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Posts from Which is more profitable – an MMO with a monthly subscription or a free-to-play game?Auto-translated
That's not true. For example, in PvP, there are some really cool items that cost approximately 1 million rubles in real money. Not to mention a whole bunch of other items.
there are relatively few such crazy people
Half of the top players.
Added 4 minutes later And look, in an MMO with a monthly subscription, each player pays $10-15 per month, and in free-to-play games, almost every player who has a job pays at least 1,000 rubles. That's also quite stable.
For example, in PvP, there are some really cool items that cost approximately 1 million rubles in real money. Not to mention a whole bunch of other items.
Well, I don't know then. If they are bought, I don't think it's in the CIS countries. And in other countries, WoW is more expensive, much more.
and in free-to-play games, almost every player who has a job spends at least a thousand rubles. That's also quite stable.
I still don't think it's almost everyone, and I don't think the number of people who consistently spend a significant amount of money on donations is very large.
Where do we go? Where do we end up when we save the world?
If they are bought, I doubt it's in the CIS countries.
Well, I haven't seen anyone selling "fluff for 1 million," and I doubt anyone has it. But in reality, you can get them by donating a corresponding amount of money. This is like a response to your statement that there's nothing left to buy. But other items (the same example with gear for reputation) are quite common.
If you sum all of this up, I donated about a hundred dollars over a year of playing. And since I donated rarely and only when necessary (like, "oh, there's a good item at the auction/in the shop, I should buy it but I don't have enough coins!"), it's a very small amount, especially when compared to the amount of money other players invest. A six-month subscription to World of Warcraft costs 359 rubles, which is a little more than ten dollars, if I'm not mistaken. You can draw your own conclusions from that.
This is a very debatable question. In MMOs with mandatory payment, the profit is stable. If we take PvP as an example (which I assume you're talking about), there are many donors and bot users. Considering this, a stable fee is probably better for developers. If we take the same PvP as an example, you can play without paying, just open 5 windows, download a bot, and go for it. I don't think this brings in much revenue.
Что такое осень - это небо Плачущее небо под ногами
Sometimes, while just passing by/sailing/flying around, I've observed bots, but very rarely, and I have strong doubts about whether this method can generate a significant amount of in-game currency. Have you tried this method? Or perhaps there have been instances where someone acquired excellent gear solely through this?
Sometimes, while just passing by/swimming/flying, I would observe bots, but very rarely, and I have strong doubts that this method can generate a large income of in-game currency. Have you tried this method? Or maybe there have been cases where someone got excellent gear just thanks to this?
I acquired a mount pet, a decent flying mount, and some gold gear using bots. Of course, it's far from the level of donations. But based on my experience, I can say this: if you want to play without investing anything, you'll have to run bots for 3 months (or even a year), and not just in one window. It's possible, but it's a long process. Right now, I'm saving up for a better flying mount, and looking at the exchange rate, it seems quite realistic.
I used bots to acquire a mount pet, a decent flying mount, and some gold gear.
How long did it take, and what was the result? I'm referring to the amount of yuan, even if it's just an approximate figure, as it's hard for me to judge based on this sentence, since mounts and gear vary, and prices fluctuate constantly depending on the gold exchange rate.
How much time did it take, and what was the result? I mean, how many yuan were earned, even approximately, since it's hard for me to judge based on this statement, as mounts and gear can vary, and prices are constantly fluctuating depending on the gold exchange rate.
Hmm, my current style will cost around 9 million (at the current exchange rate): a panther for 3.5 million, gold and other gear together for 3 million, a flight for 9 gold, and some kind of dark skate. I currently have about 12 million in cash, and I'm wondering what would be better to buy: a flying mount or a tank bear for my druid. I bought the tank bear for 3.8 million at an exchange rate of 700 gold to 1. To be honest, I don't remember everything, but I earned quite a bit this way. It takes about a week to a month. I specifically saved for the panther for 3 days, at an exchange rate of 1 gold = 100.
It's also good to earn during holidays when the drop rate is increased. So you go somewhere, set up about 4 bots, and you're good to go :) Sometimes, though, nasty PKs kill you, so I recommend farming druids up to level 30.
My style will cost approximately 9 million gold (at the current exchange rate).
That's not quite accurate. The exchange rate might be one thing, but you could buy it for much cheaper.
With an exchange rate of 1 gold = 100 coins.
That's a very low gold exchange rate on your server.
Buying a panther requires going to the Guild only once or twice.
By the way,
>style 9 million, panther 3.5 million, flight for 9 gold
>gear together 3 million
:smile04:
Free-to-play games generate more revenue than subscription-based games, even in the CIS region, let alone in the West or, God forbid, in the East. Look at World of Warcraft, for example; it's not just a coincidence that they have pets and mounts that can only be purchased with real money. In reality, in free-to-play games, with 100 players, you get something like this: 30 play for free, without spending any money. 50 spend around $10-15 per month (usually a premium account, which costs as much as a subscription). 15 spend around $25-30 per month. 4 spend $50 per month. 1 spends $100 per month. If we take a subscription price of $10 and simply sum up the minimum values from the list, we get that a subscription-based game with 100 players will generate $1000 per month, while a free-to-play game will generate $1175. Yes, these are average figures, as there are those who spend millions, but the fact remains that the free-to-play model generates more revenue. Of course, we are talking about the CIS region, because in the West, almost no one plays for free, and more money is spent (take, for example, LoL, which has been mentioned many times on the forum; the only unique purchases for real money there are skins, everything else is obtained during the game, but the game still generates profit for the developers), and in the East, they even sell chat emoticons for real money (at a rate of 1 emoticon = 1 dollar), chat channels, and other nonsense that cannot be sold anywhere else. And, of course, we are talking about good games, not unprofitable projects that no one is interested in. Siver's statement that it's not interesting to buy because you buy it and then abandon the game is fundamentally wrong. This may be true for a single-player game, but in MMOs, people come to play with each other, not to farm or buy gear. Buying gear makes it easier to level up to high levels and go on raids/participate in guild wars or their equivalents/engage in PvP. MMOs don't end with gear; they just begin.
P.S. This information isn't just coming out of my head; I work in game development, and we've been discussing this for a long time.
I thought that in the East, all they do is play for free, while only Russians pay for everything.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день