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F2P doesn't mean it has to be Pay to Win, but in many cases it is. Often enough that the stereotype exists in the first place.
P2W nowadays has a beyond literal meaning in which people are referring to game play affecting advantages via money spent.
The "boosters" you mention which convey a time advantage can be considered among this. If two players of equal ability play an average of 40 hours a week, the one who is buying boosters will be ahead and essentially bought an advantage. Just like if someone bought a weapon with higher stats, they bought an advantage.
PC and PS4 could be able to play together but Microsoft will not allow cross-platform multiplayer. However, PC and PS4 users will not be playing together.Cool, so does this mean PC xbox and playstation players can all play together? If so this could cause me and a lot of co workers who are spread across systems to give it a try
Many people say that but also want free to play. They have to make money somehow.I hate P2W and in every MMO I've ever played I think calling things like XP potions P2W is complete BS.
This! People still play games at a desk?
I hate P2W and in every MMO I've ever played I think calling things like XP potions P2W is complete BS. Someone hitting level cap sooner than me doesn't mean he "won". In most games it makes it more likely he's shit at playing his character and will likely have worse gear than me due to bypassing content.
Again this is the problem I was referring to, the focus on the literal and semantic argument which bypasses the actual issue. When this issue gets brought what people are really interested in discussing (and concerned about) is the amount of game play advantage paying gives. Not literally that you "win" the game by paying. Unfortunately P2W is the term that has been popularized and we are stuck with it.
Also you might have a rather limited idea how games can be designed to have time sink mechanics (level is just one way) that push a large advantage to those that pay.
You really are not getting it. Paying money to get something better than someone who has spent the same amount of time but payed nothing is the actual definition. It has nothing to do with "winning" its just the unfortunate name the community has decided to give to this type of model.I'm not talking semantics, I'm saying the bonus provided by things like XP boosters are usually so trivial and frequently counterproductive that it shouldn't automatically be considered P2W by anyone's definition of the term.
Double XP in a game like the original EQ would be a pretty big advantage because getting to max level in EQ was relatively difficult and time consuming. I haven't played any modern MMOs where you could say the same thing, though maybe they're out there. I.e. boosters in EQ2? BFD. You end up max level three weeks or a month or whatever sooner and will have a toon with shit gear that you probably don't know how to play worth a damn. That shouldn't be anyone's definition of P2W or winning, if it is you're being way too anal. If that was anyone's definition of P2W in EQ2 then they were a noob and/or so massively casual that I don't really care what they think.
Any game where merely being max level could be construed as any form of "winning" is not a game I want to play.
Or I might just be using leveling as a convenient term to indicate anything that's a time sink.
Playing an MMO at this point in its lifespan reminds me of the last 20 minutes of inception.
You really are not getting it. Paying money to get something better than someone who has spent the same amount of time but payed nothing is the actual definition. It has nothing to do with "winning" its just the unfortunate name the community has decided to give to this type of model.
Are any MMO's not about the grind and not about PTW?