trading items for gold might be less of an issue for team PvP — where all players get bumped to 80 with standardized gear — but what of the implications for world-versus-world?

O’Brien: Before even answering this question, I want to point out that in Guild Wars 2, being competitive isn’t all about having the best gear. It’s not like you’re going to go into world-versus-world and get smoked because someone else has a godly weapon that you can’t hope to acquire. We’ve always been against that kind of thing.

Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.

So once you realize that you don’t have to run on this gear treadmill to compete, then ask yourself whether you think it’s fair or unfair for players to be able to trade microtransaction currency with other players, which essentially allows some players to trade money for time and other players to trade time for money. I think it’s more fair to allow that.

I think that a super-fan of Guild Wars 2 who is short on cash should still have the ability to collect microtransaction items like town clothes and mini-pets. And I think that a Guild Wars 2 player who comes home late from work every night and can’t spend as much time playing as his friends do should also have the ability to collect those really unique in-game items. Letting players trade with each other empowers them to use whatever they have to make up for whatever they don’t have.


Title: Re: The cash shop and ominous math.
Post by: Kitsune on June 17, 2012, 10:11:35 AM
I'm going to just stick this update here, after BWE2 there is much less of a problem thanks to all crafting materials (not just the common ones) having a separate spot in the bank that doesn't take up slots.  A player will likely still need to buy at least a couple of bank slot upgrades, as 30 slots for all of your characters is very much on the slim side, but it's not nearly so dire as before.  Also, being able to teleport blue crafting items out of your pack into the bank frees up a lot of pressure from your bag space, making it less necessary to max out each character's bag slots if you make or buy bigger bags.

I think that many people will still find it eventually mandatory to max their bank slots, if the bank creep in other MMOs is anything to go by, but it should be possible to get by without bag slot upgrades as long as one's at least a little careful to keep an eye on their inventory.


Title: Re: The cash shop and ominous math.
Post by: Sky on June 19, 2012, 01:07:13 PM
Going back to Tmon's link, finally got around to reading it and:
Quote
everyone can harvest resource nodes and get the rewards in the world together, rather than racing other people to them who might steal it from you
Is something I've been wanting since UO and nobody has delivered. Scott H had at one point promised it for Rift, and then there I am fighting the Ibis dude in newbie land on top of a resource node when someone comes along and grabs it.


Title: Re: The cash shop and ominous math.
Post by: Phred on June 19, 2012, 01:22:36 PM
Going back to Tmon's link, finally got around to reading it and:
Quote
everyone can harvest resource nodes and get the rewards in the world together, rather than racing other people to them who might steal it from you
Is something I've been wanting since UO and nobody has delivered. Scott H had at one point promised it for Rift, and then there I am fighting the Ibis dude in newbie land on top of a resource node when someone comes along and grabs it.

It doesnt quite work like that. The first person who harvests opens a time window and anyone arriving within that window can harvest. Then the node goes dead. Still pretty sweet though.



Title: Re: The cash shop and ominous math.
Post by: Draegan on June 19, 2012, 01:24:12 PM
TERA does that for group members.


Title: Re: The cash shop and ominous math.
Post by: Phred on June 19, 2012, 01:30:52 PM
TERA does that for group members.

Shame they stopped at group. I find myself getting really annoyed now at MMO's I check out that don't share things between
non-group members.