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The MWO response and how League of Legends's model works


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#1 Mr Smiles

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Posted 02 November 2011 - 04:55 AM

Warning: I write a lot. This is basically an essay. I try to keep it fresh, but, if you are a wordphobe, get out while you can.

"Hey, everyone! We would like to announce that we're making the next MechWarrior game! We're passionate about BattleTech, and we intend to make the best d amn MechWarrior game money can buy using only the most modern of technology platforms! And it'll be available to everyone, free!"

"You money-grubbing W HORES!"

Seriously, that's all I see in these vicious debates about the pricing of MechWarrior.

They've very specifically cited League of Legends as the inspiration for their model. I think this is pure farking Genius with a capital G, because League of Legends's model is not only highly profitable to the company (and thus highly likely to earn us those expansions/DLCs/spinoffs/renewing the license that we WANT from a company that is so crazy in love with BattleTech that they're literally making a game for it with no guarantee it'll turn a profit!), it's also extremely friendly to the consumer.

But a lot of people don't seem to understand how friendly LoL's pricing model is to them. They assume that if you can buy something for a game, it's unbalancing--which is a fair assumption, if they had just said "Free to Play" since a lot of F2P games take that bulls hit route. But they didn't just say F2P. They said they looked at LoL, liked what they saw, and THEN made the F2P decision.

So, to clear things up for those who are misinformed about how the F2P model can be done PROPERLY, let me give you a run-down of League of Legends' pricing model.

*ahem*

League of Legends is free to play. What that $0 price-tag gets you is access to 10 champions (semi-randomly assorted ones which rotate each week, guaranteeing you access to all the champions to try, lots of variety for you, the consumer, for free), and all the battle modes.

There's an in-game currency, which has been hinted at will be in use in MWO ("C-Bills" and "Recognition" were mentioned in the press release as earned by playing missions), which you can use to buy... get this... everything in the game except for purely cosmetic reskins of champions you own. You cannot buy the in-game currency with real-world money: real-world money gets you a separate currency which can only be used on certain, less-useful things which don't confer any advantages.

To repeat: LoL's in-game currency buys you everything in the game. All you need to do is play, and you will earn massive wads of this in-game currency at an extraordinarily high rate. 200-500 per victory, when the most expensive thing in the game costs 6,000.

The only thing real currency is good for is reskins and new champions. Reskins you can ONLY get through real currency (and reskins, obviously, don't provide a tactical advantage), and new champions are, again, just as easily bought through the in-game currency.

And just to give you a sense of how much the real-world currency stuff is... $10 gets you a new champion, $5 gets you a new skin. That's not really much of a price, considering most people don't buy champions, and the few people who buy skins only do so after getting hundreds of hours in a game. 100 of hours of enjoyment for $5 in price? You pretty much only get deals like that from Steam sales.

*GASP* But didn't I say champions can be bought? Surely that's insanely unbalanced, with rich players having the tactical advantage! ...well, no, not really. Remember, you can buy any champion, new or old, with the in-game Monopoly money.

How much Monopoly money do the best champions in the game cost, then? Why thank you for asking all these convenient questions, Internet Straw Person! Annie and Ashe, who are used in championship matches by people who do this game for a living, cost 450 IP apiece. For those not keeping track, that means that by the time you finish the tutorial and do your first 'real' match against some i diot-bots, you'll have made enough IP to buy one one of the best champions in the game.

That's just two champions though! Surely the rest cost exorbitant amounts of money, right? Monopoly or otherwise? Well, no. Alistar, Amumu, Cho'Gath, Janna, Morgana, Tristana, and Zilean all cost 1,350 IP, and are considered some of the best champions in the game. That's a couple days of playing to save up for one. And Tristana's actually free.

* * * * *

So for those of you who've kept up so far, you've discovered a few things about League of Legends:
  • Real money can only be spent on new champions and new skins for champions
  • People rarely buy new champions
So how does Riot Games make their money? Surely the skins aren't THAT big sellers? After all, if I played League of Legends, I'd be willing to, at most, buy ONE skin! And only if it was really cool, and only on a champion I loved! I wouldn't be willing to spend more than that. If everyone's like me, Riot Games is actually bankrupt right now, right?


...well, no. $5 per skin, over the course of however many thousands or tens or hundreds of thousands of accounts there are across the globe, and that adds up fairly quickly. Riot Games might not be building a Scrooge McDuck tower to swim in, but they certainly can afford to maintain their staff and continue adding content to the game (which keeps the game alive, keeps people coming back and keeps new people joining, which of course nets them $5+ per person).

