I kept putting this off so I could dedicate appropriate time to it. Of course, I kept putting it at the end of my queue, which is bad planning. Do the big thing first, otherwise the small and unexpected things eat up all the time.
So, yeah, as usual lack of data makes much of any conversation pretty an exercise in futility really because none of us really have much of any data to go on, just limited and anecdotal data and experience with other games as you pointed out. I came from WoW prior to here where they have PvP and PvE servers, of course you can still PvP on the PvE servers it's just more of a choice. They've been around for over 17 years so clearly it can be done in that case anyway, of course it's a subscription game too but who knows how that plays into it all relative to a f2p/p2w game like this.
Who spends the money and why and is that all that matters? Who knows, aint my company.
One fact is less than 10% of FoE players are paying players
@6:18
Former WoW player as well here. Did the PvE server, but enjoyed the instanced and open-world areas of PvP. Especially since there was other incentives other than 'beat the other guy'.
I'm sure PvP plays a part in player retention, just like GvG may or may not give long-term players incentive to keep playing if they hit content cap or start burning out on leveling their Arc/whatever. Due to the interlocking of variables in FoE, I'm sure we can argue PvP has an impact on player retention as well (be it a plunderer or farmville player).
I'm always interested in the finer details, like who spends and why, because that can sway(or even put to bed) the opinion arguments we have here in the forums over it. Assuming I'm magically a product manager (or whatever appropriate title/job responsibility)if 90% of the paying 10% are farmville players, mitigating player lose from plundering would become a priority to maximize retention and/or increase payer conversion. Replace farmville with plundering and same result.
Of course, the problem is how to metric that or if the 10% is equally divided, then balancing turns into a playground game of seesaw.
sloppyjoeslayer said:
As far as this game goes the ones I see spending a ton of money are new worlders who clearly have no interest in camping rather getting through the tech tree right to FE to get arc and to also get to the AA map to start dominating GvG in order to be on top of the leaderboard and quickly leveling the guild, not sure how much PvP plays into any of their spending decisions.
I'm sure any potential change made to the game, PvP or otherwise, is scrutinized through the lense of the bottom line but I'm not going let that hold me back in terms of suggestions because that's for them to figure out not me.
Based on your observations and the videos, competition spikes spending. Sometimes that competition is something akin to what Algona described once as "The Player versus Inno", others view ranking points as important to dominate, others still just like having the power to dominate others around them (GvG/Hood). I'd say plundering becomes a huge secondary support action to many of those competitions. Raid enemy neighbors, less resources for enemies in GvG. Resources gained from neighbors are spent on increasing personal infrastructure (GBs, GvG/Guild, etc). Accumulate is the game and money accelerates the process.
Hence why I attempt to being neutral on PvP and making small notions of support to those who cry foul of being pillaged. Usually I demonize people who yell "give me what I want or no money!", but that's capitalism in way. The one with the gold makes the rules.
sloppyjoeslayer said:
The CEO and creator Hendrik Klindworth and former lead game designer Anwar Dalati both consider FoE more of a city builder game than a PvP game really, not sure how that primary philosophy plays into it all.
@4:45 "...FoE has a more city building aspect, it's not so much about fighting and conquering..."
@2:37 "...FoE is primarily some would say a city builder..." @4:38 "...because this is not a PvP game..."
The CEO interview did a good job pointing out how PvP is a money maker, but isn't their genre focus so they can extend the demographic.
The Anwar video slam dunks that point home by focusing on how quests are a focus to open wallets.
I wonder if the poor ability to metric spending originating from GvG or PvP ambitions is why GvG has been abandoned in favor of more quests and content. If Inno can easily metric increased sales every time they pop out a historical quest... Huh. Wonder what they learned from the recent gauntlet of Historical quests.
Other Anwar Video commentary:
~To bad they did away with the riddle events (or have they? I'm still under a year old in FoE years). Then again, that could just be good for a quick flux in forum goers/searches and nothing more.
~Daily pressure for a player. Makes sense with most collection times revolving on 4/8/24hrs. Plunder may just be another way to pressure players to play daily. May support the idea of Big dawgs being able to nip the little ones to encourage them to play more.
~Fun history of event design and their iterations/progressions. Especially the revenue comparisons of Easter/summer. I like numbers and graphs.
~'No P2W event', After experiencing some other games that ARE p2w events, yeah FoE is a saint. I'll probably use that more if we get more smart complaints about Inno designing things to pressure diamond use.
~"Can we really give away this much stuff for free?" 'I dunno, let's try it' I laughed. Anwar seems (seemed...) like a cool guy.
~"Familiarity breeds contempt" in relation to quest events. Yeah, I see that reflected in some forum posts. Again, I wonder what the revenue metric graphs look like for those events. Why didn't I become an accountant?
~"If we had put in a 10,000 ceiling on spending we would have lost some money"... I really hope that wasn't CC fraud and just a heck of a whale catch. To combat The abyss, I'll assume a whale. I also want to be a
leech servant take-a-loan friend to said whale.
sloppyjoeslayer said:
Of course FoE has always had a PvP element and I don't see it going anywhere but the City Shield, hood change of Jan 2017 and PvP locked to tech all indicate a pretty clear direction away from its original state towards, well, something else whatever you want to call it, doesn't really matter because it shows they have in fact changed PvP, how far they're willing to go and how any of it would affect revenue though will obviously be up to them to consider and figure out.
I stand by my initial assessment of the PvP tech lock: Calculated timing to harvest the early payer conversions. The question is if they can metric spending patterns with each of these changes. The City Shield would be a heck of thing to track due to the innate silver drain of building up the tavern infrastructure to sustain the shield. The hood change seems more manageable and I wonder if that factored into the PvP tech lock. There I go creating theories with limited data. Intent behind these changes would be a huge help. Were they done to fit a game dev's vision of a more balanced PvP system? Were they calculated moves to allow them to manage the variables for their financial metrics? Maybe a bit of both? *shrugs*
Edit: Derp. Meant to add this in, but goofed.
They also added AM, Voyager, and KD. They added plunderable sign too. Instead of focusing on giving sheep better life, Inno actually takes care both sides at the same time. I guess you should learn a little bit from them.
Atlantis and Voyager would be neutered in a care bear server. A strong argument that balancing 'challenge' servers would be a significant challenge. Unless they just turned them into off-shoot DTs or other aid/economic boosting GBs.
Regardless, now I want to know the prevalence of the pillaging GBs and if Inno tracked/tracks demographics in association with them. If those GBs were a wallet infusion, then I wonder if we can expect to see more of them or if they will add any more defensive GBs to test that wallet market.
If competition breeds money, I'd say that is strengthens my resolve that a 'carebear' and other 'challenge' servers may be a potential wallet opener. Then again, if 90% of their paying customers are mobile... Simple may be better. Based on what the CEO was saying, sounds like Inno was in a good position and not overreaching their resources (my interpretation of him, anyways). Now I want to know if new servers are opened for an expanding player base or as a way to create competition and thus capitalize on that initial money infusion.
Anywho. Pillaging. Right.
Since they've already violated the "If it ain't broke, don't fix it" rule, the question becomes - What was broken? I think that's the critical question to have answered to address balancing.