124264-how-we-can-improve-wildstars-financial-success

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For some reason I couldn't post this in the people are not subbing topic, so I've had to make my own. I'd like to take this opportunity to try and focus/limit the discussion to the title, ideas and discussion about things we can do (which includes convincing CRB) that can improve the financial success of this game and improve it's shot at a long life. This does include talking about assumptions these ideas are built upon, but try to not derail the thread.
 
Here's my take on all this. Right now, WS is not making enough money. While it has been improving, (which is great) people are still loosing interest faster than we are gaining new blood.[x] Our desire is for these two statements to not be true.  The two main options for improving issue 1 are to
get more money out of the existing playerbase
increase the paying playerbase
The big elephant about F2P is that if players don't spend $15 a month on in-game transactions (which wont happen) they are depending on a huge increase in the number of players. Right now, CRB is earning ~equal revenue from everyone in its playerbase. While there is variance, it is typical for games to have 50% of revenue  from 10% of the players. These are also games built from the ground up to be F2P, and WS can't really hope to retrofit such deliberately planned microtransactional systems and expect similar $ per player numbers. All this leads to the conclusion that if WS went F2P without a huge influx of players (as in, many times the entire existing playerbase), it would make even less money than it is now. The flipside is that it is difficult to try to get more money out of an existing playerbase in a sub game. Doing so would most likely sacrifice current and future players, but could still be profitable. If the CREDD system works as CRB have stated (all CREDD is player bought), then changing the cost (in $) could be one option. Note that I said change, as increasing the cost could result in less revenue or vice versa. Small impact, but easy to implement.    The other main path is to increase the number of players. As it is right now (even with the latest drop) WS is still loosing more than it is gaining. As another has already said, ignoring this fact prevents us from trying to fix it.  The obvious, well discussed way to increase the number of players is to change the game into something more appealing to more people. This includes such globally-liked changes like bug fixes and class balance/tuning. This also includes making the game more "casual friendly". The earnings don't care what kind of players the money comes from, and neither should we. One main goal, and what I urge you to think about, then becomes  finding ways to casualize WS without compromising the experience of the existing players.  Good news is that CRB already understands this, as the new boss-in-a-box having 2 difficulty modes shows us. This type of change is something we should be vocally asking for more of. The current medal system of adventures and dungeons is flawed by concept. It's main goal is to have granular player-selected difficulty and rewards, but the medal system simply doesn't work as a substitution for an easy mode when player death still gates progress. Aetheros is no easier or harder in a bronze or gold.
Allowing players to select an easier difficulty for the lvl 50 variants is a great thing for us as players to echo into skulls of CRB. This would even extend to raids as well, we've all heard how few players participate in them. The main reason for this post is to get people to come up with other, more creative ways to make the game more casual friendly. It could be a change to an existing system or the addition of a new feature, and it doesn't matter how small. Try to think about things that casual players don't like as specifically as possible, then come up with a fix. One way to think about it is to go from observation/knowledge -> manifestation as specific problem -> proposed solution. For example:
Casuals hate/get confused by numbers.   ->   figuring out if a drop is an upgrade is a problem   ->   Hover text includes one big number with a + , - , or ~ that is a smart aggregation of stat differences.
 (as an aside, this is why we got iLvl numbers on our gear, but the shoddy, half-assed implementation of them does almost nothing to help the problem itself)  Those of us who have spent the most time talking with and understanding people who don't find WS appealing are the best suited for this task.     The other side to increasing the number of players (and forgive the mammoth post) is that of the social. The only way a new player joins the game is if they:
heard about the game
gained enough interest / preconceive the game in a positive enough manner
believe investing time and money will result in more enjoyment than their other options
All of these are hugely influenced by word of mouth and social media. Compared to other games WS, is at a huge disadvantage with its tiny playerbase. Repetition and volume of positive comments is very important, and why WS is fighting such an uphill battle. (Last aside, this is why so much $ is spent on launch hype. A large starting player base better pulls in more buyers) In other words, get as many people to hear positively about WS as many times as possible. There's another reason why WS is having such a hard time catching on though, which is that the general preconception of WS is negative. That being said, changing an existing preconception is much harder than planting a positive new one, so keep that in mind. I personally don't embellish when talking about the game, but know that such comments actually do have a large effect, and would directly aid WS.
 
 
Just to be clear and preempt those claiming the latest drop has caused WS to go from loosing players to gaining, here's an excerpt from those reddit numbers (and yes, reddit is a valid way to measure interest)
 
Out of over 600,000 subs WS is 26th from last by day, 6th from last by week, 7th from last by month, 3rd from last by quarter in all of reddit. As far as MMOs go, it's dead last in growth. Good news is that WS has an insanely high reddit population to player ratio, which means that many more people that can say nice things about WS.	
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			Could start by tapping into the PvP playerbase.  Improvements specifically for PvP have been widely ignored since launch, and I'd argue that the last patch was just as much for bringing existing PvErs into PvP, as it was for PvP players.	
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Better Advertisement. No more garbage trailers like Protogames.
 
Flicks, Devspeaks, etc. Making half-assed trailers like the past couple of them only make it seem like your game is sub-par. You need to put more time, money and effort into advertisement.
 
 
You can have the best most balanced game in the world but it doesn't mean anything if the casuals (90% of the playerbase) haven't been hyped up by a quality advert.	
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Better Advertisement. No more garbage trailers like Protogames.
 
Flicks, Devspeaks, etc. Making half-assed trailers like the past couple of them only make it seem like your game is sub-par. You need to put more time, money and effort into advertisement.
 
 
You can have the best most balanced game in the world but it doesn't mean anything if the casuals (90% of the playerbase) haven't been hyped up by a quality advert.
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I very much agree that advertising would go a long way. However, we have to remember that WS had a considerable playerbase at launch. That hype suceeded in getting players, but the game itself is what caused them to leave. The vast majority of those who have left are not likely to come back. While much improved since then, I feel that the game must first be at a point where it is not going to drive away those the advertising would bring in.
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I don't want to linger on it, but I don't think WS is currently having a net gain of players, even after the latest drop.  This would indicate that the game isn't quite there yet.
 