Even if you don't believe that math, the proof of the pudding is in the eating. Riot Games continues to thrive in spite of the fact they have a Free to Play model that consists of NO tactical advantages being for sale (remember: the best champions in the game are so dirt-cheap that you don't need to play a dime to have a roster of the best champions in the game by the end of your first month of play).

* * * * *

So what does this mean for MechWarrior Online? Am I going to have to buy individual AC/20 rounds?

No. What this means is that there are a metric ton (none of those d amn imperial tons) of ways for the MechWarrior Online staff to make money off this Free to Play game without if ever hurting the community.

For example, mercenary companies usually get unique paint jobs, sometimes for the entire company and sometimes just for each soldier's 'Mech. Imagine a game where you get a set of 4 or 5 paint jobs you can put over your 'Mech... but if you want black flames on a silver background or you want your 'Mech to have high reflectivity and look like a mirror in the sunlight, you'll have to pay $5.

Or, what if they directly copied the rotation/purchase model? You, as a young MechWarrior, start out ASSIGNED to your 'Mech. You get a selection of ten randomly selected 'Mechs each week. You can play them to your heart's content, and by the end of the week? You've earned enough C-bills to buy a 'Mech to call your own, which you never have to worry about being out-of-rotation. And what if the best 'Mechs in the game, the best at tournaments and mission play alike, were the cheapest to buy with this in-game currency? But, if you want to buy a 'Mech immediately with no hassle, you can lay down $5. Again, everyone basically has free access to the best 'Mechs because they're so dirt-cheap to buy with in-game currency... the more expensive 'Mechs are the more exotic ones, the ones nobody ever uses anyway except to look flashy, and which are almost as easily purchased with in-game currency.

What about 'Mech variants? I can imagine a system where you have an Atlas-C as the default Atlas. What if you want an Atlas-K instead? You can either save up C-bills for the ability to switch between those two weapon load-outs, or shell out $5. (The Atlas-C and the Atlas-K are almost exactly equal in terms of power, it's only their style of play which is different.)

Or what about voices? Games like these frequently include pre-recorded voice files for giving commands ("Follow me", or, "look out!") for those without microphones or just those who prefer professional voice actor voices to their own. What if there were 2 male and 2 female voices for free, but if you pay $5 you can get that one awesome voice you previewed on the store page.

Or, how about this: The Clans are distinguished because they're HIGHLY trained. In the BattleTech game, you have to increase the average gunnery and piloting skill of enemy combatants from 4/5 to 3/4 (lower is better) when fighting Clans, because they're so much more damned experienced at combat, they're doing it every day since the moment they hit puberty. What if you had to buy access to the Clan side of the war using in-game currency (representing 'experience') in order to prove you're a good enough MWO player to handle it... but of course, you could just throw down $5 to get in immediately?

* * * * *

What I'm trying to say is, it's incredibly possible for this MechWarrior Online to make a profit without ever hurting the players. All they have to do is follow the League of Legend model, where it's only vanity and extreme acts of laziness which make people buy things in it--and in neither case do you get a tactical advantage (no, buying a new champ does not constitute a tactical advantage when, again, the best champs are so cheap as to be nearly free).

And, they mentioned they're looking at the League of Legend model when designing their game.

Quite frankly, I'm not at all worried that they're going to start charging for LRM-20 shots or weight classes or individual 'Mechs. They can turn a massive profit, enough to keep the game being improved and expanded all across the next decade, if they just stick to the basics of paint jobs and 'Mech variants and voices and maybe even Clan access.

I would pay $5 for an awesome growly Inner Sphere veteran voice, $5 for a skull-and-bones paintjob, and $5 for immediate access to my favorite Inner Sphere 'Mech. I might even be willing to skip ahead of the Inner Sphere and go right to the clans for $5.

That's $20 total, less than I've spent on junk food in the last week two days. You know what? I'd be willing to set aside my junk food for two days in a row if it meant paying the MWO team enough for them to turn a profit, and getting myself some cool, but entirely optional, content for MWO.

Edited by Mr. Smiles, 02 November 2011 - 05:05 AM.


#2 Flux

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Posted 02 November 2011 - 05:43 AM

You make some very valid points.
I could see this working for MWO, now we just have to wait and see if the devs do things this way.

