I payed something like $30-40 for furniture, better wall, floor and ceiling materials and upgradeable room decoration sets for my home in Revival. Can't wait to get to decorate my home 2-3 weeks from now in the beginning of November when the house decorate tool is finally added to the game client features and released to players. 8)
Screenshot of decorate tool in Revival:
https://www.revivalgame.com/blog_images/2015/10/16/blog_101615_02.jpg
Some of the outfits in GW2 are in the realm of $10 - $15. I don't mind buying them every once in a while. I don't think it is too expensive, considering my character can wear it for a long time.
I don't buy them often and I definitely don't buy all of them. I buy stuff I feel is really nice - and feel happy about buying such stuff (don't think it's poorly invested money in retrospect). I definitely don't feel like I need to buy everything though. I suspect some of the bigger spenders would think they need to buy everything.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I voted 6 to 10, and it should be account bound, not character bound. I'm an alt-a-holic.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
Outfit, hair, face, body. Who doesn't want paid more for all that . make it 30 buck for h cup boobs while others only d cup..custom face player request can go to 50 buck
I dont pay extra for game items,i want them all to be accessible in game.Simple reason is that if i am paying or supporting your game with ANY money,i do not want your team spending all that money to create more items for me to buy,i am paying for the GAME.
Never forget 3 mile Island and never trust a government official or company spokesman.
I dont pay extra for game items,i want them all to be accessible in game.Simple reason is that if i am paying or supporting your game with ANY money,i do not want your team spending all that money to create more items for me to buy,i am paying for the GAME.
I'm willing to spend nothing. I typically play only games in which I can sub and If I'm doing that, then I should be able to obtain it in-game for free since I'm paying a monthly sub.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
The problem I have with purchased glamour/wardrobe sets is that I know exactly where that person acquired that item whenever I see it. All I can think about is "wow that person spent money in the cash-shop on that." I remember in older MMO's when you could see someones gear and think "damn that monster that drops that item is difficult to get to and difficult to kill, they must have a hell of a story about that item."
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
The problem I have with purchased glamour/wardrobe sets is that I know exactly where that person acquired that item whenever I see it. All I can think about is "wow that person spent money in the cash-shop on that." I remember in older MMO's when you could see someones gear and think "damn that monster that drops that item is difficult to get to and difficult to kill, they must have a hell of a story about that item."
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
That just your opinion.
For me, wow he has no life grinding gear..I bet he live in his parent basement
Wow he must has a good job in real life to buy the cool gear and support the game
The problem I have with purchased glamour/wardrobe sets is that I know exactly where that person acquired that item whenever I see it. All I can think about is "wow that person spent money in the cash-shop on that." I remember in older MMO's when you could see someones gear and think "damn that monster that drops that item is difficult to get to and difficult to kill, they must have a hell of a story about that item."
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
while I don't have a negative feeling on people spending money in a cash shop "on that" I do sort of agree with you on the "earning" of items in game. For me it's more like "meh, anyone can look like that" and less about being inspired by achieving things since there is no achievement to be inspired by.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
It depends highly on the game and the system they've got in place for it. If it's a one use kind of thing (or a transmog), not all that much... if it's account wide, I'm willing to spend some more on it.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
I voted 6 to 10, and it should be account bound, not character bound. I'm an alt-a-holic.
I would be willing to pay a lot more especially if it's account bound. It depends on the game and the quality. I'm also an altaholic. :-)
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
The problem I have with purchased glamour/wardrobe sets is that I know exactly where that person acquired that item whenever I see it. All I can think about is "wow that person spent money in the cash-shop on that." I remember in older MMO's when you could see someones gear and think "damn that monster that drops that item is difficult to get to and difficult to kill, they must have a hell of a story about that item."
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
That just your opinion.
For me, wow he has no life grinding gear..I bet he live in his parent basement
Wow he must has a good job in real life to buy the cool gear and support the game
Maybe so. I can appreciate gamers with a gaming experience more than I bought this to look cool in a game. Just opinion.
To answer the question... I've bought almost nothing from cash shops. I think I bought a power set from DCUO and maybe an inventory bag for Path of Exiles.
I'd never buy any clothes, gear or other in-game items with real money in a finished MMORPG. I spent $5 on some fashion stuff and hero sets in Dota 2 because 80-90% of the money can be quickly and easily returned back by selling Dota 2 stuff for real money on the Steam market.