Either way, let's focus on thinking about way to improve the current situation instead of blaming things for the loss of players at launch. 	
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			Idunno. I can't speak for statistics but personally I've run into an exceptional amount of new players since the Free Trial period occured, many of which are joining guilds and sticking around. Leveling my Alt I've run into loads of people in the low and medium level zones.	
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Personally as players I think that spreading the game and recommending it on new sites and gaming websites would be the best way to do that, I have gotten 20 people to try returning to the game.
 
A PR/Marketting push could work wonders and I want and hope Wildstar can crawl out and prove sub mmos can make a come back, the problem is Ncsoft won't allow a PR push alongside Heart of Thorns. So it will be a while before we get one.
 
Now, NCsoft and Nexon are having a meeting to discuss financials soon. And I won't be suprised if they make Carbine change the business model in someway. Whether it be 3 month subsciption or buy to play, I hope they don't do it, but it would raise the pop quite a lot. So in a way I want it 50/50
 
Thats the only way I think this game can save itself, I do believe it is gaining players, but not fast enough to make a huge deal out of it.	
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			Put the game on Steam.	
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Personally as players I think that spreading the game and recommending it on new sites and gaming websites would be the best way to do that, I have gotten 20 people to try returning to the game.
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Put the game on Steam.
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Put the game on Steam.
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Clean up pvp. Regain momentum. Marketing push.
 
And most importantly, a warm, helpful, friendly and welcoming community	
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Actually play the game. Have fun playing the game. Share your positive experiences on social media. 
 
GG 	
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I think a huge part of it, obviously, is the subscription. There are only two subscription MMOs I can think of that are currently successful: WoW and FF14. WoW gets away with it because it accumulated a ton of players over the years and has been the go-to MMO for over a decade. FF14 is successful because it is Final Fantasy and it is more competent than FF11 was. It's a highly polished MMO in a huge franchise that people fawn over.
 
WildStar, however, is new. And it's heavily focused on endgame content. It took too long for there to be tons of content to keep everyone happy and busy, such as veteran shiphands, dailies, daily dungeons, etc. These are things that WoW players gobbled up for ages. It's mental manipulation that keeps you coming back. WildStar didn't have these things for a while, so the motivation for playing the game at level 50 was pretty much raid progression, which many players did not even experience due to a lack of interest or the insane attunement process.
 
Honestly, I have no idea how to turn things around now. Carbine has been releasing solid content, and lots of people left and are not coming back. It's like trying to put a bandaid on a hemorrhage. That's a bit of an exaggeration because I see a lot of players in the game every day. But my point is that just releasing great content is not enough to get more players at this point.	
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Trion released Archage on Steam and ZMO with ESO I don't see why NCsoft can't do the same thing.
 
So NCsoft would rather potentially leave Millions on the the table because Vavle gets a small % of the revenue.	
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Actually play the game. Have fun playing the game. Share your positive experiences on social media. 
 
GG 
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Probably the best advertising Wildstar could get.  It's also probably the most effective so far.  The upward trend in the game's population is possible because Carbine has done a lot to address player concerns, but it actually happened because of us and the tools we've gotten so far.  A Wildstar ad on a website will never, ever, ever be as effective as a player's own feedback will be.
 
I recall Eclips coming onto the forums and pleading for extra trial codes (before the ten day trial) because he streamed the PVP in this game and suddenly had people asking to give the game a shot.  The ten day trial has helped immensely in that regard.  That's why you see so many new players buying the box and checking out that first month's sub.
 
I do expect a bigger PR push a la FFXIV:ARR will come (and long before they go to F2P or anything like it, they'll get the game back into "draw" shape and do something major to give their subscription model a chance.  However, that's not happening until PVP is in better condition.  I'm not sure Drop 5 will even be enough time to do it, I think they may even wait all the way until they get enough changed around to start Season 2.  The upward population trend right now is a good sign, but NCSoft, I think, at least knows better than to put out a huge PR push to attract subscribers until they think their systematic PVP will hold water.  No point in doing that now, with figures starting to turn around, to attract all the PVE players back but have PVP players think the rated isn't worth it.  I'd be surprised if that isn't changed drastically upcoming.
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Alright so it seems like we have identified a problem with lack of marketing/social spread. 
 
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Actually play the game. Have fun playing the game. Share your positive experiences on social media. 
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Alright so it seems like we have identified a problem with lack of marketing/social spread. 
 
 
How can we expand upon this? What media platforms are most effective, reddit? What format of experience sharing works best, testimonial, trailer, gameplay video?
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Whatever platform you inhabit most seems to be the most effective.  I know I spend a lot of time here and do a lot of word of mouth on Facebook, but anywhere usually works.
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Have someone post linkys in this thread that drives us to key websites where we can post our positive reviews and experiences.
 
Here is something outside the box....Allow one account to have multiple people logged in at once. I'm not sure how you prevent explotation...but I know that my daughter and I could play together at the same time without having to pay for multiple subs. Such a structure might allow for a middle ground between sub and F2P. Call it something like a "Family Account"
 
*prepares to be flammed*	
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Sadly, I am sure I am not the only person who "blew their load" of friends, family and game-buddies at launch.
 
As well you know, I came in with a dozen people and the Saddles had over 200 members during Launch Month. The reason I was so far behind leveling was because of the sheer amount of time I spent those first two months chatting people up, "selling" the game, helping answer questions and building the community.
 
Within the first week alone, four of my friends left. At the end of the first "free" month of game time, there were only two of us left - and by the end of Month Three, things were looking very grim.
 
What I'm saying is, those bridges are burned and there is nothing I can say or do, outside of actually paying people to play, to get any of them to come back. Fixes, new content, merges, all the good ideas in the world and it's all fruitless. There is only one chance to make a good first impression ... and sadly for both us and the studio, that time has passed.
 
Damage control and spin all you want, it's not going to change that reality.
 
Months ago, I was one of the people screaming "NO F2P/B2P OR I'LL WALK"  - now that the newness has rubbed off, I think it's time to reevaluate that a little bit.
 
I've also been a long-time fan of cash shops for non-essential items like pets, costume sets and piddly stuff like that. Of course that's always been met with "OMG U GIT CONTENT I DON'T GIT CUZ U HAZ MONEY!!!!" or "Y I NO GIT E'RRYTHING U MAEK 4 GAME I PAID 4, GG CARBINE!"
 
You want more money for the game ... let them open a cash shop or go F2P/B2P/whatever without screaming about it.
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I've also been a long-time fan of cash shops for non-essential items like pets, costume sets and piddly stuff like that. Of course that's always been met with "OMG U GIT CONTENT I DON'T GIT CUZ U HAZ MONEY!!!!" or "Y I NO GIT E'RRYTHING U MAEK 4 GAME I PAID 4, GG CARBINE!"
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			Let's keep it on topic guys, we are trying to think of things that we can do to increase population, either directly or by improving the quality of the game.	
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Game's picking up members at a pretty rapid pace, as are the Saddles (and I'm not even online recruiting much right now).  A lot of people are coming back, as well (I mean, look around, you'll see a lot of old familiar faces around).
 
...
 
I mean, to be fair, if they do institute F2P, I'm not going to throw a tantrum.  I'm just not going to stay.  I love this game, but I love my principles a lot more.  And as I mentioned above, they haven't even started to try yet.
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How can we expand upon this? What media platforms are most effective, reddit? What format of experience sharing works best, testimonial, trailer, gameplay video?
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Months ago, I was one of the people screaming "NO F2P/B2P OR I'LL WALK"  - now that the newness has rubbed off, I think it's time to reevaluate that a little bit.
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Don't worry, we've all been there. I was vehemently against the idea back when I played WAR, but now I would gladly have accepted it given that it would have saved the game. Having played a ton of free/buy to play games now, I actually prefer the model.
 
You might say I've converted. Praise f2p Jebus!
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Alright so it seems like we have identified a problem with lack of marketing/social spread. 
 
 
How can we expand upon this? What media platforms are most effective, reddit? What format of experience sharing works best, testimonial, trailer, gameplay video?
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Alright folks no need to get personal here, lets keep it on topic. I've cleaned the thread up a bit and I know this is a passionate topic but lets give it a try. :) 
 
- Team WildStar 	
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Any kind of PR campaign is also going to have to do something NCSoft and Carbine aren't really doing right now.  Getting everyone in the game at once.
 
That's where you get people asking for "free weekends", where anyone can just hop in and play one weekend a month or so.  One of the biggest untold drawbacks of the 10 day free trial is that it lets people in a trickle, it doesn't bunch them up.  That hasn't really affected the game because their gains have been remotely steady.  Steady, but relatively slow.  People find groups to play PSA with, they subscribe, they hopefully find people in the group finder or land in a guild.
 
What the game could REALLY use is a big, fairly regular, monumental shove that crams people in and suddenly jacks up the queues and the worlds.  They need to have times where new potential players can see the other people who might potentially play with them, rather than pop up as they are.  Hell, pull the free trial strings off those days, I think we can deal with plat ads for a weekend a month (seriously, has anyone ever used an RMT because they saw a badly worded ad in a game?)
 
I'd say drop a monthly reward of some kind on all the subscribers on THAT weekend.  Like presents, just a costume piece (or better) to thank the subscribers and CREDD users for sticking around.  So you get a massive influx of people, experiencing the game as a packed house, many of whom are suddenly wearing pirate hats, and they say, "Oh yeah, all the subscribers got the pirate hat this month."
 
I think that kind of PR move would be excellent.  Once NCSoft and Carbine are sure their game is going to retain as many of those new players as possible, anyway.  You can't invite a ton of people to play your game to experience its content and have them dislike what they play.  I do think this would work best on one of the most hurt populations; the PVP population.  I think they'd be more apt to hop in for a weekend to Wildstar between their MOBAs, and some percentage of them will stick around for the season.	
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What would you think about a friend referral reward system to encourage people to recruit more?
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There's one easy thing that Carbine could do to instantly attract more people and simultaneously also fix the problems with low-level BG/dungeon queues...and no....it doesn't involve f/b2p... ;)
 
I think it has been suggested multiple times already:
Make the game free till lvl ~25-30!  (25 should be the minimum, since you gain your first t4-skill at that level....and you want people to experience the options that come with it first hand...)
A permanent trail for the early levels, if you want to call it that (much like WoW being free till level 20 [correct me if I'm wrong...I never played WoW...]).
 
Those early levels are CRUCIAL as hell!!!!! Most of the time the early game experience determinants, if we keep playing a game...or not.
Having those levels available for anyone to try (without limitations*), will rejuvenate the low-level brackets, which currently feel barren and dead.
 
And when that happens - when people have fun again at low levels and are able to actually experience the different aspects of the game (solo-story, PVP/pBG's, dungeons) - they are FAR more likely to sub...
 
 
* Do not limit chat-functionality or the AH/CX. Doing that, will lessen the impact of the community-aspect of the game, which will just hurt in such a trail...
  Just block the CREDD npc. That's all the limitations you need...	
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You guys bring up some great ideas, it would help if we could get more players activly "recruiting" by various means.
It would be nice if Carbine granted, say 3, new trial passes. That would help us try lure some old and new players in the game.Yes higher level for trials to end would be good. By 25 they would have experienced 2 dungeons and 2 adventures.
Low bracket PvP could use a hand as well. Why not just make it global join for both domi and exile?Yaya it's against lore, but at least it might pop once in a blue moon, and lure in some new PvP lovers.
 
Last but most importantly:FIXSERVERLAG
ALREADYThen the many players who left because raiding/playing was impossible for them, might return.	
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You guys bring up some great ideas, it would help if we could get more players activly "recruiting" by various means.
It would be nice if Carbine granted, say 3 new trial passes, to every active account (CREDD or subscribed).
That would help us try lure some old and new players in the game.
 
Yes higher level for trials to end would be good. By 25 they would have experienced 2 dungeons and 2 adventures.
Low bracket PvP could use a hand as well. Why not just make it global join for both domi and exile?
Yaya it's against lore, but at least it might pop once in a blue moon, and lure in some new PvP lovers.
 
Last but most importantly:
FIX
SERVER
LAG
ALREADY
 
Then the many players who left because raiding was impossible for them, might return.
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Low bracket PvP could use a hand as well. Why not just make it global join for both domi and exile?
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Imagine how much easier that would be for whole guilds to transfer over from games with their friends.
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I doubt many will be interested if i ask.
 
Idea is nice though but it won't work.
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Any particular reason why you think that?
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The game already gets promoted enough and it's not the price of the subscription that is holding them back.
Also the referral/friend system makes things just slightly more complicated and many simply aren't bothered enough with the hassle.
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Vic your solution promotes mouth to mouth promotion, so please leave other kind of promotion out of it.
 
As for the rest, like i said a nice idea but i can not sell that to my friends and it won't change their minds since it's not the sub price that is the problem....
 
 
 
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Sadly, I am sure I am not the only person who "blew their load" of friends, family and game-buddies at launch.
 
As well you know, I came in with a dozen people and the Saddles had over 200 members during Launch Month. The reason I was so far behind leveling was because of the sheer amount of time I spent those first two months chatting people up, "selling" the game, helping answer questions and building the community.
 
Within the first week alone, four of my friends left. At the end of the first "free" month of game time, there were only two of us left - and by the end of Month Three, things were looking very grim.
 
What I'm saying is, those bridges are burned and there is nothing I can say or do, outside of actually paying people to play, to get any of them to come back. Fixes, new content, merges, all the good ideas in the world and it's all fruitless. There is only one chance to make a good first impression ... and sadly for both us and the studio, that time has passed.
 
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I posted this suggestion in one of the other threads that had turned into someone of a F2P/B2P threads. I'll post it here as I think it could work and is perhaps a little more out of the box thinking since I think the game is pretty good and improving regularly.
 
Not even sure what you'd call this method as I've not seen it done anywhere. Maybe for good reason, but regardless it seems pretty solid to me and solves some of the issues we've seen around.
 
Not F2P/B2P pretty much the same only it delays the box price to remove that hurdle initially. This incentivizes Carbine to keep improving the game play to earn the subs.
 
F2P to level 20.
 
Upon Dinging Level 20 you are then prompted to enter card information and you start your sub at $30 - regular sub + $15 of the box price.
next month you pay your sub + $10 of the box price. and so on until you are down to the regular sub rate.
 
Anyone who has already purchased the game keeps the same sub rate we have now and anyone returning already has paid the box price so they return at regular sub rate.
 
Furthering the idea, they could even make it so that after like every 3 months your sub drops a dollar or two until eventually you're down to like a half price sub regularly. This rewards people for sticking around and increases the value of Credd and incentivizes it to be purchased since a long time sub could end up getting like 2 months of game time from 1 Credd.
 
Carbine could change this around to whatever they found acceptable in spreading out the box price and stretch it out longer or spread out less or whatever they found might work to incentive people to at least check out the game that those of us already playing know is improving every patch.	
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The Q1 2015 report won't be here until like early May (10-13). Maybe that's when drop 5 hits to distract us from the financial problems.   :P
 
My proposition that keeps the sub model and save Warhound.
 
F2P until level 29 => then sub starts. 
 
By having all characters on a PVP server, the monthly sub is set to $5. This will limits the player to only bgs/arenas/warplots. PVP stuff. 
 
Why such a low monthly sub? Let's be brutally honest. PVP was and is always an afterthought of this game development studio. So, $5 a month for a small support to the PVP development is enough and quite fair evaluation.
 
 
If a player wants to access to both PVP and PVE server with dungeons/raids/housing? then they must upgrade to a $15 premium sub.
 
Best solution ever  :D !	
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Currently 43 people in Illium, probably 100+ in Thayd
 
It's sad really, while us Exiles are basking in a medium populated game the Dominion are bearing a low popped one. 
 
A pr push is really needed, but buy 2 play would fix it much faster, not too mention bring in more $$$$$$ for Carbine	
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The Q1 2015 report won't be here until like early May (10-13). Maybe that's when drop 5 hits to distract us from the financial problems.   :P
 
My proposition that keeps the sub model and save Warhound.
 
F2P until level 29 => then sub starts. 
 
By having all characters on a PVP server, the monthly sub is set to $5. This will limits the player to only bgs/arenas/warplots. PVP stuff. 
 
Why such a low monthly sub? Let's be brutally honest. PVP was and is always an afterthought of this game development studio. So, $5 a month for a small support to the PVP development is enough and quite fair evaluation.
 
 
If a player wants to access to both PVP and PVE server with dungeons/raids/housing? then they must upgrade to a $15 premium sub.
 
Best solution ever  :D !
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			Just get Kate Upton to promote your game.  It worked for Game of war, the game makes 1million in revenue a day!  HAHA	
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Just get Kate Upton to promote your game.  It worked for Game of war, the game makes 1million in revenue a day!  HAHA
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I posted this suggestion in one of the other threads that had turned into someone of a F2P/B2P threads. I'll post it here as I think it could work and is perhaps a little more out of the box thinking since I think the game is pretty good and improving regularly.
 
Not even sure what you'd call this method as I've not seen it done anywhere. Maybe for good reason, but regardless it seems pretty solid to me and solves some of the issues we've seen around.
 
Not F2P/B2P pretty much the same only it delays the box price to remove that hurdle initially. This incentivizes Carbine to keep improving the game play to earn the subs.
 
F2P to level 20.
 
Upon Dinging Level 20 you are then prompted to enter card information and you start your sub at $30 - regular sub + $15 of the box price.
next month you pay your sub + $10 of the box price. and so on until you are down to the regular sub rate.
 
Anyone who has already purchased the game keeps the same sub rate we have now and anyone returning already has paid the box price so they return at regular sub rate.
 
Furthering the idea, they could even make it so that after like every 3 months your sub drops a dollar or two until eventually you're down to like a half price sub regularly. This rewards people for sticking around and increases the value of Credd and incentivizes it to be purchased since a long time sub could end up getting like 2 months of game time from 1 Credd.
 
Carbine could change this around to whatever they found acceptable in spreading out the box price and stretch it out longer or spread out less or whatever they found might work to incentive people to at least check out the game that those of us already playing know is improving every patch.
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I am sure it has been suggested somewhere before, just brain storming, it's not an ultimate fix proposal.How about making an Official Wildstar Social Media Week, fuelled by us players? We recruit as many of our fellow players we can,
to be active on Twitter, Twitch, Youtube etc., sort of a community event, where we push a bit for the game we love and wanna share.
I'm not on any of these myself, but I wouldn't mind setting up a Twitter and spamming the crap out of @Wildstar with screenies andupdates from my adventures on Nexus. And linking to other's Wildstar content.	
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I am sure it has been suggested somewhere before, just brain storming, it's not an ultimate fix proposal.
 
