You are missing my point, this is not adding anything new to the game and I see a lot of complaints acting like this is the first pay to win that has ever been added to the game.
One might also infer from the quoted post, which specifically mentions the Phinny rollout, as me being very aware this isn't the first. That was two owners ago. I didn't miss your point. You missed mine.
I never said it was better, just pointing out that this is not something new and EQ has had a model like this for a while.
OK here we go with the cognitive dissonance. Don't even bother. If you want to be pedantic and specific about the definition of 'winning'. But not about the definition of Advantage or Money. I think we all see the difficulty there. .
Dunno. My issue isn't P2W. I don't care if people do or don't. My issue is that the perks feature smacks of desperation.
I don't see the advantage. We're all max level/AA within a week of a new expansion. None of these perks are increasing my DPS on raids. I've never had to buy anything before and I don't need to buy these.
That is a different point then what I am making. It is just a general response to all the posts that seem to be making a claim that this is introducing pay to win in EQ when it is not.
Heard of these things called alts? Can you truly envision no advantage to any theoretical person, if you can see none for yourself?
EQ is built on Pay to Win. This is no difference to having a subscription, you pay to have access to things those who don't don't have. These are all extremely minor to a lot of other things that can be purchased. None of them are must haves and will have very little if any impact on anyones game play.
We're all aware of that though. We're taking the next step down the logical path about what this means to the future of EQ. When you consider the amount of things, and their enormous magnitude that need fixed. And this is what they work on?
You're just replying back to me with my quote to Kizant. EQ is built on P2W. The problem with these features is it creates a cycle, where DPG doesn't offer quality of life improvements to the game without giving them more money. Tradeskills take too many combines to level up, now there's a solution for a few $$. See the issue? Remember, when paying a subscription for a game was a big deal and people would argue that the game was designed to maximize subscription versus smooth gameplay.