I like old b2p the most.
I am not that good but as long as I can help people around me although it's a little thing then I am happy.
The difference with LOL is, in LOL you are getting store currency nonstop, there is no limit how much you can get by playing.
tl:dr In LOL you can get everything for free, in lotro not.
Uh it really isn't that hard to find. Most people will cry foul over the smallest thing like XP Boost but since you use LoL I see you are ok with that. I play quite a few and even though they may have Utility like in GW2 with Rezzes/Potions etc. It isn't P2W by any means.
i personally hate all f2p games, the f2p model is not consumer friendly. f2p promotes half-assery in balancing and presentation(through withholding of the games story, features, or levels), as well as preys upon people by separating them from the value of their money.
any "shop" that sells items that allow you to skip over part of the game in a competitive environment is pay-to-win. games have three general characteristics...rules, challenges, and an end. any purchase of an item that either changes the rules or removes some of the challenge has given any purchaser of that item a short cut to the end, by paying to reach the end quicker you have paid to win.
Good thing the majority of the major F2P games don't sell power or anything that "changes the rules or removes some challenge". Paying to level faster with experience boosts is hardly pay to win. That's like saying everyone that uses heirloom gear in WoW is cheating because they are leveling faster than those who don't use it. Considering how inconsequential leveling is as a core aspect of the game in a game like WoW (that's primarily focused on max level content) you don't really "win" over someone else by leveling faster than them.
One might say all games with a cash shop are pay to win, but the definition of winning varies. Personally I really don't care what they sell.
They will make whatever format is proving to generate the most income. The fact is the only reason they still put purchaseable buffs, or shortcuts in is because people still buy them.
I'm pretty sure the Devs of this world know exactly what we as consumers would 'prefer', (hell if we're being given the choice I'd like all of mine to be Free to play 100% thanks) but the fact is not including some P2W items in their store loses them income. They would have to be stupid or really, really want to flop to not include some options like that.
I like Guild Wars 2's approach of no sub and swearing on the Bible that all future microtransactions will be cosmetic or metagame services (name change etc), what I don't like is the fact that instead of no sub, they are charging you £20 extra up front as retail. We may as well be comitting to sub for several months straight. Naughty tbh.
Last edited by Syridian; 2012-08-04 at 04:59 PM.
The truth is for F2P games, there has to be a powerful motivation to use the cash shop. If the cash shop is just full of things that don't really matter, then players won't use it enough to cover overhead (server costs, etc.).
Guild Wars 2 comes to mind $50 one time (Just like you would buy a game like Skyrim or Diablo 3 once and play it forever) for the amount of content of a game like WoW. GW1 was named the best value in gaming, and GW2 is even bigger.
Not saying that it works like that always, but that is why LoL especially isn't and shouldn't be considered P2W. It is your choice to buy the most expensive champion, and with it you are choosing to invest the time into getting it. They design their system on the assumption that the vast majority of players won't pay cash to get a champion, so they sell outfits for all their champions that do nothing but make you more unique.
That goes for all well designed F2P games. You should never have an advantage over someone simply because you paid cash for something that they either A) Couldn't acquire by playing the F2P model, or B) They made it so restrictively time consuming to compete that you cannot realistically do it without paying.
If a game were to release a Sword of Awesome (500 dps) for $5, and a Sword of Kick-Ass (500 dps) that you have to do a quest chain, pay x amount of in-game currency, and farm up some difficult mats to craft; It would be a personal choice if you were to decide that the time spent farming wasn't worth it to you.
If however they released a Sword of Coolstuff (500 dps) as the only alternative to the $5 one that would take you 1000 tear drops (that drop 1 per run) off some boss in an instance to craft a gem that begins the quest like the Sword of Kick-Ass one then that would be classified as P2W IMO, due to being specifically designed to be so time consuming that no one would do it.
As others have said, I MUCH prefer a P2P method to F2P, because P2P games shouldn't really be selling anything in their cash-shops that would be an impact on yours or other player's experience of the game. I would much rather just buy a game like GW2 and have everything available to me that will affect my game experience than play a F2P game that I need to keep throwing small amounts of money at in order to have the same experience.
F2P should really only be a demo like WoW's Free Unlimited Trial IMO. Shows you the game world, how the combat feels, the mechanics, and let's you decide if you want to play or not.
---------- Post added 2012-08-05 at 01:02 AM ----------
"Let's get one thing straight. This is not a cheerocracy. I am the cheertator here. I make the cheercisions, and I will deal with the cheeronsequences. Now, if there are no more cheeruptions, we can cheertinue. Thank you."