#3 metro

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Posted 02 November 2011 - 05:49 AM

well put Smiley!

#4 John Clavell

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Posted 02 November 2011 - 06:01 AM

Yeah good post. It's been annoying me the amount of people screaming P2W bullshit. The developers, as you point out looked at LoL and see it as an inspiration for their pricing, alongside being quoted as saying you wont be able to buy any tactical advantages. I think PiranhaGames are on the right track here to build us an awesome game that can last for a long time.

#5 MookieRah

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Posted 02 November 2011 - 06:47 AM

I'm going to go out of my way and say that this article is slightly misinformed.

Quote

All you need to do is play, and you will earn massive wads of this in-game currency at an extraordinarily high rate. 200-500 per victory, when the most expensive thing in the game costs 6,000.

You don't earn massive wads. You earn very little. It's very detrimental early on for a player to invest too much of his IP (in game currency) to unlock characters cause he needs to save his IP for purchasing runes at lvl 30. I played the game for 4 months straight, and still didn't have but about 4 complete rune pages (which are used to boost characters with different roles in combat). You also fail to mention that the average game runs about an hour long. So 200 IP for an hour of your time means that it takes 30 hours of game time to be able to purchase one champ, of which there are like 50 champs. That is also assuming you win every match, which is highly unlikely as well.

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That's not really much of a price, considering most people don't buy champions

Wha? Most people don't buy champions? Everyone I played with bought champions, and most bought skins. Even the younger kids I played with (the youngest being this 11 year old prodigy girl that was remarkably good) saved their allowance to buy champs/skins. If you were playing it in any sort of competitive way, you were almost forced to buy champs, as it took so long to grind IP to purchase a champ. By the time I started playing, most champs were really high in IP cost and for the most part they were all roughly the same price in RP (which is bought with real-*** money).

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remember: the best champions in the game are so dirt-cheap that you don't need to play a dime to have a roster of the best champions in the game by the end of your first month of play).

I like how you think that all the "best" champs are dirt cheap. There are several other, almost required, high end champs that are the opposite of dirt cheap. In fact, most of the best champs are the max IP cost. Yes, the ones you listed are badass (Amumu being one of my favorites) but there are sooooo many more high end champs than the ones you listed.

So yeah, you are quite off base with your argument. You are trying to oversell the LoL model quite a bit. With that said, I have no qualms with it. You spend your money to buy convenience, not superiority. Yeah, a lot of the newer champs tend to start unbalanced (usually in the form of being too good) so those who purchase champs as soon as they are available tend to ride a week or so of advantage, but those champs eventually get nerfed and things are restored back to normal.

The best part about the F2P system, one which you didn't even mention, is that it forces the developers to constantly create new, quality content and to expand their game. In order to make profits, they cannot stagnate. It's also good in that they can develop the game fairly quickly, starting with only a handful of the content they have planned and run a good beta while slowly introducing the elements they had in the pipeline as they hash things out. LoL started with only a handful of champs, but they have like what? Over 50 now? I would assume that MWO would do the same, starting with about 12 mechs and slowly introducing new mechs on a weekly/biweekly basis. Eventually, your favorite mech will make it's debut.

#6 Galaxy613

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Posted 02 November 2011 - 07:04 AM

View PostMookieRah, on 02 November 2011 - 06:47 AM, said:

The best part about the F2P system, one which you didn't even mention, is that it forces the developers to constantly create new, quality content and to expand their game.  In order to make profits, they cannot stagnate.  It's also good in that they can develop the game fairly quickly, starting with only a handful of the content they have planned and run a good beta while slowly introducing the elements they had in the pipeline as they hash things out.  LoL started with only a handful of champs, but they have like what?  Over 50 now?  I would assume that MWO would do the same, starting with about 12 mechs and slowly introducing new mechs on a weekly/biweekly basis.  Eventually, your favorite mech will make it's debut.

And I'm pretty sure that's EXACTLY what they are planning on. Starting the game at 3049, they are already setting themselves up for a major Clan reveal in 2013 and they have said they are dedicated to the canon timeline for ALL events. And they won't have ANY shortage of mechs to bring in!

