Premium and Cash Cap - please read before you judge

Discussion in 'Gotham City (General Gameplay)' started by Flavian, Aug 21, 2014.

  1. Minnion Devoted Player

    I really think there is alot of room for diversification of their revenue stream.

    Which it will for as long as it exists. That said, the game is F2P now. F2P games get their revenue from micro-transactions, something that SoE is finally beginning to figure out.(Hopefully their efforts with base items prove successful enough for them to add more such things to the marketplace.)

    My point is, players should want to spend money on the game as opposed to feeling obligated to.

    What they've gotten right:
    • Armories, not necessary to complete content.(I don't need to switch roll to be successful in content.) but darn convenient for switching load-outs/stances and experimenting with builds.
    • Teliporters, Makes getting around so much easier as with the right mods you can get to anyplace you might wish to go so much faster. Pure convenience item.
    • Lair amenities, available in game for free(Pretty-much every amenity except the personal teliporter can be accessed in the HoD, plus you can unlock them from collections to have them in your own base.)
    • Styles, yeah these are unique marketplace styles which are still underutilized in my opinion.(They did improve though with the addition of auras though. Hopefully it's successful enough to add some new original styles.)
    • Bank/inventory and broker slots, again pure convenience here.
    • Character slots, nice for those who love making alts.
    • Lair items(Well almost, they might need to work on their pricing structure but I still see it as a step in the right direction. Here's to hopeing that they are successful enough to keep moving forward with adding new lair items to the marketplace. Maybe a casino pack with some flashing lights and rows of DC themed slot machines? A prize wheel? Gotham/metro lottery/keno flat-screens? Poker tables?)
    What I still hope to see added:
    • Phase shifter amenity.
    • Additional amenity slots.
    • The much requested power themed lair themes.
    • Tech lair items.
    • Unique lair items not currently available in game through drops.(Maybe that glass display with a model of Metropolis?, a holographic globe, iconic wall posters, VFX, jukebox's/speakers that play select ambient music, the fetal position mummies from Gotham Wastelands, ect.)
    • Permanent cash cap expanders.(I'm fine with them maintaining a hard cap to encourage sales of unlimited escrow.)
    • Bounty poster amenities that we can hang on the wall of our lair.(I'm fine with you guys adding nodes to our lairs specifically for these.)
    • Reskined combat dummy amenities.(Namely things like robots, zombies, mummies, demons(Imps would be especially fun), iconic training holograms(A training hologram in the likeness of Batman anyone?)
    • Like x 2
  2. Tazzaxe Dedicated Player

    I love alot of ideas there at the bottom. The problem is I think its 900 sc right now just to change your name. (I think). How much do you think this "Permanent Cash Expander" would cost? Atleast as much as a name change right?

    PS I love the Bounty Poster idea, maybe a League hall addition at a later time.
    • Like x 1
  3. Minnion Devoted Player

    I'd figure that it would cost at least 500 SC for an increase of 500 credits.(Since that's how much SC we had to spend minimum to attain the 500 credit increase to our cap that came with going premium.) Though I could see them charging as much as they do for a name change(And the the cash cap threads go from complaining about how the cash cap is too low, to how overpriced it is to increase your cash cap. Though for me that would be a welcome change. :D)
    • Like x 1
  4. Tazzaxe Dedicated Player


    I'll be damned, I agree with every part of that, So even if they did do it, it d prolly cost $20 to $30 and they'd complain it wasnt free.
  5. LordStrongsword New Player

    It seems you guys are ignoring the fact that if they allow people to increase their caps then the Devs can raise prices of gear, this could be an issue, since not all players will want to max out their caps. Also, there would have to be some kind of limit as well, just as there are for inventory and bank slots. Overall, this is a really bad idea. The cap is fine seeing there are lots of work arounds and trade options available as well.
  6. Minnion Devoted Player


    Yes there would have to be some kind of limit like with inventory and bank slots... So? Inventory and bank slots aren't a bad idea in my opinion.(As long as the increased cash cap isn't mandatory to play the game I don't see what the problem is.)

    They can but they won't, for the same reason they don't do that now.

    Besides why would they have to?
  7. LadyLightning Issue Tracker Volunteer

    Of course, everyone wants more for their money, but there are some facts to consider and to these facts show, that the op is a little too greedy.

    the cash limit restricts the following directly (these are only what I think are the most important)
    • broker
    • repair costs
    • R&D
    About these three things now:
    • To play the game decently, no full broker access is needed. No change needed. None at all.
    • repair costs. These will become a little problem as soon as we reach CR ~ 115, because then it will no longer be possible to repair 5 knock outs with 2000 cash. This is what I calculated, so see the graph, if you don't believe me:
    [IMG]
    The possible solutions are a slightly higher cash cap if a certain amount was invested into the game (= a third access level) or adjusted repair costs.
    • R&D has become part of the gear progression and currently Premium players are locked out from that progression unless they have the right friends ingame. The possible solution would be to raise the cash cap or lower the costs of R&D components. R&D is also a significant advantage due to the consumables. They make the game significantly easier and can improve teamplay. (It still eludes me why Premium players are locked out - those cost marks and when players need more marks, they need replays...)
    To sum it up: It is more likely that the cost for repairs and R&D components are lowered than the cap to be raised.