How about making an Official Wildstar Social Media Week, fuelled by us players? We recruit as many of our fellow players we can,
to be active on Twitter, Twitch, Youtube etc., sort of a community event, where we push a bit for the game we love and wanna share.
I'm not on any of these myself, but I wouldn't mind setting up a Twitter and spamming the crap out of @Wildstar with screenies and updates from my adventures on Nexus.
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Put the game on Steam.
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It's sad really, while us Exiles are basking in a medium populated game the Dominion are bearing a low popped one.
----
			
{| class="blockquote"
I am sure it has been suggested somewhere before, just brain storming, it's not an ultimate fix proposal.
 
How about making an Official Wildstar Social Media Week, fuelled by us players? We recruit as many of our fellow players we can,
to be active on Twitter, Twitch, Youtube etc., sort of a community event, where we push a bit for the game we love and wanna share.
I'm not on any of these myself, but I wouldn't mind setting up a Twitter and spamming the crap out of @Wildstar with screenies and
updates from my adventures on Nexus. And linking to others Wildstar content.
----
			im not a big youtuber or anything.but i gonna make Videos on youtube with all the possible bossfights that is in the game. with no commentary etc just PURE gameplay.thats all i can do sadly.but i dont want this game to die.its doing REALY BAD atm population wise and this is my 2nd favorite mmorpg after GW2  :(	
----
			
{| class="blockquote"
Lot's of publishers did that and for some games I was there when Steam release happened -- it created a hugge spike of players all paying, which may be smaller due to Valve's cut, but its still a lot bigger than not having them at all.
 
Steam is all about exposure and ATM it's a biggest place (worldwide) where people go to shop for games, so not having it there can only hurt the numbers.
----
			
{| class="blockquote"
Except NCSoft will never agree to put it on Steam. They are direct competitors. It's like asking to put an Origin exclusive title on Steam, will it increase the exposure? Yes, but the publisher wont agree to it due to loss of $$ from sales and Steam is VERY aggressive in their cut. Very very aggressive.
----
			
{| class="blockquote"
So is Trion and ZMO and they put AA and ESO on Steam.
----
			
{| class="blockquote"
Look at GW2. NCSoft hasn't put that there even though GW1 was. It has more to do with NCSoft as a company.
----
			
{| class="blockquote"
Currently 43 people in Illium, probably 100+ in Thayd
 
It's sad really, while us Exiles are basking in a medium populated game the Dominion are bearing a low popped one. 
 
A pr push is really needed, but buy 2 play would fix it much faster, not too mention bring in more $$$$$$ for Carbine
----
			Guild Wars 2 business model, they should copy it. Trying to keep this game a sub game is a waste of time. We see people leaving every month, sooner or later it will happen. Just like Rift, SWTOR, ESO, Aion and all the MMO's who thought they could play in WoW's/Final Fantasy 11/14 pool.	
----
			
If Carbine added a PURELY COSMETIC cash shop, I'd buy stuff from it. Pets, Costumes, Dyes, Exclusive hairstyles and bodytypes, etc.
 
 
Don't listen to the people saying the sub should be removed. Anyone with half a brain knows CREDD is easy to get if you can't pay a sub, and frankly I think it's better that the people with LESS than half a brain don't play the game. Leave them on League of Legends and World of Warcraft tyvm.	
----
			
Customization is too much a part of the core game.
No.	
----
			
{| class="blockquote"
Customization is too much a part of the core game.
No.
----
			
{| class="blockquote"
If Carbine added a PURELY COSMETIC cash shop, I'd buy stuff from it. Pets, Costumes, Dyes, Exclusive hairstyles and bodytypes, etc.
 
 
Don't listen to the people saying the sub should be removed. Anyone with half a brain knows CREDD is easy to get if you can't pay a sub, and frankly I think it's better that the people with LESS than half a brain don't play the game. Leave them on League of Legends and World of Warcraft tyvm.
----
			
{| class="blockquote"
Don't listen to the people saying the sub should be removed. Anyone with half a brain knows CREDD is easy to get if you can't pay a sub, and frankly I think it's better that the people with LESS than half a brain don't play the game. Leave them on League of Legends and World of Warcraft tyvm.
----
			
{| class="blockquote"
Are you opposed to the idea of buying any appearance altering items at all, or the selling of cash-only items that cannot be obtained otherwise?
 
How would you feel if some of the more rare dies / costumes could be bought with CREDD?
----
			
{| class="blockquote"
Exclusive items *FURIOUSLY EYES TOPHAT AND BLUE DYE*.
But that also adds onto the slippery slope fear of "what if they make getting those items such a grind that you'll either be forced to pay or hate the game"
----
			
{| class="blockquote"
In GW2 they kinda have the system like credd but instead of a sub you auction store gems, since 1 credd = $15 = 15plat (30plat in the eu) it's a big chunk so to say. With gems you can maybe get 1500 gems for $15 and so sell 1 gem for 1 gold. This also kind of encourage the market to be active.
 
Anyway i rather have no sub with a store because with a sub you must pay $15 just to get access to the game and you do get game access for that but it never feels like you actually get or own the game.
With f2p/b2p you decide when to play without worries that you haven't bought a sub for this month and when you spend cash in the cash shop you get something that stays with you. That outfit will always be something you own.
And the buy isn't forced on you like the sub.
----
			
Well in the EU it's 30+ plat and rising, we had 40 plat once...
I'm actually curious to know if the amount of credd stays the same or is increasing or decreasing.
 
Wildstar also has a lot of grind so lets not go there ;)
Just count the gold you need to buy the decor and some hoverboards or items on the AH, the renowing, glory and elden gems for the costumes, mounts and other fluf.
Then you also have RNG on the drops and RNG again on the runeslots... just think about the grind you need to do to get the perfect item.	
----
			
Out of curiosity, what's Runic Flux costing over in EU? Not much sucks more than having to either decide to keep that logic 1st slot or spend 3plat just to re-roll it for gear that's probably going to get replaced at some point anyway.
 