#7 Mr Smiles

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Posted 02 November 2011 - 07:38 AM

@MookieRah I'll be honest. I'm still only level 23 in LoL, and my roster is rather narrow (I'm awesome with Caitlyn and pure-support Janna! Decent with Annie and Heimer, * *** with Ashe... still have to learn Amumu so I can cover tank for my team now and then...). I spend a lot of time studying the theory of it though, since all of my friends are level 30 veterans and I don't want to look like a chump when we play (and I do pretty good though when we do a draft game!).

I'll also admit to upselling LoL, since I'm trying to prove a point, but I don't think I stretched the truth too far. The best champs ARE dirt-cheap. It just depends on what your definition of best is :) Best can be defined as "Easy to learn, difficult to master" or it can be defined as "Difficult to learn, harder to master, but well worth the effort." I called 'best' and 'cheap' the ones who are easy for newbs to learn, but when mastered become unstoppable killing machines... you seem to call 'best' the expensive ones who are nigh impossible for newbs to learn, but when mastered become unstoppable pentakill machines... I don't think either of us is necessarily right, it's just a difference of opinion (and one I biased to make my point in my writeup :D)

Anyway. I agree, there are characters better at high levels than the ones I mentioned, and they're more expensive... but so few people play at that level, and the champions I _DID_ mention _ARE_ still very good at high level play with the bonus of also being good at low level play, that I think my points still hold in the article.

Also, I earned enough for my first champ on my first day, before I knew what a passive or item-buying was :D Everyone I've introduced to LoL has been in a similar boat, where they don't even know *** is going on and already they can buy a champ... so yeah, I think my point about IP being easy to come by is also true.

Especially if you make it a nightly thing, where you and your friends play until you win a match--everyone gets a fat 150 IP bonus on top of whatver IP they got for winning and losing, call it a night, and by the end of the week that's added up to 1,050 IP just from the 'first win of the day' bonus alone. Add in the IP from constantly playing, and it becomes enough to buy a new champ, rune, whatever each week, if not even more frequently.

#8 Marauder3D

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Posted 02 November 2011 - 07:45 AM

Great post! I never played a F2P title, and your insight into LoL is very helpful.

Now see if you can calm down all the rioting over F2P. Then you get massive + karma.

#9 TheRulesLawyer

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Posted 02 November 2011 - 08:11 AM

Did you complete forget about boosts? They're a pretty major thing you buy with real money. Runes are a major major deal once you hit 30. LoL has a great model, no need to gloss over some stuff. At level 23 you've hardly played enough to have an idea about high end LoL play yet.

#10 Amarus Cameron

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Posted 02 November 2011 - 08:17 AM

Wow Mr. Smiles, very well thought out argument, you have allayed many of my fears, inherent with the F2P model. Hopefully your model to get in on the clan side rings true as I will be needing to join CSJ asap :)

#11 Viralstrayne

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Posted 02 November 2011 - 08:24 AM

Nice wall of text! Well thought out points :) kudos my good man

#12 MookieRah

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Posted 02 November 2011 - 08:35 AM

Quote

Wow Mr. Smiles, very well thought out argument, you have allayed many of my fears, inherent with the F2P model. Hopefully your model to get in on the clan side rings true as I will be needing to join CSJ asap :D

Just be sure to give my post a go over, cause he glossed over some things.

Quote

Did you complete forget about boosts? They're a pretty major thing you buy with real money. Runes are a major major deal once you hit 30. LoL has a great model, no need to gloss over some stuff. At level 23 you've hardly played enough to have an idea about high end LoL play yet.

This, although the post is deceptive. You cannot purchase runes through RP (which are bought with real money), they can only be bought through earned IP. This is why you should save all your IP while you level up to 30, as you should be saving for rune pages. I'd recommend to fill out a rune page of the cheap runes though, cause their costs are negligible, while their boosts are significant.

Quote

The best champs ARE dirt-cheap. It just depends on what your definition of best is :) Best can be defined as "Easy to learn, difficult to master" or it can be defined as "Difficult to learn, harder to master, but well worth the effort.

I define best as the ones that are commonly used in competitive play, in which difficulty isn't taken into account. I think this is the only way you can classify what the "best" champs are, cause it eliminates a lot of subjectivity and showcases what is being used and why. That said, I have a competitive fighting game background, and that's just how I roll.

Quote

you seem to call 'best' the expensive ones who are nigh impossible for newbs to learn, but when mastered become unstoppable pentakill machines...

These kinds of champions don't exist. While some champs are harder to use than others, the difficulty in playing champs in LoL is not really that huge. The game is more about positioning, strategy, and awareness than anything else. There isn't much in the way of technical skill in that game.

