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Forums - Sony - Glad I didn't buy it. DCU Online require 15GB?!

willprot said:

economy is crap right now and servers cost less to buy and are easier to maintain so why not make it $5 a month just for those reasons.

Anyway the SOLE reason I did not and will not buy it is because  of the price. I can't afford $15 a month on nonsense but even if I could, after 7 years that's way too much


50-100 Devs' for 35.000-45.000 a year each.

20~ Game masters for.. hmm. 35.000 (?) a year each.

20~ people for phone/mail support and accounting/billing for also 35.000 a year each.

there u have your 6 millions. and thats only staff cost, energy, hardware, traffic, technicians and so on.



I'm a Foreigner, and as such, i am grateful for everyone pointing out any mistakes in my english posted above - only this way i'll be able to improve. thank you!

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Spankey said:

great. 15GB is almost 4x my monthly cap (hooray 3rd world). by the time i finally get the patch, the next 15gb patch will need to be downladed..

damn.. i think my cap is 5GB... on my cellphone... >_>

OT.. still better than ffxi on the ps2.. where you had to buy an ethernet adapter, a harddrive and a fee..



 

Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

Wow, seems like VGC has a shortage of pc gamers...

$15 is the standard fee for mmo's. You get what you pay for. It's also cheap if you really like the game and play it often.

15gb's is also abit standard for mmo's nowadays. Shouldn't be a problem if you have a newer ps3 or an upgraded hdd.



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Crystalchild said:
willprot said:

economy is crap right now and servers cost less to buy and are easier to maintain so why not make it $5 a month just for those reasons.

Anyway the SOLE reason I did not and will not buy it is because  of the price. I can't afford $15 a month on nonsense but even if I could, after 7 years that's way too much


50-100 Devs' for 35.000-45.000 a year each.

20~ Game masters for.. hmm. 35.000 (?) a year each.

20~ people for phone/mail support and accounting/billing for also 35.000 a year each.

there u have your 6 millions. and thats only staff cost, energy, hardware, traffic, technicians and so on.

Each of these people would cost the company $100,000 (or more) when you include all costs (wages, benefits, office space, management, etc.)



HappySqurriel said:
Crystalchild said:
willprot said:

economy is crap right now and servers cost less to buy and are easier to maintain so why not make it $5 a month just for those reasons.

Anyway the SOLE reason I did not and will not buy it is because  of the price. I can't afford $15 a month on nonsense but even if I could, after 7 years that's way too much


50-100 Devs' for 35.000-45.000 a year each.

20~ Game masters for.. hmm. 35.000 (?) a year each.

20~ people for phone/mail support and accounting/billing for also 35.000 a year each.

there u have your 6 millions. and thats only staff cost, energy, hardware, traffic, technicians and so on.

Each of these people would cost the company $100,000 (or more) when you include all costs (wages, benefits, office space, management, etc.)


yupp, youre right, just wanted to show how much money the people do earn by working for DC Online, of course they are much more expensive to the company itself.

@everyone: never ever compare ANY MMO to World of Warcraft. because you'll never ever see any Game (with monthly fee) again that has that ammount of subscribers. (How many do they have? i think they had 12 million a month ago?)



I'm a Foreigner, and as such, i am grateful for everyone pointing out any mistakes in my english posted above - only this way i'll be able to improve. thank you!

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cory.ok said:
Ail said:

By the way the highest cost of a successfull MMO isn't the servers or the people needed to write the continual expansions.

It's actually the bandwidth cost for the game and the customer support costs ( Blizzard has over 500 ppls working on customer support just for the US and you don't want to know about their bandwith costs....).

The line coming out of the server building isn't your typical DSL line, at the level of Blizzard it's custom state of the art shit ( because the nerds really go crazy when their servers go down even a few minutes, I know I was one of them, typically if the server crash, players crash the forums a few minutes later by checking for updates and then all the gaming sites related to wow start to be real slow as the wow players start all surfing at the same time while waiting for the game to go back up...)

 

As for comparing with Free to play MMORPGS, lets take the example of LOTR online

They claim to have increased their revenue by a factor of 3 when they went free to play. Except guess how they make money ?

The game is free to play but they charge 15$ a month for VIP pass to get access to some of the more interesting content in the game. So much for free to play..................


bandwidth.. depending.. lol  bandwidth is more expensive for a free mmos than for pay to play, you download everything from a free mmo, with most pay mmos you get disks with most of the content.  once a player gets on the game bandwidth usage is significantly reduced.

as an example: blizzard spends like 50 million/year on upkeep (bandwidth, customer support, server maintenance)  for wow.  theyve been making about 100 million/month from wow.   their main cost is not upkeep, but then again i dont know if they release new content much anymore so they might just be banking all the money as theyve put the developers on new projects.

 

oh and btw, the patch is not 15 gb lol, the patch is like 2.5 gb ish, the rest is an install from disk, which, together with the patch comes pretty close to 15gb of hd space total


Bandwith costs aren't related to patches but to the running of the game itself ( constant connection by the players to the server)



PS3-Xbox360 gap : 1.5 millions and going up in PS3 favor !

PS3-Wii gap : 20 millions and going down !

Really not sure what the issue is here apart from the initial - and entirely predictable BTW - slow response of the servers, which from a quick look online seems to have abated already.

The size is normal for an MMO and clearly with that kind of game you're going to want the faster loading speed of an HDD vs either BR or a DVD hence the install.

The first month is free and then you pay a monthly fee as per the majority of MMOs on the market.

Now, personally I think for an MMO you should always be able to get the client for free if downloaded digitally and that a microtransaction vs pay to play is better, but that's just me.  DC Online is pretty standard so the complaints really seem to be at odds with the genre.



Try to be reasonable... its easier than you think...

Wall of text incoming....

To anyone bringing up any of the freemiums (Lotro, DDO, etc.), they aren't F2P games like true F2P games. For example, in DDO, the first few areas have all the content for free. Once you're past that, you start noticing less and less free content. It gets so bad that in an area with 30 instances/quests, you can only access 5 or so for free. That said, those games have been far more successful as freemiums than as P2P, but don't try to think that freemium = F2P.

I don't mind paying $15 a month for a good game, but I can understand why others would have a problem with it. But humor me, tell me how many hours you put into normal $60 games you buy. 10? 20? 50? The thing with MMOs is yes, you may end up paying $200 dollar for it in the long run, but you also might end up putting something like 1000-4000 hours into it. If you game a lot (maybe 4 hours a day), you'll get your money's worth. If you don't, then MMORPGs probably aren't right for you regardless of whether the game is F2P, freemium, or P2P.

Some MMORPGs have so much content, they make entire series of games look like small expansion packs. The problem I personally have with some MMORPGs is not the insane amount of content, but the stuff that just takes away from it. Travel time, crafting requirements (FF14, I'm looking at you here), group requirements (FF11, it's your turn) etc. Now some people LOVE crafting so it's not a problem, and some people love exploring and seeing every detail of the massive worlds these games take place in, so it's not like everyone will have the same problems. But these kinds of problems persist among the genre as a whole, which is usually what makes me quit an MMORPG.

It can make you wonder how much content is really there. Sure, you might play for 100 hours, but how much time was spent walking from zone to zone, quest to quest, enemy to enemy. Sure, to some degree, all games have this, but it can really stand out in MMORPGs, WoW especially. "Oh man, I have to get to the other continent for this quest" *25 minutes later* "okay I'm here, back to playing the game". I know they've changed stuff which helps this, but it was horrible in the past, and many games still suffer from this.

Although, in spite of all this, I do believe there should be a sort of tiered payment structure for P2P games. Something like 100 hours a month for $5, 200 hours for $9, and unlimited for $15. It doesn't have to be those numbers at all, but just something like that could accommodate more types of gamers. But if you game enough, it's very easy to find more than enough value in P2P MMORPGS (even at $15). Sure, there are games like SC2 and L4D2 where you can easily play for 100s of hours and not pay to play online, but even then, it's not like any/every match/server is run by inhouse dedicated servers.

tl;dr, Bottom line, if you don't game a lot, then MMORPGs aren't right for you regardless of P2P, freemium, or F2P. If you do game a lot, then you'll get more than your money's worth. So quit bitching about online fees and move on.



Ail said:
cory.ok said:
Ail said:

By the way the highest cost of a successfull MMO isn't the servers or the people needed to write the continual expansions.

It's actually the bandwidth cost for the game and the customer support costs ( Blizzard has over 500 ppls working on customer support just for the US and you don't want to know about their bandwith costs....).

The line coming out of the server building isn't your typical DSL line, at the level of Blizzard it's custom state of the art shit ( because the nerds really go crazy when their servers go down even a few minutes, I know I was one of them, typically if the server crash, players crash the forums a few minutes later by checking for updates and then all the gaming sites related to wow start to be real slow as the wow players start all surfing at the same time while waiting for the game to go back up...)

 

As for comparing with Free to play MMORPGS, lets take the example of LOTR online

They claim to have increased their revenue by a factor of 3 when they went free to play. Except guess how they make money ?

The game is free to play but they charge 15$ a month for VIP pass to get access to some of the more interesting content in the game. So much for free to play..................


bandwidth.. depending.. lol  bandwidth is more expensive for a free mmos than for pay to play, you download everything from a free mmo, with most pay mmos you get disks with most of the content.  once a player gets on the game bandwidth usage is significantly reduced.

as an example: blizzard spends like 50 million/year on upkeep (bandwidth, customer support, server maintenance)  for wow.  theyve been making about 100 million/month from wow.   their main cost is not upkeep, but then again i dont know if they release new content much anymore so they might just be banking all the money as theyve put the developers on new projects.

 

oh and btw, the patch is not 15 gb lol, the patch is like 2.5 gb ish, the rest is an install from disk, which, together with the patch comes pretty close to 15gb of hd space total


Bandwith costs aren't related to patches but to the running of the game itself ( constant connection by the players to the server)

again.. that depends lol.   if youre hosting a free game that is 10 gb, people download it for free, get level 6 and never play again.  that 10 gb is a lot more than the 100 (maybe) mb that they used while playing the game.

games like final fantasy 11 are designed to run on 56k modems and have huge patches.  eventually the amount of time you spend on the game will pass the bandwidth required to download the game, but lol, its gonna take a while



no real problem i got the GB to do this.

and what do you expect it's mmo.