The problem I have with purchased glamour/wardrobe sets is that I know exactly where that person acquired that item whenever I see it. All I can think about is "wow that person spent money in the cash-shop on that." I remember in older MMO's when you could see someones gear and think "damn that monster that drops that item is difficult to get to and difficult to kill, they must have a hell of a story about that item."
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
That just your opinion.
For me, wow he has no life grinding gear..I bet he live in his parent basement
Wow he must has a good job in real life to buy the cool gear and support the game
Nothing. Clothes don't really interest me that much. Fancy house materials (not items but building materials) to build my house i have paid a couple hundred for a lot of marble materials in eq2 though.
Potentially I would pay for materials to build clothes to. I just find making them more fun than actually playing/wearing them.
Just because you don't like it doesn't mean it is bad.
If I'm playing a game that is supported through cash shops,
I am curious though. A whole lot of people don't want to spend money on cosmetic items. What do they want to buy? Another group don't want cash shop items that give people advantages. This rules out specials weapons, spells, potions and what not. Doesn't leave much room for anything else. They've gotta sell something or else it's buy, buy game.
'Just make it subscription' isn't a truly valid argument either. In theory it's good, but reality is that cash shops are here to stay, so the solution has to encompass it.
It depends on the storage space I have, uses for the sets, and ability to switch between them.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
If I'm playing a game that is supported through cash shops,
I am curious though. A whole lot of people don't want to spend money on cosmetic items. What do they want to buy? Another group don't want cash shop items that give people advantages. This rules out specials weapons, spells, potions and what not. Doesn't leave much room for anything else. They've gotta sell something or else it's buy, buy game.
'Just make it subscription' isn't a truly valid argument either. In theory it's good, but reality is that cash shops are here to stay, so the solution has to encompass it.
inventory space. at least in gw2. they give you so much crap now and make you share your bank across the account. they almost force you to buy bag and bank slots.
Depends on the quality of the game for me. Have to really like it to spend money in a cash shop, for anything. Usually that means I've played the game for months, and feel I should reward the devs for entertaining me.
If you are holding out for the perfect game, the only game you play will be the waiting one.
The cost to develop an asset scales with it's development pipeline. If you were to build a new item without any coherent pipeline, using today's graphic standards, it'd cost up to ~$5k(if it starts costing more than this, your artist doesn't know how to art). This is counting the man hours invested into development of that asset and then integrating it into the game.
This cost goes down as a pipeline is established, but there is still a cost involved for the "from scratch" aspect of a new model. You can expect to shave off the time it takes to implement it into the title, but it's still gonna take time to make the asset.
When an asset is a retexture or modification of pre-existing assets or part of a set that shares assets, this time can be considerably more compacted. Subsequently the cost per asset in this case becomes more minimal.
Assuming the asset cost $5k to develop, $10 sounds rather cheap.
User volume and purchases comes into play at this point.
In order for that asset to break even for the cost of production, there'd have to be around 560+ purchases at $10. If we were to get quibbly about how that money plays into the company expenses the purchases might more realistically be ~700+. While there's many avenues of profit for a company and that asset might not make or break their profit margin, it's still a negative cost that has to fulfill a certain amount of sales before it's creation becomes a meaningful investment.
Scaling cost up from there is mostly an act of trying to recoup that cost from a smaller audience.
At the same time, however, is the point of how fast one can expect to meet that quota and how many sales you can expect in the long-run. Sometimes the cost is justified because it really will not sell much. At other times, especially if the userbase is large enough and/or the game is known to possess a more aesthetically driven crowd, then a high cost isn't necessary.
Ultimately it's a rather subjective point in this regard. In some games it's worth it, in some games it's not. In some it's necessary, in others it's just because they can.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
The cost to develop an asset scales with it's development pipeline. If you were to build a new item without any coherent pipeline, using today's graphic standards, it'd cost up to ~$5k(if it starts costing more than this, your artist doesn't know how to art). This is counting the man hours invested into development of that asset and then integrating it into the game.
This cost goes down as a pipeline is established, but there is still a cost involved for the "from scratch" aspect of a new model. You can expect to shave off the time it takes to implement it into the title, but it's still gonna take time to make the asset.
When an asset is a retexture or modification of pre-existing assets or part of a set that shares assets, this time can be considerably more compacted. Subsequently the cost per asset in this case becomes more minimal.
Assuming the asset cost $5k to develop, $10 sounds rather cheap.