So yeah, a lot of the characters on your list are among the high end, but there are so many champs that are really good that you don't begin to mention. Also, the champs you mention are among the oldest champs in the game, which is why they are so cheap. I can assure you, and others reading this, that they do not intentionally make the best champs cheap, nor is there much rhyme or reason as to the cost of champs. Most of the time the champs are of the highest IP bracket, and occasionally they'll make a new champ that is in the 3k range. Their intention isn't even to have "best" champs in the first place, they are clearly trying to balance them all, and considering the number of champs and the variety of game modes, they are doing a commendable job.

#13 Halflight

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Posted 02 November 2011 - 09:12 AM

You raise good points. But citing the success of League of Legends may not be applicable to this game because it relies soley on the size of the player base, which for these two games, may be quite different in size.

LoL is a bit more of a beer'n'pretzels type of game than MWO. This game will appeal more to the simulation enthusiast than to arcade lovers (although I don't believe it will completely exclude them), so the size of the player base will likely be a lot smaller than LoL's. For the same F2P model to work (an unobtrusive non-P2W type), you'd want to have a huge pool of players to rely on so that only a small percentage of them buying from the cash shop will generate enough money to sustain the game. LoL had something like a million players the last I heard. For a game like MWO, as good as I'm expecting it to be, 250,000 players would be outstanding. That would be a quarter the population of LoL, so it follows that they could expect about quarter the amount of revenue from a similar shop.

This is what concerns me. I'm certainly not a F2P alarmist. It can be, and has been, implemented properly. However, usually it isn't. With a game that doesn't have the same broad appeal as LoL (which is a good thing IMO), there simply may not be enough cash shop users in the player base to keep the game going. If that happens, the developers will be forced to do something that they may not want to do, but must to keep the game running. The best of intentions can get discarded pretty quickly when faced with shutting down and closing your doors.

I'm not saying that the devs haven't taken all that into account already and haven't already planned for it, but I'm not quite willing to put my faith in it based on an LoL comparison. Arcade titles always have more players than simulator titles (of similar subjective quality), because there are just fewer gamers that consider simulations entertaining.

I'm playing either way so I'm not complaining, just commenting.

#14 MookieRah

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Posted 02 November 2011 - 09:39 AM

@Halflight
Riot had NO idea that LoL would blow up like it did. In fact, they made a game based off of Dota, which was a very popular Warcraft 3 mod, but while it may have been popular, it was still a small niche in the overall game world. It just so happens that the genre had a lot more appeal than they, or anybody thought. The LoL model was used even when they thought it wasn't going to be that big, which is to say that it works well on a small scale, and a huge scale like it is now. To say that the model wouldn't work for MWO is silly, especially considering other F2P games out there that are seeing their share of success, most notably this world of tanks game I keep hearing about.

Also, beer and pretzels? Arcade like? Have you played LoL? It's nothing even resembling "arcade" anything. Average games last an hour and it's fiercely competitive. There are plenty of casual players too, but I fail to understand this concept of "beer and pretzels" when the game was based off of Dota. Mechwarrior is a "mech sim" but shares a lot of aspects with FPS. FPS is huge, much larger than RTS which LoL was derived from. I'm not saying that it will draw as many players as LoL, but I'm willing to bet it will be quite successful and draw tons of new players to the franchise.

Quote

you'd want to have a huge pool of players to rely on so that only a small percentage of them buying from the cash shop will generate enough money to sustain the game

People keep acting like most people don't spend money on these games. I'm sure there are a lot of people who don't, but most people that play spend money, and a significant group spends A LOT of money. I can say without any question that I (and all of my roommates) spent more money on LoL than I did through subscription based MMO's and etc.

In general the point I'm trying to make is that Mechwarrior games didn't really see the popularity they *could* have attained, cause the gaming scene has grown since the earlier days. We don't know how big this will be, and I think it has a good chance of generating A LOT of new players. Being F2P allows many the opportunity to try it out without any commitments, which is a very strong way of building a player base.

Edited by MookieRah, 02 November 2011 - 09:41 AM.


