Permanent P2W: Normally disguise as equipment upgrade system .
Temporary P2W: normally disguise as consumable items
Current design trend is mainly permanent P2W and add some temporary P2W . This kind of design bring back money fast but ruin game pretty fast too .
Basically in this design whales put large among of money to get permanent P2W and create economy bubble then stop spending or spending less after they get permanent P2W , as the end , the price of item get raise too high cause there are no one sell anymore and normal player who can't keep up with the price leave the game .
With modern MMORPG that all try to get more money P2P don't work , many MMORPGs plan to change to F2P or B2P so P2W is unavoidable . But i hope they will use temporary P2W instead of permanent P2W .
Comments
While the boosts are unfair , it will not last long and player have to keep spend to keep them in high stats , this way it keep the market flowed with good , while with gears gap the spend will end when they get the gap big enough . That's the problem with so many P2W games , when the whale stop spending money , item become expensive and cause normal players who get the need item from the whales leave .
Also everyone playing modern MMOs gets permanent power increases more or less constantly even without cash shop. Cash shop purchases may speed up the power gain, but they do not cause the problem.
If whales leave the game, normal players can still get the items from in-game loot, at least most F2P works that way.
Generally the Cash Shop are a shortcut to achieve results much faster, it's rare (though possible) that games use Cash Shop Only items in their games.
BDO sells exclusive costumes in their Cash Shop but they are just cosmetics.
I don't know any game that sell meaningful Gear that you can't get in-game as well, and the games that do that are shit games anyway.
There are few games that sell gear exclusively in their cash shops, but those games are not really worth mentioning, they are generally bad games anyway.
I think the distinction between the two is blurred, especially as how a game uses convoluted methods to create a P2W set up. For example (I think it is) BDO uses a deferred P2W with its costumes, you sell them on for gold which you need to purchase items upgrades.
Many boosters such as experience give only a temporary advantage in levels, assuming there is a cap which is well within reach of the average player.
In a game like WOW this is no huge edge, but in huge grind games like early L2 it would be a huge edge.
PVP games suffer more from this temporary imbalance, but even in PVE boosters could give some crafters huge headstarts and permit higher profits in the early game before the rest of the other players catch up, ruining the market.
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