EverQuest starts selling monthly perks on top of subscriptions

    
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How can Daybreak milk even more money out of subscribers? EverQuest is trying out a new à la carte promotion to add monthly bonuses to accounts — for a price. The studio announced that it’s selling All Access Members up to three monthly perks to give them an additional edge.

The Adventurer’s Perk activates an XP and currency gain buff, the Challenger’s Perk discounts loyalty items, prevents level loss, and buffs merc XP gain, and the Merchant’s Perk gives 12-slot trader’s satchels, an additional inventory slot, and a bonus chance to gain crafting skill points.

So what’s the cost of all of these niceties? Daybreak is charging $3 per month for one perk, $4 for two, or $5 for all three to be active at a time.

Source: EverQuest. Thanks Alex!
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Jack Pipsam

Now that’s some desperation.

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SmiteDoctor

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Phubarrh

To my mind, not very different from FFXIV charging monthly subscribers extra for additional retainers (storage space / market slots).

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IronSalamander8 .

Good point. I never even needed all of my 1st retainer until I got into tradeskills and now it’s rough with just the 2 free ones. I have a friend who has like 7 or something total, so 10 bucks extra a month there I think.

I do like FF14, but they get a few too many ‘ byes’ over stuff like this, similar to how OW did for years too with their loot box system.

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Bruno Brito

True, but FF14 at least is a supported MMO from a company that cares about it’s customers. DBG is…whatever.

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Jeremy Barnes

I must be doing it wrong. My retainers aren’t giving me an XP and currency gain buff, in game system discounts, preventing a negative effect occurring from when I die, and buffing my chocobo’s xp gain, or a bonus chance to gain crafting skill points.

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Vanquesse V

you realize that 14 is selling level boosts and story skips too, right?
Both in the case 14 retainers, and the eq extra sub it’s locking up QoL features behind an additional pay wall.
It’s okay to like a game and still think some parts of it is shitty.

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Jeremy Barnes

You can also dislike something without having to find something else that is similar to that thing

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CoreChamber

I don’t understand this pay to game less, why not just invest it into something you enjoy. Every games number one issue is always the amount of content, imo. I expect them to design something that makes me want to play more.

How about you sell extras, like GM NPC/MOB events, or currency that you sell to players which can be used to boost an NPC faction that might tilt their involvement, the story and world. Tips(USD) that we can use to influence the game, a way to vote and have you listen. I know I would tip to vote story direction.

Anyways don’t charge us more for less, I fail to believe that there is a developer that would advocate for perks on top of a sub. Its sad to see the best MMO of my Life to go further in this direction.

I always wonder how many are like me, trying to make it rich just to make their own game, or pay someone to.

The Weeb formerly known as Sray
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The Weeb formerly known as Sray

It’s not paying to play the game less: it’s paying to reduce/eliminate the inconvenience that has been intentionally built into the game in order to get players to pay to reduce that inconvenience. Things like long crafting times, limited inventory space, and/or an extended leveling period in a game that emphasizes endgame are put there intentionally to annoy certain portions of the audience into paying to alleviate them. They cost significantly less to make than any sort of new playable content, and are much, much more profitable.

This design mechanic doesn’t target the time rich player who enjoys investing 20 or more hours a week into a game (who, due to their willingness to spend longer periods of time in the game, simply doesn’t even see many things as inconvenient), but rather the more time restricted player who genuinely enjoys the game but simply does not, cannot and/or will not play for more than few hours on a semi-regular basis. The time rich player is more likely to be targeted by things like season passes or loot lockout resets, which monetize “reasons to play more.”

Quite simply, if you see these types of monetization as “paying to play less” then you’re not the intended market for these perks, and likely don’t see these “problems” that perks like this alleviate as inconvenient.

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CoreChamber

I just don’t believe in content worth skipping let along paying to skip, timer content. If some can pay to skip it might also cheapen the time and reward of someone who put in the time. I do un fun stuff in mmo’s because I refuse to skip the grind with a battle pass. This does not mean that I enjoy doing that content. So instead of pay 5 buck to skip it lets just remove it.

The Weeb formerly known as Sray
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The Weeb formerly known as Sray

While there are very few people who would argue against removing “unfun” elements from a video game, that’s an overly simplistic solution because first and foremost, that $5 to skip the unfun thing is incredibly profitable to the company that runs the MMORPG. As I said in my initial post: the unfun stuff is intentionally put there so they can sell ways to skip the unfun stuff.

It is far more profitable and far easier to produce a $5 “skip the grind” item on the cash shop than literally ANY type of playable content. It is far easier to get people to pay for something that directly impacts gameplay, like an item that allows a player to skip a tedious grind of some sort, than for cosmetics. So unfortunately, these “pay to skip the grind” things on a game’s cash shop are generally what keeps your game running profitably.

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Jiminy Smegit

Everquest was my first MMO back in 1999 and it pains me to see what is happening to it now. In my recent playthroughs of a few of the TLP servers, I still enjoyed the game but between the “racist Grandpa” vibe of the community and the gross monetization of nostalgia, Norrath is dead to me now sadly.

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Bruno Brito

Yeah. Ji Ham was such a *great* pickup for CEO.

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Darkedone02

I don’t play everquest 1 or 2, had the hardest time trying to figure it out, and the lack of very detailed guides to educate a complete noob to the game kinda turned me off. After hearing about this though, i can see people complaining about this. It’s obvious what they wanted, more money… for what though?

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Harbinger_Kyleran

Those executive yachts don’t pay for themselves you know.

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forensicsman

They revamped the starting area of EQ a while back. There is no reason for you to be lost in that game, it teaches you the entire game in that brand new area. It is actually badass how they did it.

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Malcolm Swoboda

Yikes.

Saluka
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Saluka

The people you are able to complain to about this aren’t the ones that made the decision to implement it.

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IronSalamander8 .

Prevents level loss?! Back when I played the snot out of EQ, that was one of my biggest fears upon leveling; not having enough of an XP buffer to keep my current level and/or no click stick cleric available when I died.

I am so glad I left this company behind after the EQN/Landmark debacle, this may not be pay to win in the strictest sense of that term, but it’s about as close as you can get in a game like EQ.