#15 mr saxon

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Posted 02 November 2011 - 03:03 PM

View PostMr. Smiles, on 02 November 2011 - 04:55 AM, said:


So for those of you who've kept up so far, you've discovered a few things about League of Legends:
  • Real money can only be spent on new champions and new skins for champions
  • People rarely buy new champions



I think you actually underestimate how often people buy champions simply because of how expensive rune sets are. Quite a few people I know IRL whom I play LoL with drop the $5 for the champion and save their IP for the runes. But anyways, yeah... Riot is not having any cash flow problems that have been reported and while I may be mistaken isnt the new season starting with better cash prizes? Anywho,

View PostMr. Smiles, on 02 November 2011 - 04:55 AM, said:

That's $20 total, less than I've spent on junk food in the last week two days. You know what? I'd be willing to set aside my junk food for two days in a row if it meant paying the MWO team enough for them to turn a profit, and getting myself some cool, but entirely optional, content for MWO.


This has been my argument for years.. People ask me why I multibox World of Warcraft (I have 5 active accounts I play all at the same time) and I explain $60 a month for say 60 hours of entertainment a month is well worth it for me.. I am not the drop $60 at a bar on the weekend kind of person (Hey, I play WoW afterall :D) nor do I drop $30 at the movies to sit in a disgusting chair with a sticky floor under my feet...

Anywho, I would suggest putting summary 'who said this' by your first two quotes.. took me a second to figure out what was going on :)

PS: I have my own LOL account and my brother plays on his account.. I am however the RP source for both of them and I can show you bank statements where Riot has made around $200 off of me total for LoL.. Note that this still is less than a dollar an hour for the entertainment over the years now... And my Earthrune Skarner kicks *** :D

Edited by mr.saxon, 02 November 2011 - 03:06 PM.


#16 Hammerfield

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Posted 02 November 2011 - 03:18 PM

Excellent post, Sir. However, as others have observed, LoL has a huge advantage in that it is a highly accessible game that is superbly easy to pick up and play. Your model is dead on the money if they make MWO that form of game. If, instead, they go sim-heavy... and cater to the hardcore crowd... I fear that the F2P model may well not work as well as you suggest.

#17 Tyra

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Posted 02 November 2011 - 04:35 PM

IF its anything like that, I can dig it.

#18 CobraFive

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Posted 02 November 2011 - 04:38 PM

Instead of writing an essay I will just say this:

I don't mind having to pay to be competitive. But I do mind having to pay more to be more competitive.

#19 Mr Smiles

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Posted 02 November 2011 - 06:30 PM

View Postmr.saxon, on 02 November 2011 - 03:03 PM, said:



I think you actually underestimate how often people buy champions simply because of how expensive rune sets are. Quite a few people I know IRL whom I play LoL with drop the $5 for the champion and save their IP for the runes. But anyways, yeah... Riot is not having any cash flow problems that have been reported and while I may be mistaken isnt the new season starting with better cash prizes? Anywho,



This has been my argument for years.. People ask me why I multibox World of Warcraft (I have 5 active accounts I play all at the same time) and I explain $60 a month for say 60 hours of entertainment a month is well worth it for me.. I am not the drop $60 at a bar on the weekend kind of person (Hey, I play WoW afterall :D) nor do I drop $30 at the movies to sit in a disgusting chair with a sticky floor under my feet...

Anywho, I would suggest putting summary 'who said this' by your first two quotes.. took me a second to figure out what was going on :)

PS: I have my own LOL account and my brother plays on his account.. I am however the RP source for both of them and I can show you bank statements where Riot has made around $200 off of me total for LoL.. Note that this still is less than a dollar an hour for the entertainment over the years now... And my Earthrune Skarner kicks *** :D


Haha, perhaps I shouldn't have underestimated how much money people spend on the game.

Let me clarify.

I know there are plenty of people who spend TONS of money on the game, and they're happy to do it because League of Legends has probably come out with more content patches than any game in the history of gaming, simply because that's their business model.

However, amongst me and my friends, we've all spent pocket change apiece on LoL, except for one hideously rich dude who has purchased every champion in the game--and he still prefers just playing one or two champs so he could've just done it through the IP from his like, thousands of wins :D

#20 Draco Argentum

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Posted 03 November 2011 - 12:58 AM

View Postcobrafive, on 02 November 2011 - 04:38 PM, said:

Instead of writing an essay I will just say this:

I don't mind having to pay to be competitive. But I do mind having to pay more to be more competitive.



I'll grant this. I buy games anyway. I'd pay one once off fee as long as that gaurenteed me every performance boost for the life of the game.

I refuse to be nickle and dimed though.





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