Is this MMO going to have any monetary features?
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Except free trials would have to limit pretty much every function in the game, because if the free player can be a part of the economy - the game will be killed by bots. And if you limit the player experience in the free trial, there's barely any point in said trial because it doesn't show the game properly.
You could have a gameplay/combat demo as a completely separate entity, but then I'm not sure how many people would buy the game (especially at $20) just based off of that.
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So a game with pretty much horizontal gear, a game that's infamous for being bot-ridden and a game that has a completely different monetization scheme. I don't think those are the best examples to counter AoC's free trial not fitting its design.
Also, yes, there's always gonna be bots, but you can either limit their amount or not care about it. Having a full free trial with no restrictions would be the latter option. And it would make GM's work even harder than it already will be.
AoC's market/gearing/crafting design are fully interconnected and keep all tiers of mats/gear valuable. Gear will also not be soulbound, so if you can grind countless mats with a free bot and then sell it on the market - you're devaluing the work of others (a classic with bots).
GW2 doesn't have that as an issue cause its gear is way more horizontal afaik and I'm not even sure about its trading/soulbound systems. WoW pretty much operates on soulbound shit and even still it has bot problems. And I dunno enough about Runescape, but if it's f2p then it obviously has its own designs that fit that monetization scheme.
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The whole genre of Gacha wants to introduce itself

literal billions upon billions made through mtx. Which is also the main reason for why pretty much every other game in the current existence went the way of mtx. It just pays way more.
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I hate that model as much as the next guy. I was just countering you "research says mtx ain't shit" argument. If it wasn't so profitable, why'd everyone and their mom use it.
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