
Cade Windstalker
608
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Posted - 2016.11.18 18:18:24 -
[1] - Quote
Polyethylene Thellere wrote:CCP already losing resources due to the increased load on the server free players. Also, I do not think it is not very big modification of the game and the payment system takes them a lot of time and resources. At the same time, cash flow still increase, those players who are still not sure whether to play on or from those who want to not play often, and small-medium-sized ships.
The servers haven't been running at anywhere near capacity in literally 2 years. Also server resources are comparatively cheap even if CCP does need to add new hardware to keep up with expansion of the playerbase. A new server costs somewhere in the range of 10,000 USD up to like $100,000. In comparison a single experienced programmer costs around $100,000 a year in salary, benefits, and other costs.
In short anything that means CCP needs to hire more people costs more than server time does, pretty much period.
Polyethylene Thellere wrote:For example, the complex cost is divided into 5 levels of access. For each level of access you need to pay the corresponding amount. For access to T2 - T3 modules and ships, too, need to pay an amount equal to 1 the level of access of ships (for example). With this approach, the CCP even win in the price, but for the user it will be still more convenient. Calculation of the total amount of payment will be when you pay a subscription to the site, where you can select the necessary items for the player access, and the system will calculate the cost and invoice. the exact same, it seems to me that the access template system for the players will not take a lot of computing resources of the server, in the development of the system and should not have much difficulty because CCP has introduced separate players to access the system.
While this is correct you've failed to factor in the cost inherent in players who currently pay for a full sub but only use some ship classes. For example there are a lot of people who only really enjoy small ship PvP. Those players can now cut down their sub, which they've been quite happily paying, and continue to play as they always have. Same goes for people paying for character training slots, they can now just pay for a ship class until it's fully trained, swap to another, and save money because that SP sticks they just can't use it.
On top of that there are fixed costs per sub like credit card charges that get taken off of each sale often regardless of how large it is, so a $2 sub loses 0.50 which is a much larger cost than it is off of a $10 sub.
Polyethylene Thellere wrote:What is difficult to select the desired item subscriptions?
This is deflecting and doesn't actually address his question. What you're suggesting is, purely by basic definition, more complicated than a binary two-tier system.
Beyond that you're failing to account for things like failing to understand what comes with each "chunk" of the sub, potential backend technical issues like things not locking or unlocking correctly, or players finding ways to exploit a system like what you're proposing. Exploitation especially becomes more likely the more complex a system becomes as edge cases get harder to predict ahead of time.
In short this idea is pretty poorly thought out and unnecessary. |