 
I wonder if the game had a premium currency system where every week you would get an "allowance" of the premium currency type (maybe ~$1.50 worth a wk?). So instead of spending P on flux, you could buy it with CREDD Gems or whatever. If flux were $.5 - $.8 a pop, I'd totally go for it when out of my weekly stipend. 	
----
			
these are the current prices
credd: 29,43 plat
Runic Flux: 3,61 plat
Archivos weapons 18~19 plat
Archivos Clothing 15~20 plat
 
Curious about yours now.	
----
			
{| class="blockquote"
I play gw2 and I am thankful for the gem exchange, but that exchange rate is far more harsh than the CREDD exchange.
I prefer WS's deal because I can pay 15 dollars / 15 plat a month to experience everything the game offers instead of paying 30 bucks / 400 gold every few weeks to experience all the fun fluff in the game. (And that 400 gold would take tireless grinding to obtain and leave me no time to actually enjoy that fluff or the parts of the game that I want to play)
----
			
{| class="blockquote"
these are the current prices
credd: 29,43 plat
Runic Flux: 3,61 plat
Archivos weapons 18~19 plat
Archivos Clothing 15~20 plat
 
Curious about yours now.
----
			
{| class="blockquote"
Exclusive items *FURIOUSLY EYES TOPHAT AND BLUE DYE*.
But that also adds onto the slippery slope fear of "what if they make getting those items such a grind that you'll either be forced to pay or hate the game"
----
			
{| class="blockquote"
On Entity
CREDD: 15.1 P
Runic Elemental Flux: 2.96 P
Archivos Weapons: 20-24 P, only 4 on the market
Archivos Clothing:  19-25 P, only 5 on the market
 
----
			
{| class="blockquote"
Yeah, this is why I'm against pretty much any form of cosmetic cash shop. Even the ones that let out somehow earn it through in-game activities tend to make earning it such an incredibly painful grind that you'd rather gouge your eyeballs out.
 
There are so many people in WS for whom housing and customization is their endgame. Putting that stuff on a cash shop would be like stabbing them (us) in the back.
----
			
Quite easy, stop using there Creed system and give them monthly money, i could have buyed creed after my first 2 weeks, but i never did always payed my sub.
 
But a Cash Shop would change that from 100 to 0, the moment even a just cosmetic one would hit Wildstar, they woudent get a cent from me.	
----
			
Tbo...I have played gw2 on and off since it came out. And I have bought gems 2 times!!!! They have made so few actual money from me i'm almost embarrased. I've bought gems with ingame money several times....but its so easy to farm money and nothing to use it on in ingame that buying gems to use at cash shop is way way to easy to farm in-game. I've read at gw2 chat and forums that some ppl buy gems ONLY becasue they would like to support the game etc...AND that says to me...they (arenanet) are missing out BIG time!!!! 
 
The only good thing from this....its almost free to play gw2..and that brings ppl. How gw2 can stay alive by this buisiness model...? I have no clue!!!
 
A PERFECT busineess model I've seen with APR reloaded and their cash shop. I'm not going into detail, but I have probably put alot of money into that game and I have been enjoying doing it:) 
 
Currently I'm very very happy to pay my subscription for wildstar, And I'm contemplating buying a cred just to support them....	
----
			
{| class="blockquote"
Tbo...I have played gw2 on and off since it came out. And I have bought gems 2 times!!!! They have made so few actual money from me i'm almost embarrased. I've bought gems with ingame money several times....but its so easy to farm money and nothing to use it on in ingame that buying gems to use at cash shop is way way to easy to farm in-game. I've read at gw2 chat and forums that some ppl buy gems ONLY becasue they would like to support the game etc...AND that says to me...they (arenanet) are missing out BIG time!!!! 
 
The only good thing from this....its almost free to play gw2..and that brings ppl. How gw2 can stay alive by this buisiness model...? I have no clue!!!
 
A PERFECT busineess model I've seen with APR reloaded and their cash shop. I'm not going into detail, but I have probably put alot of money into that game and I have been enjoying doing it:) 
 
Currently I'm very very happy to pay my subscription for wildstar, And I'm contemplating buying a cred just to support them....
----
			
{| class="blockquote"
http://replygif.net/1331
----
			
{| class="blockquote"
Sorry but I did not got that one hehe. What did you mean?
----
			
{| class="blockquote"
 
Your post confused me so greatly that I couldn't find the words to describe it.
 
 
Assuming you're talking about the APB: Reloaded' cash shop, they sell weapons and gear in a PvP shooting game, that's just bad.
 
----
			if my choice is pay 15 dollars a month/credd to have access to ALL customization optionsOR be nickeled and dimed for "cash shop exclusive customization options"  why would anyone want the latter? so many people in this thread seem to be assuming that the addition of a cash shop will magically add a bunch of content thats not there. the same amount of effort will be put into content with or with a cash shop. one method just hides it behind a pay wall while the other allows both the f2pers(credd users) and subscribers to have access to the same content.	
----
			
{| class="blockquote"
if my choice is pay 15 dollars a month/credd to have access to ALL customization options
 
OR be nickeled and dimed for "cash shop exclusive customization options" why would anyone want the latter? so many people in this thread seem to be assuming that the addition of a cash shop will magically add a bunch of content thats not there. the same amount of effort will be put into content with or with a cash shop. one method just hides it behind a pay wall while the other allows both the f2pers(credd users) and subscribers to have access to the same content.
----
			
{| class="blockquote"
 
And cash shop revenue can be used to develop other parts of the game and draw more players. In other words: magic.
----
			
{| class="blockquote"
Quick question, when has  this ever happened? In a P2P model the overall content is what brings in revenue; in a F2P model the cash shop brings in the revenue; so what does that tell you? Why will a developer spend time in creating content that doesn't bring in money?out of the love for their game? I think not. 
----
			
{| class="blockquote"
Quick question, when has this ever happened? In a P2P model the overall content is what brings in revenue; in a F2P model the cash shop brings in the revenue; so what does that tell you? Why will a developer spend time in creating content that doesn't bring in money?out of the love for their game? I think not.
----
			Since when is WoW F2P?  Last time I checked it wasn't, it does have a system a la credd. 	
----
			
{| class="blockquote"
Since when is WoW F2P? Last time I checked it wasn't, it does have a system a la credd.
----
			
{| class="blockquote"
People who think a cash shop won't help revenue are crrrrrrrrrazy, and don't tell me it takes away from the 'development' just look at this drop coming up; 55 pets, customization, etc that I would consider 'fluff'.
----
			People who think a cash shop won't help revenue are crrrrrrrrrazy, and don't tell me it takes away from the 'development' just look at this drop coming up; 55 pets, customization, etc that I would consider 'fluff'.	
----
			
I kinda find it sad you almost seem proud of that. Not to sound like a dick, but you are the reason why company's get away with almost everything. I guess build it and they will come applies here. 
 
Who in their right mind would even accept an item mall within a P2P environment? That just being greedy. This should be covered in your sub, and if it's too expensive increase the sub so it does get covered.  	
----
			
{| class="blockquote"
I kinda find it sad you almost seem proud of that. Not to sound like a dick, but you are the reason why company's get away with almost everything. I guess build it and they will come applies here. 
 
Who in their right mind would even accept an item mall within a P2P environment? That just being greedy. This should be covered in your sub, and if it's too expensive increase the sub so it does get covered.  
----
			Shrugs,  a battle i can't win. If you can't see how insane that logic is then...	
----
			
{| class="blockquote"
Shrugs,  a battle i can't win. If you can't see how insane that logic is then...
----
			
{| class="blockquote"
Shrugs,  a battle i can't win. If you can't see how insane that logic is then...
----
			
Look i'l try to explain it with my limited vocabulary. 
 
The whole mmo landscape has gone to hell, why because people like that. Developers have found out that no matter how crap the game is or how crap they treat their customers people will buy their shit. 
Example people cry about unfair  item mall items, well if only for once people could actually make a stand and refuse to buy that item they would drop it and never use it again. 
 
 
But no; people act like walking wallets yet cry about how they are being treated as walking wallets. 
We hate Korean generic mmo's, why do you think they keep on importing that crap? Everyone know its crap yet everyone keeps spending money on them. There will always be those few people trying to justify the messed up practices they use. And by doing so in the long run they are cutting themselves. 
 
Bah, I wish I could explain this better. 
 
Also: Phandaal : I'm not judging you, its not like I have any beef with you :D	
----
			
{| class="blockquote"
I kinda find it sad you almost seem proud of that. Not to sound like a dick, but you are the reason why company's get away with almost everything. I guess build it and they will come applies here. 
 
Who in their right mind would even accept an item mall within a P2P environment? That just being greedy. This should be covered in your sub, and if it's too expensive increase the sub so it does get covered.
----
			
{| class="blockquote"
Look i'l try to explain it with my limited vocabulary. 
 
The whole mmo landscape has gone to hell, why because people like that. Developers have found out that no matter how crap the game is or how crap they treat their customers people will buy their shit. 
Example people cry about unfair item mall items, well if only for once people could actually make a stand and refuse to buy that item they would drop it and never use it again. 
 
 
But no; people act like walking wallets yet cry about how they are being treated as walking wallets. 
We hate Korean generic mmo's, why do you think they keep on importing that crap? Everyone know its crap yet everyone keeps spending money on them. There will always be those few people trying to justify the messed up practices they use. And by doing so in the long run they are cutting themselves. 
 
Bah, I wish I could explain this better. 
 
Also: Phandaal : I'm not judging you, its not like I have any beef with you :D
----
			
{| class="blockquote"
Look i'l try to explain it with my limited vocabulary. 
 
The whole mmo landscape has gone to hell, why because people like that. Developers have found out that no matter how crap the game is or how crap they treat their customers people will buy their shit. 
Example people cry about unfair  item mall items, well if only for once people could actually make a stand and refuse to buy that item they would drop it and never use it again. 
 
 
But no; people act like walking wallets yet cry about how they are being treated as walking wallets. 
We hate Korean generic mmo's, why do you think they keep on importing that crap? Everyone know its crap yet everyone keeps spending money on them. There will always be those few people trying to justify the messed up practices they use. And by doing so in the long run they are cutting themselves. 
 
Bah, I wish I could explain this better. 
 
Also: Phandaal : I'm not judging you, its not like I have any beef with you :D
----
			I think it's time that people stopped looking upon their $15 as some kind of entitlement to everything that's produced by the studio. That's old-tyme thinking, right there and times, they have changed.	
----
			
{| class="blockquote"
People who think a cash shop won't help revenue are crrrrrrrrrazy, and don't tell me it takes away from the 'development' just look at this drop coming up; 55 pets, customization, etc that I would consider 'fluff'.
----
			
I would like to be able to either:
 
1) See AMP and Ability points be fully awarded at lvl 50
 
or
 
2) Allow me to purchase them in a cash shop. 
 
 
I'm a bit tired of the grind to get these :)	
----
			
{| class="blockquote"
I think it's time that people stopped looking upon their $15 as some kind of entitlement to everything that's produced by the studio. That's old-tyme thinking, right there and times, they have changed.
----
			Three cheers, Cyanhide. Precisely.	
----
			
{| class="blockquote"
 
@Tex: How have they changed? Server costs have gotten cheaper. If anything, my $15/month should be going further (and it does, because we get a lot of awesome in a single game).
----
			
{| class="blockquote"
Best get used to that thought. because that's how the world works.
----
			
{| class="blockquote"
I would like to be able to either:
 
1) See AMP and Ability points be fully awarded at lvl 50
 
or
 
2) Allow me to purchase them in a cash shop. 
 
 
I'm a bit tired of the grind to get these :)
----
			
I'm not being condescending, I promise! I'm just trying to explain things in simple terms without ruffling feathers.
 
I'm a professional marketing designer and have been for almost 25 years. This is just daily business sense - and it's often lost on people.	
----
			
{| class="blockquote"
I'm not being condescending, I promise! I'm just trying to explain things in simple terms without ruffling feathers.
 
I'm a professional marketing designer and have been for almost 25 years. This is just daily business sense - and it's often lost on people.
----
			
{| class="blockquote"
I'm not being condescending, I promise! I'm just trying to explain things in simple terms without ruffling feathers.
 
I'm a professional marketing designer and have been for almost 25 years. This is just daily business sense - and it's often lost on people.
----
			
{| class="blockquote"
People just don't like to see real world facts used in their games, because it's an outlet from their real life.  
 
Like you said I think people forget gaming is a multi-Billion dollar business now, and keeping up with the market trends is what is needed, even if some people hate the way the market has shifted.
----
			
Just a reminder, but we can already buy power with cash in WS. You can buy Amp & Ability points off the CX, as well as Runes, Flux, ect. With the CREDD system, Plat is cash, everything has a premium currency equivalent. Letting people short-circuit the CREDD and do a straight micro-transaction seems to be ruffling some jimmies, but we have to remember that power is already for sale. Hell, there's a pair of pistols on Enity's market from DS that are better than Ohmna weapons for ~220 P. 
 
Buying those would put someone at a huge advantage. Don't forget that every dye or customization option that can be traded is also able to be bought with cash, all thanks to CREDD. 
 
