loftar wrote:Agrik wrote:Tokens and sketchbooks does not look like possibly accidental now, as the project makes a step from offering cosmetic items for money (it's still P2W because these "cosmetics" are a game too, but as too many people do not realize that, it could be a honest overlook) to a straight paid game advantage. Seems H&H is now one of many game projects that offer in-game advantage for money.
It kills me inside that you think that way, but I must admit I'm having a hard time seeing it that way myself. As I see it, the "in-game advantage" gained from it is quite tiny and much more of a convenience thing than something that makes you "win".
'Pay to win' does not mean you can pay an amount of money to directly win. It refers to more gradual ways of improving your odds, ideally (from a commercial perspective) subtly enough that it feels like a minor thing so you're not really
cheating by buying the advantages, yet useful enough that you feel you're compelled to pay for it because otherwise you'd be at a disadvantage (compared to having that advantage). (In fact, it's a common cliche that it's especially scrubs who engage in P2W and still end up losing.) Honestly, it's not even about the advantage it brings from an objective viewpoint, but the
perceived advantage; P2W exploits a psychological weakness similar to the desire to cheat, except you make them feel justified in cheating because the game provides the option. The end result is people end up paying not to increase their enjoyment, but because they're afraid not buying it will hurt their enjoyment. (It also tends to encourage fun-reducing game design to boost P2W sales, but I don't expect that to become a problem in Haven's case.)
Hickupp wrote:Some money has to come from somewhere in the end. And as long as its not coming from money hungry parties that buy a stake in the product ... any alternative is probably (by default) the better option.
How about
having the money come from:
- An upfront payment (verification); or
- A subscription service; or
- Optional cosmetic purchases; or
- Donations (e.g. higher sub tiers providing no advantages "to throw more money at [them] if you feel like it")
Haven & Hearth is the
only game I know of that does all of these simultanously, and now it also added 'pay to gain an in-game advantage per payment'.
Kaios wrote:Saw someone with rage within 6 or 7 hours of the world start, certainly possible they had it sooner. You sure about that bro?
This has nothing to do with container expansion. Container expansion won't have much of an impact until people have rowboats, which is when portable container size becomes a significant factor. (This is because with dugouts you can only hearth home with either the dugout or the container, never both (unless you build a cart); likewise taking both out at the same time is a hassle.) Barely anybody has a rowboat yet so it shouldn't have had any significant impact yet. Rage is only 30k LP, we're less than 24 hours in and I already have 58k LP; faction players (or really anyone bored enough to chop down every type of tree etc) should be able to get rage in 6 hours relatively easily. This is not related to payment options (though verified+subbed is obviously mandatory) but caused by the combination of the ever-increasing number of unique items and the fact that you get discovery LP for every single one. (For example, each tree gives 1 discovery for the seed, 1 for the block and 1 for the plank, in addition to additional products (leaves, eaten variants of fruits, etc).)