User volume and purchases comes into play at this point.
In order for that asset to break even for the cost of production, there'd have to be around 560+ purchases at $10. If we were to get quibbly about how that money plays into the company expenses the purchases might more realistically be ~700+. While there's many avenues of profit for a company and that asset might not make or break their profit margin, it's still a negative cost that has to fulfill a certain amount of sales before it's creation becomes a meaningful investment.
Scaling cost up from there is mostly an act of trying to recoup that cost from a smaller audience.
At the same time, however, is the point of how fast one can expect to meet that quota and how many sales you can expect in the long-run. Sometimes the cost is justified because it really will not sell much. At other times, especially if the userbase is large enough and/or the game is known to possess a more aesthetically driven crowd, then a high cost isn't necessary.
Ultimately it's a rather subjective point in this regard. In some games it's worth it, in some games it's not. In some it's necessary, in others it's just because they can.
Isn't that immaterial to the question of "How much will you pay for wardrobe sets?"
I haven't seen anything to support that gamers figure in what it costs to create/manufacture/deliver what they want when assessing value and price of virtual goods. Did you mistake the question for "How much will you sell wardrobe sets for?"
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Comments
* more info, screenshots and videos here
I don't buy them often and I definitely don't buy all of them. I buy stuff I feel is really nice - and feel happy about buying such stuff (don't think it's poorly invested money in retrospect). I definitely don't feel like I need to buy everything though. I suspect some of the bigger spenders would think they need to buy everything.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Never forget 3 mile Island and never trust a government official or company spokesman.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
As cool as it is to have some unique glamour or silly hat on your character, you are basically wearing a huge sign on your head that says "yep I spent real life money on this and I did absolutely no work in the game to achieve this."
For me, wow he has no life grinding gear..I bet he live in his parent basement
Wow he must has a good job in real life to buy the cool gear and support the game
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
* more info, screenshots and videos here
Funniest post of the day.
Potentially I would pay for materials to build clothes to. I just find making them more fun than actually playing/wearing them.
I am curious though. A whole lot of people don't want to spend money on cosmetic items. What do they want to buy? Another group don't want cash shop items that give people advantages. This rules out specials weapons, spells, potions and what not. Doesn't leave much room for anything else. They've gotta sell something or else it's buy, buy game.
'Just make it subscription' isn't a truly valid argument either. In theory it's good, but reality is that cash shops are here to stay, so the solution has to encompass it.
I self identify as a monkey.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
inventory space. at least in gw2. they give you so much crap now and make you share your bank across the account. they almost force you to buy bag and bank slots.
If you are holding out for the perfect game, the only game you play will be the waiting one.
The cost to develop an asset scales with it's development pipeline. If you were to build a new item without any coherent pipeline, using today's graphic standards, it'd cost up to ~$5k(if it starts costing more than this, your artist doesn't know how to art). This is counting the man hours invested into development of that asset and then integrating it into the game.
This cost goes down as a pipeline is established, but there is still a cost involved for the "from scratch" aspect of a new model. You can expect to shave off the time it takes to implement it into the title, but it's still gonna take time to make the asset.
When an asset is a retexture or modification of pre-existing assets or part of a set that shares assets, this time can be considerably more compacted. Subsequently the cost per asset in this case becomes more minimal.
Assuming the asset cost $5k to develop, $10 sounds rather cheap.
User volume and purchases comes into play at this point.
In order for that asset to break even for the cost of production, there'd have to be around 560+ purchases at $10. If we were to get quibbly about how that money plays into the company expenses the purchases might more realistically be ~700+. While there's many avenues of profit for a company and that asset might not make or break their profit margin, it's still a negative cost that has to fulfill a certain amount of sales before it's creation becomes a meaningful investment.
Scaling cost up from there is mostly an act of trying to recoup that cost from a smaller audience.
At the same time, however, is the point of how fast one can expect to meet that quota and how many sales you can expect in the long-run. Sometimes the cost is justified because it really will not sell much. At other times, especially if the userbase is large enough and/or the game is known to possess a more aesthetically driven crowd, then a high cost isn't necessary.
Ultimately it's a rather subjective point in this regard. In some games it's worth it, in some games it's not. In some it's necessary, in others it's just because they can.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
I haven't seen anything to support that gamers figure in what it costs to create/manufacture/deliver what they want when assessing value and price of virtual goods. Did you mistake the question for "How much will you sell wardrobe sets for?"
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre