Full disclosure: I'll be buying the season pass on day 1, so the opinions of f2p players (or mostly f2p players) matter more than mine. I hope this post sparks a discussion, since apart from one thread asking that AD1 cost 500 gold instead of 750, there hasn't been any discussion of the f2p model in the closed beta thread.
If you're not in the closed beta, here are the specs if you'd like to offer your thoughts:
Adventures and characters are bought with gold. When you download the game, you get Perils of the Lost Coast, Merisiel, Kyra, and 0 gold. Gold is earned as follows:
Beating scenarios:
Normal: 100
Heroic: 200
Legendary: 300
Within scenarios:
Kill a monster: 1 gold
Kill a henchman: 2 gold
Close a location: 6 gold
Adventures and extra characters can be bought with gold:
Base set characters (Valeros, Lem, Harsk, Ezren, Seoni): 2000 gold each
Deck C characters (Amiri, Lini, Sajan, Seelah): 4000 gold each
AD1 (Burnt Offerings): 750 gold
AD2-6: 4000 gold each
Whenever a popular game is f2p, a discussion always emerges as to whether the game is "really" f2p. My personal opinion is that with the exclusion of games that are blatantly exploitative ("Oh my! It seems you've run out of ENERGY! Would you like to buy a POTION?"), no f2p game is objectively "really" f2p or "really" not. Rather, the fairness of the model is relative to each player.
For example, in Hearthstone, if you're only interested in Arena and you're good at it, you can enjoy the entirety of the game easily without paying a dime. By contrast, if you're bad at Arena or just want to play ladder, then you'll think the f2p model is an utter sham, because the amount of grinding necessary to build competitive ladder decks is obscene.
So for Pathfinder, I think it's okay to accept that some f2p players will be disappointed with the gold gain and/or the prices. The question we have to ask is not, "Will this model make everyone happy?" but rather, "Are there at least some players who will be able to enjoy the game f2p and not feel unduly burdened?"
My tl;dr opinion is "Yes." It seems to me that Obsidian has chosen the price points very astutely, so that a player who wants to unlock everything without grinding can do so and will need to experience everything Obsidian has created in order to do so. Here's the math behind my opinion:
Beat Perils + AD1 on normal: 800 gold
Beat Perils + AD1 on heroic: 1600 gold
Beat Perils + AD1 on legendary: 2400 gold
Purchase AD1: - 750 gold
Average "incidental" gold gain playing with 2 characters (based on my experience): (40 gold per scenario) x (24 scenarios) = 960
Thus, accumulated income after beating AD1 through legendary = 800 + 1600 + 2400 - 750 + 960 = 5010
At this point, our f2p player drops 4000 gold to buy AD2, leaving her with just over 1000 gold. Assuming AD2-AD6 work the same way, it's easy to calculate how much our player will lose per adventure when buying the one after it:
Beat 5 normal scenarios: 500 gold
Beat 5 heroic scenarios: 1000 gold
Beat 5 legendary scenarios: 1500 gold
"Incidental" income: 15 scenarios x 40 gold = 600 gold
Purchase the next scenario: -4000 gold
This produces a 500 + 1000 + 1500 + 600 - 4000 = 400 gold deficit per adventure. Since our f2p player has ~1000 gold in the bank after buying AD2, she will have ~600 gold after buying AD3, ~200 gold after buying AD4, and she'll be ~200 gold shy of buying AD5 after she beats AD4. At this point, to avoid grinding, she'll need to play a few scenarios of Quest Mode to buy AD5. After beating AD5, she'll need to go deeper into Quest Mode (more than before) to acquire AD6. And finally, after beating AD6, she'll have ~3600 gold -- not quite enough to buy two base set characters. She'll need to hit up Quest Mode once again to get up to 4000 gold, which will allow her to buy two additional base set characters.
The player can play through the whole game again with the new characters (or with Kyra + Merisiel + the 2 new characters). Since she doesn't have to buy the adventures or unlock the difficulty modes this time (really hoping Obsidian makes me right about that one! ), she can play straight through on Legendary if she wishes and all of the gold she collects doing this is pure profit:
Reward for 33 scenarios x 300 gold = 9900
"incidental" gold from 33 scenarios = 40 x 33 = 1320 [note: this will be higher with a 4-character party]
That's 9900 + 1320 = 11,220 gold (or more) after the second playthrough of the game. At this point the player can buy the remaining 3 base set characters and 1 C-deck character, or (if she plays a bit more Quest Mode) either 2 C-deck characters and 2 base set characters or simply 3 C-deck characters. Unless her "dream team" 6-character party involves all 4 C-deck characters, she can now play through the game with her dream team party and unlock the remaining characters afterward if she wishes.
So, in sum, a player can enjoy the entirety of the game f2p within a reasonable time frame and zero grinding provided she meets the following criteria:
- She's okay with playing with Kyra and Merisiel for a long time
- She enjoys beating everything on all 3 difficulties on at least her first playthrough
- She doesn't mind playing for a long time before playing a 4-character party, and an even longer time before playing a 5- or 6- character party
- Her "dream team" doesn't involve all 4 of the C-deck characters
Of course, a player who wants to play through Rise of the Runelords with 4-6 characters right away will look at the character costs, look at the adventure costs, and write an angry rant on the forums about how the f2p model is bull honkey. But on closer inspection, it all seems pretty legit. If it weren't for the higher difficulty modes or quest mode, I would argue for much lower prices. But because those higher difficulties and the quest mode do exist, a player can genuinely experience everything the game has to offer and unlock all of the adventures and characters without having to grind a single scenario. (By "grind" I mean "do the exact same thing more than once.")
I think this is a very generous f2p system, and I just hope it's not so generous that too many players end up not giving Obsidian any money.
My one critique of the f2p model is the option to buy 200 a gold for 30 days for $2. This is a "feels bad" mechanism. You either get 6000 gold over 30 days for $2, or 4000 gold right now for $5. If you choose the $5 option, you feel bad because you're losing money AND gold. If you choose the $2 option, you feel bad because you have to wait for your gold, you have to log in every day, and you lose gold on any day you forget to or can't log in.
I think (and I hope other players will chime in if I'm just a weirdo!) that it is possible to have a cheap, long-term option that doesn't feel so bad. For example, $2 for "killing a monster or closing a location awards 1-3 bonus gold" indefinitely. Objectively, this is worse than just getting 200 gold a day for 30 days, since you'd have to play a whole lot to get 200 gold (and the eventual 6000 gold) with this, as opposed to just logging in. But it feels so much better. You don't have to stress about logging in every day or feel bad if you miss a day. You feel good every time you kill a monster or close a location and that bonus gold pops up. And it doesn't spur a "feels bad" comparison to the other gold option. "4000 gold now versus 6000 gold 30 days from now" feels really bad; "4000 gold now versus more gold eventually" is a much healthier comparison: I can either get immediate gratification now or make more money in the unspecified long term. This doesn't feel nearly as bad as "lose money and gold if you're not patient!"
I can't imagine who would read all this, but that's all I got! What are others' thoughts on the f2p model?
Question
Borissimo
Full disclosure: I'll be buying the season pass on day 1, so the opinions of f2p players (or mostly f2p players) matter more than mine. I hope this post sparks a discussion, since apart from one thread asking that AD1 cost 500 gold instead of 750, there hasn't been any discussion of the f2p model in the closed beta thread.
If you're not in the closed beta, here are the specs if you'd like to offer your thoughts:
Adventures and characters are bought with gold. When you download the game, you get Perils of the Lost Coast, Merisiel, Kyra, and 0 gold. Gold is earned as follows:
Beating scenarios:
Normal: 100
Heroic: 200
Legendary: 300
Within scenarios:
Kill a monster: 1 gold
Kill a henchman: 2 gold
Close a location: 6 gold
Adventures and extra characters can be bought with gold:
Base set characters (Valeros, Lem, Harsk, Ezren, Seoni): 2000 gold each
Deck C characters (Amiri, Lini, Sajan, Seelah): 4000 gold each
AD1 (Burnt Offerings): 750 gold
AD2-6: 4000 gold each
Whenever a popular game is f2p, a discussion always emerges as to whether the game is "really" f2p. My personal opinion is that with the exclusion of games that are blatantly exploitative ("Oh my! It seems you've run out of ENERGY! Would you like to buy a POTION?"), no f2p game is objectively "really" f2p or "really" not. Rather, the fairness of the model is relative to each player.
For example, in Hearthstone, if you're only interested in Arena and you're good at it, you can enjoy the entirety of the game easily without paying a dime. By contrast, if you're bad at Arena or just want to play ladder, then you'll think the f2p model is an utter sham, because the amount of grinding necessary to build competitive ladder decks is obscene.
So for Pathfinder, I think it's okay to accept that some f2p players will be disappointed with the gold gain and/or the prices. The question we have to ask is not, "Will this model make everyone happy?" but rather, "Are there at least some players who will be able to enjoy the game f2p and not feel unduly burdened?"