So don't harsh on cash shop too much. All this talk of a cash shop and people forget that everything selling for P is already selling for cash.	
----
			
{| class="blockquote"
Just a reminder, but we can already buy power with cash in WS. You can buy Amp & Ability points off the CX, as well as Runes, Flux, ect. With the CREDD system, Plat is cash, everything has a premium currency equivalent. Letting people short-circuit the CREDD and do a straight micro-transaction seems to be ruffling some jimmies, but we have to remember that power is already for sale. Hell, there's a pair of pistols on Enity's market from DS that are better than Ohmna weapons for ~220 P. 
 
Buying those would put someone at a huge advantage. Don't forget that every dye or customization option that can be traded is also able to be bought with cash, all thanks to CREDD. 
 
So don't harsh on cash shop too much. All this talk of a cash shop and people forget that everything selling for P is already selling for cash.
----
			
{| class="blockquote"
Quick question, when has  this ever happened? In a P2P model the overall content is what brings in revenue; in a F2P model the cash shop brings in the revenue; so what does that tell you? Why will a developer spend time in creating content that doesn't bring in money?out of the love for their game? I think not. 
----
			
{| class="blockquote"
Tbo...I have played gw2 on and off since it came out. And I have bought gems 2 times!!!! They have made so few actual money from me i'm almost embarrased. I've bought gems with ingame money several times....but its so easy to farm money and nothing to use it on in ingame that buying gems to use at cash shop is way way to easy to farm in-game. I've read at gw2 chat and forums that some ppl buy gems ONLY becasue they would like to support the game etc...AND that says to me...they (arenanet) are missing out BIG time!!!! 
 
The only good thing from this....its almost free to play gw2..and that brings ppl. How gw2 can stay alive by this buisiness model...? I have no clue!!!
 
A PERFECT busineess model I've seen with APR reloaded and their cash shop. I'm not going into detail, but I have probably put alot of money into that game and I have been enjoying doing it:) 
 
Currently I'm very very happy to pay my subscription for wildstar, And I'm contemplating buying a cred just to support them....
----
			
{| class="blockquote"
 
You don't play.
 
If they did put in a cosmetic cash shop the stuff in it wouldn't be obtainable in-game because that would ruin the point of investing time/effort/manpower/monetary resources into a cash shop.
----
			
{| class="blockquote"
If i don't pay then i loose all my investment... and the more i pay the more i invest and the more i will loose... it's an endless loop and i hate that.
----
			
{| class="blockquote"
This doesn't really follow. Right now, we invest $15 each month. For that investment, we get a month of gametime. If you sub for a month, play, but then quit the next month, you don't suddenly lose the $15 you invested. You already made use of that investment. When I quit WoW after 4 years, I didn't magically lose all the money I'd invested in that game. I'd already made use of it plenty by the constant play I had during my subscription time.
----
			
{| class="blockquote"
If we look at a model without a subscription then the items or other things you have bought will always be accessible for as long as the game exist.
----
			
{| class="blockquote"
Models with a subscription don't delete your items and characters when you unsub. All of your effort and time isn't lost to the void; you just have to sub again to make use of it. (Btw, not pointing that out because I think you might not know that but because I disagree that you lose prior investment in a sub-based game once you unsub. You can always come back later.)
----
			
{| class="blockquote"
 
Models with a subscription don't delete your items and characters when you unsub. All of your effort and time isn't lost to the void; you just have to sub again to make use of it. (Btw, not pointing that out because I think you might not know that but because I disagree that you lose prior investment in a sub-based game once you unsub. You can always come back later.)
----
			
{| class="blockquote"
What free game has an unsub option that nukes your shit?
----
			
{| class="blockquote"
You could check the license agreement there might be a time limited for them to keep your account and characters
----
			
{| class="blockquote"
Well yeah, but it's usually a freakishly long time of you not logging in at all before they take action to clear up the names you were using.
It's a free game and you stopped playing it for a loooooooong time.
I'm also pretty sure that if we're talking about sub optional games, the act of subbing gives you an even longer time to never even log in before they delete your shit, if they even do it post sub.
----
			
{| class="blockquote"
Exactly.
 
Companies need to make money to survive and thrive. Sure, WoW is big enough to not really *need* that cosmetic cash shop, but dang, I bet their current investors would FLIP OUT if they woke up one morning and decided that they were going to close it down.
----
			
{| class="blockquote"
Lot's of publishers did that and for some games I was there when Steam release happened -- it created a hugge spike of players all paying, which may be smaller due to Valve's cut, but its still a lot bigger than not having them at all.
 
Steam is all about exposure and ATM it's a biggest place (worldwide) where people go to shop for games, so not having it there can only hurt the numbers.
----
			
{| class="blockquote"
Little late in responding to this, but again, Steam won't happen.  Go find me an NCSoft game on Steam.
 
I'll wait.
 
You won't find any because NCSoft won't let Valve take any sales cuts from their product.
----
			
{| class="blockquote"
NCSoft started putting games on Steam back in 2009... 
http://us.ncsoft.com/en/news/press-releases/ncsoft-offers-award-winning-product-lineup-on-steam.php
----
			
{| class="blockquote"
I know what you mean but do you get from where I'm coming from? =)
 
It's just an endless loop of paying more and more unless you don't want to access your things you have worked for.
----
			
Because i already invested so much into it and i don't want to see that go to waist :(
You get invested into it...	
----
			
I would think improving the experience would be by far the most logical approach.. dropping the free for F2P or B2P simply won't pan out for this game I feel.
 
They need to work on aspects such as requiring multiple sets of gear that are difficult to maintain even with addons and things of that nature if they wish to retain people. Having mechanics be needlessly difficult in a manner that does not contribute to the overall skill of the title is problematic.
 
I log on to grind out C.R.E.D.D. then log right back out. I want the game to succeed, but for me needing FOUR sets of gear because I Pve, PvP, heal, and dps is insane. They need to rework how certain aspects of the game function. Place the reliance on skill. Not harrassing the player with frivolous nonsense. That's the main one for me. With others I'm sure there are numerous problems of this nature.
 
They need to revamp certain mechanics. That's the bottom line. People do not want to play if the game is frustrating to deal with. Frustration does not equate to skill. Gameplay mechanics are fine. Other areas are not. With such a heavy focus on those other aspects the game itself cannot truly shine I feel.	
----