    Give up on the cash cap raise and ask about the other costs instead...
  8. Tanner Wade Active Player

  9. Tanner Wade Active Player

    @Scarlet Rise



    If dcuo catered to the mindset of premium players it would not have sucessfully survived as long as it has.
    DCUO does not need to pick itself up, is still sucessful and had a ton traffic consistently throughout spring and summer. DCUO needs players purchasing memberships not because they have to but because they want to and I think it achieves that miraculously.

    Anything more given to premium players and the number of subs would drop. I made it all the way to tier 5 as a premium player so it is not like premium players NEED anyhing more. I mean come on you either want to buy a sub and play dcuo or you don't.”
  10. Minnion Devoted Player

    Say what now?
    Do you work for SoE, or are you just assuming:
    1. That the only thing keeping this game "alive" is the subscribers.
    2. That there is a huge difference between premium and Legendary players and their mindsets with absolutely no overlap.
    3. That SoE hasn't been catering to premium players at all ever.(Cough, Synth Mods, cough.)

    Then of course there are some other assumptions that you seem to make such as:
    • Access to any form of cash cap would cause players to drop their sub long enough for it to impact SoE's bottom line.(Because apparently a higher cap would somehow be just as good as no cap at all.)
    • The game doesn't offer anything else that players would want to spend money on at a rate of $15 a month.
    • Those who drop sub over an increased cash cap will never again desire unlimited escrow enough to pay for it.
    • That those who drop sub will not miss any of their other perks.
    • That there is absolutely no way to monetize a permanent increase to the cash cap.

    My point? You assume that the drop in subs would be permanent.(If it happens at all.) and I'm really not seeing where you are getting any indisputable "facts" to back up your assumption.

    You also seem to assume that those who drop sub would spend less money on this game for however long they choose not to sub.(even though they could apparently afford 15 bucks a month already, and are also apparently able to afford whatever DLC they want to run once they drop.)

    So in theory what happens? Player drops sub to stock up on $10-100+ dollars worth of DLC plus however much the cash cap increase costs to unlock, stay unsubed for a month or two, decide they miss being able to open lockboxes and being able to afford broker prices and then sub up again. In this scenario where exactly does SoE loose in sales?
  11. Tanner Wade Active Player

    1. I don't work for them no. I will rephrase my point. Fans keep the game alive. Money keeps the servers up and running a huge part of DCUO cash flow is the legendary member ships. Not an assumption sir.

    2. Don't know where you got that assumption, I stated I was a premium member and tat just changed in August so obviously no not I hve diference in mindset.

    3. I did not refer to SOE catering to premium players I just refered to DCUO devs catering to peoples own selfis wants and opinions.


    - no i did not make that assumption you assumed I did. What I was referring to was the simple fact that increasing cash cap would indeed make it easier for the premium member to not go legendary.

    - sure they offer more things for $15 but nothing as appeasing or appetizing. And as outdated as dcuo is the need deals like that.

    - again, I did not assume people will DROP subs but the fact is it will assist the premium memebers in not picking up a sub.
    You don't want to match wits with me boy.



    So my whole post went a bit over your was because it as nothing to do with dropping subs. It had to do with not giving premium players more than they already have because they do not NEED it and it would make it easier for premium members to stay premium.
    You do not have to see my facts I see a lot of things people don't see.

    Lol so since I was not talking about nor assuming anyone would be dropping subs your whole post is worth about a nickel.


    No theory here, cash cap increase for premium players would not improve DCUO in anyway. None. But it would help deter premium members from going legendary and it could possibly cause everything to go up in price and that my friend is inflation but I'm sure you do not know very much about the american economy so going into that would be a bit over your was as well.
  12. drzdonn Well-Known Player

    I would love a plan for a cash cap increase based on the amount of dlc owned to be implemented , it would make things very convenient for non-members. HOWEVER:

    I have actually switched between membership and non-membership maybe four or five times now since the game was released depending on my financial situation and expected time that I was going to be active. And from that in game experience and just overall experience with DCUO I can safely assume that, while convenient, a cash cap will not be implemented nor is it needed.

    During the times that I know I will be a non-member, I have simply had a small future sight and prepare my toons in such a way that (aside from buying "equipment interface #") the cash cap is virtually non-existent.

    I can go into detail about those preperations but they are obvious, so:

    suck it up fellow non-members and use the game at your disposal to be the best player that you can be.
    we don't need to spend money if we chose not to, the game itself is made to allow us to circumvent the subscription "limitations".