My tl;dr opinion is "Yes." It seems to me that Obsidian has chosen the price points very astutely, so that a player who wants to unlock everything without grinding can do so and will need to experience everything Obsidian has created in order to do so. Here's the math behind my opinion:
Beat Perils + AD1 on normal: 800 gold
Beat Perils + AD1 on heroic: 1600 gold
Beat Perils + AD1 on legendary: 2400 gold
Purchase AD1: - 750 gold
Average "incidental" gold gain playing with 2 characters (based on my experience): (40 gold per scenario) x (24 scenarios) = 960
Thus, accumulated income after beating AD1 through legendary = 800 + 1600 + 2400 - 750 + 960 = 5010
At this point, our f2p player drops 4000 gold to buy AD2, leaving her with just over 1000 gold. Assuming AD2-AD6 work the same way, it's easy to calculate how much our player will lose per adventure when buying the one after it:
Beat 5 normal scenarios: 500 gold
Beat 5 heroic scenarios: 1000 gold
Beat 5 legendary scenarios: 1500 gold
"Incidental" income: 15 scenarios x 40 gold = 600 gold
Purchase the next scenario: -4000 gold
This produces a 500 + 1000 + 1500 + 600 - 4000 = 400 gold deficit per adventure. Since our f2p player has ~1000 gold in the bank after buying AD2, she will have ~600 gold after buying AD3, ~200 gold after buying AD4, and she'll be ~200 gold shy of buying AD5 after she beats AD4. At this point, to avoid grinding, she'll need to play a few scenarios of Quest Mode to buy AD5. After beating AD5, she'll need to go deeper into Quest Mode (more than before) to acquire AD6. And finally, after beating AD6, she'll have ~3600 gold -- not quite enough to buy two base set characters. She'll need to hit up Quest Mode once again to get up to 4000 gold, which will allow her to buy two additional base set characters.
The player can play through the whole game again with the new characters (or with Kyra + Merisiel + the 2 new characters). Since she doesn't have to buy the adventures or unlock the difficulty modes this time (really hoping Obsidian makes me right about that one! ), she can play straight through on Legendary if she wishes and all of the gold she collects doing this is pure profit:
Reward for 33 scenarios x 300 gold = 9900
"incidental" gold from 33 scenarios = 40 x 33 = 1320 [note: this will be higher with a 4-character party]
That's 9900 + 1320 = 11,220 gold (or more) after the second playthrough of the game. At this point the player can buy the remaining 3 base set characters and 1 C-deck character, or (if she plays a bit more Quest Mode) either 2 C-deck characters and 2 base set characters or simply 3 C-deck characters. Unless her "dream team" 6-character party involves all 4 C-deck characters, she can now play through the game with her dream team party and unlock the remaining characters afterward if she wishes.
So, in sum, a player can enjoy the entirety of the game f2p within a reasonable time frame and zero grinding provided she meets the following criteria:
- She's okay with playing with Kyra and Merisiel for a long time
- She enjoys beating everything on all 3 difficulties on at least her first playthrough
- She doesn't mind playing for a long time before playing a 4-character party, and an even longer time before playing a 5- or 6- character party
- Her "dream team" doesn't involve all 4 of the C-deck characters
Of course, a player who wants to play through Rise of the Runelords with 4-6 characters right away will look at the character costs, look at the adventure costs, and write an angry rant on the forums about how the f2p model is bull honkey. But on closer inspection, it all seems pretty legit. If it weren't for the higher difficulty modes or quest mode, I would argue for much lower prices. But because those higher difficulties and the quest mode do exist, a player can genuinely experience everything the game has to offer and unlock all of the adventures and characters without having to grind a single scenario. (By "grind" I mean "do the exact same thing more than once.")
I think this is a very generous f2p system, and I just hope it's not so generous that too many players end up not giving Obsidian any money.
My one critique of the f2p model is the option to buy 200 a gold for 30 days for $2. This is a "feels bad" mechanism. You either get 6000 gold over 30 days for $2, or 4000 gold right now for $5. If you choose the $5 option, you feel bad because you're losing money AND gold. If you choose the $2 option, you feel bad because you have to wait for your gold, you have to log in every day, and you lose gold on any day you forget to or can't log in.
I think (and I hope other players will chime in if I'm just a weirdo!) that it is possible to have a cheap, long-term option that doesn't feel so bad. For example, $2 for "killing a monster or closing a location awards 1-3 bonus gold" indefinitely. Objectively, this is worse than just getting 200 gold a day for 30 days, since you'd have to play a whole lot to get 200 gold (and the eventual 6000 gold) with this, as opposed to just logging in. But it feels so much better. You don't have to stress about logging in every day or feel bad if you miss a day. You feel good every time you kill a monster or close a location and that bonus gold pops up. And it doesn't spur a "feels bad" comparison to the other gold option. "4000 gold now versus 6000 gold 30 days from now" feels really bad; "4000 gold now versus more gold eventually" is a much healthier comparison: I can either get immediate gratification now or make more money in the unspecified long term. This doesn't feel nearly as bad as "lose money and gold if you're not patient!"
I can't imagine who would read all this, but that's all I got! What are others' thoughts on the f2p model?
Edited by Borissimo8 answers to this question
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